Design isn't crafting a beautiful, textured button with breathtaking animation. It's figuring out if there's a way to get rid of the button altogether.

It is not how much empty space there is, but rather how it is used. It is not how much information there is, but rather how effectively it is arranged.

That is to say, nature's laws are causal; they reveal themselves by comparison and difference, and they operate at every multivariate space/time point.

That is to say, nature's laws are causal; they reveal themselves by comparison and difference, and they operate at every multivariate space, time point.

In general, I think audiences are a lot smarter than people think. So, it's not "know your audience", it's "respect your audience, and really know your content".

What gets left out is the narrative between the bullets, which would tell us who's going to do what and how we're going to achieve the generic goals on the list.

PowerPoint is like being trapped in the style of early Egyptian flatland cartoons rather than using the more effective tools of Renaissance visual representation.

I was writing a chapter of Beautiful Evidence on the subject of the sculptural pedestal, which led to my thinking about what's up on the pedestal - the great leader.

The world is complex, dynamic, multidimensiona l; the paper is static, flat. How are we to represent the rich visual world of experience and measurement on mere flatland?

Allowing artist-illustrators to control the design and content of statistical graphics is almost like allowing typographers to control the content, style, and editing of prose.

I hope that I am generous and tolerant, but certainly on the intellectual side I think that there are discoverable truths, and some things that are closer approximations to the truth than others.

I have stared long enough at the glowing flat rectangles of computer screens. Let us give more time for doing things in the real world...plant a plant, walk the dogs, read a real book, go to the opera.

I do believe that there are some universal cognitive tasks that are deep and profound - indeed, so deep and profound that it is worthwhile to understand them in order to design our displays in accord with those tasks.

My idea here is that, inasmuch as certain cognitive tasks and principles are tied to nature's laws, these tasks and principles are indifferent to language, culture, gender, or the particular mode of information that is provided.

What is to be sought in designs for the display of information is the clear portrayal of complexity. Not the complication of the simple; rather the task of the designer is to give visual access to the subtle and the difficult - that is, revelation of the complex.

Here's the general theory: To clarify, add detail. Imagine that. To clarify, add detail. And clutter and overload are not an attribute of information, they are failures of design. If the information is in chaos, don't start throwing out information, instead fix the design.

Confusion and clutter are failures of design, not attributes of information. And so the point is to find design strategies that reveal detail and complexity - rather than to fault the data for an excess of complication. Or, worse, to fault viewers for a lack of understanding.

If there is a well thought-out design standard, it should be followed. In practice, great design comes from great designers. That is empirically the case. If a great designer did a first-rate standard, that model should be followed. Great design is not democratic; it comes from great designers. If the standard is lousy, then develop another standard.

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