Taste Engineering · 5 / 12

Restraint: Budget Your Colors and Type

Most good-looking interfaces aren't built by adding — they're saved by cutting. This lesson gives you a budget sheet: one primary plus neutrals, two font weights, one radius set. Anything over budget gets cut, no matter how pretty it looks.

Primary budgetWeight budgetUnified radius
Set a budget for color and type first

The budget rules are short: one primary, everything else goes to black / white / gray neutrals; two font weights, one for body and one for emphasis; one radius set, pick a number and reuse it everywhere. Before you add a second accent color, ask once — "is this worth spending budget on?" Most of the time, save it.

"Every color you add devalues every color you already have." Color's value is scarcity: one rose accent owns the room; six accents, and nothing is the focus.
Make a page ugly with your own hands

Below is a restrained promo page. Tap "Add another color" five times and watch it degrade step by step; after five, one-click subtract.

Color adder Added 0
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This is the restrained version: the only primary is one rose block on the button; everything else is black / white / gray. Why does it look good? Because everything else steps aside.
Flip it: delete until it breaks

The color adder shows how things get ugly; the subtract game shows how to save them. About Face 4 gives a method you can actually run: cut things until deleting one more breaks the design, then put that last piece back. The promo card below stacks six ornaments — tap them off one by one; you'll know which one breaks the page.

Subtract game Removed 0 / 6
Tap a tag below to remove that ornament. Are all six decoration? Not quite — two are the bones; remove those and it breaks.
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Start with whatever feels most redundant.
Almost the same? Make them identical

Restraint has a finer rule for things that are "almost the same." About Face 4 puts it hard: unnecessary differences are the enemy of consistent design. Two spacings that are almost equal — make them the same number. Two colors that are almost the same — use one. Every difference needs a reason; if you can't find one, kill it. The card below hides three "almosts" — toggle to see before and after you fold them in.

Difference folder Tap to switch
First hunt for the awkward bits in "Ad-hoc," then switch to "Folded" to check your answers.
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Three "almosts": row gaps of 12 and 15, two pinks one deep one light, font sizes 13 and 13.5 mixed. Alone, each is fine; stacked, you get a vague looseness you can't name.
14 and 16 spacing in the same frame — what now?
Same card, two peer paragraphs spaced 14 and 16 Single choice
You measured the mock — still no reason these two gaps should differ. What do you do?
AKeep both — 14 and 16 are close enough; readers won't notice
BUnify to the same number
CPush them to 8 and 24 so the difference is obvious
DAdd a light border around each paragraph
Color's volume knob: saturation

Color budget asks "how many"; saturation asks "how loud." About Face 4 warns: highly saturated colors all shout, and together you get the carnival effect — users get overwhelmed. Same three tags — push saturation like a volume knob.

Saturation mixer Drag the slider
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Budget panel: overspend at a glance

This time the three budgets are switches — mix them any way you like; the badge at bottom-right tells you live whether you're over.

Budget panel Tap to switch
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In budget
Colors
Weights
Radius
Where cheapness comes from
What's the most common reason a UI looks cheap? Single choice
AThe typeface isn't expensive enough
BToo many colors fighting each other
CNot using the latest design trends
DIcons aren't polished enough
Key Takeaways

Three budget rules: one primary plus neutrals, two font weights, one radius set. Before you break budget, ask if it's worth it.

Every extra color devalues the ones you have. Subtracting works more often than adding — cutting color is the highest-ROI move.

If a page feels cheap, check in order: count the accent colors, then the weight steps, then whether radii are unified.

Two executable rules: almost the same → make them identical; unsure whether to keep it → delete until it breaks, then put the last piece back.

Sources: Original to Xiaoshan Academy's Taste Engineering series; principles such as "unnecessary differences are the enemy" and "subtract until it breaks" adapted from About Face 4: The Essentials of Interaction Design, Chapter 17 (Alan Cooper et al.).