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.
Suburban Nation
A system for living
Unlike the traditional neighborhood model, which evolved organically as a response to human needs, suburban sprawl is an idealized artificial system. It is not without a certain beauty: it is rational, consistent, and comprehensive. Its performance is largely predictable. It is an outgrowth of modern problem solving: a system for living. Unfortunately, this system is already showing itself to be unsustainable.
The five components of sprawl
The dominant characteristic of sprawl is that each component is strictly segregated from the others.
- Housing subdivisions, also called clusters and pods
- Shopping centers, also called strip centers, shopping malls, and big-box retail
- Office parks and business parks
- Civic institutions
- Roadways
Subdivisions
Subdivisions can be identified as such by their contrived names, which tend toward the romantic—Pheasant Mill Crossing—and often pay tribute to the natural or historic resource they have displaced.
An unmade omelet
The successes of turn-of-the-century planning, represented in America by the City Beautiful movement, became the foundation of a new profession, and ever since, planners have repeatedly attempted to relive that moment of glory by separating everything from everything else. This segregation, once applied only to incompatible uses, is now applied to every use. A typical contemporary zoning code has several dozen land-use designations; not only is housing separated from industry but low-density housing is separated from medium-density housing, which is separated from high-density housing. Medical offices are separated from general offices, which are in turn separated from restaurants and shopping.
As a result, the new American city has been likened to an unmade omelet: eggs, cheese, vegetables, a pinch of salt, but each consumed in turn, raw.
Beauty and function
In truth, a lot of sprawl—primarily affluent areas—could be considered beautiful. This raises a fundamental point: the problem with suburbia is not that it is ugly. The problem with suburbia is that, in spite of all its regulatory controls, it is not functional: it simply does not efficiently serve society or preserve the environment.
Six qualities of traditional neighborhoods
- The center
- The five-minute walk
- The street network
- Narrow, versatile streets
- Mixed use
- Special sites for special buildings
Market segments
The segregation of housing by “market segment” is a phenomenon that was invented by developers who, lacking a meaningful way to distinguish their mass-produced merchandise, began selling the concept of exclusivity: If you live within these gates, you can consider yourself a success.
Cookie cutter
One term that gets a lot of play these days is “cookie cutter.” Developers are mortified about the way this term is used to describe their subdivisions, and they expend a good deal of energy—and money—avoiding it. As much as 20 percent of their construction budget goes toward the application of superficial variety—different shapes, colors, window types, different styles of tack-on ornament, French Provincial next door to California Contemporary. But these efforts are in vain, because beneath the surface articulation is a relentless repetition of the same building. The best way to create real variety is to vary not the architectural style but the building type. Indeed, in places like Georgetown, styles vary only slightly, but one never hears the term cookie cutter, thanks to the wide range of building types.
Worthwhile destinations
Pedestrian life cannot exist in the absence of worthwhile destinations that are easily accessible on foot. This is a condition that modern suburbia fails to satisfy, since it strives to keep all commercial activity well separated from housing.
The twenty-minute house
Despite the way that it sounds, the “twenty-minute house” is not a derogatory label. Quite the opposite—it refers to the fact that a house has only twenty minutes to win the affection of a potential buyer, since that is the average length of a realtor visit. The building industry has responded to this phenomenon by creating a product that is at its best for the first twenty minutes that one is in it.
Like trying to cure obesity by loosening your belt
“Trying to cure traffic congestion by adding more capacity is like trying to cure obesity by loosening your belt.”
Homebuilders
The term homebuilder describes the house as a product that exists independent of its context. This approach would be appropriate if houses floated freely in space, or in some other environment where actual interaction between neighbors was neither possible nor desired. But houses are not meant to exist in isolation, so to think of the individual house as the ultimate outcome of the builder’s craft robs that craft of its broader significance.
The cul-de-sac kid
In this environment where all activities are segregated and distances are measured on the odometer, a child’s personal mobility extends no farther than the edge of the subdivision. Even the local softball field often exists beyond the child’s independent reach.
The result is a new phenomenon: the “cul-de-sac kid,” the child who lives as a prisoner of a thoroughly safe and unchallenging environment.
This “isolation and boredom” is the outcome of an environment that fails to provide teenagers with the ordinary challenges of maturing, developing useful skills, and gaining a sense of self.
On-site parking
Most cities require new and renovated buildings to provide their own parking on site. This is probably the single greatest killer of urbanism in the United States today. It prevents the renovation of old buildings, since there is inadequate room on their sites for new parking; it encourages the construction of anti-pedestrian building types in which the building sits behind or hovers above a parking lot; it eliminates street life, since everyone parks immediately adjacent to their destination and has no reason to use the sidewalk; finally, it results in a low density of development that can keep a downtown from achieving critical mass.
Architectural mysticism
In response to their growing sense of insignificance, some architects have tried to regain a sense of power through what can best be described as mysticism. By importing arcane ideas from unrelated disciplines—such as contemporary French literary theory (now outdated) —by developing illegible techniques of representation, and by shrouding their work in inscrutable jargon, designers are creating increasingly smaller realms of communication, in order that they might inhabit a domain in which they possess some degree of control. Nowhere is this crisis more evident than in the most prestigious architecture schools.
Globally, locally, regionally
Think globally, act locally, but plan regionally.