A Quote by Fred Brooks

Consensus processes starve innovative design by eating the resource. — © Fred Brooks
Consensus processes starve innovative design by eating the resource.
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
If you have 100 acres worth of food, and you've got 500 animals out there, the young ones and the old ones are going to starve to death because they can't compete. When they starve, they start to eat things they shouldn't be eating and spread disease not only to them but to us.
Good design is innovative Gives a product utility Is aesthetic Makes a product easy to understand Is unobtrusive Is honest Is long-lived Is consistent down to the smallest detail Protects the environment Good design is as little design as possible.
The critical thing about the design process is to identify your scarcest resource. Despite what you may think, that very often is not money. For example, in a NASA moon shot, money is abundant but lightness is scarce; every ounce of weight requires tons of material below. On the design of a beach vacation home, the limitation may be your ocean-front footage. You have to make sure your whole team understands what scarce resource you're optimizing.
The greatest scientists in history are great precisely because they broke with the consensus. There is no such thing as consensus science. If it's consensus, it isn't science. If it's science, it isn't consensus. Period.
I have this idea of a Taiwan Consensus, which means people in Taiwan have to get together and form a consensus of their own and that they turn around to talk to the Chinese to form a cross-strait consensus so we can build a relationship on that consensus. And in my view, that is the right order to do things.
A good design is not a democratic consensus.
What looks like resistance in many cases is rational responses to incentives and ingrained resource-allocation processes.
I believe babies are born as innovative personalities... But our social processes work to stamp out exploration and questioning.
[The] dynamics of computational artifacts extend beyond the interface narrowly defined, to relations of people with each other and to the place of computing in their ongoing activities. System design, it follows, must include not only the design of innovative technologies, but their artful integration with the rest of the social and material world.
I'm not going to starve just to be thin... I want to enjoy life and I can't if I'm not eating and miserable.
Diversity is America's most valuable resource. It is what makes us the most innovative nation on Earth.
I don't go long without eating. I never starve myself: I grab a healthy snack.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
To design something really new and innovative you have to reject reason.
I'll starve to death before I'll cook for myself. I think I could survive a week without eating.
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