返回列表
🧠 阿头学

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

  • 品味可客观进化 品味不是天生偏好,而是随实践提升的判断力,否认这一点会阻碍进步。
  • 好设计有通用原则 跨领域的好设计共享简单、不过时、解决对问题等特征,装饰不能掩盖本质缺陷。
  • 创新始于厌恶丑陋 伟大工作往往源于对现有拙劣方案的不安,而非凭空想象完美。
  • 环境决定产出上限 天才需要高密度协作场域,个人努力无法完全抵消环境劣势。

跟我们的关联

  • 对 Uota 意味着品味是可训练技能,下一步需用“丑感雷达”复盘作品而非仅追求完成。
  • 对 Neta 意味着人才密度不如问题密度,下一步应构建类似佛罗伦萨的高强度协作场域。
  • 对 ATou 意味着评审标准需从功能转向本质,下一步要用“去掉装饰还剩什么”测试产品需求。

讨论引子

1. 品味究竟是客观真理还是特定文化社群的主体间共识? 2. 在敏捷迭代时代,追求“不过时”是否会阻碍必要的快速试错? 3. AI 能否通过数据训练出真正的品味,还是仅能模仿历史模式?

Image 1 Image 2: Taste for Makers

2002年2月

……哥白尼对[equant]的审美反感,为他否定托勒密体系提供了一个关键动因。 - 托马斯 库恩,The Copernican Revolution

我们都受过凯利 约翰逊的训练,并且近乎狂热地相信他的坚持,一架看起来漂亮的飞机,飞起来也会一样漂亮。

  • 本 里奇,Skunk Works

美是第一重检验。丑陋的数学在这世上没有永久的位置。

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

前阵子和一位在 MIT 教书的朋友聊天。他所在的领域现在很热,每年都会收到大量想读研的申请。 他说,很多人看起来都很聪明。问题是,看不出来他们有没有品味。

品味。现在已经不太常听到这个词了。可不管叫什么,我们仍然需要它背后的那个概念。朋友的意思是,他想要的学生不只是技术过硬的人,还得能用技术知识做出美的东西。

数学家会把好的成果称作美,科学家、工程师、音乐家、建筑师、设计师、作家、画家,不论现在还是过去,也都这么说。这只是碰巧用了同一个词,还是说他们说的其实有重叠之处?如果确实有重叠,我们能不能把一个领域里关于美的发现,拿来帮助另一个领域?

对做设计的人来说,这不只是理论问题。如果美这种东西真的存在,就得能认出来。想做出好东西,就得有好品味。与其把美当成一种飘在空中的抽象概念,看个人态度决定是高谈阔论还是敬而远之,不如把它当成一个实际问题来想。怎样才能做出好东西?

现在你一提品味,很多人就会说,品味是主观的。他们之所以这么信,是因为对他们来说,感觉确实如此。喜欢一个东西时,他们自己也不知道为什么。可能是因为它美,也可能是因为妈妈曾经有一个,也可能是因为在杂志上见过明星拿着它,也可能只是因为知道它贵。他们的念头是一团没理清的冲动。

我们大多数人从小就被鼓励不要去理这团乱麻。要是你嘲笑弟弟在涂色书里把人涂成绿色,妈妈多半会对你说,你喜欢按你的方式来,他也喜欢按他的方式来。

这时候妈妈并不是在教你什么重要的美学真理。她只是想让你们别吵了。

跟很多大人告诉我们的半真半假的话一样,这句话和他们后来讲的别的话又会互相打架。一边反复灌输你说品味不过是个人偏好,一边又带你去博物馆,告诉你要认真看,因为达 芬奇是伟大的艺术家。

孩子这时脑子里会想什么?他会觉得伟大的艺术家是什么意思?在多年被告知每个人都只是喜欢按自己的方式做事之后,他大概不会立刻得出结论,说伟大的艺术家就是作品比别人_更好_的人。按他那套托勒密式宇宙模型,更可能得出的理论是,伟大的艺术家大概像西兰花一样,是一种对你有好处的东西,因为书上有人这么说。

说品味只是个人偏好,是个避免争执的好办法。问题在于,这不是真的。等你开始设计东西时,就会感觉到这一点。

不管做什么工作,人都天然想做得更好。足球运动员想赢比赛。CEO 想提高利润。工作做得越来越好,本身就是一种自尊,也是一种真实的快乐。但如果你的工作是设计东西,而美这种东西又根本不存在,那你就_没有办法把工作做得更好。_ 如果品味只是个人偏好,那每个人的品味本来就已经完美了。你喜欢你喜欢的东西,仅此而已。

和任何工作一样,只要持续做设计,你就会越来越擅长。你的品味会变。而且,跟所有工作越做越好的人一样,你自己会知道自己在变强。既然如此,你从前的品味就不只是不同,而是更差。品味不可能错这个公理,到这里就烟消云散了。

相对主义现在很时髦,这可能会妨碍你去认真思考品味,哪怕你的品味其实已经在成长。但只要你愿意走出柜子,至少先对自己承认,设计确实有好坏之分,你就可以开始细致研究什么是好设计。你的品味是怎么变的?你犯错时,错因是什么?别人又从设计中总结出了什么?

一旦认真看这个问题,就会惊讶地发现,不同领域对美的理解有这么多共通点。好设计的同一套原则,会一再出现。

好设计是简单的。 从数学到绘画,你都会听到这一点。在数学里,它意味着更短的证明往往更好。尤其在公理层面,越少往往越好。在编程里也差不多。对建筑师和设计师来说,它意味着美应当建立在少数几个精心挑选的结构元素上,而不是建立在表面装饰的堆砌上。装饰本身不是坏事,只有当它只是掩盖乏味形式的伪装时才是。同样,在绘画里,一组经过仔细观察、塑造扎实的少量静物,通常会比一大片炫目却机械重复的画面更有趣,比如一整段蕾丝领子。在写作里,这句话的意思是,想说什么就说什么,而且简明地说。

居然还得特别强调简单,这件事本身就有点奇怪。你会以为简单本来就该是默认值。繁复明明更费工夫。但人一旦试图变得有创造力,好像就会中邪。初学写作者会摆出一种夸张做作的腔调,听上去和他们平时说话完全不像。设计师一想显得有艺术感,就开始加流线和卷饰。画家则忽然发现自己成了表现主义者。这些全是在回避。长词和所谓富于表现力的笔触下面,其实没什么真东西,而这件事让人害怕。

当你被迫保持简单时,你就被迫直面真正的问题。不能靠装饰交差时,就只能拿内容出来。

好设计是不过时的。 在数学里,只要证明没有错误,它就是不过时的。那哈代说丑陋的数学没有永久位置时,到底是什么意思?他的意思和凯利 约翰逊一样。如果某样东西是丑的,它就不可能是最好的解法。一定还有更好的,而迟早会有人发现它。

追求不过时,是逼自己找到最佳答案的一种办法。只要你能想象将来有人超过你,那就该由你先把那一步做出来。历史上一些最伟大的大师,在这件事上做得太彻底,以至于几乎没给后来者留下多少空间。丢勒之后的每个版画家,都得活在他的阴影里。

追求不过时,也是摆脱时尚控制的一种办法。时尚几乎按定义就是会随时间变化的,所以如果你能做出一个在很远的未来仍然好看的东西,那它的吸引力就必然更多来自本身的价值,而不是来自时髦。

奇怪的是,如果你想做出能打动后代的东西,一个办法反而是先试着打动古人。未来会是什么样,很难猜。但有一件事可以确定,未来和过去一样,都不会在意当下的时尚。所以,如果你做出的东西既能打动今天的人,也能打动 1500 年的人,那它多半也能打动 2500 年的人。

好设计解决的是对的问题。 常见的炉灶有四个灶眼,排成一个方形,每个灶眼各有一个控制旋钮。旋钮该怎么排?最简单的答案是排成一行。但这是对错问题给出的简单答案。旋钮是给人用的,如果排成一行,那个倒霉的人每次都得停下来想一想,哪个旋钮对应哪个灶眼。更好的办法是把旋钮也排成和灶眼一样的方形。

很多糟糕的设计都很勤奋,只是方向错了。二十世纪中期曾流行用无衬线字体排正文。这类字体_确实_更接近更纯粹的字母基本形。但在正文排版里,这不是你要解决的问题。对可读性来说,更重要的是字母之间容易区分。它看起来也许有点维多利亚风,但 Times Roman 的小写 g 和小写 y 就很好分辨。

能改进的不只是解法,问题本身也能改进。在软件里,一个难到无从下手的问题,通常可以换成一个等价但容易解决的问题。物理学之所以进展更快,是因为它把问题改成预测可观察行为,而不是让这些行为和《圣经》相互一致。

好设计是有启发性的。 简 奥斯汀的小说几乎没有什么描写。她不直接告诉你一切长什么样,而是把故事讲得足够好,让你自己在脑中看见场景。同样,一幅带有暗示的画,通常比一幅什么都说透的画更吸引人。每个人都会给蒙娜丽莎编出自己的故事。

在建筑和设计里,这个原则意味着建筑或物件应当让你按自己的方式去使用。比如一座好的建筑,会成为人们想过什么样生活就能过什么样生活的背景,而不是逼他们像执行建筑师写好的程序一样生活。

在软件里,它意味着你应该给用户几个基础元素,让他们像搭乐高一样自由组合。在数学里,它意味着一个能成为大量后续工作的基础的证明,比一个虽然艰难却不会引出新发现的证明更可取。在科学领域里更普遍的做法是,把被引用次数当成价值的粗略指标。

好设计往往带一点幽默。 这条未必总是成立。但在我看来,丢勒的版画、萨里宁的womb chair万神殿、最早的Porsche 911,都带着一点点幽默。哥德尔的不完备定理看起来也像个恶作剧。

我想这是因为幽默和力量有关。有幽默感,本身就是一种强大。能在不顺里保住幽默感,说明能把厄运甩开。失去幽默感,说明人被它伤到了。所以,力量的标志,或者至少说是力量的特权,就是不把自己看得太严肃。真正自信的人,常常像燕子一样,仿佛在对整个过程略带调侃,就像希区柯克在电影里,勃鲁盖尔在画里,莎士比亚其实也是这样。

好设计不一定非得有幽默感,但很难想象一个可以被称作毫无幽默感的东西,同时又能算是好设计。

好设计是困难的。 你去看那些做出伟大成果的人,会发现他们似乎都有一个共同点,那就是工作极其努力。如果你没有在拼命工作,多半就是在浪费时间。

难题需要巨大的投入。在数学里,难的证明需要巧妙的解法,而这类解法通常本身就很有趣。工程里也一样。

当你要爬一座山时,就会把背包里一切不必要的东西都扔掉。所以,一个必须在困难地形上建房子的建筑师,或者预算很少的建筑师,反而会被迫做出优雅的设计。时髦和花哨,会在解决问题这件艰难任务面前被统统撞开。

并不是所有困难都是好的。痛苦有好有坏。你想要的是跑步那种痛,不是踩到钉子那种痛。一个困难的问题,对设计师来说可能是好事,但一个反复无常的客户,或者不可靠的材料,就不是。

在艺术里,传统上最高的位置总是留给人物画。这种传统是有道理的,而且不只是因为脸部图像能按到我们脑中的某些按钮。我们太擅长看脸了,所以任何画脸的人,都不得不拼命工作才能让我们满意。你画一棵树,把某根树枝的角度改五度,没人会发现。你把某个人眼睛的角度改五度,人们立刻就能看出来。

包豪斯设计师采用沙利文那句形式追随功能时,他们真正的意思是,形式_应该_追随功能。而如果功能本身够难,形式就会被迫跟上,因为根本没有多余精力可以浪费在犯错上。野生动物之所以美,是因为它们活得很艰难。

好设计看起来轻松。 就像伟大的运动员一样,伟大的设计师会让一切看起来毫不费力。但这大多是一种幻觉。优秀文章那种轻松、自然、像聊天一样的语气,往往要到第八次重写才会出现。

在科学和工程里,一些最伟大的发现看起来都简单得让你会想,这我也想得到。发现者完全有资格回一句,那你怎么没想到?

达 芬奇有些头像只是寥寥几笔。你看着会想,原来只要把八九十条线放对地方,就能画出这么漂亮的肖像。没错,但前提是你得把它们放在_恰到好处_的位置。哪怕有一丁点误差,整张画都会垮掉。

线描其实是最难的视觉媒介,因为它要求接近完美。用数学的话说,它像是闭式解。水平差一些的艺术家,实际上是在用逐次逼近的方式解同样的问题。孩子们大概在十岁左右开始放弃画画,其中一个原因就是他们决定像大人那样画,而最先尝试的东西之一,通常就是人脸线描。啪,一下就撞墙了。

在大多数领域里,这种轻松感似乎都来自练习。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。有些时候,你甚至是在直接训练身体。高水平钢琴家弹音符的速度,可以快过大脑向手发出信号的速度。同样,艺术家练到一定程度后,也能让视觉感知从眼睛流入,再从手中流出,自动得像人随着节拍轻敲脚尖一样。

人们说自己进入状态时,我觉得他们真正的意思是,脊髓已经接管了局面。脊髓没那么犹豫,于是把有意识的思考解放出来,留给那些更难的问题。

好设计运用对称。 我觉得对称也许只是实现简单的一种办法,但它重要到值得单独拿出来说。大自然大量使用它,这本身就是个好迹象。

对称有两种,一种是重复,一种是递归。递归指的是子元素里的重复,比如叶脉的纹理。

如今有些领域不喜欢对称,这是在反弹过去的过度使用。建筑师从维多利亚时代开始就有意识地让建筑不对称,到 1920 年代,不对称已经成了现代主义建筑的一项明确前提。即便如此,这些建筑通常也只是沿主要轴线不对称,内部仍然有成百上千处局部对称。

在写作里,从句子中的词组,到小说的情节结构,到处都能看到对称。音乐和艺术里也一样。马赛克画,还有一些塞尚的画,会通过让整幅画由同一种原子构成,获得额外的视觉冲击力。构图上的对称造就了许多最难忘的绘画,尤其是当两半彼此呼应时,比如 Creation of AdamAmerican Gothic

在数学和工程里,尤其是递归,往往收益极大。归纳证明常常短得惊人。在软件里,一个能用递归解决的问题,几乎总是用递归最好。埃菲尔铁塔之所以格外醒目,部分原因就在于它是一个递归解法,一座塔建在一座塔上。

对称,尤其是重复,本身的危险在于,它可以被拿来代替思考。

好设计像自然。 不是说像自然这件事本身天然就好,而是自然在这个问题上已经琢磨了非常久。你的答案如果长得像自然给出的答案,通常是个好信号。

模仿并不算作弊。大概没人会否认,一个故事应该像人生。对绘画来说,照着生活去画也是非常有价值的工具,只是它的作用经常被误解。目的不是单纯把东西记录下来。写生真正的价值在于,它给你的大脑提供了可以咀嚼的东西。当眼睛正在看某个对象时,手就会画出更有意思的东西。

模仿自然在工程里也同样有效。船很早就有像动物胸腔那样的脊梁和肋骨。有些时候我们可能只是得等技术更成熟。早期飞机设计师把飞机做得像鸟,这件事是错的,因为他们没有足够轻的材料,也没有足够轻的动力来源,莱特兄弟的发动机重 152 磅,却只有 12 马力,也没有足够复杂的控制系统,去支撑像鸟那样飞的机器。但我完全能想象,五十年后会有像鸟一样飞行的小型无人侦察机。

现在我们已经有了足够的计算能力,不只可以模仿自然的结果,还可以模仿自然的方法。遗传算法也许能让我们造出复杂到无法用常规意义设计出来的东西。

好设计就是反复重设计。 第一次就把事情做对,是很少见的。高手都知道,早期工作里有一部分注定要扔掉。他们做计划时,就把计划会变这件事一起算进去。

敢于扔掉作品,需要自信。你得能对自己说,这东西还能再来。 比如初学画画的人,往往不愿意重画那些不对的部分。他们会觉得,自己能画到这一步已经是走运了,如果重来一遍,只会更糟。于是他们转而说服自己,觉得这张画其实也没那么差,甚至也许本来就是想画成这样。

这就走到危险地带了。真要说的话,你应该培养的是不满足感。达 芬奇的素描里,同一条线常常会尝试五六次才画对。Porsche 911 那个极具辨识度的车尾,只在一次对笨拙原型的重新设计中才出现。赖特早期设计Guggenheim时,右半边本来是阶梯金字塔,后来他把它翻转,才得到今天的形状。

犯错是自然的。与其把错误当成灾难,不如让它们容易承认,也容易修正。达 芬奇某种意义上几乎发明了草图,这让绘画可以承载更大的探索强度。开源软件的 bug 更少,是因为它承认 bug 有可能存在。

如果所用的媒介便于修改,也会有帮助。十五世纪油画取代蛋彩画时,它帮助画家更好地处理人体这类困难题材,因为和蛋彩不同,油画颜料可以混合,也可以覆盖重画。

好设计可以借鉴。 人们对借鉴的态度,经常会绕一个圈。新手在不自知的情况下模仿。接着他会有意识地追求原创。再往后,他会明白,比起原创,更重要的是做对。

不自觉的模仿,几乎就是坏设计的配方。如果你不知道自己的想法从哪来,那你多半是在模仿一个模仿者。拉斐尔对十九世纪中期的审美影响深到几乎无所不在,以至于任何试图画画的人都在模仿他,而且往往隔了好几层。真正让前拉斐尔派不满的,与其说是拉斐尔本人,不如说是这种现象。

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。

我觉得最伟大的大师,最后都会达到某种无我状态。他们只想找到正确答案。如果正确答案里有一部分早就被别人发现了,那也完全没有理由不用。他们足够自信,可以向任何人借,而不担心自己的视野会因此丢掉。

好设计往往有点怪。 最顶尖的一些作品,都带着一种说不出的诡异感。Euler's Formula、勃鲁盖尔的 Hunters in the SnowSR-71Lisp。它们不只是美,而且美得古怪。

我也不确定为什么。也许只是因为我自己不够聪明。开罐器在狗眼里大概也像奇迹。也许如果我足够聪明,e i*pi = -1 看起来就会是世界上最自然不过的事。毕竟,它本来就是必然为真的。

前面提到的大多数特质,都是可以培养的。但我不觉得怪异感这件事能靠刻意培养得到。你能做的最好事情,是当它开始出现时,不要把它压扁。爱因斯坦并不是想把相对论弄得奇怪。他只是想把它弄对,而真相碰巧就是奇怪的。

以前待过的一所艺术学校里,学生们最想要的是形成个人风格。但如果你只是努力去做出好东西,你最终一定会以一种独特的方式做到这点,就像每个人走路的样子都不一样。米开朗基罗不是想画得像米开朗基罗。他只是想画好,而他又没法不画得像米开朗基罗。

唯一值得拥有的风格,就是那种你根本没法避免的风格。对怪异感尤其如此。它没有捷径。矫饰主义者、浪漫主义者,还有两代美国高中生一直在找的那条西北航道,似乎根本不存在。通往那里的唯一办法,是先穿过好,再从另一边走出来。

好设计会成批出现。 十五世纪的佛罗伦萨,有布鲁内莱斯基、吉贝尔蒂、多纳太罗、马萨乔、菲利波 利皮、弗拉 安杰利科、韦罗基奥、波提切利、达 芬奇、米开朗基罗。那时的米兰和佛罗伦萨一样大。你能叫出几个十五世纪米兰艺术家的名字?

十五世纪的佛罗伦萨,确实发生了某些事。而且不可能是遗传,因为今天那里已经不再发生同样的事。你只能假定,达 芬奇和米开朗基罗天生拥有的能力,在米兰出生的人里也一定有人同样拥有。那么,米兰的达 芬奇去哪了?

现在美国活着的人口,大约是十五世纪佛罗伦萨人口的一千倍。也就是说,我们身边走着一千个达 芬奇和一千个米开朗基罗。如果 DNA 真能决定一切,我们每天都该见到艺术奇迹。事实并非如此。原因是,要造出一个达 芬奇,光有他的天赋还不够。你还得有 1450 年的佛罗伦萨。

没有什么比一群才华横溢的人围绕相关问题一起工作,更有力量。相比之下,基因不值一提。一个人哪怕基因上是达 芬奇,也弥补不了自己出生在米兰附近而不是佛罗伦萨这一点。今天人们流动得更多了,但伟大成果依然 disproportionately 地出自少数几个热点。包豪斯、曼哈顿计划、New Yorker、洛克希德的 Skunk Works、施乐 Parc,都是这样。

在任何一个时间点,总会有几个热门问题,也总会有几个小团体在这些问题上做着极好的工作。如果你离这些中心太远,几乎不可能自己做出好成果。你可以在一定程度上推动或拉动这些趋势,但你摆脱不了它们。也许_你_能,反正米兰的达 芬奇不能。

好设计往往是大胆的。 历史上的每个时期,人们都坚信过一些荒唐得离谱的东西,而且信得极重。你只要说句不同的话,就可能遭到排斥,甚至暴力对待。

如果我们这个时代不一样,那才真奇怪。就我所见,它并没有

这个问题不只困扰每个时代,也在某种程度上困扰每个领域。很多文艺复兴艺术作品,在当时都被认为世俗得惊人。根据瓦萨里的记载,波提切利后来悔悟并放弃了绘画,弗拉 巴托洛梅奥和洛伦佐 迪 克雷迪甚至真的烧掉了一部分自己的作品。爱因斯坦的相对论也冒犯了许多同时代物理学家,几十年都没有被完全接受。在法国,直到 1950 年代才算真正接受。

今天被当成实验误差的东西,明天也许就是新理论。如果你想发现真正伟大的新东西,那你就不该对传统观念和真相对不上的地方视而不见,反而应该格外注意它们。

从实际操作上看,我觉得看见丑,往往比想象美更容易。多数做出过美的东西的人,似乎都是因为先看见了某个他们觉得丑的东西,然后着手去修。伟大的作品,通常都是因为有人看见什么东西,心里冒出一句,这个我能做得更好。 乔托看到那些按老公式画了几个世纪、人人都满意的拜占庭式圣母像时,只觉得僵硬、不自然。哥白尼则对一个所有同时代人都能忍受的拙劣补丁如此不安,以至于他坚信一定存在更好的解法。

单有对丑的不能忍,还不够。你得先真正懂一个领域,才会长出对哪些地方需要修的敏锐嗅觉。功课得做够。但随着你在一个领域里越来越熟,你会开始听到脑子里有小声音说,这什么破补丁,肯定有更好的办法。 别忽视这些声音。去培养它们。伟大工作的配方就是,极其苛刻的品味,加上满足它的能力。

注释

Sullivan 实际上说的是 form ever follows function,但我觉得常见的误引反而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.

Image 1 Image 2: Taste for Makers

February 2002

Image 1 Image 2: Taste for Makers

2002年2月

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

……哥白尼对[equant]的审美反感,为他否定托勒密体系提供了一个关键动因。 - 托马斯 库恩,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."

我们都受过凯利 约翰逊的训练,并且近乎狂热地相信他的坚持,一架看起来漂亮的飞机,飞起来也会一样漂亮。

  • Ben Rich, Skunk Works
  • 本 里奇,Skunk Works

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

美是第一重检验。丑陋的数学在这世上没有永久的位置。

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

前阵子和一位在 MIT 教书的朋友聊天。他所在的领域现在很热,每年都会收到大量想读研的申请。 他说,很多人看起来都很聪明。问题是,看不出来他们有没有品味。

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。现在已经不太常听到这个词了。可不管叫什么,我们仍然需要它背后的那个概念。朋友的意思是,他想要的学生不只是技术过硬的人,还得能用技术知识做出美的东西。

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?

数学家会把好的成果称作美,科学家、工程师、音乐家、建筑师、设计师、作家、画家,不论现在还是过去,也都这么说。这只是碰巧用了同一个词,还是说他们说的其实有重叠之处?如果确实有重叠,我们能不能把一个领域里关于美的发现,拿来帮助另一个领域?

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?

对做设计的人来说,这不只是理论问题。如果美这种东西真的存在,就得能认出来。想做出好东西,就得有好品味。与其把美当成一种飘在空中的抽象概念,看个人态度决定是高谈阔论还是敬而远之,不如把它当成一个实际问题来想。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.

现在你一提品味,很多人就会说,品味是主观的。他们之所以这么信,是因为对他们来说,感觉确实如此。喜欢一个东西时,他们自己也不知道为什么。可能是因为它美,也可能是因为妈妈曾经有一个,也可能是因为在杂志上见过明星拿着它,也可能只是因为知道它贵。他们的念头是一团没理清的冲动。

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理这团乱麻。要是你嘲笑弟弟在涂色书里把人涂成绿色,妈妈多半会对你说,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.

这时候妈妈并不是在教你什么重要的美学真理。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.

跟很多大人告诉我们的半真半假的话一样,这句话和他们后来讲的别的话又会互相打架。一边反复灌输你说品味不过是个人偏好,一边又带你去博物馆,告诉你要认真看,因为达 芬奇是伟大的艺术家。

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.

孩子这时脑子里会想什么?他会觉得伟大的艺术家是什么意思?在多年被告知每个人都只是喜欢按自己的方式做事之后,他大概不会立刻得出结论,说伟大的艺术家就是作品比别人_更好_的人。按他那套托勒密式宇宙模型,更可能得出的理论是,伟大的艺术家大概像西兰花一样,是一种对你有好处的东西,因为书上有人这么说。

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,是个避免争执的好办法。问题在于,这不是真的。等你开始设计东西时,就会感觉到这一点。

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.

不管做什么工作,人都天然想做得更好。足球运动员想赢比赛。CEO 想提高利润。工作做得越来越好,本身就是一种自尊,也是一种真实的快乐。但如果你的工作是设计东西,而美这种东西又根本不存在,那你就_没有办法把工作做得更好。_ 如果品味只是个人偏好,那每个人的品味本来就已经完美了。你喜欢你喜欢的东西,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,只要持续做设计,你就会越来越擅长。你的品味会变。而且,跟所有工作越做越好的人一样,你自己会知道自己在变强。既然如此,你从前的品味就不只是不同,而是更差。品味不可能错这个公理,到这里就烟消云散了。

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?

相对主义现在很时髦,这可能会妨碍你去认真思考品味,哪怕你的品味其实已经在成长。但只要你愿意走出柜子,至少先对自己承认,设计确实有好坏之分,你就可以开始细致研究什么是好设计。你的品味是怎么变的?你犯错时,错因是什么?别人又从设计中总结出了什么?

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.

一旦认真看这个问题,就会惊讶地发现,不同领域对美的理解有这么多共通点。好设计的同一套原则,会一再出现。

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.

好设计是简单的。 从数学到绘画,你都会听到这一点。在数学里,它意味着更短的证明往往更好。尤其在公理层面,越少往往越好。在编程里也差不多。对建筑师和设计师来说,它意味着美应当建立在少数几个精心挑选的结构元素上,而不是建立在表面装饰的堆砌上。装饰本身不是坏事,只有当它只是掩盖乏味形式的伪装时才是。同样,在绘画里,一组经过仔细观察、塑造扎实的少量静物,通常会比一大片炫目却机械重复的画面更有趣,比如一整段蕾丝领子。在写作里,这句话的意思是,想说什么就说什么,而且简明地说。

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.

居然还得特别强调简单,这件事本身就有点奇怪。你会以为简单本来就该是默认值。繁复明明更费工夫。但人一旦试图变得有创造力,好像就会中邪。初学写作者会摆出一种夸张做作的腔调,听上去和他们平时说话完全不像。设计师一想显得有艺术感,就开始加流线和卷饰。画家则忽然发现自己成了表现主义者。这些全是在回避。长词和所谓富于表现力的笔触下面,其实没什么真东西,而这件事让人害怕。

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.

当你被迫保持简单时,你就被迫直面真正的问题。不能靠装饰交差时,就只能拿内容出来。

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.

好设计是不过时的。 在数学里,只要证明没有错误,它就是不过时的。那哈代说丑陋的数学没有永久位置时,到底是什么意思?他的意思和凯利 约翰逊一样。如果某样东西是丑的,它就不可能是最好的解法。一定还有更好的,而迟早会有人发现它。

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.

追求不过时,是逼自己找到最佳答案的一种办法。只要你能想象将来有人超过你,那就该由你先把那一步做出来。历史上一些最伟大的大师,在这件事上做得太彻底,以至于几乎没给后来者留下多少空间。丢勒之后的每个版画家,都得活在他的阴影里。

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.

追求不过时,也是摆脱时尚控制的一种办法。时尚几乎按定义就是会随时间变化的,所以如果你能做出一个在很远的未来仍然好看的东西,那它的吸引力就必然更多来自本身的价值,而不是来自时髦。

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.

奇怪的是,如果你想做出能打动后代的东西,一个办法反而是先试着打动古人。未来会是什么样,很难猜。但有一件事可以确定,未来和过去一样,都不会在意当下的时尚。所以,如果你做出的东西既能打动今天的人,也能打动 1500 年的人,那它多半也能打动 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.

好设计解决的是对的问题。 常见的炉灶有四个灶眼,排成一个方形,每个灶眼各有一个控制旋钮。旋钮该怎么排?最简单的答案是排成一行。但这是对错问题给出的简单答案。旋钮是给人用的,如果排成一行,那个倒霉的人每次都得停下来想一想,哪个旋钮对应哪个灶眼。更好的办法是把旋钮也排成和灶眼一样的方形。

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.

很多糟糕的设计都很勤奋,只是方向错了。二十世纪中期曾流行用无衬线字体排正文。这类字体_确实_更接近更纯粹的字母基本形。但在正文排版里,这不是你要解决的问题。对可读性来说,更重要的是字母之间容易区分。它看起来也许有点维多利亚风,但 Times Roman 的小写 g 和小写 y 就很好分辨。

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.

能改进的不只是解法,问题本身也能改进。在软件里,一个难到无从下手的问题,通常可以换成一个等价但容易解决的问题。物理学之所以进展更快,是因为它把问题改成预测可观察行为,而不是让这些行为和《圣经》相互一致。

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.

好设计是有启发性的。 简 奥斯汀的小说几乎没有什么描写。她不直接告诉你一切长什么样,而是把故事讲得足够好,让你自己在脑中看见场景。同样,一幅带有暗示的画,通常比一幅什么都说透的画更吸引人。每个人都会给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.

在建筑和设计里,这个原则意味着建筑或物件应当让你按自己的方式去使用。比如一座好的建筑,会成为人们想过什么样生活就能过什么样生活的背景,而不是逼他们像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,它意味着你应该给用户几个基础元素,让他们像搭乐高一样自由组合。在数学里,它意味着一个能成为大量后续工作的基础的证明,比一个虽然艰难却不会引出新发现的证明更可取。在科学领域里更普遍的做法是,把被引用次数当成价值的粗略指标。

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.

好设计往往带一点幽默。 这条未必总是成立。但在我看来,丢勒的版画、萨里宁的womb chair万神殿、最早的Porsche 911,都带着一点点幽默。哥德尔的不完备定理看起来也像个恶作剧。

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.

我想这是因为幽默和力量有关。有幽默感,本身就是一种强大。能在不顺里保住幽默感,说明能把厄运甩开。失去幽默感,说明人被它伤到了。所以,力量的标志,或者至少说是力量的特权,就是不把自己看得太严肃。真正自信的人,常常像燕子一样,仿佛在对整个过程略带调侃,就像希区柯克在电影里,勃鲁盖尔在画里,莎士比亚其实也是这样。

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

好设计不一定非得有幽默感,但很难想象一个可以被称作毫无幽默感的东西,同时又能算是好设计。

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.

好设计是困难的。 你去看那些做出伟大成果的人,会发现他们似乎都有一个共同点,那就是工作极其努力。如果你没有在拼命工作,多半就是在浪费时间。

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

难题需要巨大的投入。在数学里,难的证明需要巧妙的解法,而这类解法通常本身就很有趣。工程里也一样。

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.

当你要爬一座山时,就会把背包里一切不必要的东西都扔掉。所以,一个必须在困难地形上建房子的建筑师,或者预算很少的建筑师,反而会被迫做出优雅的设计。时髦和花哨,会在解决问题这件艰难任务面前被统统撞开。

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.

并不是所有困难都是好的。痛苦有好有坏。你想要的是跑步那种痛,不是踩到钉子那种痛。一个困难的问题,对设计师来说可能是好事,但一个反复无常的客户,或者不可靠的材料,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.

在艺术里,传统上最高的位置总是留给人物画。这种传统是有道理的,而且不只是因为脸部图像能按到我们脑中的某些按钮。我们太擅长看脸了,所以任何画脸的人,都不得不拼命工作才能让我们满意。你画一棵树,把某根树枝的角度改五度,没人会发现。你把某个人眼睛的角度改五度,人们立刻就能看出来。

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.

包豪斯设计师采用沙利文那句形式追随功能时,他们真正的意思是,形式_应该_追随功能。而如果功能本身够难,形式就会被迫跟上,因为根本没有多余精力可以浪费在犯错上。野生动物之所以美,是因为它们活得很艰难。

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.

好设计看起来轻松。 就像伟大的运动员一样,伟大的设计师会让一切看起来毫不费力。但这大多是一种幻觉。优秀文章那种轻松、自然、像聊天一样的语气,往往要到第八次重写才会出现。

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?

在科学和工程里,一些最伟大的发现看起来都简单得让你会想,这我也想得到。发现者完全有资格回一句,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.

达 芬奇有些头像只是寥寥几笔。你看着会想,原来只要把八九十条线放对地方,就能画出这么漂亮的肖像。没错,但前提是你得把它们放在_恰到好处_的位置。哪怕有一丁点误差,整张画都会垮掉。

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,因为它要求接近完美。用数学的话说,它像是闭式解。水平差一些的艺术家,实际上是在用逐次逼近的方式解同样的问题。孩子们大概在十岁左右开始放弃画画,其中一个原因就是他们决定像大人那样画,而最先尝试的东西之一,通常就是人脸线描。啪,一下就撞墙了。

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.

在大多数领域里,这种轻松感似乎都来自练习。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。有些时候,你甚至是在直接训练身体。高水平钢琴家弹音符的速度,可以快过大脑向手发出信号的速度。同样,艺术家练到一定程度后,也能让视觉感知从眼睛流入,再从手中流出,自动得像人随着节拍轻敲脚尖一样。

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.

人们说自己进入状态时,我觉得他们真正的意思是,脊髓已经接管了局面。脊髓没那么犹豫,于是把有意识的思考解放出来,留给那些更难的问题。

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.

好设计运用对称。 我觉得对称也许只是实现简单的一种办法,但它重要到值得单独拿出来说。大自然大量使用它,这本身就是个好迹象。

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,一种是重复,一种是递归。递归指的是子元素里的重复,比如叶脉的纹理。

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.

如今有些领域不喜欢对称,这是在反弹过去的过度使用。建筑师从维多利亚时代开始就有意识地让建筑不对称,到 1920 年代,不对称已经成了现代主义建筑的一项明确前提。即便如此,这些建筑通常也只是沿主要轴线不对称,内部仍然有成百上千处局部对称。

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,从句子中的词组,到小说的情节结构,到处都能看到对称。音乐和艺术里也一样。马赛克画,还有一些塞尚的画,会通过让整幅画由同一种原子构成,获得额外的视觉冲击力。构图上的对称造就了许多最难忘的绘画,尤其是当两半彼此呼应时,比如 Creation of AdamAmerican 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.

在数学和工程里,尤其是递归,往往收益极大。归纳证明常常短得惊人。在软件里,一个能用递归解决的问题,几乎总是用递归最好。埃菲尔铁塔之所以格外醒目,部分原因就在于它是一个递归解法,一座塔建在一座塔上。

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

对称,尤其是重复,本身的危险在于,它可以被拿来代替思考。

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.

好设计像自然。 不是说像自然这件事本身天然就好,而是自然在这个问题上已经琢磨了非常久。你的答案如果长得像自然给出的答案,通常是个好信号。

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.

模仿并不算作弊。大概没人会否认,一个故事应该像人生。对绘画来说,照着生活去画也是非常有价值的工具,只是它的作用经常被误解。目的不是单纯把东西记录下来。写生真正的价值在于,它给你的大脑提供了可以咀嚼的东西。当眼睛正在看某个对象时,手就会画出更有意思的东西。

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.

模仿自然在工程里也同样有效。船很早就有像动物胸腔那样的脊梁和肋骨。有些时候我们可能只是得等技术更成熟。早期飞机设计师把飞机做得像鸟,这件事是错的,因为他们没有足够轻的材料,也没有足够轻的动力来源,莱特兄弟的发动机重 152 磅,却只有 12 马力,也没有足够复杂的控制系统,去支撑像鸟那样飞的机器。但我完全能想象,五十年后会有像鸟一样飞行的小型无人侦察机。

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.

现在我们已经有了足够的计算能力,不只可以模仿自然的结果,还可以模仿自然的方法。遗传算法也许能让我们造出复杂到无法用常规意义设计出来的东西。

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.

好设计就是反复重设计。 第一次就把事情做对,是很少见的。高手都知道,早期工作里有一部分注定要扔掉。他们做计划时,就把计划会变这件事一起算进去。

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.

敢于扔掉作品,需要自信。你得能对自己说,这东西还能再来。 比如初学画画的人,往往不愿意重画那些不对的部分。他们会觉得,自己能画到这一步已经是走运了,如果重来一遍,只会更糟。于是他们转而说服自己,觉得这张画其实也没那么差,甚至也许本来就是想画成这样。

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.

这就走到危险地带了。真要说的话,你应该培养的是不满足感。达 芬奇的素描里,同一条线常常会尝试五六次才画对。Porsche 911 那个极具辨识度的车尾,只在一次对笨拙原型的重新设计中才出现。赖特早期设计Guggenheim时,右半边本来是阶梯金字塔,后来他把它翻转,才得到今天的形状。

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.

犯错是自然的。与其把错误当成灾难,不如让它们容易承认,也容易修正。达 芬奇某种意义上几乎发明了草图,这让绘画可以承载更大的探索强度。开源软件的 bug 更少,是因为它承认 bug 有可能存在。

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.

如果所用的媒介便于修改,也会有帮助。十五世纪油画取代蛋彩画时,它帮助画家更好地处理人体这类困难题材,因为和蛋彩不同,油画颜料可以混合,也可以覆盖重画。

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.

好设计可以借鉴。 人们对借鉴的态度,经常会绕一个圈。新手在不自知的情况下模仿。接着他会有意识地追求原创。再往后,他会明白,比起原创,更重要的是做对。

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.

不自觉的模仿,几乎就是坏设计的配方。如果你不知道自己的想法从哪来,那你多半是在模仿一个模仿者。拉斐尔对十九世纪中期的审美影响深到几乎无所不在,以至于任何试图画画的人都在模仿他,而且往往隔了好几层。真正让前拉斐尔派不满的,与其说是拉斐尔本人,不如说是这种现象。

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.

我觉得最伟大的大师,最后都会达到某种无我状态。他们只想找到正确答案。如果正确答案里有一部分早就被别人发现了,那也完全没有理由不用。他们足够自信,可以向任何人借,而不担心自己的视野会因此丢掉。

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.

好设计往往有点怪。 最顶尖的一些作品,都带着一种说不出的诡异感。Euler's Formula、勃鲁盖尔的 Hunters in the SnowSR-71Lisp。它们不只是美,而且美得古怪。

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 e i*pi = -1. It is after all necessarily true.

我也不确定为什么。也许只是因为我自己不够聪明。开罐器在狗眼里大概也像奇迹。也许如果我足够聪明,e i*pi = -1 看起来就会是世界上最自然不过的事。毕竟,它本来就是必然为真的。

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.

前面提到的大多数特质,都是可以培养的。但我不觉得怪异感这件事能靠刻意培养得到。你能做的最好事情,是当它开始出现时,不要把它压扁。爱因斯坦并不是想把相对论弄得奇怪。他只是想把它弄对,而真相碰巧就是奇怪的。

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.

以前待过的一所艺术学校里,学生们最想要的是形成个人风格。但如果你只是努力去做出好东西,你最终一定会以一种独特的方式做到这点,就像每个人走路的样子都不一样。米开朗基罗不是想画得像米开朗基罗。他只是想画好,而他又没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,就是那种你根本没法避免的风格。对怪异感尤其如此。它没有捷径。矫饰主义者、浪漫主义者,还有两代美国高中生一直在找的那条西北航道,似乎根本不存在。通往那里的唯一办法,是先穿过好,再从另一边走出来。

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?

好设计会成批出现。 十五世纪的佛罗伦萨,有布鲁内莱斯基、吉贝尔蒂、多纳太罗、马萨乔、菲利波 利皮、弗拉 安杰利科、韦罗基奥、波提切利、达 芬奇、米开朗基罗。那时的米兰和佛罗伦萨一样大。你能叫出几个十五世纪米兰艺术家的名字?

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,确实发生了某些事。而且不可能是遗传,因为今天那里已经不再发生同样的事。你只能假定,达 芬奇和米开朗基罗天生拥有的能力,在米兰出生的人里也一定有人同样拥有。那么,米兰的达 芬奇去哪了?

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.

现在美国活着的人口,大约是十五世纪佛罗伦萨人口的一千倍。也就是说,我们身边走着一千个达 芬奇和一千个米开朗基罗。如果 DNA 真能决定一切,我们每天都该见到艺术奇迹。事实并非如此。原因是,要造出一个达 芬奇,光有他的天赋还不够。你还得有 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.

没有什么比一群才华横溢的人围绕相关问题一起工作,更有力量。相比之下,基因不值一提。一个人哪怕基因上是达 芬奇,也弥补不了自己出生在米兰附近而不是佛罗伦萨这一点。今天人们流动得更多了,但伟大成果依然 disproportionately 地出自少数几个热点。包豪斯、曼哈顿计划、New Yorker、洛克希德的 Skunk Works、施乐 Parc,都是这样。

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.)

在任何一个时间点,总会有几个热门问题,也总会有几个小团体在这些问题上做着极好的工作。如果你离这些中心太远,几乎不可能自己做出好成果。你可以在一定程度上推动或拉动这些趋势,但你摆脱不了它们。也许_你_能,反正米兰的达 芬奇不能。

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.

好设计往往是大胆的。 历史上的每个时期,人们都坚信过一些荒唐得离谱的东西,而且信得极重。你只要说句不同的话,就可能遭到排斥,甚至暴力对待。

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

如果我们这个时代不一样,那才真奇怪。就我所见,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.

这个问题不只困扰每个时代,也在某种程度上困扰每个领域。很多文艺复兴艺术作品,在当时都被认为世俗得惊人。根据瓦萨里的记载,波提切利后来悔悟并放弃了绘画,弗拉 巴托洛梅奥和洛伦佐 迪 克雷迪甚至真的烧掉了一部分自己的作品。爱因斯坦的相对论也冒犯了许多同时代物理学家,几十年都没有被完全接受。在法国,直到 1950 年代才算真正接受。

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.

今天被当成实验误差的东西,明天也许就是新理论。如果你想发现真正伟大的新东西,那你就不该对传统观念和真相对不上的地方视而不见,反而应该格外注意它们。

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.

从实际操作上看,我觉得看见丑,往往比想象美更容易。多数做出过美的东西的人,似乎都是因为先看见了某个他们觉得丑的东西,然后着手去修。伟大的作品,通常都是因为有人看见什么东西,心里冒出一句,这个我能做得更好。 乔托看到那些按老公式画了几个世纪、人人都满意的拜占庭式圣母像时,只觉得僵硬、不自然。哥白尼则对一个所有同时代人都能忍受的拙劣补丁如此不安,以至于他坚信一定存在更好的解法。

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.

单有对丑的不能忍,还不够。你得先真正懂一个领域,才会长出对哪些地方需要修的敏锐嗅觉。功课得做够。但随着你在一个领域里越来越熟,你会开始听到脑子里有小声音说,这什么破补丁,肯定有更好的办法。 别忽视这些声音。去培养它们。伟大工作的配方就是,极其苛刻的品味,加上满足它的能力。

Notes

注释

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

Sullivan 实际上说的是 form ever follows function,但我觉得常见的误引反而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.

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

Image 1 Image 2: Taste for Makers

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 e i*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.

📋 讨论归档

讨论进行中…