A Quote by Toby Hemenway

I like to talk about the idea of "design without design," where... we're creating the conditions for the things that we want to see happen rather than trying to force a particular set of outcomes.
Design is more than meets the eye. Design is about communicating benefits. Design is not about designers. Design is not an ocean it's a fishbowl. Design is creating something you believe in.
I really don't over-theorize about design. I'd rather feel it than talk it to death. A lot happens as you unroll the design.
I like to question the minutia, to get to the essence of things. The minutia of life is all about design. It's about the design of how you talk to another human being; it's the design of speech; it's the design of everything we do. We need to be better at listening, and we need to aim more directly at understanding and being understood.
Design isn't Art. It's not about creating beautiful or thought-provoking things for the sake of it. Design is a discipline creating communication with a purpose.
The question is: exactly how did life get here? Was it by natural selection and random mutation or was it by something else? Everybody - even Richard Dawkins - sees design in biology. You see this design when you see co-ordinated parts coming together to perform a function - like in a hand. And so it's the appearance of design that everybody's trying to explain. So that if Darwin's theory doesn't explain it we're left with no other explanation than maybe it really was designed. That's essentially the design argument.
Problems come about when we try to direct the flow of the universe rather than allow it to reveal its own design. Inherent in that design is a love for all living things.
I enjoy the optimism of design, even though we can see it as doomed. But I'm telling most people that I'm not writing about design any more this year. It makes no sense at all during the recession unless you write about sustainable or ethical design-very basic things, like how to get clean water in countries with a shortage of it.
Good design is innovative 2. Good design makes a product useful 3. Good design is aesthetic 4. Good design makes a product understandable 5. Good design is unobtrusive 6. Good design is honest 7. Good design is long-lasting 8. Good design is thorough, down to the last detail 9. Good design is environmentally friendly 10. Good design is as little design as possible
Design is a field of concern, response, and enquiry as often as decision and consequence... it is convenient to group design into three simple categories, though the distinctions are in no way absolute, nor are they always so described: product design (things), environment design (places) and communication design (messages).
In order to survive, all systems must evolve by providing greater and greater access to the currents that flow through them. This applies to all physical, biological and social systems that survive and thrive.... But let’s take that one step forward... the systems just described are ... constantly evolving. This suggests another design principle: ... design for evolution rather than creating a static design optimizing for the present.
I do not have a history in set design. I have a history in art. I draw. But I learned set design when I couldn't afford to have a team and I didn't want to look like I was indie. I wanted to give fans the visual.
We basically built a pricing model that surgically identified what people wanted to pay us for and what they didn't want to pay us for. One of the things we figured out early on was that we could create value for people by creating a product that allowed them to design something that they couldn't design without us.
The nature of the hybrid research/design model means that we often can see design efforts as attempts not to concretize the outcomes of research but instead to justify, promote, or initiate them
Accurate processing of information about outcomes is no simple task under the variable conditions of everyday life . . . usually, many factors enter into determining what effects, if any, given actions will have, Actions, therefore, produce outcomes probabilistically rather than certainly. Depending on the particular conjunction of factors, the same course of action may produce given outcomes regularly, occasionally, or only infrequently
We don't have a good language to talk about this kind of thing. In most people's vocabularies, design means veneer... But to me, nothing could be further from the meaning of design. Design is the fundamental soul of a man-made creation.
For thirty years most interface design, and most comptuer design, has been headed down the path of the "dramatic" machine. Its highest idea is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest idea is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.
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