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
The Spoken and the Unspoken An Essay from Field Notes on Science and Nature by Karen L. Kramer What is unspokenResearch questionsQuantitative data collectionAnthropological rapportScan samples, focal follows+4 More The observer effect
What is unspoken Ethnographic studies are distinct from ethological research in other species because we can speak with our subjects and ask them questions. This has tremendous value, but much of what humans do is not spoken, and we also observe, count, and measure. researchux
Research questions From my records, research questions emerged that I never expected when I was making them. notetakingquestions
Quantitative data collection Quantitative data collection involves systematic and repetitive observations on the same set of variables.
Anthropological rapport Accurately capturing how people spend their time is contingent not only on systematic data collection, but also on participants moving in a relaxed and normal manner through their daily activities. Just as primatologists habituate their subjects to their presence, anthropologists first must develop rapport and trust with the communities in which they live. ux
Scan samples, focal follows Scan samples and focal follows are two commonly used behavioral observation methods. During a scan sample, randomly selected individuals are located at specified time intervals, usually every ten to fifteen minutes, and the observer instantaneously records what the participant is doing. Focal follows complement scan samples by documenting the continuous sequence of an individual's activities. During a focal follow, each subject is observed over a period of several hours with each change in activity recorded with a start and stop time.
Multitasking In most traditional societies children help care for their younger siblings. However, it is often the case that a child minding his younger sibling does so out of the corner of his eye while playing with other children. Is this play or child care?
A nested classificatory hierarchy I organized behavioral codes to contain several levels of information. As in this example, if a child is outside playing with friends while minding her two-year-old sister, the activity was coded as 675: the 600 signifies noneconomic activity, the 70 that it is playing, and the 5 that it is playing while in charge of a child. All activities were coded in this way. A nested classificatory hierarchy preserves both detail for future research and flexibility to lump or disaggregate activities for analyses. This method of nesting information carries over into many kinds of coding and classificatory schemes. research
A child's question Because they live so successfully in their world, we expect our subjects to readily explain the strategies that underlie the behaviors we observe. This can be trying, because from their point of view we are asking the obvious, a child’s question.
The research agenda Important connections are often made by accident, outside the bounds of our research agenda. The Usefulness of Useless Knowledge creativity