Special Topic · Taste Engineering: Make the Output Worth Keeping

A Hundred Concrete Ways to Say "Looks Good"

Information density, visual noise, breathing room, contrast hierarchy… tap a taste word for its definition and do/don't cases. Name it, and you can direct the AI

THE QUESTION THIS PAGE ANSWERS

ANSWER FIRST

What is the key idea behind “A Hundred Concrete Ways to Say "Looks Good"”?

Information density, visual noise, breathing room, contrast hierarchy… tap a taste word for its definition and do/don't cases. Name it, and you can direct the AI

DECISION RULE

Turn taste into a behavior the product can repeat. The useful outcome is not a nice opinion. It is a visible rule, a small example, and a way to tell when the experience falls below the bar.

TRY NEXT

Capture one before-and-after example that shows the quality bar without extra explanation.

WATCH FOR

Polish that improves the surface while leaving the user's uncertainty untouched.

If you can't name it, you can't fix the right place

Hand over "make it look better" and AI can only guess: maybe add a gradient, swap the font, pile on motion. Hand over "raise information density one notch, cut visual noise" and AI knows what to move: add two more data rows, cut half the badges. Vocabulary is the container for judgment: once you can hold the word "visual noise," you can keep the gut feeling that "something on this page is off."

Your taste vocabulary sets the ceiling of what you can make AI do.
Try it · Eight words, flip them one by one
Taste vocabulary deck 0 / 12
Tap a card for the definition and do/don't cases; tap again to close. Flip all twelve for the wrap-up.
Try it · Eight variables, one fitting room

The words above cover how to critique; these variables cover how to change. Bertin's Semiology of Graphics breaks visual encoding into eight variables; About Face 4 keeps the list: shape, size, value, hue, saturation, orientation, texture, position. Every "looks different" on a UI bottoms out at these eight knobs. Same row of tiles — twist a different variable, tell a different story.

Eight-variable fitting room 0 / 8
Pick a variable and watch how it separates a row of identical tiles. Try all eight for the wrap-up.
Five identical elements — you can't tell what's important, what's grouped, or what's clickable. Pick a variable and try it.
Practice · Risk needs a queue
Scenario: how to draw five risk tiers Single choice

A dashboard needs five risk tiers, readable low-to-high at a glance. Which variable do you twist?

AFive hues — green, yellow, orange, red, purple for each tier
BOne hue, value light-to-dark across five tiers
CFive shapes — circle, square, triangle, and so on
DAdd texture only to the high-risk tier
Vision handles category; text handles identity

About Face 4 has a ballast rule: use visual attributes to show what something is; use text to say which one it is. An icon can say "this is a document" and stops there — which one is the contract needs the filename. Each does its own job; neither replaces the other.

Where vision stops Two-way toggle
Flip it — see where vision stops and text takes over.
Three icons say "all documents" and run out of words — finding the contract means opening each one.
Try it · Translate complaints into variables

Clients and bosses won't say the terms, but every complaint points somewhere. Hear the variable behind the complaint, and you know where to change. Start with four classics.

Complaint translator 0 / 4
Tap a complaint on the left, then its matching term on the right. Correct pairs lock in.
Client complaints
"It's a mess"
"Looks cheap"
"Nothing stands out"
"Too cramped"
Translated terms
Missing hierarchy
Visual noise too high
Not enough whitespace
Color over budget
Take this cheat sheet with you

Eight words reshaped into AI-ready lines — each pastes straight into a prompt. Copy one, keep it, pick from it next time you revise a UI.

Taste vocabulary cheat sheet for AI Copyable
Taste vocabulary cheat sheet for AI (swap in for "make it look better") Information density: Density on this screen is low — fit two more key data rows on the same screen. Visual noise: Too many badges and dividers; visual noise is over the line — cut decoration in half. Breathing room: Increase spacing between blocks for breathing room; keep content off the edges. Visual hierarchy: Separate title and body by size and weight — one hero per screen. Visual weight: Keep the primary button solid; drop the rest to outlines to lower visual weight. Proximity: Hug each label to its own field; pull groups apart — use distance to show grouping. Contrast: Body text vs background contrast is too low — deepen gray text to a readable level. Baseline alignment: Align all left edges to one baseline; don't let each row start on its own. HSV: Talk color by knobs — hue, saturation, value — change one at a time. Ordered variables: To encode low-to-high, twist value or size — don't swap hue. Affordance: Make clickable things look clickable; pure display shouldn't wear button energy. Squint test: Squint once before shipping — if the hero doesn't pop, send it back.
One more question before you go
Scenario: no premium feel Single choice

Your boss holds up the page: "It has no premium feel." Per this lesson, what do you check first?

ASwap in an expensive font
BCount how many colors and corner radii are on the page
CAdd motion
DDeepen the shadows
Key Takeaways

"Looks good" is a wish; terms are commands: name information density and visual noise, and AI knows where to change.

Every complaint can become a variable: "messy" is visual noise over the line; "looks cheap" is color over budget — translate first, then fix right.

Eight variables, eight jobs: hierarchy and quantity use ordered variables (size, value); categories use hue; shape says "what it is," texture says "can I press it."

Next time you ask AI to revise a UI, pick one word from the cheat sheet into the prompt, compare it with "make it look better," and feel the gap.

Source: Original to Xiaoshan Academy's Taste Engineering series; some principles adapted from About Face 4: The Essentials of Interaction Design, Chapter 17.

Turn the feeling in “If you can't name it, you can't fix the right place” into a judgment

“Hand over "make it look better" and AI can only guess: maybe add a gradient, swap the font, pile on motion.” points out that AI has lowered the bar for making something usable. The skill readers need is noticing what is wrong and turning that feeling into an actionable requirement.

Watch the user's next action, not just the surface

Turn “How much useful information fits per unit area.” into observable questions: does the user know what happened, what to do next, and how to recover from an empty or failed state? Does the hierarchy make the important information visible first?

Pretty is not the same as usable

Apply “Next time you ask AI to revise a UI, pick one word from the cheat sheet into the prompt, compare it with "make it look better," and feel the gap” to a second screen or flow. Record one moment of hesitation and the user action after the change; observable behavior is stronger evidence than polish alone.

From “If you can't name it, you can't fix the right place” to “Try it · Eight words, flip them one by one”

“If you can't name it, you can't fix the right place” grounds the problem in “Hand over "make it look better" and AI can only guess: maybe add a gradient, swap the font, pile on motion. Hand over "raise information density one notch, cut visual noise" and AI knows what to move: add two m…”. “Try it · Eight words, flip them one by one” then moves it toward “How much useful information fits per unit area. Low density wastes the reader's screen; high density without hierarchy is what feels cramped”. Together, they show that the lesson is not just a conclusion to remember, but a claim with conditions.

Carry the judgment into the next situation

For experience work, turn abstract impressions into user actions: did the person understand the state, find the next step, recover from an error, and want to continue?

  • “If you can't name it, you can't fix the right place”: Hand over "make it look better" and AI can only guess: maybe add a gradient, swap the font, pile on motion. Hand over "raise information density one notch, cut visual noise" and AI knows what to move: add two m…
  • “Try it · Eight words, flip them one by one”: How much useful information fits per unit area. Low density wastes the reader's screen; high density without hierarchy is what feels cramped
  • “The closing point”: How far text pulls away from the background. Elegant gray and unreadable gray sit on opposite sides of a readability line

The final “The closing point” brings the discussion to “How far text pulls away from the background. Elegant gray and unreadable gray sit on opposite sides of a readability line”. The useful thing to carry forward is knowing which judgments must be revisited when input, scale, or risk changes.

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Discussing A Hundred Concrete Ways to Say "Looks Good" Taste Engineering: Make the Output Worth Keeping
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AM
Asha MorganContent editor
INSIGHTField note

I turned one judgment from this article into a small experiment I could run today. Knowing what to observe next is more useful than simply remembering the conclusion.

ARTICLE DISCUSSION7 helpful
LH
Lin HarperIndie developer
INSIGHTInsight

After reading this, I first looked for the conditions behind the idea instead of copying the method into a project. That order made the later trade-offs much clearer.

ARTICLE DISCUSSION5 helpful
KM
Kiki MooreProduct operations
QUESTIONQuestion

When this judgment reaches real work, which constraint should be added first? I am curious which step matters most between reading and the first practical attempt.

ARTICLE DISCUSSION4 helpful