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.
A Visual Inventory
Amassing the archive
I once sent a camera to a client, with a request that she keep a visual diary of her newly completed house. For a number of months she duly sent me one photograph a day, of whatever caught her attention, and it was fascinating seeing the spaces from her point of view.
In part it's simply about amassing the archive, but it's also about understanding the implications of every design decision and bringing this knowledge to bear on new projects. You have to keep pushing the learning process.
The spaces between things
It's easy to underestimate the significance of the spaces between things...as soon as you frame a section of the view with architecture, the eye has a place to rest and previously invisible details come into focus.
An absence at its centre
At first glance, the rocky outcrop reflected so sharply in the still surface of the water looks like the ghostly image of a house. Interestingly, once read this way, the image always seems to have an absence at its centre.
Drawing a frame
The panels of tessellating hexagons have been laid to stabilize a path running through what remains of the nave of Rievaulx Abbey. They demonstrate the impact of drawing a frame around anything, even if that frame is nothing more than a plastic cell and the subject an area of grass. I like the way the path simply peters out to either side, with no sharply defined boundaries.
Economy of line
With a composition as disciplined as this, everywhere you point the lens feels like a natural frame. The visible architecture comprises simply three walls, two benches, and the top of a flight of steps. It is a perfect expression of economy of line, with the dark green backdrop of the trees acting as a foil for the light grey concrete and granite.
The smallness of human life
The smallness of human life is graphically expressed in this graveyard, in the low stubs of the headstones dwarfed by the towering tree trunks. Perhaps unexpectedly, the effect of this monumental contrast of scales is a feeling of comfort — the secure tranquility of a final resting place overseen by these massive forms, whose benign nature seems to be underlined by the little wooden nesting box on the central tree.
Attenuation and repetition
The distortion here is produced by the movement of a car, on a road near La Ina in Andalusia. My eye is always drawn to attenuation and repetition and the stratified view here exhibits both characteristics to such a degree that the image appears stretched. The extended parallels of the power lines are layered above the repeating arches of the viaduct and the low mass of the roadside barrier.
The aesthetic potential of flaws
The archaeological quality of this section of exposed wall provides an example of the aesthetic potential of that which is flawed or broken.
Cantilevers of bronze
Set close to the surface of the water, the visible structure is made of only two materials — vertical cantilevers of bronze set between horizontal treads of dark grey granite.
A single material
There is something very appealing about a form constructed in a single material.
Of the plainest variety
It is unusual to find such mismatched elements on a single facade as this fine stonework coexisting with these stained and rotting shutters, on a house in the fortified town of Feltre, in the northern Italian province of Belluno.
Where considerable labour lies behind the cutting and fitting of the stone, the timber planks have been left in their raw state, with no paint or carved decoration. Even the iron hinges are of the plainest variety.
Stacking the rails
Stacking the rails in an interlocking zigzag configuration creates a self-supporting structure that is easy to repair and to take apart. This traditional construction method also has the advantage of requiring few tools, since no holes have to be dug for posts and there is no requirement for nails.
White walls
When people say that white walls are cold and characterless, I wonder whether they have ever stopped to look at one. It's not just about the drama of light and shadow, although I love the fragment of the ghost chair in this picture, but the way the smallest nuances of texture and tone come alive in certain conditions.
The precise construction of relationships
This flight of steps runs up the outside of a Modernist house in Switzerland. What is striking here is the precise construction of relationships. The gaps between steps allow crisp lines of light to fall on the darkly shadowed wall, reinforcing the subtlety of the dialogue between granite and the concrete, which has been bush-hammers to expose the stone aggregates.
In the lee of the sills
The first thing you register here is the dramatic inconsistency in the coloration of the timber cladding the house in Haldenstein: the natural hues of the wood survive only in the lee of the sills, like re-growth along the parties of a head of dyed hair. But a second glance takes in the precision of the cuts made to accommodate the window and the fact that the pine is used in seamless lengths.
An Escher-like quality
There is an Escher-like quality to these flights of steps, but it is the intricate net of shadows created by the roof structure of this sky-lit sculpture gallery, falling across a succession of vertical planes and reflecting back on the surface of the glass, which commands attention. Slender metal bars set crosswise between the rafters add their own animating rhythm. It all makes for a very complex visual arena in which to view art.
Monumental structures
These disused gas cylinders occupy a site on the outskirts of Stockholm. For the first ten years after moving to London, the view west across the train tracks was of a similar pair of monumental structures, transfigured by every sunset. One has since been dismantled to make way for the expanding national and international railway stations.
The character of a light box
In certain conditions, the white walls at home take on the character of a light box. In traditional Japanese architecture the intensity of atmosphere has a lot to do with the way natural light is filtered through the shoji paper panels, suffusing the interior spaces with subdued light, calming the spirit and sharpening the senses.