Flaws, Faults, Imperfections
Merely a building
Bells
Roughness
White cloth
The aesthetic potential of flaws
Things that shine and glitter
We find it hard to be really at home with things that shine and glitter. The Westerner uses silver and steel and nickel tableware, and polishes it to a fine brilliance, but we object to the practice. On the contrary we begin to enjoy it only when the luster has worn off, when it has begun to take on a dark, smoky, patina.
A sterile sameness
Another kind of random variation involves the interaction of the craftsman’s skill and the texture of materials. The letterforms of Griffo and Colines were cut with immense care. But the letters they cut were struck by hand in copper or brass, then cast and dressed and set by hand, inked by hand with handmade ink and printed by hand in a handmade wooden press on handmade paper. Every step along with way introduced small variations planned by no one. In the world of the finely honed machine, those human-scale textures are erased. A sterile sameness supervenes.
The computer is, on the face of it, an ideal device for reviving the old luxury of random variations at the threshold of perception (quite a different thing from chaos). But conventional typesetting software and hardware focuses instead on the unsustainable ideal of absolute control – and has been hamstrung in the past by the idea of a single glyph per character. There have been several recent attempts to introduce a layer of random variation, but all have had to work against the grain of technological development.
Delight in the imperfect
An Article by David R. MacIverI think part of the difficulty in allowing ourselves to properly delight in the imperfect, comes from conflating delighting in something with wanting it to happen. This isn’t the case. You can appreciate something as it exists while acknowledging its problems. You can see that a fire is beautiful without becoming a pyromaniac, and you can appreciate the absurdity of your political situation without thinking it’s good.
Even if a delight in the imperfect causes you to want more imperfection in your life (and it should), there is no shortage of imperfection to seek out. The imperfect is not scarce, it’s abundant. If you find imperfection delightful, you will never be short of things that delight you, even if you fix any given problem. Solving problems and smoothing out imperfections doesn’t remove the source of delight, it merely opens up new vistas for it. You could give yourself over totally to delight in the imperfect and never run out of things to explore, even without creating your own.
How the light gets in
A Quote by Leonard CohenThere is a crack in everything.
That's how the light gets in.
The Fidelity Curve
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 fidelity
Suppose we have four levels of fidelity…
- Rough sketch (on paper or an iPad)
- Static mock-up (eg. Photoshop or Sketch)
- Interactive mock-up (eg. Framer, InVision)
- Working code prototype (HTML/CSS, iOS views)
Depending on the feature you’re working on, these levels of fidelity take different amounts of time to create. If you plot them in terms of time to build versus confidence gained, you could imagine something like a per-feature fidelity curve.
Time to build versus confidence gained
Take a simple CRUD web UI, where you’re just navigating between screens. It doesn’t take much more time to build the real version than it does to mock it when the design is simple. If you were to build out an interactive mock first, you would end up spending twice as much time in total without gaining much out of it.
Contrast that with a complicated Javascript interaction. Or a native iOS feature that requires programmer time to build out. If it takes substantially more time to build the real code version, then it may be smart to do an interactive mockup first.