设计如棋Design as Chess


Design as Chess

来源:17vis.com | 原文:设计如棋Design as Chess | 版权:© 2026 上海翼起品牌设计有限公司 本文以围棋为喻,探讨设计与战略思维的相似性,分析如何通过围棋般的全局观和策略性思维提升设计品质。

调情是一步一拍的心跳,对弈是落子无悔的章法。 设计,恰好在两者之间。 你或许刚读过那篇《设计是调情?》。是的,设计需要吸引、需要分寸、需要让人想靠近。但只有吸引是不够的。一场好的对话能开启关系,而一局好的棋,才能走得更远。 设计,也如棋。 棋局开始前,棋盘是空的。 空,不是无,是可能。 设计师面对空白画布、新建文档、空白页面时,和棋手面对空棋盘是一样的。焦虑和兴奋并存。第一子落向哪里?第一个色块、第一行字、第一个区块,怎么放? 不是随便放。是根据全局来放。 棋手落第一子时,脑子里已经有了前三步、后五步的推演。设计师做视觉时,心里也该有“信息层级—阅读节奏—情感反馈”的完整路径。这一步下去,是为后面的所有棋子让路。

一、棋子:你的设计元素

棋盘上有车马炮,设计中有颜色、文字、图形、留白、动效。 每个棋子走法不同,每个设计元素“性格”也不同。
设计元素 如棋角色 特性
主色 将/帅 定全局基调,不可轻动
辅色 士/象 护卫主色,丰富但不乱
文字(标题) 横冲直撞,快速传达核心
文字(正文) 兵/卒 一步步推进,提供细节
留白 河界 无棋子的地方,才是战场
图片/图形 马/炮 跳跃、出奇,打破沉闷
你不会用“车”走“马”的步法。 你也不该用主色的方式去处理辅助信息。

二、开局:定式与变式

棋有定式,比如中炮对屏风马。 设计也有定式:F型阅读、Z型布局、黄金分割、网格系统。 定式有用吗? 有用。它是前人总结的最优路径,能让你在开局不落下风。 但只会背定式的棋手,永远成不了高手。 只会套模板的设计师,也做不出让人心动的作品。 真正的高手,在定式里藏变式。 大家看棋路,你看棋势。 好比设计工具中常见的提示:“这种颜色组合可能让人难以阅读。” 这就是定式给你的警告——不是限制你,是保护你不被自己的一时喜好带偏。

三、中局:计算与直觉

棋到中局,盘面复杂。 你既要算三步后的得失,也要相信“这里感觉应该走这步”。 设计也一样。 棋本身,是盘面上的博弈。 设计本身,是用户看到的那一刻的感受。 中局时,棋手会面临选择:
  • 求稳?还是冒险搏杀?
  • 保子?还是占势?
  • 攻对方弱点?还是补自己缺陷?
设计师也会问:
  • 留白再多一点?还是加个装饰?
  • 颜色更跳一点?还是更雅一点?
  • 信息一次说清?还是分步引导?
没有标准答案。 但有一个判断标准:这一步,是让用户更靠近,还是更远离?

四、残局:细节见功夫

棋局到残局,大子少了,兵卒的作用凸显。 设计到最后阶段,大框架定了,细节决定高下。 一个像素的对齐。 一种灰色的冷暖倾向。 一行字是14号还是16号。 一个按钮的圆角是4px还是8px。 这些细节,不懂的人觉得“差不多”。 懂的人知道:差之毫厘,谬以千里。 就像棋手在残局里,多一个兵或少一个兵,结局完全相反。 设计师在最后阶段,多一次预览或少一次预览,上线后的体验天差地别。 排版时有字号选项:S、M、L、XL。 选哪个? 不是随便选,是为用户选。 用户是年轻人多还是年长多?在手机看还是电脑看?阅读环境亮还是暗? 设计不是为自己做,是为对面的那个人做。 像棋手,永远在揣摩对手的心理。

五、复盘:设计如何长进

棋手进步最快的方式,不是一直下,而是复盘。 把下过的棋重新摆一遍:这里为什么走这步?还有没有更好的走法? 设计也一样。 那篇《设计是调情?》里最后一段写得很好:
“感觉是答案,只是需要被翻译。设计师的工作,有一部分就是把‘觉得好’翻译成‘为什么好’。”
复盘,就是翻译的过程。 打开你已经做完的设计:
  • 用户第一眼看到哪里?是你想让他看的地方吗?
  • 他看完之后,是继续往下,还是关掉了?
  • 那个颜色组合,真的让人舒服吗?还是只是你自己喜欢?
不要怕否定自己。 大师和普通人的区别,不是大师从不犯错,是大师每次犯错后,都能让错误变成经验。 设计工具的提示常会说:“请尝试使用较亮的背景颜色或较暗的链接颜色。” 这不是批评,这是复盘给你的建议。

六、对手:用户、客户,还是自己?

棋有对手。 设计的对手是谁? 有人说是用户——你要“赢”得他的注意力。 有人说是客户——你要“赢”得他的认可。 但我更愿意相信:设计的对手,是上一个自己。 上一版的设计,哪里不够好? 上一个项目,哪里可以优化? 上一次你“凭感觉”做决定的地方,现在能不能“有依据”? 公司叫“上海翼起品牌设计有限公司”,APEXWINGS——顶尖之翼。 名字里藏着一种态度:不是跟别人比,是跟自己比,飞得更高一点。 有一句话说得很好:“让色彩从‘凭感觉’走向‘有依据’。” 对。 感觉是起点,依据是终点。 中间那条路,叫专业。

七、设计如棋,落子无悔

但无悔不是不反思。 无悔是落子那一刻,你已经尽了当时所有的判断。 之后复盘、改进、重来。 下一局,你会更沉稳一些。 设计也一样。 发布那一刻,就是落子。 不能撤回。 但下一篇文章、下一个页面、下一个项目,你可以落得更好。

English Version

Design as Chess Flirting is a heartbeat measured step by step; playing chess is a disciplined art where no move can be taken back. Design lies precisely between the two. You may have just read the article “Is Design Flirting?” Yes, design needs attraction, a sense of proportion, and the power to draw people in. But attraction alone is not enough. A good conversation can start a relationship, but a good game of chess is what allows it to go further. Design, too, is like chess. Before a chess game begins, the board is empty. Emptiness is not nothingness — it is possibility. When a designer faces a blank canvas, a new document, or an empty page, it is the same as a chess player facing an empty board. Anxiety and excitement coexist. Where should the first piece fall? Where should the first color block, the first line of text, or the first section be placed? Not arbitrarily. It is placed according to the overall situation. When a chess player makes the first move, they have already mentally rehearsed the next three moves and the five moves after that. When a designer works on visuals, they should also have a complete path in mind: “information hierarchy — reading rhythm — emotional feedback.” This move is made to pave the way for all the moves that follow.

I. The Pieces: Your Design Elements

On a chessboard, there are chariots, horses, and cannons. In design, there are colors, text, graphics, whitespace, and motion. Each chess piece moves differently, and each design element has a different “personality.”
Design Element Chess Role Characteristic
Primary color King/General Sets the overall tone, not to be moved lightly
Secondary color Advisor/Elephant Protects the primary color, enriches without creating chaos
Text (title) Chariot Charges forward, quickly conveys the core message
Text (body) Pawn Advances step by step, provides details
Whitespace River boundary The place without pieces is where the real battle lies
Image/Graphic Horse/Cannon Leaps and surprises, breaks the monotony
You wouldn’t use a chariot to move like a horse. Nor should you treat secondary information the same way you treat the primary color.

II. Opening: Patterns and Variations

Chess has classic opening patterns, such as “Central Cannon vs. Screen Horses.” Design also has patterns: F-shaped reading, Z-shaped layout, the golden ratio, grid systems. Are patterns useful? Yes. They are optimal paths summarized by predecessors, helping you hold your ground in the opening. But a chess player who only memorizes patterns will never be a master. A designer who only uses templates will never create moving work. True masters hide variations within the patterns. Others see the moves; you see the momentum. Like the common tip in design tools: “This color combination may be difficult to read.” That is the warning from the pattern — not to restrict you, but to protect you from being led astray by your own fleeting preferences.

III. Midgame: Calculation and Intuition

In the midgame, the board becomes complex. You need to calculate the gains and losses three moves ahead, while also trusting that “this feels like the right move.” Design is the same. The game itself is the competition on the board. Design itself is the feeling the user gets the moment they see it. In the midgame, a chess player faces choices:
  • Play it safe? Or take risks and attack?
  • Save pieces? Or seize momentum?
  • Attack the opponent’s weakness? Or patch your own flaws?
Designers also ask themselves:
  • More whitespace? Or add a decoration?
  • Bolder colors? Or more elegant tones?
  • Convey all information at once? Or guide step by step?
There is no standard answer. But there is one criterion: Does this move bring the user closer, or push them further away?

IV. Endgame: Details Reveal Mastery

In the endgame, the major pieces are fewer, and the importance of pawns becomes apparent. In the final stage of design, the big framework is set, and details determine excellence. Alignment to the pixel. The warmth or coolness of a gray tone. Whether a line of text is 14px or 16px. Whether a button’s corner radius is 4px or 8px. Those who don’t understand might say, “It’s about the same.” Those who know, know: A small difference makes a big difference. Just as in chess, having one extra pawn or one fewer pawn can completely reverse the outcome. In design, previewing one more time or one fewer time can lead to vastly different user experiences. When setting typography, there are font size options: S, M, L, XL. Which one to choose? Not arbitrarily — choose for the user. Are your users mostly young or older? Are they on mobile or desktop? Is the reading environment bright or dark? Design is not done for yourself; it is done for the person on the other side. Like a chess player, always gauging the opponent’s mind.

V. Post-Game Analysis: How to Improve in Design

The fastest way for a chess player to improve is not to keep playing endlessly, but to analyze past games. Replay the game move by move: Why did I make that move? Was there a better one? The same applies to design. The article “Is Design Flirting?” ends with a great line:
“Feelings are the answer — they just need to be translated. Part of a designer’s job is to translate ‘it feels good’ into ‘why it feels good.'”
Post-game analysis is the process of translation. Open a design you’ve already completed:
  • Where does the user look first? Is that where you wanted them to look?
  • After looking, do they continue scrolling or close the page?
  • Is that color combination truly comfortable, or do you just like it personally?
Don’t be afraid to critique yourself. The difference between a master and an ordinary person is not that the master never makes mistakes — it’s that every time the master makes a mistake, they turn it into experience. A design tool might offer a suggestion like, “Try using a lighter background color or a darker link color.” This is not criticism; it’s advice from a post-game analysis.

VI. The Opponent: The User, The Client, or Yourself?

Chess has an opponent. Who is design’s opponent? Some say the user — you need to “win” their attention. Some say the client — you need to “win” their approval. But I prefer to believe: Design’s opponent is your previous self. What was lacking in the previous version of your design? What could be optimized in the last project? Where did you previously make a decision “by feeling” — can you now make it “based on evidence”? The company is called “Shanghai APEXWINGS Brand Design Co., Ltd.” — APEXWINGS, meaning the pinnacle of wings. The name carries an attitude: not competing with others, but competing with yourself, flying higher. A saying goes: “Let color move from ‘by feeling’ to ‘based on evidence.'” Yes. Feeling is the starting point; evidence is the destination. The path between them is called professionalism.

VII. Design is Like Chess: No Regrets in Making Your Move

No regrets does not mean no reflection. No regrets means that at the moment you made your move, you had exhausted all your judgment at that time. Then, you analyze, improve, and start again. In the next game, you will be more composed. The same is true for design. The moment you publish is your move. You cannot take it back. But in the next article, the next page, the next project, you can make a better move.

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