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Experienced object designers explore the design space from many different angles. They refine ideas of how their system should respond while they are in the middle of building and discarding ideas about how their design should work. Getting a design to gel involves making assumptions, seeing how they play out, changing one’s mind or perspective slightly and re-iterating. Design is a difficult, involved task. It inherently is a non-linear process. Yet, we are asked to trace our design results back to system requirements. And, if we uncover some implications during design, we’d like to tune our system requirements to reflect necessary design compromises.

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How a designer gets from thought to thing is, at least in broad strokes, straightforward: (1) A designer conceives a purpose. (2) To accomplish that purpose, the designer forms a plan. (3) To execute the plan, the designer specifies building materials and assembly instructions. (4) Finally, the designer or some surrogate applies the assembly instructions to the building materials. What emerges is a designed object, and the designer is successful to the degree that the object fulfills the designer's purpose

If solutions could be offered within the existing system, there would be no need to design. Thus designers have to transcend the existing system. Their task is to create a different system or devise a new one. That is why designers say they can truly define the problem only in light of the solution. The solution informs them as to what the real problem is.

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Design is not just what it looks like and feels like. Design is how it works.

In my projects, I have always tried to make people's needs participate in the definition of the work. I would say that the fundamental starting point for designing a design object lies in the usefulness it has for people. An object that is not born of a necessity cannot even be considered as belonging to this category, design.

to design means forcing ourselves to unlearn what we believe we already know, patiently to take apart the mechanisms behind our reflexes and to acknowledge the mystery and stupefying complexity of everyday gestures like switching off a light of turning on a tap

In their work, designers often become expert with the device they are designing. Users are often expert at the task they are trying to perform with the device. [...] Professional designers are usually aware of the pitfalls. But most design is not done by professional designers, it is done by engineers, programmers, and managers.

Design is really a special case of problem solving. One wants to bring about a desired state of affairs. Occasionally one wants to remedy some fault but more usually one wants to bring about something new. For that reason design is more open ended than problem solving. It requires more creativity. It is not so much a matter of linking up a clearly defined objective with a clearly defined starting position (as in problem solving) but more a matter of starting out from a general position in the direction of a general objective

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My works have always been born from the interest, the curiosity, that I have for the material and the possible ways of working it; and then find solutions often even at the limit, I would say. It is always necessary to pay close attention to the choice of materials with which an object will be made, since a relationship with the form is always very delicate. Technological innovation represents one of the fundamental aspects for the designer's work, but it must not lead to the exasperation of the technique at the expense of other aspects.

Design is one of the few disciplines that is a science as well as an art. Effective, meaningful design requires intellectual, rational rigor along with the ability to elicit emotions and beliefs. Thus, designers must balance both the logic and lyricism of humanity every time they design something, a task that requires a singularly mysterious skill.

Users can work with analysts and object designers to formulate and tune system requirements. People from business, analytical and object design disciplines can come together, learn from each other and generate meaningful descriptions of systems that are to be built. Each participant and each project has slightly different concerns and needs. Practical application of use cases can go a long way to improve our ability to deliver just what the customer ordered.

We have always thought about design as being so much more than just the way something looks. It's the whole thing: the way something works on so many different levels. Ultimately, of course, design defines so much of our experience.

Designed as a companion volume to the acclaimed Object-Oriented Analysis, this book focuses on the middle part of the software lifecycle: the activity of design. It shows readers how to apply object-oriented design, and how to tailor and expand the method to suit specific organization and project needs. Readers will explore the major issues in OOD; the role of OOD in the systems lifecycle; how to use graphical notation; strategies for creating design; and hints for evaluating the efficiency of a design created with OOD. For software engineers and other users undertaking real-world systems development projects and designing overall software architecture for systems will find this reference approach to improving systems design indispensable.

It is not enough that something — a chair, an exhibition, a book, a magazine — looks good and is well designed. The 'why' and the 'how', the very process of design itself, must be equally evident and quite beyond the tyranny of individual taste.

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