Copying is the way design works
Matthew Ström's book explores copying in design using examples like Eames' LCW chair and Modway Fathom chair. It discusses originality versus copying, referencing Steve Jobs and John Carmack's contrasting views.
Read original articleMatthew Ström's book delves into the concept of copying in design, citing examples like the iconic LCW chair by Charles and Ray Eames and the more affordable Modway Fathom chair. The narrative explores the blurred lines between originality and copying in the design world, emphasizing the importance of copying in the creative process. The story extends to tech giants like Apple, where Steve Jobs famously quoted, "Great artists steal," referring to the company's adoption of ideas from Xerox PARC for the Macintosh interface. The text contrasts Jobs' fierce protection of Apple's designs with John Carmack's approach of embracing copying as a means of learning and innovation, as seen in the development of Commander Keen. Carmack's aversion to patenting his work and his open-source releases of major games like Doom and Quake highlight a different perspective on copying in the tech industry. The narrative also touches on Richard Stallman's advocacy for free software through the GNU project, showcasing a spectrum of attitudes towards copying in various creative fields.
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- Many commenters argue that copying is fundamental to design and creativity, with some suggesting that true originality is a myth.
- Several comments highlight the practical benefits of copying, such as learning and improving upon existing designs.
- There is a discussion on the ethical and legal aspects of copying, including references to historical cases and intellectual property laws.
- Some commenters share personal experiences and opinions on how copying has influenced their work and the broader design community.
- There are contrasting views on the impact of copying on innovation, with some seeing it as essential and others as potentially harmful.
I've been a professional designer since 2006, and I got over that thinking pretty quickly. A designer trying to be strikingly original is rarely acting in service of the design. If you want to be strikingly original, you probably want to be an artist instead of a designer. What a designer fundamentally does is communicate the best solution to a problem, given the requirements, goals, and constraints of that problem. Originality is subordinate to that at best.
> In the middle of Apple’s case against Microsoft, Xerox sued Apple, hoping to establish its rights as the inventor of the desktop interface. The court threw out this case, too, and questioned why Xerox took so long to raise the issue. Bill Gates later reflected on these cases: “we both had this rich neighbor named Xerox ... I broke into his house to steal the TV set and found out that [Jobs] had already stolen it.”
We create new things by collecting, regurgitating and mutating stuff we experience, just like LLMs. In a vacuum man has no ideas outside of base impulses.
Hence why originality is a novice belief. The closer you get to any field, the more you realize the stories around who made all the breakthroughs are BS media narratives. Most if not all steps forward in any field have hundreds of people clawing at similar ideas concurrently.
Pull down to refresh is a great example of this. Not visible or discoverable at all, but was all the hype when Tweetie first released it. On paper it's an anti-pattern, but now it's so ingrained as a trend and pattern that it became expected, and is now muscle memory for many users.
The same goes with flat buttons - I used to be quite opposed to them since there was no visual elevation off the page designating it as a button. Now if you create a button with a bevel, users will think it's an ad, not part of the page itself.
Copying leads to harmony in the wider ecosystem, and it creates a defined agreement on what things are are how they work. It's an important part of the user experience.
Many (bad) designers confuse what I would call styling with design. Design is a lot about functionality and how information is organized visually. These two core design points can only be copied if the underlying project is exactly the same in terms of underlying information. But even for two blogs about different topics the question which information needs to be presented how would be different — even if both blogs were using the browser's default CSS. This is the core of design.
Styling is finding colors, shapes proportions etc. All of this of course overlaps with the functional question and the question of organization of information — bigger buttons get more attention and all that — but ultimately you can slap more or less any style on any content. Whether it makes sense is a different question.
The video (if I recall correctly) goes a bit further, attacking patents/IP law as anti-creative.
I find this happens in UI/UX design too. When you're trying to come with the best interface for a problem, there's only so many directions that make sense once you've explored the design space and understood all the constraints.
With desktop and mobile interfaces for example, all operating systems and devices have converged on a lot of similar patterns and visuals. I don't think this is because people are unoriginal, but given the constraints, there's only so many decent options to pick from so many designers will inevitably converge on the same solution.
> I’m a designer. As a designer, I feel the need to be original.
I'll often come up with a solution on my own after immersing myself in a problem for a while, then after looking at existing work more later, find it's already been done. I'll then sometimes even consider changing my solution so it doesn't look like I copied, but usually there's no obvious other direction you can go in that is close to as good.
Listen dude, go ahead and buy the $145 Modway chair. It's so bad, it is $118 nowadays. It will literally fall apart under your ass. Read the reviews.
Whether you believe that it’s worthwhile or worthless to copy, whether you think that copies are a valuable part of the design community or a scourge, you are using software, hardware, websites and apps that all owe their existence to copying.
As long as there is design, there will be copying.
Want an online menu for your restaurant? Well, you can't just go copying someone else's design; so you must create your own from scratch. Will yours look and behave practically identically to the other? Yes. Will both websites be overall worse quality than if everyone just collaborated on a standard design? Yes. Would it save the world an incredible amount of redundant work to just allow people to copy each others' work? Yes. Who wins in this arrangement? Only those who have already won.
Keep looking at this pattern, and you will enter a deep cavernous rabbit-hole. At the bottom, you will find yourself at the very core of design itself: the goals, philosophies, and systemic failures of every design we use today can be traced back to this point: collaboration must be avoided at all costs. Compatibility is the cardinal sin, and it must be punished.
So we go on, building silos upon silos. When will we ever learn?
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There is a lot of talk lately for change. They say, "AI will be the end of copyright. It's too important to hold back the potential of AI over a petty argument for intellectual property." I don't believe for a minute that LLMs will ever reach the lofty goal of "General Intelligence". I don't believe for a minute that megacorps like OpenAI, Google, and Meta deserve a free pass to siphon data for profit. So why is it that these words ring true? AI has nothing to do with it: it's design itself that has incredible potential, and we should absolutely stop holding it back. Intellectual Property is nothing more than a demand against progress.
Went to art school and a significant part of my art history class dealt in remembering the name of art "movements" which is a veiled way of saying a period when everyone was copying each other. Then of course you learn about the influential artists who heavily borrowed from xyz. Another funny one is "revival" which just means "straight up copy"
This is why I have limited sympathy for the uproar about AI art. It's just cutting through the boring part.
I think we still haven't found a proper economy for the digital world. The fact that pirating game of thrones was a better option than waiting for it to be premiered in your region goes to show there is still a lot of work to be done in this area. If there wasn't piracy, free software, open source and american VC (the first few waves, not the last few), this industry wouldn't have grown at this pace.
Nobody outside of Gen X PC gamers know what Commander Keen is. Everyone knows what Mario is. While copying may be the way design works, copying only gets you so far.
If you’re small time and have a great idea, you’re better off going stealth and this is its own mitigation against destructive copying.
"Individualism would have it that the work of a genuine artist is altogether ‘original’, that is to say, purely his own work and not in any way that of other artists. The emotions expressed must be simply and solely his own, and so must his way of expressing them.
It is a shock to persons labouring under this prejudice when they find that Shakespeare’s plays, and notably Hamlet, that happy hunting-ground of self-expressionists, are merely adaptations of plays by other writers, scraps of Holinshed, Lives by Plutarch, or excerpts from the Gesta Romanorum; that Handel copied out into his own works whole movements by Arne; that the Scherzo of Beethoven’s C minor Symphony begins by reproducing the Finale of Mozart’s G minor, differently barred; or that Turner was in the habit of lifting his composition from the works of Claude Lorrain. Shakespeare or Handel or Beethoven or Turner would have thought it odd that anybody should be shocked."
I do understand the desire to protect one's work too and find it hard to take a single side.
If you model ideas mathematically, you will see that societies plagued with IPDD (https://breckyunits.com/ipdd.html) will become extinct, because they prolong the lifespan of bad ideas, and those with intellectual freedom, where bad ideas rapidly evolve into good ideas, will rise to the top of the food chain. The equation is simple: ETA! (https://breckyunits.com/eta.html)
Question whether we should even have a concept of "licenses" (hint: we shouldn't). Look up "freedom licenses", which "freed" African Americans used to have to carry around in the 1800's. Think about how future generations will look at us for having a concept of "licenses on ideas". Think about the natural progression of automatic licenses on ideas (copyright act of 1976), to breathing: there is no reason not to require "licenses" to breathe, given that you exhale carbon dioxide molecules just as you exhale "copyrighted" information.
The article isn’t explicitly dated (afaict). Using an inflation calculator leads me to believe it was written in 2019 [0]. The same calculator indicates a material deviation from the quoted number: “$145 in 2024 equals $10.16 in 1947.”
Amazingly, the chair is listed on Amazon now at $118.53 [1] (at least for my login/cookies/tracking; price includes shipping estimated at 6 days), the equivalent of $8.31 in 1947, a 60% off sale.
The cost probably has some externality tradeoffs however. Was the wood clear cut by children from thousand year old forests? Was the chair manufactured by prisoners using chemicals known by the state of California to cause cancer?
0. https://www.saving.org/inflation/inflation.php?amount=145&ye...
1. https://www.amazon.com/Modway-EEI-510-WEN-Fathom-Mid-Century...
https://www.everythingisaremix.info/
It's been submitted to HN many times but has never spawned any discussion:
Originality is overrated in art, painting restoration usually entails repainting large sections of the original. The image and the ideas far transcends the "original" which is usually reserved for bragging rights for uber rich collectors. The best art is the art you get to enjoy everyday.
Maybe interesting to point out from what year it is. It looks like 2020.
On why they copy the shape and size, that is the part where you can be more artistic, and it seems they have no taste.
(Affordance meaning using what people already is familiar with so they don’t have to relearn an interface)
They will learn a lot from doing so.
(Probably stolen)
- Pablo Picasso
> We’re not designers, or programmers, or information architects, or copywriters, or customer experience consultants, or whatever else people want to call themselves these days… Bottom line: We’re risk managers.
Related
A Rich Neighbor Named Xerox
In 1983, Steve Jobs confronted Bill Gates over Microsoft potentially copying Macintosh ideas. Despite agreements, Microsoft released Windows, sparking a tense meeting. Apple's lawsuit for copyright infringement failed. The incident reflects the intricate Apple-Microsoft dynamics during early computing.
Round Rects Are Everywhere
In 1981, Bill Atkinson developed oval routines for Macintosh. Steve Jobs challenged him to create rounded rectangles, leading to the "RoundRects" feature. This anecdote showcases innovation and collaboration in early Macintosh development.
Config 2024: In defense of an old pixel [video]
The YouTube video discusses the design and impact of the original iPod, highlighting features like the enclosure, hard drive, click wheel, and Chicago font. It also covers pixel fonts' role pre-vector fonts, VCR cultural significance, and caution on nostalgia.
Alan Kay – Doing with Images Makes Symbols: Communicating with Computers (1987)
Dr. Alan Kay's 1987 video explores the development of the "windows and mouse" interface, influenced by past ideas like Sketchpad and NLS. The lecture discusses human psychology and design principles, targeting computer science enthusiasts.
Steve's Talk at the 1983 International Design Conference in Aspen
Steve Jobs' 1983 talk at Aspen highlighted computers' future impact on daily life, emphasizing design's role in shaping user relationships. His passion for design at Apple influenced the fusion of functionality and aesthetics in personal computing.