10 rules for good design

Original author: Garr Reynolds
  • Transfer
  1. Create communication, not scenery.
  2. Use visual language.
  3. Use a maximum of two headsets. Okay, maybe three.
  4. Choose colors meaningfully.
  5. If you can do less, then do so.
  6. The gaps and voids are magical - use them, and not just clog with something.
  7. Treat the text set as an image, as if it were just as important.
  8. Do not be subjective; remember that you do not only for yourself.
  9. Be convincing. Do it purposefully - or don’t do it at all.
  10. Symmetry is an absolute evil.
Number 3 (typography). Remember that even in one headset there are many different styles (for example, regular, light, ultra-light, narrow, italic, bold, super-fat, etc.), so think about working with only one professional headset per project and see what you can do. I prefer grotesque headsets, but the combination can also work well in screen typography (Apple, for example, uses Helvetica and Apple Garamond together).

Number 10 (symmetry). Well, symmetry is not evil, in fact it can be quite beautiful and soothing (or serious, etc.). But symmetry can also turn out to be rather dull and predictable. Asymmetric design is more dynamic in general and can give more freedom and expression. I myself have something to do with asymmetry (maybe because I have a crooked nose from playing American football). Zen aesthetics is also all about asymmetry (Fukinsei 不均 斉).

Original (English): 10 rules for making good design

Translation: © Ruslan Grokhovetsky , Alexey Kulakov , Alexey Markin .

translated.by translated by the crowd

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