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. Walter Isaacson, Steve Jobs iterationprototypes
The fastest way to learn something is to do something An Article by David R. MacIver notebook.drmaciver.com Suppose you have a problem to solve. What do you do? Well, you sit down and think real hard, and after extensive and careful planning you try the well thought out and rigorous solution that you have thought up. Right? No, wrong! Bad. The correct thing to do when you have a problem is: Think for a short amount of time. Make sure it is safe to try things. Try something you think will work. Observe the result. If you succeeded, yay you solved the problem! If it didn't work, think about what that means for the nature of the problem and try again. The Feynman Algorithm problemsprototypesfeedback
Game feel An Article by Dave Rupert daverupert.com How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry. Follow the funFollow the brush prototypesmakinggames
The Fidelity Curve An Article by Ryan Singer m.signalvnoise.com How do we choose which level of fidelity is appropriate for a project? I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing. I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing. Four levels of fidelityTime to build versus confidence gained prototypesinterfaces
Functional Prototyping. A Missed Opportunity in Web Design An Essay by Chuánqí Sun medium.com Prototyping allows engineers in various industries to “fail fast, fail cheap”, “select the best from the pool”, and “bring in the reality”. prototypessoftware
Rediscovering the Small Web An Article by Parimal Satyal neustadt.fr The vast open seasThe gatekeeperIt can also be art The small web is beautiful www
The vast open seas We didn't have Google in the early days. Other search engines like Lycos, Excite and Northern Lights did exist but were nowhere near as efficient as modern search engines. Finding something you were interested in was not as simple as typing a few words and getting to that information in one click. No, the web was much more of an adventure. It was a place that you wandered to discover new areas, like exploring the vast open seas. A new virtual space that lead to all kinds of strange, interesting, exciting places. This is what the web was like, at least, in our collective imagination. explorationwww
The gatekeeper Google has become the de facto gatekeeper of the web, an arbiter of what is useful and what should get visibility. Except, most websites that appear on the first page, the links that you are most likely to click on—less than 1% of searchers click on something in the second page—are designed to be there by optimising for Google's algorithms. One consequence of this is that most of the websites that people get to "organically" are created by professionals and marketers who "position" themselves on those keywords. This means that the smaller, amateur web gets hidden in the shadows of web professionals who design around specific keywords and audiences.
It can also be art It is worth remembering a website does not have to be a product; it can also be art. The web is also a creative and cultural space that need not confine itself to the conventions defined by commercial product design and marketing. wwwartux