Design has to work. Art does not.
An experienced designer with more freedom to act might have realised that there was just too much optimism in the Ares I concept: that a shuttle SRB was simply too small as a first stage for a rocket carrying the relatively heavy Orion spacecraft.
Each building has to be beautiful, but cheap and fast, but it lasts forever. That is already an incredible battery of seemingly contradictory demands. So yes, I'm definitely perhaps contradictory person, but I operate in very contradictory times.
Because every design must satisfy competing objectives, there necessarily has to be compromise among, if not the complete exclusion of, some of those objectives, in order to meet what are considered the more important of them.
Different moralities must share some general features if they are to perform their functions of coordinating beings having particular kinds of motivations. Morality is a cultural construction in something like the way bridges are. There would be no bridges unless human beings used them to move across bodies of waters or depressions in the earth, but a good bridge cannot be designed according to whim, but rather according to what would adequately fulfill their function and the nature of the materials that are available for their construction.
Design cannot rescue failed content.
Architecture is a service business. An architect is given a program, budget, place, and schedule. Sometimes the end product rises to art - or at least people call it that.
We must be as familiar with the functions of our building as with our materials. We must learn what a building can be, what it should be, and also what it must not be.
Designers simply can't afford to make dresses in 10 sizes for a sample.
I Use The Square To Begin My Solutions Because The Square Is A Non-choice, Really. In The Course Of Development, I Search For The Forces That Would Disprove The Square.
A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with.
You can converge a toaster and a refrigerator, but those things are probably not going to be pleasing to the user.
In traditional 3D printing, the gantry size poses an obvious limitation for the designer who wishes to print in larger scales and achieve structural and material complexity.
Art is to be free. Design is to fix.
The idealism [in architecture] is in the formal arrangement, the relationship to the city, the use of materials that are available to me. That's where I say our powers are limited.
Every product you have ever loved was a compromise from the ideal vision of its creators to the realities of shipping on time, on budget, and on price point. Anyone who has ever manufactured a physical product that had to be on the shelves for Christmas shopping knows how painful these choices can be.
This is the entertainment industry, so game designers have to have a creative mind and also have to be able to stand up against the marketing people at their company - otherwise they cannot be creative. There are not that many people who fit that description.
When you have rules to abide by, does that curtail you as a designer, or set you free? People think of classical architecture visually, but I think the brilliant part of it is actually spatial.
The technology of the time dictated the way things looked.
A challenge always is good. Normal design does not come under the constraints of a small budget and time frame. But it has helped me to make quick and knowledgeable decisions.
For me, some of the most intense creativity comes when something has to change for technical or design reasons, and you're trying to find a way to make it fit the fiction.
It does not do to use it with forms whose origin is intimately bound up with a specific material simply because no technical difficulties stand in the way.
The world of design has been subjugated by the rigors of manufacturing and mass production.
But my point is that you design something in the end that precludes any unhealthy trading practices that are not going to serve your environmental or your economic objectives but now is not the time to do it.
There are so many constraints on the architect that public buildings almost never feel free or enjoyable.