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.
Seeing With Fresh Eyes
Meaning
Space
Data
Truth
The problem with trees
Many systems are organized hierarchically. The CERNDOC documentation system is an example, as is the Unix file system, and the VMS/HELP system. A tree has the practical advantage of giving every node a unique name. However, it does not allow the system to model the real world. For example, in a hierarchical HELP system such as VMS/HELP, one often gets to a lead on a tree such as:
HELP COMPILER SOURCE_FORMAT PRAGMAS DEFAULTS
only to find a reference to another leaf: Please see
HELP COMPILER COMMAND OPTIONS DEFAULTS PRAGMAS
and it is necessary to leave the system and re-enter it. What was needed was a link from one node to another, because in this case the information was not naturally organized into a tree.
Content-responsive space
Content-responsive spaces in text can be as meaningful as spaces and line breaks in computer code, poetry, math, dialogues, cartoons.
For 1500 years, printed text has used grids indifferent/hostile to meaning. Content-responsive grids are better than imperious grid-possessed layouts. To clarify and intensity meaning, authors and editors can remodel relations between spaces and words...insisting on control of line breaks by authors (who, after all, know the content).
Personal annotations
Yehudi Menuhin, a great violinist, marked up a score for Bach's Sonata No. 2 for Solo Violin. Penciled annotations show real-time performance strategies. To outsiders, insider markups appear chaotic and cryptic, but these personal annotations are for Menuhin's eyes, the only eyes that matter. All can learn from this useful workaday grid strategy: a relevant and intense data layer can become a coherent substrate scaffold upon which to overlay additional information. Maps do this all day long.
What excellence is
Learn what excellence is, how to identify it...This is not a big reading assignment – excellence is scarce, lognormal, long-tailed. Acting on this knowledge is liberating, freeing oneself from vast piles of triviality, knock-offs, petty connoisseurship, over-publishing, and the short-sighted, trendy, greedy. Excellence is long-term knowledge, even forever knowledge.
Excellence, like good taste, is perhaps a universal quality. Analytical thinking is about the relationship between evidence and conclusions, and is fundamental to all empirical work, regardless of field, discipline, specialty. Thus it is possible at times to assess credibility of nonfiction work without being a content expert. Thinking eyes may well have an eye for excellence, regardless of field or discipline.
Sentences and words do not exist by themselves
Sentences and words do not exist by themselves, but have natural, inevitable, unavoidable interactions with their surrounding spaces, words, and other sentences. Sentences are not independent of their spatial context, and interactions can create meanings and harms. Sentences survive content-indifferent and content-hostile spacings, but surviving is not thriving. Text space should not be owned and governed by generic productions grids, which make for convenient production but inconvenient meaning. Space can and should be content-responsive, actively contributing to meaning – forever practices in poetry, maps, math, computer code, comics, theater/movie scrips, posters. Subtle visual spacing differentiates and clarifies sentences, and meaning becomes more consequential, memorable, retrievable.
Central-axis text
Central-axis provides a clear signal of the next line, so that readers and speakers don't have to search on the left margin, sometimes accidentally skipping down a line. Ragged-left typography is used for dialogue in novels and scripts. In central-axis, each line is activated at both left and right margins – unlike squared-off conventional text. Readers/speakers are aware of the length of the next line at both its beginning and end. That knowledge may also help readers detect the pace and rhythm of the words, as in reading poetry aloud.
Idiosyncratic paragraphs
Text-only paragraphs differ from one another only in their words. All the words are typographically the same – typeface, spacings, line-lengths piled up into long deep columns. Systematic regularity of text paragraphs is universally inconvenient for readers, who are unable to find and read once against a specific string of words in previously-read paragraphs. All readers have encountered this problem in essays, articles, novels, news reports. Idiosyncratic paragraphs assist memory and retrieval by readers, by uniquely activating the relevant neural substrates for retaining visual memories. Nearly every paragraph in this book is deliberately unique.
No more LittleDataGraphics
Small data sets should be shown directly...LittleDataGraphics (pie charts, bar charts) translate and encode data into areas and colors. Viewers must then mentally translate codes back into numbers. These codes are unique to the local sets of data graphics, and do not repay learning. Instead, just directly show numbers as numbers. No more LittleDataGraphics. Data visualizations are at their best when there is so much data that the only way to see it...is to see it.
An immense wordy diagram
In ~1560 Ettore Ausonia, a polymath with interests from mathematics to mirror-making, constructed an immense wordy diagram depicting reflections from concave spherical mirrors. Then, between 1592 and 1601, while teaching at the University of Padua, Galileo made this handwritten copy of the diagram, which was fortunate since Ausonio's original has since gone missing. Three helpful architectures for the off-the-grid sentences are deployed – word trees, stacklists, annotated linking lines.
Stacklists
Stacklists organize and clarify complex material in 2-space. Readers read more slowly, and that's good: to think, look again, and connect words vertically within each stack and horizontally between stacks. Instead of polyphony, conventional inline lists are a freight train of words along a one-way narrow track, making it difficult to identify which words belong to which list and to link and compare elements within and between lists.
Observe data collection at the moment of measurement
See, observe, learn how data are collected at moment and place of measurement. "You never learn more about a process than when you directly observe how data are actually measured," said Cuthbert Daniel, a superb applied statistician. See with fresh eyes. Walk around what you want to learn about. Talk to those who do measurements. See how numbers came to be.
Do those measuring know the desired answer? Are those measuring skilled, alert, honest, biased, incompetent, sloppy, tired and emotional?...Artifacts and errors in measurements measured? How are outliers adjudicated?
46 data quality issues in spreadsheets
Outcomes decide
High levels of U.S. patient satisfaction are mainly associated with hospitality (greeters at the door, empathetic staff, comfortable rooms) – but also with more treatments, high costs, and substantially higher mortality even after adjusting for baseline health and comorbidities. Several plausible stories explain these big n and replicated observational findings. Whatever the case, post-treatment patient satisfaction/gratitude does not measure whether a treatment works or not. Patient outcomes decide.
Which half?
One day when I was a junior medical student, a very important Boston surgeon visited the school and delivered a great treatise on a large number of patients who had undergone successful operations for vascular reconstruction. At the end of the lecture, a young student at the back of the room timidly asked, "Do you have any controls?" Well the great surgeon drew himself up to his full height, hit the desk, and said, "Do you mean did I not operate on half of the patients?" The hall grew very quiet then. The voice at the back of the room hesitantly replied, "Yes, that's what I had in mind." Then the visitor's fist really came down as he thundered, "Of course not. That would have doomed half of them to their death!" God, it was quiet then, and one could scarcely hear the small voice ask, "Which half?"
Good annotation
Information displays should be annotated, combining words, images, graphics, whatever it takes to describe and explain something. Annotation calls out and explains information and, at the same time, explains to viewers how to read data displays. Good annotation is like a knowledgeable expert/teacher at the viewer's side pointing and saying, "Now see how this works with that, how this might explain that..."
Signs seen and unseen
Direct instructions at point of need may encourage writers and programmers to divert diversions. Or not, because signs are seen only a few times before becoming unseen.
What is the strongest visual element?
Preparing to write the novel Catch 22, Joseph Heller composed a storyboard, a 2-dimensional list with 3,650 words arrayed in 34 × 21 = 714 interacting cells. Rows are ordered in time, and each row records when each character does what. Some cell entries are erased. It took 7 years to complete the novel's 758-page typescript.
The Catch 22 plotchart works better upon replacing optically noisy grids with ghost grids. Lightness of framing lines creates soft boundaries to maintain order and also allows words to spill across cells naturally...More generally, ask of information displays and interfaces, "What is the strongest visual element?" The correct answer is not "grid lines".
Your only language is vision
To see with fresh, uninstructed eyes and an open mind requires a deliberate, self-aware act by the observer. Abstract artworks represent themselves and should be first viewed for themselves. When looking at outdoor abstract pieces, concentrate initially on the unique optical experience produced by the artworks. See as the artist saw when making the piece.
A focus on optical experience does not deny stories, it postpones them. Viewing an artwork may evoke interesting narratives – or just tedious artchat recalling similar art or artists, concocting playful tales, realizing how scrap metal was repurposed into art, making judgments about the artist's intentions or character, or contemplating an artwork's provenance, price, politics. Let the artwork stand on its own. Walk around fast and slow, be still, look and see from
up down sideways close afar above below
, enjoy the multiplicity ofsilhouettes shadows dapples clouds airspaces sun earth glowing
. Your only language is vision.Lists consist of whatever it takes
Lists consist of whatever it takes – nouns, proper nouns, verbs, graphics, images, numbers.
...In lists, spaces have meaning, locating elements in relation to other elements. Lists are often free and independent from conventional rules of stylesheets / grammar / typography / punctuation. Lists also help us escape from the personal internalized mash-up stylesheets of every writer and reader – a continuous low-level background buzz checking to see if word usage, spelling, punctuation, grammar are 'correct'. Lists are all content – about the substance contained, not the container. An empirical theory here for reasoning about lists includes
selection of list items
list quality and completeness
comparing list models
comparing list architecturesNo wonder you think it's complicated
We were very proud of our user interface and the fact that we had a way to browse 16,000 (!!) pages of documentation on a CD-ROM. But browsing the hierarchy felt a little complicated to us.
So we asked Tufte to come in and have a look, and were hoping perhaps for a pat on the head or some free advice. He played with our AnswerBook for 90 seconds, turned around, pronounced his review:
"Dr. Spock's Baby and Child Care is a best-selling owner's manual for the most complicated 'product' imaginable – and it has only 2 levels of headings. You have 8 levels of hierarchy and I haven't stopped counting yet. No wonder you think it's complicated."
Verb List
Documents vs. decks
Decks are easier to prepare than documents, however. Documents require coherence, thinking, sentences. But convenience in preparing decks harms the content and the audience. Optimizing presenter convenience is selfish, lazy, and worst of all, replaces thinking.
Books are meant to be used
During most of the course students have their books open, either to read or to follow along. Students are encouraged to annotate the books: "Books are meant to be used. Dog-ear the pages, mark them up, put notes in the spacious margins."
Learning via teaching
The course material changes 15% each year, as the book currently in progress becomes part of the course years before it is finally published. I detect incoherencies and mistakes in the new material while teaching. This leads to refinements or even throwing stuff out from the forthcoming book. A good way to learn about something is to teach it.
Self-publishing, self-exemplifying
I sought to design [my first book] so as to make it self-exemplifying – that is, the physical object itself would reflect the intellectual principles advanced in the book. Publishers seemed appalled at the prospect that an author might govern design. Consequently I decided to self-publish the book.
...[Howard Gralla and I] spent the summer in his studio laying out the book, page by page. We integrated graphics into the text, sometimes in the middle of sentences, eliminating the usual segregation of text and image – one of the ideas Visual Display advocated.
My view on self-publishing was to go all out, to make the best and most elegant and wonderful book possible, without compromise. Otherwise, why do it? The next 4 books were financed by the previous books. I have never written a grant application.
A history of content and sources
Not all that many readers go to the back matter and look up the source for a single sentence. But the back matter can also be read as ordinary text, revealing a history of content and sources. And images and illustrations from the book in the back matter create a lovely visual/verbal summary quilt of the entire book, enjoyed by all.