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You might be thinking about "Good design is as little design as possible", one of the 10 principles for good design by Dieter Rams.


I don't know what that's really trying to say, but it sounds wrong. That's how we end up with contextual interfaces that randomly shift around on a whim. Disappearing elements because some mysterious criteria has not been met. Atrocious for user discovery because the designer hid everything they thought the user didn't need.




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