The interior design guide. A definitive knowledge base for interior designers.

From first principles to the finishing touches: shell, surfaces, space planning, furniture, electrics, plumbing and joinery, in the order a project runs.

The Lexicon.

Every term, in plain words.

From hue and light reflectance to bonding and kick space, every term the guide uses has a short definition, what to know in practice and the pages that use it.

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The interior design guide.

A definitive knowledge base for interior designers.

Eleven chapters take a home from first principles to the moment you show it to the client. Start with Foundations and read in order, or search for a topic, a term or a rule of thumb.

Chapters.

Eleven steps, from principles to presentation.

Keep reading.

Where to go next.

Sections.

Keep reading.

Where to go next.

Lexicon.

The shared vocabulary.

Every page links here on a concept's first use. Each entry gives a short, plain definition.

Foundations 30

Hue

Hue is a colour’s family: red, yellow, blue-green and so on, its position on the colour wheel. It is what most people mean by “colour”, and usually the least important of the three dimensions in a room.

Value

Value is how light or dark a colour is, independent of its hue. A pale blue and a pale pink can share the same value.

Saturation

Saturation (or chroma) is a colour’s intensity: how far it is from grey. High saturation is vivid; low saturation is muted, dusty or greyed.

Complementary colours

Complementary colours sit opposite each other on the colour wheel, such as blue and orange or red and green. Placed together they intensify each other; mixed, they neutralise to grey.

Analogous colours

Analogous colours sit next to each other on the colour wheel, such as yellow-green, green and blue-green. They share a common hue, so they harmonise easily.

60-30-10 rule

The 60-30-10 rule is a rule of thumb for colour proportion: about 60% dominant colour, 30% secondary and 10% accent. It describes how much of each colour a room shows, not how many colours it has.

Anthropometrics

Anthropometrics is the measurement of the human body: heights, reaches, widths and how they vary between people. It is the data behind every seat height, worktop and doorway.

Proxemics

Proxemics is the study of how people use distance between one another, described by the anthropologist Edward T. Hall. He named four zones: intimate (to 45 cm), personal (45–120 cm), social (1.2–3.6 m) and public (beyond).

Plan

A plan is a horizontal section through a building, cut about 1.2 m above the floor and viewed from above. Cut walls are drawn heaviest or filled; everything below the cut is drawn lighter.

Section

A section is a vertical cut through a building or room, taken along a line marked on the plan. It shows heights and levels: ceilings, floors, sills, steps and the spaces between them.

Elevation

An elevation is a straight-on, flat view of one face of a wall or building, with nothing cut. It shows what sits on the surface and at what height.

Axonometric

An axonometric is a three-dimensional drawing in which parallel lines stay parallel, unlike a perspective. Lengths along each of its three axes can be measured.

Scale

Scale is how big an object is relative to the room it sits in and to the human body. A piece can be well proportioned in itself and still be out of scale for its room.

Proportion

Proportion is the size relationship between the parts of a thing, and between the parts and the whole. It is why a cabinet on slim legs reads elegant and the same cabinet on stubby legs reads clumsy.

Visual weight

Visual weight is how heavy an object looks, whatever it actually weighs. Darkness, size, solidity, saturation and texture add weight; light colours, legs and open frames take it away.

Hierarchy

Hierarchy is the order in which the eye reads a room. Good rooms have one dominant element, a few secondary ones, and everything else in support.

Focal point

A focal point is the element the eye lands on first when you enter a room. It can be architectural (a fireplace, a view) or created (art, a coloured wall, a striking piece).

Rhythm

Rhythm is the repetition of a shape, colour, material or interval that carries the eye through a space. It turns separate objects into one composition.

Contrast

Contrast is the difference in tone, texture, scale or form between elements. Too little and a room reads flat; too much and it reads restless.

Negative space

Negative space is the empty area around and between objects. It gives important pieces room to read and gives the eye somewhere to rest.

Prospect and refuge

Prospect and refuge is a theory from landscape psychology (Jay Appleton): people prefer spots where they can see out while protected behind. It explains why the corner banquette fills first and the chair with its back to the door stays empty.

Reverberation

Reverberation is how long sound lingers in a room after its source stops. Hard, parallel surfaces lengthen it; soft, porous and irregular ones shorten it.

Airborne sound

Airborne sound travels through the air: voices, music, a television. It reaches the next room through walls, doors and any gap.

Impact sound

Impact sound starts when something strikes the structure, such as footsteps, a dropped object or a slammed door, and travels through floors and walls.

Noise reduction coefficient

The noise reduction coefficient (NRC) is a single number for how much sound a material absorbs across the speech range, from 0 (all reflected) to 1 (all absorbed).

Flanking path

A flanking path is a route sound takes around a wall rather than through it: through a shared floor, ceiling, duct or joint.

Mean radiant temperature

Mean radiant temperature is the average temperature of all the surfaces around a person, weighted by how much of their view each one takes up.

Operative temperature

Operative temperature combines the air temperature with the mean radiant temperature into one number closer to what a person feels.

Thermal mass

Thermal mass is a material’s ability to store heat and release it later. Stone, concrete, brick and tile have a lot; timber and plasterboard have little.

Solar gain

Solar gain is the heat a room receives from the sun through its windows.

Running a project 7

Surfaces 7

Space planning 7

Furnishing 4

Electricals 10

First fix

First fix is the stage when cables, pipes and back boxes go in, before walls are plastered and floors finished. After it, moving a socket or light point means cutting into finished surfaces.

Layered lighting

Layered lighting combines ambient, task and accent light from several sources at different heights. Each layer is switched or dimmed on its own so the room can change mood.

Ambient light

Ambient light is the general background light that lets people move around safely. It sets a room’s overall brightness but rarely its character.

Task light

Task light is focused light for a specific activity: reading, cooking, working. It is brighter than ambient light and aimed at the work surface.

Accent light

Accent light is directional light that picks out an object or surface: art, texture, a plant. It works by contrast, so its surroundings must be dimmer.

Wall washing

Wall washing lights a wall evenly from fittings set back from it, usually in the ceiling. Because we judge brightness by vertical surfaces, a washed wall makes the whole room feel brighter and larger.

Colour temperature

Colour temperature describes how warm or cool white light looks, in kelvin (K). Lower is warmer: a warm home bulb is about 2700 K, daylight roughly 5000–6500 K.

CRI

CRI (colour rendering index) measures how faithfully a light shows colours compared with a reference light, on a scale up to 100. Low-CRI light makes wood, fabric and skin look dull or grey.

Lux

Lux measures how much light falls on a surface, in lumens per square metre. It is what a light meter reads, and different tasks need different levels.

Lighting scene

A lighting scene is a preset combination of circuits and dim levels, recalled with one switch or button. Typical living-room scenes are day, evening and late.

Plumbing 5

Joinery & millwork 5

Openings 5

Finishing 4

Rendering 4

Units