返回列表
设计方法论 · 创能力栈 · 审美与工程的原则

创作者的品味(以及它为什么是硬技能)

品味不是“我喜欢啥就算啥”,而是一套能被训练的判断力:逼你选对问题、删掉噪声、反复重做,直到作品看起来轻松又站得住时间。
打开原文 ↗

2026-03-02 原文链接 ↗
阅读简报
双语对照
完整翻译
原文
讨论归档

核心观点

  • “品味主观论”在创作场景里站不住:只要你在做东西过程中能明确感觉到“我变得更好了”,就隐含存在“更好/更差”的可比较标尺;否则进步无法成立。
  • 好设计是“简洁”,因为简洁会强迫交付实质:饰、花活、冗长经常是新手用来逃避问题本身;被迫简洁时,问题会裸露出来。
  • 好设计解决“对的问题”,甚至会重写问题:很多努力型烂设计是在优化错误目标;真正的高手会把问题改写成更贴近人、或更可解的形式。
  • 好设计来自“再设计”:一次成型几乎是神话;专家默认要推翻早期版本,并把“承认错误与修改成本低”当作系统能力(媒介/流程/架构都要支持)。
  • 伟大产出常来自“集群与环境”+“大胆对抗常识”:佛罗伦萨/臭鼬工厂/PARC 这类热点说明环境会放大品味与能力;同时真正的新东西往往冒犯当代常识。

跟我们的关联

  • 🧠Neta(海外增长/品牌):用"反时尚"的准绳做判断——优先抓跨文化、跨年代仍成立的人性动机(连接感/被看见/身份表达),别被短期梗和设计潮流带节奏。
  • 🪞Uota(AI 指挥官/评估函数):当生成成本趋近于零,人类稀缺点是"品味"——把判断标准显式化成可复盘的评估函数/评审问题,而不是凭感觉拍脑袋。
  • 🧠组织(20 人特种队):与其赌天才,不如打造"小佛罗伦萨":高频围绕同一核心问题迭代、低沟通成本、对丑陋方案零容忍、允许快速推翻重来。

讨论引子

  • 在 Neta 现有的海外增长/品牌动作里,哪个点你直觉觉得“有效但很丑”?如果把它变漂亮,你会改“问题定义”还是改“解法表现”?
  • 你最近一次明显“品味升级”的时刻是什么?当时你学到的不是技巧,而是哪个判断标准?
  • 团队层面,哪些机制在惩罚“推翻重做”(例如 KPI、排期、评审方式)?如果要打造“小佛罗伦萨”,你会拆哪一条?

2002 年 2 月

"...Copernicus' aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system...."
  • 托马斯·库恩,《哥白尼革命》

“我们都受过凯利·约翰逊的训练,并狂热地相信他一再坚持的一点:一架看上去漂亮的飞机,飞起来也会一样漂亮。”

  • 本·里奇,《臭鼬工厂》

“美是第一道检验:丑陋的数学在这个世界上没有永久的位置。”

  • G. H. 哈代,《一个数学家的辩白》

最近我在和一位在 MIT(麻省理工学院)任教的朋友聊天。他所在的领域如今很热门,每年都会被一大堆想读研的人申请淹没。“他们中很多看起来很聪明,”他说,“但我看不出来他们是否有任何品味。”

品味。如今你很少听到这个词。但不管我们把它叫做什么,这个词背后的概念仍然是必要的。我朋友的意思是,他想要的学生不只是技术熟练的工匠,更是能用技术知识去设计出美好事物的人。

数学家会用“美”来形容好的工作;科学家、工程师、音乐家、建筑师、设计师、作家和画家——无论现在还是过去——也都这样说。他们碰巧用了同一个词吗?还是说,他们指的东西本就有重叠?如果确有重叠,我们能否借助某一领域对美的发现,去帮助另一个领域?

对我们这些做设计的人来说,这些并非纯理论问题。如果美确实存在,我们就必须能识别它。要做出好东西,就需要好的品味。与其把美当作空灵的抽象概念——要么看心情大谈特谈,要么看心情避而不谈——不如把它当作一个实践问题来思考:怎样才能做出好东西?

如今你一提品味,很多人会告诉你“品味是主观的”。他们之所以相信这一点,是因为对他们而言确实就是这种感觉:他们喜欢某样东西,却不知道为什么。可能因为它美,可能因为他妈妈曾经有一个,可能因为在杂志里看过某位电影明星用过,可能因为他们知道它很贵。他们的想法是未经审视的冲动纠缠在一起。

我们大多数人从小就被鼓励不要去审视这种纠缠。比如你嘲笑弟弟在涂色书里把人涂成绿色,你妈妈很可能会说类似的话:“你喜欢按你的方式来,他也喜欢按他的方式来。”

这时候,你妈妈并不是在向你传授美学的深刻真理。她只是想让你们别吵了。

和许多成年人对我们说的半真半假的话一样,这句话会和他们说的其他话相矛盾。他们一边把“品味只是个人偏好”这件事反复灌输给你,一边又带你去博物馆,告诉你要认真看,因为达·芬奇是一位伟大的艺术家。

这时孩子心里会怎么想?他会觉得“伟大的艺术家”是什么意思?在被告知多年“每个人都只是喜欢按自己的方式做事”之后,他不太可能立刻得出结论:伟大的艺术家就是作品比别人更好的人。在他那套托勒密式的宇宙模型里,更可能的理论是:伟大的艺术家是一种“对你有好处”的东西,就像西兰花一样,因为书上这么说。

说品味只是个人偏好,确实能减少争端。问题在于,它并不是真的。你一开始做设计,就会感受到这一点。

无论做什么工作,人们都天然想把它做得更好。足球运动员喜欢赢球。CEO 喜欢提高收益。把工作做得更好既是自尊心所在,也是一种真正的快乐。但如果你的工作是做设计,而又根本不存在“美”这种东西,那么你就没有办法在工作上变得更好。若品味只是个人偏好,那每个人的品味就已经完美:你喜欢什么就喜欢什么,仅此而已。

和任何工作一样,随着你持续做设计,你会变得更擅长。你的品味也会改变。而且,就像任何在工作上进步的人一样,你会知道自己在变得更好。如果真是这样,你过去的品味就不只是“不同”,而是更差。于是“品味不会错”这条公理就烟消云散了。

相对主义当下正流行,这可能会妨碍你去思考品味的问题,即使你的品味在成长。但如果你愿意“出柜”——至少对自己承认——设计确实有好坏之分,那么你就可以开始细致地研究好设计。你的品味是如何变化的?你犯错时,是什么导致你犯错?别人关于设计学到了什么?

一旦你开始认真审视这个问题,你会惊讶地发现:不同领域对美的理解竟有那么多共通之处。好的设计原则一再出现。

好的设计是简洁的。从数学到绘画,你都会听到这一点。在数学里,这意味着更短的证明往往更好。尤其在公理层面,越少越好。在编程里含义也差不多。对建筑师和设计师来说,这意味着美应当依赖少数经过精心选择的结构要素,而不是堆砌大量肤浅的装饰。(装饰本身并不坏,只有当它用来掩盖乏味的形式时才坏。)同样,在绘画里,对少数对象进行细致观察并扎实塑造的静物,往往比那种耀眼却机械重复的画面更有意思——比如画一大片花哨但毫无思考地重复的蕾丝领子。在写作里,这意味着:把你要说的说清楚,并且说得简短。

强调简洁似乎很奇怪。你会以为“简单”应当是默认选项。华丽更费功夫。但当人们试图“有创意”时,似乎就会发生某种变化。新手写作者会采用一种浮夸的腔调,听起来完全不像他平时说话。想“艺术”起来的设计师会求助于各种 swoosh 和卷曲花饰。画家突然发现自己成了表现主义者。这全是回避。在冗长的词句或“富有表现力”的笔触底下,其实没发生多少事情——而这很吓人。

当你被迫保持简洁时,你就被迫直面真正的问题。当你不能靠装饰交差时,你就必须交付实质。

好的设计是经得起时间的。在数学里,除非包含错误,否则每个证明都是永恒的。那么哈代说丑陋的数学没有永久位置,是什么意思?他的意思和凯利·约翰逊一样:如果某样东西丑,它就不可能是最好的解法。一定还有更好的解法,终有一天会有人发现它。

追求经得起时间,是逼自己找到最佳答案的一种方法:如果你能想象将来有人超越你,那你就该自己先做到。有些最伟大的大师把这件事做得太好了,以至于几乎不给后来者留下空间。自丢勒以来的每一位版画家都不得不生活在他的阴影之下。

追求经得起时间,也是摆脱时尚束缚的一种方式。时尚几乎按定义就会随时间变化;所以如果你能做出一种在很久以后仍然好看的东西,那么它的吸引力就必然更多来自本身的价值,而更少来自时尚。

奇妙的是,如果你想做出能打动未来世代的东西,一个办法是试着去打动过去的世代。未来是什么样很难猜,但我们可以确定:未来会像过去一样,对当下的时尚毫不在意。所以,如果你能做出一种既能打动今天的人、也能打动 1500 年的人,那么它很有可能也能打动 2500 年的人。

好的设计解决的是对的问题。典型的炉灶有四个火眼,呈正方形排列,每个火眼有一个旋钮控制。旋钮该怎么排列?最简单的答案是排成一排。但这其实是在用一个简单答案回答一个错误问题。旋钮是给人用的;如果你把它们排成一排,那个倒霉的人每次都得停下来想:哪个旋钮对应哪个火眼。更好的做法是把旋钮也按火眼那样排成一个正方形。

很多糟糕的设计很勤奋,但方向错了。二十世纪中叶曾流行用无衬线字体排正文。这类字体更接近纯粹的、底层的字形。但在正文排版里,你要解决的并不是这个问题。为了易读,更重要的是字母之间要容易区分。它可能看起来有点维多利亚时代,但 Times Roman 的小写 g 很容易和小写 y 区分开来。

问题本身也可以改进,而不仅仅是解法。在软件里,一个难以处理的问题通常可以被替换成一个等价但更容易解决的问题。物理学之所以进步更快,是因为问题变成了预测可观测的行为,而不是把它与经文调和一致。

好的设计是富于暗示的。简·奥斯汀的小说几乎没有描写;她不告诉你一切看起来如何,而是把故事讲得足够好,让你自己在脑中勾勒场景。同样,一幅善于暗示的画通常比一幅事无巨细地“告知”的画更吸引人。每个人都会为《蒙娜丽莎》编出自己的故事。

在建筑与产品设计中,这条原则意味着:建筑或物件应当允许你按自己想要的方式使用它。比如,一座好的建筑应当成为人们想在其中度过的生活的背景,而不是让他们像在执行建筑师写好的程序一样生活。

在软件里,这意味着你应当提供少数几个基础元素,让用户可以像拼乐高一样按自己意愿组合。在数学里,这意味着:能成为大量新工作的基础的证明,优于那种虽然困难却不会引出未来发现的证明;在科学界,一般会把引用次数视为价值的粗略指标。

好的设计往往带点幽默。这条不一定总对。但在我看来,丢勒的版画、沙里宁的子宫椅万神殿以及最初的保时捷 911都略带一点幽默。哥德尔的不完备性定理也像个恶作剧。

我想,这是因为幽默与力量有关。有幽默感是一种强大:保有幽默感意味着能对不幸一笑置之;失去幽默感则意味着被它们所伤。因此,力量的标志——至少也是一种特权——是不把自己太当回事。自信的人常常会像燕子一样,似乎略微嘲弄着整个过程,就像希区柯克在电影里、勃鲁盖尔在画里所做的那样——或者莎士比亚也是如此。

好的设计未必必须有趣,但很难想象一种可以被称为“毫无幽默”的东西,同时又是好的设计。

好的设计很难。看看那些做出伟大作品的人,他们似乎都有一个共同点:都非常努力。如果你没有在拼命干活,你很可能是在浪费时间。

难题需要巨大投入。在数学里,困难的证明需要巧妙的解法,而这些往往很有意思。工程也是如此。

当你不得不爬一座山,你会把背包里一切不必要的东西都扔掉。所以,一个必须在艰难地形上施工,或预算很紧的建筑师,会发现自己被迫做出优雅的设计。时尚和花哨会被“先把问题解决掉”这件艰难的事挤到一边。

并非所有的“难”都是好事。痛苦有好痛苦和坏痛苦之分。你想要的是跑步带来的那种痛苦,而不是踩到钉子带来的那种。一个难题对设计师可能是好事,但反复无常的客户或不可靠的材料就不是。

在艺术中,传统上最高的位置往往给了人物画。这种传统有其道理,并不只是因为脸能按下我们大脑里其他图像按不动的按钮。我们太擅长看脸了,以至于会逼迫画脸的人为了满足我们而不得不拼命工作。你画一棵树,把某根枝条的角度改五度,没人会知道。你把一个人的眼角改五度,人们就会注意到。

当包豪斯的设计师采用沙利文的“form follows function”时,他们的意思是:形式应当追随功能。而如果功能足够困难,形式就被迫追随它,因为你没有多余的力气去犯错。野生动物之所以美,是因为它们的生活很艰难。

好的设计看起来很轻松。就像伟大的运动员,伟大的设计师会让一切看起来很容易。这大多是一种幻觉。好文章那种轻松、对话般的语气,往往要到第八次重写才出现。

在科学与工程里,有些最伟大的发现看起来简单到让你想:我也想得到。发现者完全可以回你一句:那你怎么没想到?

有些达·芬奇的人头素描只有几条线。你看着它会想:只要把八到十条线放对位置,就能画出这幅美丽的肖像。是的——但你必须把它们放在恰到好处的位置。哪怕一点点误差,整幅画都会崩塌。

线描其实是最难的视觉媒介,因为它要求近乎完美。用数学的话说,它是一种闭式解;水平较低的画家会用逐次逼近的方式来解决同样的问题。孩子们大约十岁就放弃画画的原因之一,是他们决定要像大人那样画,而他们尝试的第一件事往往就是画一张脸的线描。啪!

在多数领域里,“看起来轻松”似乎来自练习。也许练习的作用,是训练你的无意识去处理那些原本需要有意识思考的任务。有些情况下你甚至是在训练身体。熟练的钢琴家能以快过大脑向手发送信号的速度弹奏音符。同样,艺术家练久了,也能让视觉感知从眼睛流入、从手流出,自动到像人随节奏打拍子那样。

当人们说自己进入“状态”时,我想他们的意思是:脊髓已经掌控了局面。你的脊髓更不犹豫,从而把有意识的思考解放出来去处理难题。

好的设计会运用对称。我觉得对称可能只是实现简洁的一种方式,但它重要到值得单独提出来。自然界大量使用对称,这是个好兆头。

对称有两种:重复与递归。递归是指子元素中的重复,比如叶子叶脉的纹理。

如今在一些领域,对称并不时髦,这是对过去过度对称的反动。建筑师在维多利亚时代开始有意识地把建筑做成不对称;到 1920 年代,不对称已成为现代主义建筑的明确前提。不过,即便是这些建筑,也往往只是在主要轴线上不对称;在更小的尺度上仍有成百上千个微小的对称。

在写作里,你会在每个层级都找到对称:从句子里的短语,到小说的情节。音乐与艺术也是如此。马赛克(以及某些塞尚)通过把整幅画都由同样的“原子”构成,获得额外的视觉冲击。构图上的对称能产生一些最令人难忘的画作,尤其当两半彼此呼应时,比如《亚当的创造》或《美国哥特式》。

在数学与工程里,尤其是递归,往往是巨大的胜利。归纳证明短得令人愉快。在软件里,一个可以用递归解决的问题,几乎总是最好用递归来解决。埃菲尔铁塔之所以醒目,部分原因是它是一种递归解:塔上再有塔。

对称的危险——尤其是重复——在于它可以被用来代替思考。

好的设计像自然。并不是说像自然本身就必然好,而是自然在这个问题上有很长时间来打磨。你的答案像自然的答案,是一个好兆头。

借鉴并不算作弊。很少有人会否认:故事应当像人生。以现实为对象创作也是绘画里很有价值的工具,尽管它的作用常常被误解。目标并不只是做记录。写生的意义在于给你的大脑提供“嚼头”:当你的眼睛在看真实的东西时,你的手往往能做出更有意思的工作。

模仿自然在工程中同样有效。船很早就有了像动物胸腔那样的“脊柱”和“肋骨”。在某些情况下,我们可能需要等待更好的技术:早期飞机设计师犯了错误,他们把飞机设计得像鸟,因为他们没有足够轻的材料或动力源(莱特兄弟的发动机重 152 磅,却只能输出 12 马力),也没有足够精密的控制系统来支撑像鸟那样飞行的机器;但我可以想象,五十年后会有小型无人侦察机像鸟一样飞行。

如今我们拥有足够的计算能力,不仅可以模仿自然的结果,也能模仿自然的方法。遗传算法也许能让我们创造出复杂到无法用常规意义上的“设计”来设计的东西。

好的设计是再设计。第一次就做对的情况很少。专家会预期自己要丢掉一些早期成果。他们会为“计划会变”而做计划。

把作品扔掉需要自信。你得能想:还能再做出更多。比如人们刚开始画画时,常常不愿意重画不对的部分;他们觉得能画到那一步已经很幸运了,如果重来,结果可能更糟。于是他们会说服自己:这幅画其实也没那么差——甚至,也许他们本来就想画成这样。

那是危险地带;如果有什么应该培养,那应该是不满足。在达·芬奇的素描里,常常能看到同一条线被尝试了五六次才画对。保时捷 911 标志性的车尾,只在一次对笨拙原型的再设计中才出现。在赖特早期为古根海姆博物馆做的方案里,右半边是一座阶梯金字塔;他把它倒过来,才得到如今的形状。

犯错很自然。不要把错误当作灾难,而要让它们容易被承认、也容易被修正。达·芬奇几乎发明了“速写”,用来让绘画承载更大重量的探索。开源软件的 bug 更少,是因为它承认 bug 的可能性。

拥有一种便于修改的媒介会有帮助。十五世纪油彩取代蛋彩之后,画家更容易处理像人体这样的困难题材,因为油彩不同于蛋彩,它可以混色并且可以覆盖重画。

好的设计可以借鉴。人们对“借鉴”的态度常常会绕一圈:新手在不自知中模仿;接着他会有意识地追求原创;最后他会决定:比起原创,更重要的是正确。

不自知的模仿几乎就是糟糕设计的配方。如果你不知道自己的想法从哪里来,你多半是在模仿一个模仿者。拉斐尔如此深刻地渗透了十九世纪中叶的审美,以至于几乎任何尝试绘画的人都在模仿他,而且往往隔了好几层。困扰拉斐尔前派的,与其说是拉斐尔本人的作品,不如说正是这种“层层转手的拉斐尔”。

有野心的人不会满足于模仿。品味成长的第二阶段,是有意识地追求原创。

我认为最伟大的大师最终会达到一种无私。他们只想得到正确答案;如果正确答案的一部分已经被别人发现了,那也不是不用它的理由。他们足够自信,可以从任何人那里取用,而不担心自己的视野会在过程中消失。

好的设计往往很奇异。最好的作品里有些带着一种难以言说的诡异气质:欧拉的 公式、勃鲁盖尔的《雪中猎人》、SR-71Lisp。它们不仅美,而且美得奇异。

我不确定为什么。也许只是我自己太笨。开罐器在狗看来一定像奇迹。也许如果我足够聪明,ei*pi = -1 在我眼里就会是世界上最自然的事。毕竟它必然为真。

我提到的大多数品质都可以培养,但我不认为“奇异”能靠培养得到。你能做的最好,只是在它开始显现时别把它压下去。爱因斯坦并没有试图让相对论变得奇怪。他只是试图让它为真,而真相恰好是奇怪的。

我曾就读过的一所艺术学校里,学生最想要的是发展出个人风格。但如果你只是努力去做出好东西,你不可避免会以独特的方式做到这一点,就像每个人走路都有独特的姿态。米开朗基罗并不是想画得像米开朗基罗。他只是想画好;他无法不画得像米开朗基罗。

唯一值得拥有的风格,是你无法避免的那种。这对“奇异”尤其如此。它没有捷径。矫饰主义者、浪漫主义者,以及两代美国高中生苦苦寻找的“西北航道”,似乎并不存在。到达那里的唯一方式,是穿过“好”,并从另一侧出来。

好的设计常常成群发生。十五世纪佛罗伦萨的居民中有布鲁内莱斯基、吉贝尔蒂、多纳泰罗、马萨乔、菲利波·利皮、安杰利科修士、韦罗基奥、波提切利、达·芬奇和米开朗基罗。与此同时,米兰的规模和佛罗伦萨差不多大。你能说出多少位十五世纪的米兰艺术家?

十五世纪的佛罗伦萨发生过某些事情。而这不可能是遗传,因为现在并没有发生。你只能假设:不管达·芬奇和米开朗基罗有怎样的天赋,米兰也一定有人拥有同样多的天赋。那位“米兰的达·芬奇”去哪儿了?

如今美国活着的人口大约是十五世纪佛罗伦萨人口的一千倍。我们身边走着一千个达·芬奇和一千个米开朗基罗。如果 DNA 说了算,我们每天都该被艺术奇迹迎面撞上。但事实并非如此。原因是:要造就达·芬奇,仅有他的天赋还不够;你还需要 1450 年的佛罗伦萨。

没有什么比一群有才华的人围绕相关问题共同工作更强大。相比之下,基因几乎不值一提:天生是“遗传意义上的达·芬奇”,也不足以弥补出生在米兰附近而不是佛罗伦萨。今天我们更常迁徙,但伟大工作仍然 disproportionately 出自少数热点:包豪斯、曼哈顿计划、《纽约客》、洛克希德的臭鼬工厂、施乐 PARC。

在任何一个时期,总有少数热门课题和少数在其上做出伟大工作的团队;如果你离这些中心太远,你几乎不可能独自做出好工作。你可以在一定程度上推拉这些趋势,但你无法彻底摆脱它们。(也许你可以,但米兰的达·芬奇做不到。)

好的设计往往是大胆的。在历史的每个时期,人们都相信一些荒谬的东西,而且相信得如此坚定,以至于你若公开反对,可能会被排挤,甚至遭遇暴力。

如果我们所处的时代有什么不同,那才真正值得惊讶。而据我所知,它并没有

这个问题不仅折磨每个时代,也在某种程度上折磨每个领域。许多文艺复兴时期的艺术在当时被认为惊人地世俗:据瓦萨里记载,波提切利悔悟并放弃绘画;安杰利科修士巴托洛梅奥与洛伦佐·迪·克雷迪甚至焚烧了自己的一些作品。爱因斯坦的相对论冒犯了许多同时代物理学家,几十年都未被完全接受——在法国,甚至直到 1950 年代才算真正被接受。

今天的实验误差,可能就是明天的新理论。如果你想发现真正伟大的新东西,那么与其对“常识与真理并不完全重合”的地方视而不见,不如对这些地方格外留心。

从实践角度看,我认为看见丑比想象美更容易。大多数做出美好事物的人,似乎都是从修补自己觉得丑的东西开始的。伟大作品往往发生在某个人看到某样东西并想:我能做得更好。乔托看见传统的拜占庭圣母像按公式画了几百年,人人满意,但在他眼里它们僵硬不自然。哥白尼被一个当时所有人都能忍受的权宜之计折磨得难以忍受,于是他认定一定有更好的解法。

对丑的零容忍本身还不够。你必须先把一个领域学透,才会对“哪里需要修”有好的嗅觉。你得做功课。但当你成为这个领域的专家,你会开始听见小声音在说:多么敷衍!一定有更好的办法。别忽视这些声音。要培养它们。做出伟大工作的配方是:极其苛刻的品味,加上满足这种品味的能力。

注释

沙利文原话是“form ever follows function”,但我认为常见的误引更接近现代主义建筑师真正想表达的意思。

史蒂芬·G·布拉什(Stephen G. Brush),“Why was Relativity Accepted?” Phys. Perspect. 1 (1999) 184-214.

日文译本

中文译本

斯洛文尼亚语译本

德文译本

访谈:米尔顿·格拉泽

俄文译本

你可以在《黑客与画家》中找到这篇文章和另外 14 篇。

February 2002

2002 年 2 月

"...Copernicus' aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system...."

"...Copernicus' aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system...."

  • Thomas Kuhn, The Copernican Revolution
  • 托马斯·库恩,《哥白尼革命》

"All of us had been trained by Kelly Johnson and believed fanatically in his insistence that an airplane that looked beautiful would fly the same way."

“我们都受过凯利·约翰逊的训练,并狂热地相信他一再坚持的一点:一架看上去漂亮的飞机,飞起来也会一样漂亮。”

  • Ben Rich, Skunk Works
  • 本·里奇,《臭鼬工厂》

"Beauty is the first test: there is no permanent place in this world for ugly mathematics."

“美是第一道检验:丑陋的数学在这个世界上没有永久的位置。”

  • G. H. Hardy, A Mathematician's Apology
  • G. H. 哈代,《一个数学家的辩白》

I was talking recently to a friend who teaches at MIT. His field is hot now and every year he is inundated by applications from would-be graduate students. "A lot of them seem smart," he said. "What I can't tell is whether they have any kind of taste."

最近我在和一位在 MIT(麻省理工学院)任教的朋友聊天。他所在的领域如今很热门,每年都会被一大堆想读研的人申请淹没。“他们中很多看起来很聪明,”他说,“但我看不出来他们是否有任何品味。”

Taste. You don't hear that word much now. And yet we still need the underlying concept, whatever we call it. What my friend meant was that he wanted students who were not just good technicians, but who could use their technical knowledge to design beautiful things.

品味。如今你很少听到这个词。但不管我们把它叫做什么,这个词背后的概念仍然是必要的。我朋友的意思是,他想要的学生不只是技术熟练的工匠,更是能用技术知识去设计出美好事物的人。

Mathematicians call good work "beautiful," and so, either now or in the past, have scientists, engineers, musicians, architects, designers, writers, and painters. Is it just a coincidence that they used the same word, or is there some overlap in what they meant? If there is an overlap, can we use one field's discoveries about beauty to help us in another?

数学家会用“美”来形容好的工作;科学家、工程师、音乐家、建筑师、设计师、作家和画家——无论现在还是过去——也都这样说。他们碰巧用了同一个词吗?还是说,他们指的东西本就有重叠?如果确有重叠,我们能否借助某一领域对美的发现,去帮助另一个领域?

For those of us who design things, these are not just theoretical questions. If there is such a thing as beauty, we need to be able to recognize it. We need good taste to make good things. Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let's try considering it as a practical question: how do you make good stuff?

对我们这些做设计的人来说,这些并非纯理论问题。如果美确实存在,我们就必须能识别它。要做出好东西,就需要好的品味。与其把美当作空灵的抽象概念——要么看心情大谈特谈,要么看心情避而不谈——不如把它当作一个实践问题来思考:怎样才能做出好东西?

If you mention taste nowadays, a lot of people will tell you that "taste is subjective." They believe this because it really feels that way to them. When they like something, they have no idea why. It could be because it's beautiful, or because their mother had one, or because they saw a movie star with one in a magazine, or because they know it's expensive. Their thoughts are a tangle of unexamined impulses.

如今你一提品味,很多人会告诉你“品味是主观的”。他们之所以相信这一点,是因为对他们而言确实就是这种感觉:他们喜欢某样东西,却不知道为什么。可能因为它美,可能因为他妈妈曾经有一个,可能因为在杂志里看过某位电影明星用过,可能因为他们知道它很贵。他们的想法是未经审视的冲动纠缠在一起。

Most of us are encouraged, as children, to leave this tangle unexamined. If you make fun of your little brother for coloring people green in his coloring book, your mother is likely to tell you something like "you like to do it your way and he likes to do it his way."

我们大多数人从小就被鼓励不要去审视这种纠缠。比如你嘲笑弟弟在涂色书里把人涂成绿色,你妈妈很可能会说类似的话:“你喜欢按你的方式来,他也喜欢按他的方式来。”

Your mother at this point is not trying to teach you important truths about aesthetics. She's trying to get the two of you to stop bickering.

这时候,你妈妈并不是在向你传授美学的深刻真理。她只是想让你们别吵了。

Like many of the half-truths adults tell us, this one contradicts other things they tell us. After dinning into you that taste is merely a matter of personal preference, they take you to the museum and tell you that you should pay attention because Leonardo is a great artist.

和许多成年人对我们说的半真半假的话一样,这句话会和他们说的其他话相矛盾。他们一边把“品味只是个人偏好”这件事反复灌输给你,一边又带你去博物馆,告诉你要认真看,因为达·芬奇是一位伟大的艺术家。

What goes through the kid's head at this point? What does he think "great artist" means? After having been told for years that everyone just likes to do things their own way, he is unlikely to head straight for the conclusion that a great artist is someone whose work is better than the others'. A far more likely theory, in his Ptolemaic model of the universe, is that a great artist is something that's good for you, like broccoli, because someone said so in a book.

这时孩子心里会怎么想?他会觉得“伟大的艺术家”是什么意思?在被告知多年“每个人都只是喜欢按自己的方式做事”之后,他不太可能立刻得出结论:伟大的艺术家就是作品比别人更好的人。在他那套托勒密式的宇宙模型里,更可能的理论是:伟大的艺术家是一种“对你有好处”的东西,就像西兰花一样,因为书上这么说。

Saying that taste is just personal preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things.

说品味只是个人偏好,确实能减少争端。问题在于,它并不是真的。你一开始做设计,就会感受到这一点。

Whatever job people do, they naturally want to do better. Football players like to win games. CEOs like to increase earnings. It's a matter of pride, and a real pleasure, to get better at your job. But if your job is to design things, and there is no such thing as beauty, then there is no way to get better at your job. If taste is just personal preference, then everyone's is already perfect: you like whatever you like, and that's it.

无论做什么工作,人们都天然想把它做得更好。足球运动员喜欢赢球。CEO 喜欢提高收益。把工作做得更好既是自尊心所在,也是一种真正的快乐。但如果你的工作是做设计,而又根本不存在“美”这种东西,那么你就没有办法在工作上变得更好。若品味只是个人偏好,那每个人的品味就已经完美:你喜欢什么就喜欢什么,仅此而已。

As in any job, as you continue to design things, you'll get better at it. Your tastes will change. And, like anyone who gets better at their job, you'll know you're getting better. If so, your old tastes were not merely different, but worse. Poof goes the axiom that taste can't be wrong.

和任何工作一样,随着你持续做设计,你会变得更擅长。你的品味也会改变。而且,就像任何在工作上进步的人一样,你会知道自己在变得更好。如果真是这样,你过去的品味就不只是“不同”,而是更差。于是“品味不会错”这条公理就烟消云散了。

Relativism is fashionable at the moment, and that may hamper you from thinking about taste, even as yours grows. But if you come out of the closet and admit, at least to yourself, that there is such a thing as good and bad design, then you can start to study good design in detail. How has your taste changed? When you made mistakes, what caused you to make them? What have other people learned about design?

相对主义当下正流行,这可能会妨碍你去思考品味的问题,即使你的品味在成长。但如果你愿意“出柜”——至少对自己承认——设计确实有好坏之分,那么你就可以开始细致地研究好设计。你的品味是如何变化的?你犯错时,是什么导致你犯错?别人关于设计学到了什么?

Once you start to examine the question, it's surprising how much different fields' ideas of beauty have in common. The same principles of good design crop up again and again.

一旦你开始认真审视这个问题,你会惊讶地发现:不同领域对美的理解竟有那么多共通之处。好的设计原则一再出现。

Good design is simple. You hear this from math to painting. In math it means that a shorter proof tends to be a better one. Where axioms are concerned, especially, less is more. It means much the same thing in programming. For architects and designers it means that beauty should depend on a few carefully chosen structural elements rather than a profusion of superficial ornament. (Ornament is not in itself bad, only when it's camouflage on insipid form.) Similarly, in painting, a still life of a few carefully observed and solidly modelled objects will tend to be more interesting than a stretch of flashy but mindlessly repetitive painting of, say, a lace collar. In writing it means: say what you mean and say it briefly.

好的设计是简洁的。从数学到绘画,你都会听到这一点。在数学里,这意味着更短的证明往往更好。尤其在公理层面,越少越好。在编程里含义也差不多。对建筑师和设计师来说,这意味着美应当依赖少数经过精心选择的结构要素,而不是堆砌大量肤浅的装饰。(装饰本身并不坏,只有当它用来掩盖乏味的形式时才坏。)同样,在绘画里,对少数对象进行细致观察并扎实塑造的静物,往往比那种耀眼却机械重复的画面更有意思——比如画一大片花哨但毫无思考地重复的蕾丝领子。在写作里,这意味着:把你要说的说清楚,并且说得简短。

It seems strange to have to emphasize simplicity. You'd think simple would be the default. Ornate is more work. But something seems to come over people when they try to be creative. Beginning writers adopt a pompous tone that doesn't sound anything like the way they speak. Designers trying to be artistic resort to swooshes and curlicues. Painters discover that they're expressionists. It's all evasion. Underneath the long words or the "expressive" brush strokes, there is not much going on, and that's frightening.

强调简洁似乎很奇怪。你会以为“简单”应当是默认选项。华丽更费功夫。但当人们试图“有创意”时,似乎就会发生某种变化。新手写作者会采用一种浮夸的腔调,听起来完全不像他平时说话。想“艺术”起来的设计师会求助于各种 swoosh 和卷曲花饰。画家突然发现自己成了表现主义者。这全是回避。在冗长的词句或“富有表现力”的笔触底下,其实没发生多少事情——而这很吓人。

When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance.

当你被迫保持简洁时,你就被迫直面真正的问题。当你不能靠装饰交差时,你就必须交付实质。

Good design is timeless. In math, every proof is timeless unless it contains a mistake. So what does Hardy mean when he says there is no permanent place for ugly mathematics? He means the same thing Kelly Johnson did: if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it.

好的设计是经得起时间的。在数学里,除非包含错误,否则每个证明都是永恒的。那么哈代说丑陋的数学没有永久位置,是什么意思?他的意思和凯利·约翰逊一样:如果某样东西丑,它就不可能是最好的解法。一定还有更好的解法,终有一天会有人发现它。

Aiming at timelessness is a way to make yourself find the best answer: if you can imagine someone surpassing you, you should do it yourself. Some of the greatest masters did this so well that they left little room for those who came after. Every engraver since Durer has had to live in his shadow.

追求经得起时间,是逼自己找到最佳答案的一种方法:如果你能想象将来有人超越你,那你就该自己先做到。有些最伟大的大师把这件事做得太好了,以至于几乎不给后来者留下空间。自丢勒以来的每一位版画家都不得不生活在他的阴影之下。

Aiming at timelessness is also a way to evade the grip of fashion. Fashions almost by definition change with time, so if you can make something that will still look good far into the future, then its appeal must derive more from merit and less from fashion.

追求经得起时间,也是摆脱时尚束缚的一种方式。时尚几乎按定义就会随时间变化;所以如果你能做出一种在很久以后仍然好看的东西,那么它的吸引力就必然更多来自本身的价值,而更少来自时尚。

Strangely enough, if you want to make something that will appeal to future generations, one way to do it is to try to appeal to past generations. It's hard to guess what the future will be like, but we can be sure it will be like the past in caring nothing for present fashions. So if you can make something that appeals to people today and would also have appealed to people in 1500, there is a good chance it will appeal to people in 2500.

奇妙的是,如果你想做出能打动未来世代的东西,一个办法是试着去打动过去的世代。未来是什么样很难猜,但我们可以确定:未来会像过去一样,对当下的时尚毫不在意。所以,如果你能做出一种既能打动今天的人、也能打动 1500 年的人,那么它很有可能也能打动 2500 年的人。

Good design solves the right problem. The typical stove has four burners arranged in a square, and a dial to control each. How do you arrange the dials? The simplest answer is to put them in a row. But this is a simple answer to the wrong question. The dials are for humans to use, and if you put them in a row, the unlucky human will have to stop and think each time about which dial matches which burner. Better to arrange the dials in a square like the burners.

好的设计解决的是对的问题。典型的炉灶有四个火眼,呈正方形排列,每个火眼有一个旋钮控制。旋钮该怎么排列?最简单的答案是排成一排。但这其实是在用一个简单答案回答一个错误问题。旋钮是给人用的;如果你把它们排成一排,那个倒霉的人每次都得停下来想:哪个旋钮对应哪个火眼。更好的做法是把旋钮也按火眼那样排成一个正方形。

A lot of bad design is industrious, but misguided. In the mid twentieth century there was a vogue for setting text in sans-serif fonts. These fonts are closer to the pure, underlying letterforms. But in text that's not the problem you're trying to solve. For legibility it's more important that letters be easy to tell apart. It may look Victorian, but a Times Roman lowercase g is easy to tell from a lowercase y.

很多糟糕的设计很勤奋,但方向错了。二十世纪中叶曾流行用无衬线字体排正文。这类字体更接近纯粹的、底层的字形。但在正文排版里,你要解决的并不是这个问题。为了易读,更重要的是字母之间要容易区分。它可能看起来有点维多利亚时代,但 Times Roman 的小写 g 很容易和小写 y 区分开来。

Problems can be improved as well as solutions. In software, an intractable problem can usually be replaced by an equivalent one that's easy to solve. Physics progressed faster as the problem became predicting observable behavior, instead of reconciling it with scripture.

问题本身也可以改进,而不仅仅是解法。在软件里,一个难以处理的问题通常可以被替换成一个等价但更容易解决的问题。物理学之所以进步更快,是因为问题变成了预测可观测的行为,而不是把它与经文调和一致。

Good design is suggestive. Jane Austen's novels contain almost no description; instead of telling you how everything looks, she tells her story so well that you envision the scene for yourself. Likewise, a painting that suggests is usually more engaging than one that tells. Everyone makes up their own story about the Mona Lisa.

好的设计是富于暗示的。简·奥斯汀的小说几乎没有描写;她不告诉你一切看起来如何,而是把故事讲得足够好,让你自己在脑中勾勒场景。同样,一幅善于暗示的画通常比一幅事无巨细地“告知”的画更吸引人。每个人都会为《蒙娜丽莎》编出自己的故事。

In architecture and design, this principle means that a building or object should let you use it how you want: a good building, for example, will serve as a backdrop for whatever life people want to lead in it, instead of making them live as if they were executing a program written by the architect.

在建筑与产品设计中,这条原则意味着:建筑或物件应当允许你按自己想要的方式使用它。比如,一座好的建筑应当成为人们想在其中度过的生活的背景,而不是让他们像在执行建筑师写好的程序一样生活。

In software, it means you should give users a few basic elements that they can combine as they wish, like Lego. In math it means a proof that becomes the basis for a lot of new work is preferable to a proof that was difficult, but doesn't lead to future discoveries; in the sciences generally, citation is considered a rough indicator of merit.

在软件里,这意味着你应当提供少数几个基础元素,让用户可以像拼乐高一样按自己意愿组合。在数学里,这意味着:能成为大量新工作的基础的证明,优于那种虽然困难却不会引出未来发现的证明;在科学界,一般会把引用次数视为价值的粗略指标。

Good design is often slightly funny. This one may not always be true. But Durer's engravings and Saarinen's womb chair and the Pantheon and the original Porsche 911 all seem to me slightly funny. Godel's incompleteness theorem seems like a practical joke.

好的设计往往带点幽默。这条不一定总对。但在我看来,丢勒的版画、沙里宁的子宫椅万神殿以及最初的保时捷 911都略带一点幽默。哥德尔的不完备性定理也像个恶作剧。

I think it's because humor is related to strength. To have a sense of humor is to be strong: to keep one's sense of humor is to shrug off misfortunes, and to lose one's sense of humor is to be wounded by them. And so the mark-- or at least the prerogative-- of strength is not to take oneself too seriously. The confident will often, like swallows, seem to be making fun of the whole process slightly, as Hitchcock does in his films or Bruegel in his paintings-- or Shakespeare, for that matter.

我想,这是因为幽默与力量有关。有幽默感是一种强大:保有幽默感意味着能对不幸一笑置之;失去幽默感则意味着被它们所伤。因此,力量的标志——至少也是一种特权——是不把自己太当回事。自信的人常常会像燕子一样,似乎略微嘲弄着整个过程,就像希区柯克在电影里、勃鲁盖尔在画里所做的那样——或者莎士比亚也是如此。

Good design may not have to be funny, but it's hard to imagine something that could be called humorless also being good design.

好的设计未必必须有趣,但很难想象一种可以被称为“毫无幽默”的东西,同时又是好的设计。

Good design is hard. If you look at the people who've done great work, one thing they all seem to have in common is that they worked very hard. If you're not working hard, you're probably wasting your time.

好的设计很难。看看那些做出伟大作品的人,他们似乎都有一个共同点:都非常努力。如果你没有在拼命干活,你很可能是在浪费时间。

Hard problems call for great efforts. In math, difficult proofs require ingenious solutions, and those tend to be interesting. Ditto in engineering.

难题需要巨大投入。在数学里,困难的证明需要巧妙的解法,而这些往往很有意思。工程也是如此。

When you have to climb a mountain you toss everything unnecessary out of your pack. And so an architect who has to build on a difficult site, or a small budget, will find that he is forced to produce an elegant design. Fashions and flourishes get knocked aside by the difficult business of solving the problem at all.

当你不得不爬一座山,你会把背包里一切不必要的东西都扔掉。所以,一个必须在艰难地形上施工,或预算很紧的建筑师,会发现自己被迫做出优雅的设计。时尚和花哨会被“先把问题解决掉”这件艰难的事挤到一边。

Not every kind of hard is good. There is good pain and bad pain. You want the kind of pain you get from going running, not the kind you get from stepping on a nail. A difficult problem could be good for a designer, but a fickle client or unreliable materials would not be.

并非所有的“难”都是好事。痛苦有好痛苦和坏痛苦之分。你想要的是跑步带来的那种痛苦,而不是踩到钉子带来的那种。一个难题对设计师可能是好事,但反复无常的客户或不可靠的材料就不是。

In art, the highest place has traditionally been given to paintings of people. There is something to this tradition, and not just because pictures of faces get to press buttons in our brains that other pictures don't. We are so good at looking at faces that we force anyone who draws them to work hard to satisfy us. If you draw a tree and you change the angle of a branch five degrees, no one will know. When you change the angle of someone's eye five degrees, people notice.

在艺术中,传统上最高的位置往往给了人物画。这种传统有其道理,并不只是因为脸能按下我们大脑里其他图像按不动的按钮。我们太擅长看脸了,以至于会逼迫画脸的人为了满足我们而不得不拼命工作。你画一棵树,把某根枝条的角度改五度,没人会知道。你把一个人的眼角改五度,人们就会注意到。

When Bauhaus designers adopted Sullivan's "form follows function," what they meant was, form should follow function. And if function is hard enough, form is forced to follow it, because there is no effort to spare for error. Wild animals are beautiful because they have hard lives.

当包豪斯的设计师采用沙利文的“form follows function”时,他们的意思是:形式应当追随功能。而如果功能足够困难,形式就被迫追随它,因为你没有多余的力气去犯错。野生动物之所以美,是因为它们的生活很艰难。

Good design looks easy. Like great athletes, great designers make it look easy. Mostly this is an illusion. The easy, conversational tone of good writing comes only on the eighth rewrite.

好的设计看起来很轻松。就像伟大的运动员,伟大的设计师会让一切看起来很容易。这大多是一种幻觉。好文章那种轻松、对话般的语气,往往要到第八次重写才出现。

In science and engineering, some of the greatest discoveries seem so simple that you say to yourself, I could have thought of that. The discoverer is entitled to reply, why didn't you?

在科学与工程里,有些最伟大的发现看起来简单到让你想:我也想得到。发现者完全可以回你一句:那你怎么没想到?

Some Leonardo heads are just a few lines. You look at them and you think, all you have to do is get eight or ten lines in the right place and you've made this beautiful portrait. Well, yes, but you have to get them in exactly the right place. The slightest error will make the whole thing collapse.

有些达·芬奇的人头素描只有几条线。你看着它会想:只要把八到十条线放对位置,就能画出这幅美丽的肖像。是的——但你必须把它们放在恰到好处的位置。哪怕一点点误差,整幅画都会崩塌。

Line drawings are in fact the most difficult visual medium, because they demand near perfection. In math terms, they are a closed-form solution; lesser artists literally solve the same problems by successive approximation. One of the reasons kids give up drawing at ten or so is that they decide to start drawing like grownups, and one of the first things they try is a line drawing of a face. Smack!

线描其实是最难的视觉媒介,因为它要求近乎完美。用数学的话说,它是一种闭式解;水平较低的画家会用逐次逼近的方式来解决同样的问题。孩子们大约十岁就放弃画画的原因之一,是他们决定要像大人那样画,而他们尝试的第一件事往往就是画一张脸的线描。啪!

In most fields the appearance of ease seems to come with practice. Perhaps what practice does is train your unconscious mind to handle tasks that used to require conscious thought. In some cases you literally train your body. An expert pianist can play notes faster than the brain can send signals to his hand. Likewise an artist, after a while, can make visual perception flow in through his eye and out through his hand as automatically as someone tapping his foot to a beat.

在多数领域里,“看起来轻松”似乎来自练习。也许练习的作用,是训练你的无意识去处理那些原本需要有意识思考的任务。有些情况下你甚至是在训练身体。熟练的钢琴家能以快过大脑向手发送信号的速度弹奏音符。同样,艺术家练久了,也能让视觉感知从眼睛流入、从手流出,自动到像人随节奏打拍子那样。

When people talk about being in "the zone," I think what they mean is that the spinal cord has the situation under control. Your spinal cord is less hesitant, and it frees conscious thought for the hard problems.

当人们说自己进入“状态”时,我想他们的意思是:脊髓已经掌控了局面。你的脊髓更不犹豫,从而把有意识的思考解放出来去处理难题。

Good design uses symmetry. I think symmetry may just be one way to achieve simplicity, but it's important enough to be mentioned on its own. Nature uses it a lot, which is a good sign.

好的设计会运用对称。我觉得对称可能只是实现简洁的一种方式,但它重要到值得单独提出来。自然界大量使用对称,这是个好兆头。

There are two kinds of symmetry, repetition and recursion. Recursion means repetition in subelements, like the pattern of veins in a leaf.

对称有两种:重复与递归。递归是指子元素中的重复,比如叶子叶脉的纹理。

Symmetry is unfashionable in some fields now, in reaction to excesses in the past. Architects started consciously making buildings asymmetric in Victorian times and by the 1920s asymmetry was an explicit premise of modernist architecture. Even these buildings only tended to be asymmetric about major axes, though; there were hundreds of minor symmetries.

如今在一些领域,对称并不时髦,这是对过去过度对称的反动。建筑师在维多利亚时代开始有意识地把建筑做成不对称;到 1920 年代,不对称已成为现代主义建筑的明确前提。不过,即便是这些建筑,也往往只是在主要轴线上不对称;在更小的尺度上仍有成百上千个微小的对称。

In writing you find symmetry at every level, from the phrases in a sentence to the plot of a novel. You find the same in music and art. Mosaics (and some Cezannes) get extra visual punch by making the whole picture out of the same atoms. Compositional symmetry yields some of the most memorable paintings, especially when two halves react to one another, as in the Creation of Adam or American Gothic.

在写作里,你会在每个层级都找到对称:从句子里的短语,到小说的情节。音乐与艺术也是如此。马赛克(以及某些塞尚)通过把整幅画都由同样的“原子”构成,获得额外的视觉冲击。构图上的对称能产生一些最令人难忘的画作,尤其当两半彼此呼应时,比如《亚当的创造》或《美国哥特式》。

In math and engineering, recursion, especially, is a big win. Inductive proofs are wonderfully short. In software, a problem that can be solved by recursion is nearly always best solved that way. The Eiffel Tower looks striking partly because it is a recursive solution, a tower on a tower.

在数学与工程里,尤其是递归,往往是巨大的胜利。归纳证明短得令人愉快。在软件里,一个可以用递归解决的问题,几乎总是最好用递归来解决。埃菲尔铁塔之所以醒目,部分原因是它是一种递归解:塔上再有塔。

The danger of symmetry, and repetition especially, is that it can be used as a substitute for thought.

对称的危险——尤其是重复——在于它可以被用来代替思考。

Good design resembles nature. It's not so much that resembling nature is intrinsically good as that nature has had a long time to work on the problem. It's a good sign when your answer resembles nature's.

好的设计像自然。并不是说像自然本身就必然好,而是自然在这个问题上有很长时间来打磨。你的答案像自然的答案,是一个好兆头。

It's not cheating to copy. Few would deny that a story should be like life. Working from life is a valuable tool in painting too, though its role has often been misunderstood. The aim is not simply to make a record. The point of painting from life is that it gives your mind something to chew on: when your eyes are looking at something, your hand will do more interesting work.

借鉴并不算作弊。很少有人会否认:故事应当像人生。以现实为对象创作也是绘画里很有价值的工具,尽管它的作用常常被误解。目标并不只是做记录。写生的意义在于给你的大脑提供“嚼头”:当你的眼睛在看真实的东西时,你的手往往能做出更有意思的工作。

Imitating nature also works in engineering. Boats have long had spines and ribs like an animal's ribcage. In some cases we may have to wait for better technology: early aircraft designers were mistaken to design aircraft that looked like birds, because they didn't have materials or power sources light enough (the Wrights' engine weighed 152 lbs. and generated only 12 hp.) or control systems sophisticated enough for machines that flew like birds, but I could imagine little unmanned reconnaissance planes flying like birds in fifty years.

模仿自然在工程中同样有效。船很早就有了像动物胸腔那样的“脊柱”和“肋骨”。在某些情况下,我们可能需要等待更好的技术:早期飞机设计师犯了错误,他们把飞机设计得像鸟,因为他们没有足够轻的材料或动力源(莱特兄弟的发动机重 152 磅,却只能输出 12 马力),也没有足够精密的控制系统来支撑像鸟那样飞行的机器;但我可以想象,五十年后会有小型无人侦察机像鸟一样飞行。

Now that we have enough computer power, we can imitate nature's method as well as its results. Genetic algorithms may let us create things too complex to design in the ordinary sense.

如今我们拥有足够的计算能力,不仅可以模仿自然的结果,也能模仿自然的方法。遗传算法也许能让我们创造出复杂到无法用常规意义上的“设计”来设计的东西。

Good design is redesign. It's rare to get things right the first time. Experts expect to throw away some early work. They plan for plans to change.

好的设计是再设计。第一次就做对的情况很少。专家会预期自己要丢掉一些早期成果。他们会为“计划会变”而做计划。

It takes confidence to throw work away. You have to be able to think, there's more where that came from. When people first start drawing, for example, they're often reluctant to redo parts that aren't right; they feel they've been lucky to get that far, and if they try to redo something, it will turn out worse. Instead they convince themselves that the drawing is not that bad, really-- in fact, maybe they meant it to look that way.

把作品扔掉需要自信。你得能想:还能再做出更多。比如人们刚开始画画时,常常不愿意重画不对的部分;他们觉得能画到那一步已经很幸运了,如果重来,结果可能更糟。于是他们会说服自己:这幅画其实也没那么差——甚至,也许他们本来就想画成这样。

Dangerous territory, that; if anything you should cultivate dissatisfaction. In Leonardo's drawings there are often five or six attempts to get a line right. The distinctive back of the Porsche 911 only appeared in the redesign of an awkward prototype. In Wright's early plans for the Guggenheim, the right half was a ziggurat; he inverted it to get the present shape.

那是危险地带;如果有什么应该培养,那应该是不满足。在达·芬奇的素描里,常常能看到同一条线被尝试了五六次才画对。保时捷 911 标志性的车尾,只在一次对笨拙原型的再设计中才出现。在赖特早期为古根海姆博物馆做的方案里,右半边是一座阶梯金字塔;他把它倒过来,才得到如今的形状。

Mistakes are natural. Instead of treating them as disasters, make them easy to acknowledge and easy to fix. Leonardo more or less invented the sketch, as a way to make drawing bear a greater weight of exploration. Open-source software has fewer bugs because it admits the possibility of bugs.

犯错很自然。不要把错误当作灾难,而要让它们容易被承认、也容易被修正。达·芬奇几乎发明了“速写”,用来让绘画承载更大重量的探索。开源软件的 bug 更少,是因为它承认 bug 的可能性。

It helps to have a medium that makes change easy. When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted.

拥有一种便于修改的媒介会有帮助。十五世纪油彩取代蛋彩之后,画家更容易处理像人体这样的困难题材,因为油彩不同于蛋彩,它可以混色并且可以覆盖重画。

Good design can copy. Attitudes to copying often make a round trip. A novice imitates without knowing it; next he tries consciously to be original; finally, he decides it's more important to be right than original.

好的设计可以借鉴。人们对“借鉴”的态度常常会绕一圈:新手在不自知中模仿;接着他会有意识地追求原创;最后他会决定:比起原创,更重要的是正确。

Unknowing imitation is almost a recipe for bad design. If you don't know where your ideas are coming from, you're probably imitating an imitator. Raphael so pervaded mid-nineteenth century taste that almost anyone who tried to draw was imitating him, often at several removes. It was this, more than Raphael's own work, that bothered the Pre-Raphaelites.

不自知的模仿几乎就是糟糕设计的配方。如果你不知道自己的想法从哪里来,你多半是在模仿一个模仿者。拉斐尔如此深刻地渗透了十九世纪中叶的审美,以至于几乎任何尝试绘画的人都在模仿他,而且往往隔了好几层。困扰拉斐尔前派的,与其说是拉斐尔本人的作品,不如说正是这种“层层转手的拉斐尔”。

The ambitious are not content to imitate. The second phase in the growth of taste is a conscious attempt at originality.

有野心的人不会满足于模仿。品味成长的第二阶段,是有意识地追求原创。

I think the greatest masters go on to achieve a kind of selflessness. They just want to get the right answer, and if part of the right answer has already been discovered by someone else, that's no reason not to use it. They're confident enough to take from anyone without feeling that their own vision will be lost in the process.

我认为最伟大的大师最终会达到一种无私。他们只想得到正确答案;如果正确答案的一部分已经被别人发现了,那也不是不用它的理由。他们足够自信,可以从任何人那里取用,而不担心自己的视野会在过程中消失。

Good design is often strange. Some of the very best work has an uncanny quality: Euler's Formula, Bruegel's Hunters in the Snow, the SR-71, Lisp. They're not just beautiful, but strangely beautiful.

好的设计往往很奇异。最好的作品里有些带着一种难以言说的诡异气质:欧拉的 公式、勃鲁盖尔的《雪中猎人》、SR-71Lisp。它们不仅美,而且美得奇异。

I'm not sure why. It may just be my own stupidity. A can-opener must seem miraculous to a dog. Maybe if I were smart enough it would seem the most natural thing in the world that ei*pi = -1. It is after all necessarily true.

我不确定为什么。也许只是我自己太笨。开罐器在狗看来一定像奇迹。也许如果我足够聪明,ei*pi = -1 在我眼里就会是世界上最自然的事。毕竟它必然为真。

Most of the qualities I've mentioned are things that can be cultivated, but I don't think it works to cultivate strangeness. The best you can do is not squash it if it starts to appear. Einstein didn't try to make relativity strange. He tried to make it true, and the truth turned out to be strange.

我提到的大多数品质都可以培养,但我不认为“奇异”能靠培养得到。你能做的最好,只是在它开始显现时别把它压下去。爱因斯坦并没有试图让相对论变得奇怪。他只是试图让它为真,而真相恰好是奇怪的。

At an art school where I once studied, the students wanted most of all to develop a personal style. But if you just try to make good things, you'll inevitably do it in a distinctive way, just as each person walks in a distinctive way. Michelangelo was not trying to paint like Michelangelo. He was just trying to paint well; he couldn't help painting like Michelangelo.

我曾就读过的一所艺术学校里,学生最想要的是发展出个人风格。但如果你只是努力去做出好东西,你不可避免会以独特的方式做到这一点,就像每个人走路都有独特的姿态。米开朗基罗并不是想画得像米开朗基罗。他只是想画好;他无法不画得像米开朗基罗。

The only style worth having is the one you can't help. And this is especially true for strangeness. There is no shortcut to it. The Northwest Passage that the Mannerists, the Romantics, and two generations of American high school students have searched for does not seem to exist. The only way to get there is to go through good and come out the other side.

唯一值得拥有的风格,是你无法避免的那种。这对“奇异”尤其如此。它没有捷径。矫饰主义者、浪漫主义者,以及两代美国高中生苦苦寻找的“西北航道”,似乎并不存在。到达那里的唯一方式,是穿过“好”,并从另一侧出来。

Good design happens in chunks. The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo. Milan at the time was as big as Florence. How many fifteenth century Milanese artists can you name?

好的设计常常成群发生。十五世纪佛罗伦萨的居民中有布鲁内莱斯基、吉贝尔蒂、多纳泰罗、马萨乔、菲利波·利皮、安杰利科修士、韦罗基奥、波提切利、达·芬奇和米开朗基罗。与此同时,米兰的规模和佛罗伦萨差不多大。你能说出多少位十五世纪的米兰艺术家?

Something was happening in Florence in the fifteenth century. And it can't have been heredity, because it isn't happening now. You have to assume that whatever inborn ability Leonardo and Michelangelo had, there were people born in Milan with just as much. What happened to the Milanese Leonardo?

十五世纪的佛罗伦萨发生过某些事情。而这不可能是遗传,因为现在并没有发生。你只能假设:不管达·芬奇和米开朗基罗有怎样的天赋,米兰也一定有人拥有同样多的天赋。那位“米兰的达·芬奇”去哪儿了?

There are roughly a thousand times as many people alive in the US right now as lived in Florence during the fifteenth century. A thousand Leonardos and a thousand Michelangelos walk among us. If DNA ruled, we should be greeted daily by artistic marvels. We aren't, and the reason is that to make Leonardo you need more than his innate ability. You also need Florence in 1450.

如今美国活着的人口大约是十五世纪佛罗伦萨人口的一千倍。我们身边走着一千个达·芬奇和一千个米开朗基罗。如果 DNA 说了算,我们每天都该被艺术奇迹迎面撞上。但事实并非如此。原因是:要造就达·芬奇,仅有他的天赋还不够;你还需要 1450 年的佛罗伦萨。

Nothing is more powerful than a community of talented people working on related problems. Genes count for little by comparison: being a genetic Leonardo was not enough to compensate for having been born near Milan instead of Florence. Today we move around more, but great work still comes disproportionately from a few hotspots: the Bauhaus, the Manhattan Project, the New Yorker, Lockheed's Skunk Works, Xerox Parc.

没有什么比一群有才华的人围绕相关问题共同工作更强大。相比之下,基因几乎不值一提:天生是“遗传意义上的达·芬奇”,也不足以弥补出生在米兰附近而不是佛罗伦萨。今天我们更常迁徙,但伟大工作仍然 disproportionately 出自少数热点:包豪斯、曼哈顿计划、《纽约客》、洛克希德的臭鼬工厂、施乐 PARC。

At any given time there are a few hot topics and a few groups doing great work on them, and it's nearly impossible to do good work yourself if you're too far removed from one of these centers. You can push or pull these trends to some extent, but you can't break away from them. (Maybe you can, but the Milanese Leonardo couldn't.)

在任何一个时期,总有少数热门课题和少数在其上做出伟大工作的团队;如果你离这些中心太远,你几乎不可能独自做出好工作。你可以在一定程度上推拉这些趋势,但你无法彻底摆脱它们。(也许你可以,但米兰的达·芬奇做不到。)

Good design is often daring. At every period of history, people have believed things that were just ridiculous, and believed them so strongly that you risked ostracism or even violence by saying otherwise.

好的设计往往是大胆的。在历史的每个时期,人们都相信一些荒谬的东西,而且相信得如此坚定,以至于你若公开反对,可能会被排挤,甚至遭遇暴力。

If our own time were any different, that would be remarkable. As far as I can tell it isn't.

如果我们所处的时代有什么不同,那才真正值得惊讶。而据我所知,它并没有

This problem afflicts not just every era, but in some degree every field. Much Renaissance art was in its time considered shockingly secular: according to Vasari, Botticelli repented and gave up painting, and Fra Bartolommeo and Lorenzo di Credi actually burned some of their work. Einstein's theory of relativity offended many contemporary physicists, and was not fully accepted for decades-- in France, not until the 1950s.

这个问题不仅折磨每个时代,也在某种程度上折磨每个领域。许多文艺复兴时期的艺术在当时被认为惊人地世俗:据瓦萨里记载,波提切利悔悟并放弃绘画;安杰利科修士巴托洛梅奥与洛伦佐·迪·克雷迪甚至焚烧了自己的一些作品。爱因斯坦的相对论冒犯了许多同时代物理学家,几十年都未被完全接受——在法国,甚至直到 1950 年代才算真正被接受。

Today's experimental error is tomorrow's new theory. If you want to discover great new things, then instead of turning a blind eye to the places where conventional wisdom and truth don't quite meet, you should pay particular attention to them.

今天的实验误差,可能就是明天的新理论。如果你想发现真正伟大的新东西,那么与其对“常识与真理并不完全重合”的地方视而不见,不如对这些地方格外留心。

As a practical matter, I think it's easier to see ugliness than to imagine beauty. Most of the people who've made beautiful things seem to have done it by fixing something that they thought ugly. Great work usually seems to happen because someone sees something and thinks, I could do better than that. Giotto saw traditional Byzantine madonnas painted according to a formula that had satisfied everyone for centuries, and to him they looked wooden and unnatural. Copernicus was so troubled by a hack that all his contemporaries could tolerate that he felt there must be a better solution.

从实践角度看,我认为看见丑比想象美更容易。大多数做出美好事物的人,似乎都是从修补自己觉得丑的东西开始的。伟大作品往往发生在某个人看到某样东西并想:我能做得更好。乔托看见传统的拜占庭圣母像按公式画了几百年,人人满意,但在他眼里它们僵硬不自然。哥白尼被一个当时所有人都能忍受的权宜之计折磨得难以忍受,于是他认定一定有更好的解法。

Intolerance for ugliness is not in itself enough. You have to understand a field well before you develop a good nose for what needs fixing. You have to do your homework. But as you become expert in a field, you'll start to hear little voices saying, What a hack! There must be a better way. Don't ignore those voices. Cultivate them. The recipe for great work is: very exacting taste, plus the ability to gratify it.

对丑的零容忍本身还不够。你必须先把一个领域学透,才会对“哪里需要修”有好的嗅觉。你得做功课。但当你成为这个领域的专家,你会开始听见小声音在说:多么敷衍!一定有更好的办法。别忽视这些声音。要培养它们。做出伟大工作的配方是:极其苛刻的品味,加上满足这种品味的能力。

Notes

注释

Sullivan actually said "form ever follows function," but I think the usual misquotation is closer to what modernist architects meant.

沙利文原话是“form ever follows function”,但我认为常见的误引更接近现代主义建筑师真正想表达的意思。

Stephen G. Brush, "Why was Relativity Accepted?" Phys. Perspect. 1 (1999) 184-214.

史蒂芬·G·布拉什(Stephen G. Brush),“Why was Relativity Accepted?” Phys. Perspect. 1 (1999) 184-214.

You'll find this essay and 14 others in Hackers & Painters.

你可以在《黑客与画家》中找到这篇文章和另外 14 篇。

February 2002

"...Copernicus' aesthetic objections to [equants] provided one essential motive for his rejection of the Ptolemaic system...."
  • Thomas Kuhn, The Copernican Revolution

"All of us had been trained by Kelly Johnson and believed fanatically in his insistence that an airplane that looked beautiful would fly the same way."

  • Ben Rich, Skunk Works

"Beauty is the first test: there is no permanent place in this world for ugly mathematics."

  • G. H. Hardy, A Mathematician's Apology

I was talking recently to a friend who teaches at MIT. His field is hot now and every year he is inundated by applications from would-be graduate students. "A lot of them seem smart," he said. "What I can't tell is whether they have any kind of taste."

Taste. You don't hear that word much now. And yet we still need the underlying concept, whatever we call it. What my friend meant was that he wanted students who were not just good technicians, but who could use their technical knowledge to design beautiful things.

Mathematicians call good work "beautiful," and so, either now or in the past, have scientists, engineers, musicians, architects, designers, writers, and painters. Is it just a coincidence that they used the same word, or is there some overlap in what they meant? If there is an overlap, can we use one field's discoveries about beauty to help us in another?

For those of us who design things, these are not just theoretical questions. If there is such a thing as beauty, we need to be able to recognize it. We need good taste to make good things. Instead of treating beauty as an airy abstraction, to be either blathered about or avoided depending on how one feels about airy abstractions, let's try considering it as a practical question: how do you make good stuff?

If you mention taste nowadays, a lot of people will tell you that "taste is subjective." They believe this because it really feels that way to them. When they like something, they have no idea why. It could be because it's beautiful, or because their mother had one, or because they saw a movie star with one in a magazine, or because they know it's expensive. Their thoughts are a tangle of unexamined impulses.

Most of us are encouraged, as children, to leave this tangle unexamined. If you make fun of your little brother for coloring people green in his coloring book, your mother is likely to tell you something like "you like to do it your way and he likes to do it his way."

Your mother at this point is not trying to teach you important truths about aesthetics. She's trying to get the two of you to stop bickering.

Like many of the half-truths adults tell us, this one contradicts other things they tell us. After dinning into you that taste is merely a matter of personal preference, they take you to the museum and tell you that you should pay attention because Leonardo is a great artist.

What goes through the kid's head at this point? What does he think "great artist" means? After having been told for years that everyone just likes to do things their own way, he is unlikely to head straight for the conclusion that a great artist is someone whose work is better than the others'. A far more likely theory, in his Ptolemaic model of the universe, is that a great artist is something that's good for you, like broccoli, because someone said so in a book.

Saying that taste is just personal preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things.

Whatever job people do, they naturally want to do better. Football players like to win games. CEOs like to increase earnings. It's a matter of pride, and a real pleasure, to get better at your job. But if your job is to design things, and there is no such thing as beauty, then there is no way to get better at your job. If taste is just personal preference, then everyone's is already perfect: you like whatever you like, and that's it.

As in any job, as you continue to design things, you'll get better at it. Your tastes will change. And, like anyone who gets better at their job, you'll know you're getting better. If so, your old tastes were not merely different, but worse. Poof goes the axiom that taste can't be wrong.

Relativism is fashionable at the moment, and that may hamper you from thinking about taste, even as yours grows. But if you come out of the closet and admit, at least to yourself, that there is such a thing as good and bad design, then you can start to study good design in detail. How has your taste changed? When you made mistakes, what caused you to make them? What have other people learned about design?

Once you start to examine the question, it's surprising how much different fields' ideas of beauty have in common. The same principles of good design crop up again and again.

Good design is simple. You hear this from math to painting. In math it means that a shorter proof tends to be a better one. Where axioms are concerned, especially, less is more. It means much the same thing in programming. For architects and designers it means that beauty should depend on a few carefully chosen structural elements rather than a profusion of superficial ornament. (Ornament is not in itself bad, only when it's camouflage on insipid form.) Similarly, in painting, a still life of a few carefully observed and solidly modelled objects will tend to be more interesting than a stretch of flashy but mindlessly repetitive painting of, say, a lace collar. In writing it means: say what you mean and say it briefly.

It seems strange to have to emphasize simplicity. You'd think simple would be the default. Ornate is more work. But something seems to come over people when they try to be creative. Beginning writers adopt a pompous tone that doesn't sound anything like the way they speak. Designers trying to be artistic resort to swooshes and curlicues. Painters discover that they're expressionists. It's all evasion. Underneath the long words or the "expressive" brush strokes, there is not much going on, and that's frightening.

When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance.

Good design is timeless. In math, every proof is timeless unless it contains a mistake. So what does Hardy mean when he says there is no permanent place for ugly mathematics? He means the same thing Kelly Johnson did: if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it.

Aiming at timelessness is a way to make yourself find the best answer: if you can imagine someone surpassing you, you should do it yourself. Some of the greatest masters did this so well that they left little room for those who came after. Every engraver since Durer has had to live in his shadow.

Aiming at timelessness is also a way to evade the grip of fashion. Fashions almost by definition change with time, so if you can make something that will still look good far into the future, then its appeal must derive more from merit and less from fashion.

Strangely enough, if you want to make something that will appeal to future generations, one way to do it is to try to appeal to past generations. It's hard to guess what the future will be like, but we can be sure it will be like the past in caring nothing for present fashions. So if you can make something that appeals to people today and would also have appealed to people in 1500, there is a good chance it will appeal to people in 2500.

Good design solves the right problem. The typical stove has four burners arranged in a square, and a dial to control each. How do you arrange the dials? The simplest answer is to put them in a row. But this is a simple answer to the wrong question. The dials are for humans to use, and if you put them in a row, the unlucky human will have to stop and think each time about which dial matches which burner. Better to arrange the dials in a square like the burners.

A lot of bad design is industrious, but misguided. In the mid twentieth century there was a vogue for setting text in sans-serif fonts. These fonts are closer to the pure, underlying letterforms. But in text that's not the problem you're trying to solve. For legibility it's more important that letters be easy to tell apart. It may look Victorian, but a Times Roman lowercase g is easy to tell from a lowercase y.

Problems can be improved as well as solutions. In software, an intractable problem can usually be replaced by an equivalent one that's easy to solve. Physics progressed faster as the problem became predicting observable behavior, instead of reconciling it with scripture.

Good design is suggestive. Jane Austen's novels contain almost no description; instead of telling you how everything looks, she tells her story so well that you envision the scene for yourself. Likewise, a painting that suggests is usually more engaging than one that tells. Everyone makes up their own story about the Mona Lisa.

In architecture and design, this principle means that a building or object should let you use it how you want: a good building, for example, will serve as a backdrop for whatever life people want to lead in it, instead of making them live as if they were executing a program written by the architect.

In software, it means you should give users a few basic elements that they can combine as they wish, like Lego. In math it means a proof that becomes the basis for a lot of new work is preferable to a proof that was difficult, but doesn't lead to future discoveries; in the sciences generally, citation is considered a rough indicator of merit.

Good design is often slightly funny. This one may not always be true. But Durer's engravings and Saarinen's womb chair and the Pantheon and the original Porsche 911 all seem to me slightly funny. Godel's incompleteness theorem seems like a practical joke.

I think it's because humor is related to strength. To have a sense of humor is to be strong: to keep one's sense of humor is to shrug off misfortunes, and to lose one's sense of humor is to be wounded by them. And so the mark-- or at least the prerogative-- of strength is not to take oneself too seriously. The confident will often, like swallows, seem to be making fun of the whole process slightly, as Hitchcock does in his films or Bruegel in his paintings-- or Shakespeare, for that matter.

Good design may not have to be funny, but it's hard to imagine something that could be called humorless also being good design.

Good design is hard. If you look at the people who've done great work, one thing they all seem to have in common is that they worked very hard. If you're not working hard, you're probably wasting your time.

Hard problems call for great efforts. In math, difficult proofs require ingenious solutions, and those tend to be interesting. Ditto in engineering.

When you have to climb a mountain you toss everything unnecessary out of your pack. And so an architect who has to build on a difficult site, or a small budget, will find that he is forced to produce an elegant design. Fashions and flourishes get knocked aside by the difficult business of solving the problem at all.

Not every kind of hard is good. There is good pain and bad pain. You want the kind of pain you get from going running, not the kind you get from stepping on a nail. A difficult problem could be good for a designer, but a fickle client or unreliable materials would not be.

In art, the highest place has traditionally been given to paintings of people. There is something to this tradition, and not just because pictures of faces get to press buttons in our brains that other pictures don't. We are so good at looking at faces that we force anyone who draws them to work hard to satisfy us. If you draw a tree and you change the angle of a branch five degrees, no one will know. When you change the angle of someone's eye five degrees, people notice.

When Bauhaus designers adopted Sullivan's "form follows function," what they meant was, form should follow function. And if function is hard enough, form is forced to follow it, because there is no effort to spare for error. Wild animals are beautiful because they have hard lives.

Good design looks easy. Like great athletes, great designers make it look easy. Mostly this is an illusion. The easy, conversational tone of good writing comes only on the eighth rewrite.

In science and engineering, some of the greatest discoveries seem so simple that you say to yourself, I could have thought of that. The discoverer is entitled to reply, why didn't you?

Some Leonardo heads are just a few lines. You look at them and you think, all you have to do is get eight or ten lines in the right place and you've made this beautiful portrait. Well, yes, but you have to get them in exactly the right place. The slightest error will make the whole thing collapse.

Line drawings are in fact the most difficult visual medium, because they demand near perfection. In math terms, they are a closed-form solution; lesser artists literally solve the same problems by successive approximation. One of the reasons kids give up drawing at ten or so is that they decide to start drawing like grownups, and one of the first things they try is a line drawing of a face. Smack!

In most fields the appearance of ease seems to come with practice. Perhaps what practice does is train your unconscious mind to handle tasks that used to require conscious thought. In some cases you literally train your body. An expert pianist can play notes faster than the brain can send signals to his hand. Likewise an artist, after a while, can make visual perception flow in through his eye and out through his hand as automatically as someone tapping his foot to a beat.

When people talk about being in "the zone," I think what they mean is that the spinal cord has the situation under control. Your spinal cord is less hesitant, and it frees conscious thought for the hard problems.

Good design uses symmetry. I think symmetry may just be one way to achieve simplicity, but it's important enough to be mentioned on its own. Nature uses it a lot, which is a good sign.

There are two kinds of symmetry, repetition and recursion. Recursion means repetition in subelements, like the pattern of veins in a leaf.

Symmetry is unfashionable in some fields now, in reaction to excesses in the past. Architects started consciously making buildings asymmetric in Victorian times and by the 1920s asymmetry was an explicit premise of modernist architecture. Even these buildings only tended to be asymmetric about major axes, though; there were hundreds of minor symmetries.

In writing you find symmetry at every level, from the phrases in a sentence to the plot of a novel. You find the same in music and art. Mosaics (and some Cezannes) get extra visual punch by making the whole picture out of the same atoms. Compositional symmetry yields some of the most memorable paintings, especially when two halves react to one another, as in the Creation of Adam or American Gothic.

In math and engineering, recursion, especially, is a big win. Inductive proofs are wonderfully short. In software, a problem that can be solved by recursion is nearly always best solved that way. The Eiffel Tower looks striking partly because it is a recursive solution, a tower on a tower.

The danger of symmetry, and repetition especially, is that it can be used as a substitute for thought.

Good design resembles nature. It's not so much that resembling nature is intrinsically good as that nature has had a long time to work on the problem. It's a good sign when your answer resembles nature's.

It's not cheating to copy. Few would deny that a story should be like life. Working from life is a valuable tool in painting too, though its role has often been misunderstood. The aim is not simply to make a record. The point of painting from life is that it gives your mind something to chew on: when your eyes are looking at something, your hand will do more interesting work.

Imitating nature also works in engineering. Boats have long had spines and ribs like an animal's ribcage. In some cases we may have to wait for better technology: early aircraft designers were mistaken to design aircraft that looked like birds, because they didn't have materials or power sources light enough (the Wrights' engine weighed 152 lbs. and generated only 12 hp.) or control systems sophisticated enough for machines that flew like birds, but I could imagine little unmanned reconnaissance planes flying like birds in fifty years.

Now that we have enough computer power, we can imitate nature's method as well as its results. Genetic algorithms may let us create things too complex to design in the ordinary sense.

Good design is redesign. It's rare to get things right the first time. Experts expect to throw away some early work. They plan for plans to change.

It takes confidence to throw work away. You have to be able to think, there's more where that came from. When people first start drawing, for example, they're often reluctant to redo parts that aren't right; they feel they've been lucky to get that far, and if they try to redo something, it will turn out worse. Instead they convince themselves that the drawing is not that bad, really-- in fact, maybe they meant it to look that way.

Dangerous territory, that; if anything you should cultivate dissatisfaction. In Leonardo's drawings there are often five or six attempts to get a line right. The distinctive back of the Porsche 911 only appeared in the redesign of an awkward prototype. In Wright's early plans for the Guggenheim, the right half was a ziggurat; he inverted it to get the present shape.

Mistakes are natural. Instead of treating them as disasters, make them easy to acknowledge and easy to fix. Leonardo more or less invented the sketch, as a way to make drawing bear a greater weight of exploration. Open-source software has fewer bugs because it admits the possibility of bugs.

It helps to have a medium that makes change easy. When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted.

Good design can copy. Attitudes to copying often make a round trip. A novice imitates without knowing it; next he tries consciously to be original; finally, he decides it's more important to be right than original.

Unknowing imitation is almost a recipe for bad design. If you don't know where your ideas are coming from, you're probably imitating an imitator. Raphael so pervaded mid-nineteenth century taste that almost anyone who tried to draw was imitating him, often at several removes. It was this, more than Raphael's own work, that bothered the Pre-Raphaelites.

The ambitious are not content to imitate. The second phase in the growth of taste is a conscious attempt at originality.

I think the greatest masters go on to achieve a kind of selflessness. They just want to get the right answer, and if part of the right answer has already been discovered by someone else, that's no reason not to use it. They're confident enough to take from anyone without feeling that their own vision will be lost in the process.

Good design is often strange. Some of the very best work has an uncanny quality: Euler's Formula, Bruegel's Hunters in the Snow, the SR-71, Lisp. They're not just beautiful, but strangely beautiful.

I'm not sure why. It may just be my own stupidity. A can-opener must seem miraculous to a dog. Maybe if I were smart enough it would seem the most natural thing in the world that ei*pi = -1. It is after all necessarily true.

Most of the qualities I've mentioned are things that can be cultivated, but I don't think it works to cultivate strangeness. The best you can do is not squash it if it starts to appear. Einstein didn't try to make relativity strange. He tried to make it true, and the truth turned out to be strange.

At an art school where I once studied, the students wanted most of all to develop a personal style. But if you just try to make good things, you'll inevitably do it in a distinctive way, just as each person walks in a distinctive way. Michelangelo was not trying to paint like Michelangelo. He was just trying to paint well; he couldn't help painting like Michelangelo.

The only style worth having is the one you can't help. And this is especially true for strangeness. There is no shortcut to it. The Northwest Passage that the Mannerists, the Romantics, and two generations of American high school students have searched for does not seem to exist. The only way to get there is to go through good and come out the other side.

Good design happens in chunks. The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo. Milan at the time was as big as Florence. How many fifteenth century Milanese artists can you name?

Something was happening in Florence in the fifteenth century. And it can't have been heredity, because it isn't happening now. You have to assume that whatever inborn ability Leonardo and Michelangelo had, there were people born in Milan with just as much. What happened to the Milanese Leonardo?

There are roughly a thousand times as many people alive in the US right now as lived in Florence during the fifteenth century. A thousand Leonardos and a thousand Michelangelos walk among us. If DNA ruled, we should be greeted daily by artistic marvels. We aren't, and the reason is that to make Leonardo you need more than his innate ability. You also need Florence in 1450.

Nothing is more powerful than a community of talented people working on related problems. Genes count for little by comparison: being a genetic Leonardo was not enough to compensate for having been born near Milan instead of Florence. Today we move around more, but great work still comes disproportionately from a few hotspots: the Bauhaus, the Manhattan Project, the New Yorker, Lockheed's Skunk Works, Xerox Parc.

At any given time there are a few hot topics and a few groups doing great work on them, and it's nearly impossible to do good work yourself if you're too far removed from one of these centers. You can push or pull these trends to some extent, but you can't break away from them. (Maybe you can, but the Milanese Leonardo couldn't.)

Good design is often daring. At every period of history, people have believed things that were just ridiculous, and believed them so strongly that you risked ostracism or even violence by saying otherwise.

If our own time were any different, that would be remarkable. As far as I can tell it isn't.

This problem afflicts not just every era, but in some degree every field. Much Renaissance art was in its time considered shockingly secular: according to Vasari, Botticelli repented and gave up painting, and Fra Bartolommeo and Lorenzo di Credi actually burned some of their work. Einstein's theory of relativity offended many contemporary physicists, and was not fully accepted for decades-- in France, not until the 1950s.

Today's experimental error is tomorrow's new theory. If you want to discover great new things, then instead of turning a blind eye to the places where conventional wisdom and truth don't quite meet, you should pay particular attention to them.

As a practical matter, I think it's easier to see ugliness than to imagine beauty. Most of the people who've made beautiful things seem to have done it by fixing something that they thought ugly. Great work usually seems to happen because someone sees something and thinks, I could do better than that. Giotto saw traditional Byzantine madonnas painted according to a formula that had satisfied everyone for centuries, and to him they looked wooden and unnatural. Copernicus was so troubled by a hack that all his contemporaries could tolerate that he felt there must be a better solution.

Intolerance for ugliness is not in itself enough. You have to understand a field well before you develop a good nose for what needs fixing. You have to do your homework. But as you become expert in a field, you'll start to hear little voices saying, What a hack! There must be a better way. Don't ignore those voices. Cultivate them. The recipe for great work is: very exacting taste, plus the ability to gratify it.

Notes

Sullivan actually said "form ever follows function," but I think the usual misquotation is closer to what modernist architects meant.

Stephen G. Brush, "Why was Relativity Accepted?" Phys. Perspect. 1 (1999) 184-214.

Japanese Translation

Chinese Translation

Slovenian Translation

German Translation

Interview: Milton Glaser

Russian Translation

You'll find this essay and 14 others in Hackers & Painters.

📋 讨论归档

讨论进行中…