Taste for Makers

February 19, 2026

Highlights

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.


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.


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.


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.


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.


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.


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.


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!


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.


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 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.


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.


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


Nothing is more powerful than a community of talented people working on related problems.


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.