Dieter Rams — 10 Principles of Good Design
Rams was chief of design at Braun from 1961 to 1995. Concerned by what he called "an impenetrable confusion of forms, colours and noises," he formulated ten principles to define what separates good design from the rest.
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Innovative
Good design uses new technology or ideas meaningfully rather than novelty for its own sake.
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Useful
A design exists to solve a real problem and should prioritize function over decoration.
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Aesthetic
Visual quality matters because people live with products and interfaces daily.
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Understandable
A design should explain itself through its form and behavior without instruction.
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Unobtrusive
Good design is neutral and restrained, leaving space for the user rather than demanding attention.
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Honest
Design should never manipulate, exaggerate, or mislead users about what something does.
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Long-lasting
A design should avoid trends so it remains relevant and useful over time.
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Thorough
Every detail should be intentional, considered, and resolved.
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Environmentally friendly
Design should minimize harm by conserving resources and reducing waste.
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As little design as possible
The best design removes everything that is not essential.
IDEO — Human-Centered Design Principles
IDEO is a global design consultancy founded in 1991. Their human-centered design methodology, codified in the Field Guide to Human-Centered Design, frames design as a process of empathy, iteration, and co-creation with the people being designed for.
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Empathy first
Begin by deeply understanding the people you are designing for, not the problem you assume exists.
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Define the right problem
Reframe challenges as human needs before generating solutions.
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Desirability, viability, feasibility
Good design sits at the intersection of what people want, what is technically possible, and what is financially sustainable.
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Diverge before converging
Generate many possibilities before narrowing; premature judgment kills good ideas.
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Prototype to think
Build rough, quick representations of ideas to make thinking tangible and testable.
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Test with real people
Assumptions must be validated with actual users in realistic contexts, not internal consensus.
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Embrace failure as learning
Failed prototypes are data, not setbacks; iteration is the method.
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Design with, not for
Involve the people affected by a design in its creation rather than designing on their behalf.
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Systems thinking
Solutions exist within larger ecosystems; understand upstream and downstream effects.
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Optimize for impact
The measure of a design is meaningful change in people's lives, not aesthetic or technical achievement alone.
Nielsen Norman Group — 10 Usability Heuristics
Jakob Nielsen published these heuristics in 1994 as broad rules of thumb for evaluating interface design. They remain the most widely used framework for usability review, covering feedback, error handling, consistency, and cognitive load.
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Visibility of system status
The system should always keep users informed about what is happening.
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Match between system and the real world
Interfaces should use concepts and language familiar to users.
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User control and freedom
Users should be able to undo actions and escape unwanted states easily.
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Consistency and standards
Similar things should behave similarly to reduce learning effort.
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Error prevention
Design should prevent problems before they occur rather than fixing them afterward.
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Recognition rather than recall
Interfaces should minimize memory load by making options visible.
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Flexibility and efficiency of use
Systems should support both beginners and experts efficiently.
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Aesthetic and minimalist design
Interfaces should avoid irrelevant information that competes for attention.
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Help users recognize, diagnose, and recover from errors
Error messages should be clear, human, and actionable.
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Help and documentation
Assistance should be easy to find, concise, and task-focused when needed.
Don Norman — Principles of Interaction Design
Norman is a cognitive scientist and co-founder of the Nielsen Norman Group. In The Design of Everyday Things (1988, revised 2013), he identified the fundamental mechanisms through which people understand and interact with objects and interfaces.
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Affordances
An object's properties should suggest how it can be used.
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Signifiers
Clear signals should indicate where and how to act.
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Mapping
Controls should relate spatially or logically to their effects.
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Feedback
Every action should produce a visible, immediate response.
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Conceptual models
A design should convey how it works through its structure.
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Constraints
Limiting possible actions prevents errors and guides correct use.
Gestalt Psychology — Core Perceptual Principles
Developed in early 20th-century Germany by psychologists including Wertheimer, Köhler, and Koffka, Gestalt theory describes how the mind organises visual information into unified wholes. These principles underpin how people perceive grouping, hierarchy, and form.
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Proximity
Elements close to each other are perceived as related.
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Similarity
Elements that look alike are perceived as belonging together.
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Continuity
The eye prefers smooth, continuous paths rather than abrupt changes.
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Closure
The mind fills in missing information to perceive complete forms.
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Figure / ground
People instinctively separate foreground elements from background context.
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Common fate
Elements that move or change together are perceived as a group.
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Prägnanz (simplicity)
People perceive forms in the simplest way possible.
Bauhaus — Core Design Principles
The Bauhaus was a German school of art and design founded by Walter Gropius in 1919. It unified fine art, craft, and industrial production, and its ideas laid the groundwork for modern graphic design, architecture, and product design.
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Form follows function
The shape of a design should be determined by its purpose.
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Reduction to essentials
Unnecessary elements should be removed to reveal core structure.
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Unity of art, craft, and technology
Design should integrate aesthetics, skill, and engineering.
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Geometric clarity
Simple geometric forms create order and legibility.
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Truth to materials
Materials should be used honestly rather than disguised.
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Design for real life
Design should be practical, reproducible, and accessible to everyday users.
Josef Müller-Brockmann — Grid Systems & Visual Communication Principles
Müller-Brockmann (1914–1996) was a Swiss graphic designer and pioneer of the International Typographic Style. His 1961 book Grid Systems in Graphic Design established the mathematical grid as the foundation of rational, objective visual communication.
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The grid as structure
An underlying mathematical grid creates order, legibility, and coherence across a composition.
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Visual hierarchy
Size, weight, and position should establish a clear reading order that guides the eye without confusion.
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Typographic discipline
Type is not decoration; its proportions, spacing, and alignment carry communicative responsibility.
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Whitespace as element
Empty space is active and intentional, giving content room to breathe and be understood.
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Objective communication
Design should convey information clearly and without subjective distortion or stylistic noise.
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Constructive reduction
Remove everything that does not serve the communication; clarity is achieved through subtraction.
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Consistent rhythm
Repeated proportions, spacing intervals, and column widths create visual harmony across a layout.
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Alignment as meaning
Elements aligned to a common axis are perceived as related; misalignment should be purposeful, never accidental.
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Typography and image in tension
The relationship between type and image should be deliberate, balanced, and mutually reinforcing.
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Reproducibility and universality
A visual system should work across scales, formats, and contexts without losing integrity.
Edward Tufte — Principles of Analytical Design
Tufte is a statistician and Yale professor whose four books on data visualisation — beginning with The Visual Display of Quantitative Information (1983) — defined the standards for honest, information-dense graphic communication.
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Above all else, show the data
Design exists to reveal data clearly and truthfully, not to decorate it.
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Show comparisons
Evidence gains meaning only when viewers can compare values, changes, or differences.
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Show explanation and mechanisms
Graphics should help explain how and why patterns occur, not merely display correlations.
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Show multivariate data
Good visualizations reflect the true complexity of reality rather than reducing it to single variables.
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Integrate words, numbers, and images
Explanations, labels, and data should live together in one coherent visual argument.
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Document sources, methods, and uncertainty
Credibility requires transparency about data origins, processing, and limitations.
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Maintain graphical integrity
Visual representations must not distort quantities, scale, or relationships.
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Maximize data-ink; minimize non-data ink
Increase the proportion of ink devoted to actual data while removing all decoration, ornament, and visual noise that carries no information.
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Use high data density
Dense displays pack meaningful information into compact space, respecting the viewer's ability to read complexity.
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Use small multiples
Repeating the same graphic structure across slices of data invites direct comparison and reveals patterns.
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Escape flatland
Use layering, annotation, and contextual depth to add informational dimensions without distorting the data.
References
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Dieter Rams
Rams Foundation, 10 Principles for
Good Design, 2002.
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IDEO
IDEO.org, The Field Guide to Human-Centered Design. IDEO.org, 2015.
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Nielsen Norman Group
Jakob Nielsen, “10 Usability Heuristics for User Interface Design.” Nielsen Norman Group.
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Don Norman
Don Norman, The Design of Everyday Things. Revised and Expanded Edition. New York: Basic Books, 2013.
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Gestalt psychology
Kurt Koffka, Principles of Gestalt Psychology. New York: Harcourt Brace, 1935.
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Bauhaus
Walter Gropius, The New Architecture and the Bauhaus. Cambridge, MA: MIT Press, 1965.
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Josef Müller-Brockmann
Josef Müller-Brockmann, Grid Systems in Graphic Design. Niggli, 1981.
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Edward Tufte
Edward R. Tufte, The Visual Display of Quantitative Information. 2nd ed. Cheshire, CT: Graphics Press, 2001.