The project is rolling along, enough so I can confidently share the outline of the book with you. First, a quick recap on the goals:
- Invite people to think about the person-made world and how it can be designed better or worse.
- A fun learning experience that helps anyone see people, places and things in an enlightened way, based on knowledge of design.
- Something a designer can give to their coworkers, clients and friends to explain what they do and why.
- Inspire readers to ask better questions about the design of software, apartments, mobile phones, cities and workplaces in their daily lives.
- Learn how to make better decisions by seeing the world more like our best designers do.
And without further ado, here’s the current outline from draft #2.
- Everything Has a Design
- Building < Designing
- What Is Good?
- People Come First
- Everyone Designs Something
- The Street You Live On
- Style Is a Message
- Design Is How It Works
- Someone Has to Pay
- The Powerful Decide
- Design Is a Verb
- The Pass in Your Pocket
- Ideas and Systems
- Design Reflects the Team
- The Way People Think Matters
- Tradeoffs and Values
- Design Is How It Flows
- Design for Conflict
- Solutions Create Problems
- How To See the World: Checklist
- Notes and Recommendations
- Acknowledgments
- About the Author
The initial draft had closer to 30 chapters – but as with all good design, it is sharpening the aim that raises quality.
Two questions:
1. For a book with these goals, what’s missing?
2. I want these titles to line up better – if you have renaming suggestions towards this, leave a comment.
Scott, the book outline reads and flows well. You may consider adding a chapter (or renaming and extending an existing chapter) to cover the need for simplicity, elegance and courageous decision-making as part of “good” design.
This could include themes such as:
* Not over-engineering – remove the unecessary “bells & whistles”
* The need to continually refine and pare back/sharpen the solution to its essence.
* What could be left out? Need for courageous design decisions.
Here’s a related article that references Nike, Apple and aviator Antoine de Saint-Exupéry:
https://www.forbes.com/sites/carminegallo/2011/05/16/steve-jobs-get-rid-of-the-crappy-stuff/#714f2e427145
A quote from the article:
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