1. Good design is not simply one thing. Designers cannot be narrow-minded. Designers must consider the multiple aspects that enable the generation of successful designs, or else fall into the pit of creating useless junk.
2. Design with conviction to your work. If you can't believe in it, don't expect anyone else it. Make sure you can be proud to call it your own, or why should someone want it for themselves? "Work on what it stands for" (Mau, 2010), design as a means of expression creates powerful design.
3. Challenge the rules of what is okay if you can't test the boundaries, you're no better than a sheep, following the path of those before you.
so defy the norm that is the path of discovering something new and wonderful. If you can't test the boundaries who is going to? Don't be afraid to be unexpected, odds are you're on the way of creating something revolutionary.
4. Don't limit yourself to certain technologies, get your hands dirty with hand craft and computers alike because "creativity is not device-dependent" (Mau, 2010). Otherwise you'll be stuck with the limitations of one, rather than the benefits of both "remember, tools amplify our capacities" (Mau, 2010).
5. Be sustainable. "Our anthropocentric worldview is literally killing us" (Chocohinov, n.d.) you live in this world, so take care of it. Use your head and consider materiality and production cost alike, you have a brain for a reason.
6. Innovate. Don't regurgitate ideas that people have done before you, push yourself to think of your own, "free yourself from limits of this sort" (Mau, 2010).
7. If you put off an idea long enough, disregard it.
(Pettis, and Stark, 2010)
If it can't hold your own attention how can you expect it to be good enough to capture others?
8. Iterate. "Do Mistakes" (Pettis, and Stark, 2010), mistakes are a step closer to new design. Good design requires experimentation. If you can't build and learn as you design, are you really getting the most out of the process? "Collect the wrong answers as part of the process... Allow failure and migration to be part of your practice" (Mau, 2010).
9. Research. "A studio is a place of study" (Mau, 2010), this helps create more considered and educated design decisions which result in better designs. Lack of research and understanding "results in people fundamentally not understanding the workings of their built artifacts and environments" (Chochinov, n.d.).
10. Designers must address the issues. Don't hide your head in the sand, stand up for what needs to change. One of the fundamentals of becoming a good designer is "understanding that all design happens within a context" (Chochinov, n.d.)