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When you feel the architecture just click, as though it couldn't have been anything else, it's due to a true understanding of the site and the plan and section.

Good design is serious business.

Good design is probably 98% common sense. Above all, an object must function well and efficiently-and getting that part right requires a good deal of time and attention.

The urge for good design is the same as the urge to go on living.

Good design doesn't cost, but it pays.

Good design today requires more vision (a larger point of view versus the single brilliant idea), more consistency (a deeper underlying structure of language and form versus the simple, uniform application of visual elements) and more patience (persistence over time versus creative authoritarianism).

The good designer aims at a perfect fusion of the various considerations which enter into his design. He aims at an untortured unity-a direct whole. He arranges his levels consciously or subconsciously, adhearing to the requisites of the problem he is asked to solve or to his own inclination. Some designers see total act through a disc of aesthetic considerations-others, more practical minded, may put economic considerations at top level.

Good design is a visual statement that maximizes the life goals of the people in a given culture (or, more realistically, the goals of a certain subset of people in the culture) that draws on a shared symbolic expression for the ordering of such goals.

Computers are stupid.

There's no reason for unhappiness if you're living with nice design.

As we move into the 21st century, it becomes ever clearer that the ultimate, most intimate territory for design is not electronics, or interiors, or furniture, or the Web. It's us-our own living, breathing, biological selves. ... the personal makeover has become our most fundamental design task.

Architecture is not created by individuals. The genius sketch ... is a myth. Architecture is made by a team of committed people who work together, and in fact, success usually has more to do with dumb determination than with genius.

Architecture is an imposed art in some ways, imposed upon the public, so people must be sure about what you're doing. You have to be sure about what you're doing.

The idea that you make an experience that requires a conversation in a public place is training for the fact that culture is collective.

Teachers of design should help a student to find their own voice. In other words, not be a templated version of the teacher, but rather to help them [the students] unfold what they already know and can bring to the table.

It is not enough to have a talented designer; the management must be inspired too. The creative process is very disorganised; the production process has to be very rational.

The task of the architectural project is to reveal, through the transformation of form, the essence of the surrounding context.

Designer's derive their rewards from 'inner standards of excellence, from the intrinsic satisfaction of their tasks. They are committed to the task, not the job. To their standards, not their boss.' So whereas most people divide their lives between time spent earning money and time spent spending it, designers generally lead a seamless existence in which work and play are synonymous. As Milanese designer Richard Sapper put it: "I never work-all the time."

You explore concepts and things that interest you, but you are also exploring inside of yourself.

I wouldn't call it a retail store. It's a place where culture and commerce intersect. It's more like the Silk Road-a sense of exploration mixed with the exchange of things and ideas.

Design has allowed us to stand out; to look different and show that difference boldy.

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