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iteration

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  • 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
    • iteration
    • prototypes
  • 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.

    Seth Coster, Crashlands: Design by Chaos
    www.youtube.com
    1. ​​What the prototype tells you​​
    2. ​​Follow the fun​​
    • design
    • making
    • iteration
  • 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.

    Henry Petroski, The Evolution of Useful Things
    1. ​​So that you can get feedback on it and make it better​​
    2. ​​The most rewarding iterations​​
    • products
    • iteration
  • 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.

    Nigel Cross & Kees Dorst, Co-Evolution of Problem and Solution Spaces in Creative Design
    • design
    • making
    • 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.

    Laura Klein & Kate Rutter, Problems With Agile UX
    1. ​​The most rewarding iterations​​
    2. ​​To anticipate all the uses and abuses​​
    • agile
    • iteration
  • Building is never a straight line

    Image from pketh.org on 2020-09-10 at 1.27.43 PM.png

    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.

    Pirijan Ketheswaran, Why Software is Slow and Shitty
    pketh.org
    1. ​​Follow the fun​​
    2. ​​Engineers who love their work​​
    • agile
    • iteration
  • The Design Squiggle

    A Website by Damien Newman
    thedesignsquiggle.com
    Image from thedesignsquiggle.com on 2020-05-13 at 2.59.19 PM.jpeg

    The Design Squiggle is a simple illustration of the design process. The journey of researching, uncovering insights, generating creative concepts, iteration of prototypes and eventually concluding in one single designed solution. It is intended to convey the feeling of the journey. Beginning on the left with mess and uncertainty and ending on the right in a single point of focus: the design.

    1. ​​Design skirmishes​​
    2. ​​Wonder Plots​​
    3. ​​Embracing the mess​​
    4. ​​The Design Diagram​​
    5. ​​On Greatness​​
    • design
    • process
    • creativity
    • iteration
  • 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.

    Jonathan Ive, Steve Jobs
    1. ​​Drawing as a means of thinking​​
    • iteration
  • 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.

    Yuhki Yamashita, A Q&A with Figma's VP of Product
    1. ​​The Design Squiggle​​
    • design
    • making
    • iteration
  • 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.

    Frederick P. Brooks, Jr., What's Wrong With This Model?
    1. ​​What's wrong with the rational model​​
    • iteration
  • 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.

    Niklaus Wirth, A Plea for Lean Software
    1. ​​So that you can get feedback on it and make it better​​
    2. ​​To anticipate all the uses and abuses​​
    • agile
    • iteration
  • The surprising effectiveness of writing and rewriting

    An Article by Matt Webb
    interconnected.org
    • 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.
    1. ​​The McDonald’s Theory of Creativity​​
    • writing
    • thinking
    • iteration
  • Asynchronous Design Critique: Getting Feedback

    An Article by Erin Casali
    alistapart.com

    Getting 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.

    • feedback
    • iteration
    • design
    • collaboration

See also:
  1. design
  2. making
  3. agile
  4. feedback
  5. collaboration
  6. prototypes
  7. products
  8. writing
  9. thinking
  10. process
  11. creativity
  1. Erin Casali
  2. Walter Isaacson
  3. Yuhki Yamashita
  4. Henry Petroski
  5. Laura Klein
  6. Kate Rutter
  7. Niklaus Wirth
  8. Frederick P. Brooks
  9. Jr.
  10. Seth Coster
  11. Nigel Cross
  12. Kees Dorst
  13. Matt Webb
  14. Pirijan Ketheswaran
  15. Jonathan Ive
  16. Damien Newman