iteration
So that you can get feedback on it and make it better
Fascinatingly, one of the other big complaints people had about agile is no iteration. I don't understand how being in an agile environment makes people less iterative, but somehow that seems to be the case. And I think it's because people misunderstand and think that agile is just about putting features out faster, and not about the important part, which is getting something in front of users faster so that you can get feedback on it and make it better.
The most rewarding iterations
Initial designs for sophisticated software applications are invariably complicated, even when developed by competent engineers. Truly good solutions emerge after iterative improvements or after redesigns that exploit new insights, and the most rewarding iterations are those that result in program simplifications.
Evolutions of this kind, however, are extremely rare in current software practice—they require time-consuming thought processes that are rarely rewarded. Instead, software inadequacies are typically corrected by quickly conceived additions that invariably result in the well-known bulk.
To anticipate all the uses and abuses
Success depends wholly on the anticipation and obviation of failure, and it is virtually impossible to anticipate all the uses and abuses to which a product will be subjected until it is in fact used and abused not in the laboratory but in real life. Hence, new products are seldom even near perfect, but we buy them and adapt to their form because they do fulfill, however imperfectly, a function that we find useful.
When we make a model and realize it's rubbish
Much of the design process is a conversation, a back-and-forth as we walk around the tables and play with the models. He doesn't like to read complex drawings. He wants to see and feel a model. He's right. I get surprised when we make a model and then realize it's rubbish, even though based on the CAD renderings it looked great.
He loves coming in here because it's calm and gentle. It's a paradise if you're a visual person. There are no formal design reviews, so there are no huge decision points. Instead we can make the presentations fluid. Since we iterate every day and never have dumb-ass presentations, we don't run into major disagreements.
Building is never a straight line
You might think that Mario 64 was built with tickets and sprints, but, according to interviews, there was no master plan, only the principles that the game should feel good and be fun. They started with just Mario in a small room, and tuned his animations and physics until he felt nice and responsive. After that, the levels were also created as they went, with the designers, developers, and director going back and forth using sketches and prototypes.
Building like this is never a straight line. Ideas and code get left on the cutting room floor because part of innovation is questioning whether what you made should exist. The process is cyclical and iterative, looking something like this.
Between the two spaces
It is widely accepted that creative design is not a matter of first fixing the problem and then searching for a satisfactory solution concept; instead it seems more to be a matter of developing and refining together both the formulation of the problem and ideas for its solution, with constant iteration of analysis, synthesis, and evaluation processes between the two “spaces” – problem and solution.
The game discovering itself
We like to think about this process as the game discovering itself over time. Because as iterators, rather than designers, it’s our job to simply play the game, listen to it, feel it, and kind of feel out what it seems to want to become - and just follow the trails of what’s fun.
Deciding what to design
We Don’t Really Know the Goal When We Start
The most serious model shortcoming is that the designer often has a vague, incompletely specified goal, or primary objective. In such cases, the hardest part of design is deciding what to design.
I came to realize that the most useful service I was performing for my client was helping him decide what he really wanted.
Today, we recognize that rapid prototyping is an essential tool for formulating precise requirements. Not only is the design process iterative; the design-goal-setting process is itself iterative. Knowing complete product requirements up front is a quite rare exception, not the norm. Therefore, goal iteration must be considered an inherent part of the design process.
Embracing the mess
Design is non-linear. At Figma, we often talk about “embracing the mess,” and that really means leaning into the chaos and complexity that makes the design process what it is. Even once you have the seedling of an idea, you need to explore and iterate, then pull back and evaluate to see what’s working and what’s not. Sometimes you’ll scrap an idea after a brainstorm session, and other times you’ll get pretty far with a concept, but still need different perspectives and input to move forward.
Models and iterations
Every month or so, Manock and Oyama would present a new iteration based on Jobs's previous criticisms. The latest plaster model would be dramatically unveiled, and all the previous attempts would be lined up next to it. That not only helped them gauge the design's evolution, but it prevented Jobs from insisting that one of his suggestions had been ignored.
The surprising effectiveness of writing and rewriting
An Article by Matt Webb- The act of writing the first draft creates new “essential data” that feeds the imagination and makes possible figuring out the second draft.
- Or: In your head, ideas expand until they max out “working memory” – and it’s only be externalising them in the written word that you have capacity to iterate them.
- Or: Good writing necessarily takes multiple edits, and the act of writing and act of rewriting are sufficiently different that performing both simultaneously is like rubbing your tummy and patting your head.
Asynchronous Design Critique: Getting Feedback
An Article by Erin CasaliGetting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions.
Understanding Understanding
A dot went for a walk
A dot went for a walk and turned into a line.
The dot, the line, the dance, the story, and the painting had found connections. Memory became learning, learning became understanding.Learning is remembering what one is interested in. Learning, interest, and memory are the tango of understanding.
Creating a map of meaning between data and understanding is the transformation of big data into big understanding.
The dot had embraced understanding.
Understanding precedes action.
Each of us is a dot on a journey.Admitting ignorance
The most essential prerequisite to understanding is to be able to admit when you don't know something. Striving to be the dumbest person in the room.
When you don’t have to filter your inquisitiveness through a smoke screen of intellectual posturing, you can genuinely receive or listen to new information. If you are always trying to disguise your ignorance of a subject, you will be distracted from understanding it.
Information imposters
Information imposters: This is nonsense that masquerades as information because it is postured in the form of information. We automatically give a certain weight to data based on the form in which it is delivered to us. Because we don’t take the time to question this, we assume that we have received some information.
My favorite example of this is in cookbook recipes that call for you to “cook until done.” This doesn’t tell you very much. Why bother? Information imposters are fodder for administravitis.
Michaelangelo's hammer
A young man named Michelangelo stands in front of a huge granite monolith. He stands there at a time in history before the technologies that brought us the hammer and chisel have occurred. He gazes at the rock. He dreams his dream and the best that he is able to say is, What a wonderful stone you are.
…
Michaelangelo now stands in front of the same rock. Thrust into his hands are a hammer in one and a chisel in the other. He looks at his hands, at the technological tools that they hold, and gazing at the same stone, with epiphanic zeal, says I must let Moses out.
I won't get
If I don't ask, I won't get.
Talking with Clinton
When you are talking with Clinton, he is not looking over your shoulder to see who else is in the room. You can tell he is not thinking about how he is going to respond to you. He is there, present and listening.
By the way, when you scramble the letters in the word listen, it becomes a new word: silent. We’re so often wrapped up in our own self-talk, we forget to listen and learn the information in the first place…and you can’t remember or understand something you never observed.
Scales of change
To understand revolutionary change in its full complexity – not just what happened, but why it happened – we need a model that works across multiple scales, and the disciplines that traverse them.
The method
Well no, see, that’s the tricky part. I always try to come up with things that when they find out the method, the method is as interesting as the effect itself. — David Blaine
Selling your own ignorance
When you sell your expertise - and what I mean by sell is to move ahead in a corporation, or sell an idea to a publisher, or sell an ability to a client - by definition, you’re selling from a limited repertoire.
However, when you sell your ignorance to move ahead, when you sell your desire to create and explore and navigate paths to knowledge, when you sell your curiosity - you sell from a bucket with an infinitely deep bottom that represents an unlimited repertoire. And, you sell in a way that’s not intimidating, in a way that joins the explanation to the fascination that comes with understanding.
You only understand something relative to something you already understand
A good question is better than a brilliant answer
The eyes of a traveler
We’ve all heard that travel broadens the mind. But beneath this cliché lies a deep truth. Things stand out because they’re different, so we notice every detail, from street signs to mailboxes to two you pay at a restaurant. We learn a lot when we travel, not because we are any smarter on the road but because we pay such close attention. On a trip, we become our own version of Sherlock Holmes, intensely observing the environment around us. We are continuously trying to figure out a world that is foreign and new.
Too often, we go through our day-to-day life on cruise control, oblivious to huge swaths of our surroundings. To notice friction points – and therefore opportunities to do things better – it helps to see the world with fresh eyes. When you meet creative people with lots of ideas constantly bubbling to the surface, you often come away feeling that they are operating on a different frequency. And they are, most of the time. They have all their receptors on — and frequently turned up to eleven. But the fact is, we are all capable of this mode. Try to engage a beginner’s mind. For kids, everything is novel, so they ask lots of questions, and look at the world wide-eyed, soaking it all in. Everywhere they turn, they tend to think, Isn’t that interesting? rather than, I already know that.
By adopting the eyes of a traveler and a beginner’s mindset, you will notice a lot of details that you might normally have overlook. You put aside assumptions and are fully immersed in the world around you. In this receptive mode, you’re ready to start actively searching out inspiration.
Cart before the horse
It seemed to him that in pursuit of an all-purpose, all-serving health care plan, the country was designing an ocean liner before it even understood why boats float.
The What and the How
How many aspects of problem solving and design solutions are there? Many, many might answer.
But there are actually just two: What to do and how to do it.
Before anything else, before you consider how you’re going to get it done or how much you’ll have to pay for it or how you’ll get permission to do it — before anything else, you have to decide what you want. You have to decide what kind of place you want to live in, what kind of community, what kind of city.
We don’t pay enough attention to the old adage: Be careful what you wish for, because you just may get it.
Thinking with the hand
The idea of thinking with your hands is not the exclusive domain of sculptors or engineers. In healthcare, for exams, surgeons have a powerful link between the head and the hands. Of course, like all healthcare professionals, their work involves a lot of deep knowledge and understanding. But it’s not all in their brain. If you were in medical school, learning to be a surgeon, for example, would you want your professor to be someone who writes about surgery or would you rather be taught by a surgeon? Many surgeons don’t publish scholarly articles. They spent time perfecting their skill with their hands. In some ways, the relationship between surgery and the larger field of medicine is analogous to the relationship between design and the larger field of engineering. Designers — and design thinkers —often think with their hands.
A pattern of understandings
The clock has no finished design and it has been made without any careful drawings or mathematical calculations. The pieces are only made if I can hold their details in my head as I make them, without reference to any set of external measures. I do make rough sketches of some parts as a path to understanding them, but never use these during the making of the parts. The clock gradually grows through trial and error and lots of physical work with metal, but out of this has come a set of principles of making that were not clear to me before doing the clock. I have finally realized that what I am actually making is a pattern of understandings of the process of making rather than the things that are actually being made. — Richard Benson
#15
How different am I, making clock number 15, from the process of natural selection laboring under changing conditions to generate the biological constructs? That ancient evolutionary system works on the basis of trial and error repeated in huge numbers over immense spans of time, with the failures discarded and the successes retained. At times it seems to me that my clock making is quite similar, as my mind, just barely thinking, sorts through huge numbers of possibilities and discards them as failures before even trying them, so the few that are made have a pretty good chance of success. Is this foresight some form of understanding? I think not. No revelation here, just enough thinking to spur the maker on to cut some piece of metal which, once made, might fail or succeed. Yet — in either case — the thing made and its creation remains the sole root of any real understanding that takes place. The clock is crude but gets built, and even in its base simplicity teaches its maker how to understand what must be understood for something to be made. — Richard Benson
A classroom without walls
The city is education – and the architecture of education rarely has much to do with the building of schools. The city is a schoolhouse, and its ground floor is both bulletin board and library. The graffiti of the city are its window displays announcing themselves, telling about what they’re doing and why and where they’re doing it. Everything we do – if described, made clear, and made observable – is education: the Show and Tell, the city itself. It is a classroom without walls, an open university for people of all ages offering a boundless curriculum with unlimited expertise. If we can make our urban environment comprehensible and observable, we will have created classrooms with endless windows on the world.