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"We all know that there are good
maps and bad maps, the problem is defining which is which. The
reason for this is that whenever we discuss the principles of
map design, we have to admit that we don't know what they are.
The following principles were presented
to the recent British Cartographic Society Design Group meeting
at Glasgow University. They did not go unchallenged.
Principles were differentiated from
rules such as those for placement of type. Whilst contributing
to the design process, rules are not principles."
THREE STATEMENTS
-
The purpose of design is to focus the attention of the user
- The Principles of Cartographic Design
are Timeless, the Results are not
- The Rules of Cartographic Design can
be taught and learnt, principles and concepts have to be acquired
THE FIVE PRINCIPLES OF
MAP DESIGN
- Concept before Compilation
Without a grasp of concept, the whole of the design process is
negated. The parts embarrass the whole. Once concept is understood,
no design or content feature will be included which does not
fit it. Design the whole before the part. Design comes in two
stages, concept and parameters, and detail in execution. Design
once, devise, design again. User first, user last. What does
the user want from this map? What can the user get from this
map? Is that what they want? If a map were a building, it shouldn't
fall over.
- Hierarchy with Harmony
Important things must look important, and the most important
thing should look the most important. "They also serve who
only stand and wait." Lesser things have their place and
should serve to complement the important. From the whole to the
part, and all the parts, contributing to the whole. Associated
items must have associated treatment. Harmony is to do with the
whole map being happy with itself. Successful harmony leads to
repose. Perfect harmony of elements leads to a neutral bloom.
Harmony is subliminal.
- Simplicity from Sacrifice
Great design tends towards simplicity (Bertin). Its not what
you put in that makes a great map but what you take out. The
map design stage is complete when you can take nothing else out.
Running the film of an explosion backwards, all possibilities
rush to one point. They become the right point. This is the designer's
skill. Content may determine scale or scale may determine content,
and each determines the level of generalization (sacrifice).
- Maximum Information at
Minimum Cost (after Ziff)
How much information can be gained from this map, at a glance.
Functionality not utility. Design makes utility functional. All
designs are a compromise, just as a new born baby is a compromise
between its father and mother. The spark which makes a map special
often only comes when the map is complete.
- Engage the Emotion to
Engage the Understanding
Design with emotion to engage the emotion. Only by feeling what
the user feels can we see what the user sees. Good designers
use Cartographic fictions, Cartographic impressions, Cartographic
illusions to make a map. All of these have emotive contents.
The image is the message. Good design is a result of the tension
between the environment (the facts) and the designer. Only when
the reader engages the emotion, the desire, will they be receptive
to the map's message. Design uses aesthetics but the principles
of aesthetics are not those of design. We are not just prettying
maps up. The philosophy is simple, beauty (aesthetics) focuses
the attention. Focusing the attention is the purpose of map design!
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