process
On Process
People get confused, companies get confused. When they start getting bigger, they want to replicate their initial success, and a lot of them think that somehow there’s some magic in the process that they’ve created. And so they start to institutionalize process across the company. And before very long people get very confused that the process is the content.
In my career I’ve found that the best people are the ones who really understand the content. And they’re a pain in the butt to manage. But you put up with it because they’re so great at the content. And that’s what makes great products. It’s not process, it’s content.
Just-in-time manufacturing
Get embedded in the team. Designers should use sprint planning, grooming, standup, and retro as opportunities to provide design to — and receive feedback from — the rest of the team. Designs can take the form of written or verbal descriptions, not just wireframes and high-fidelity mockups.
Only design what’s needed. Use constant communication between engineering and product partners to understand what your collaborators will need next. Then, plan on delivering only what is needed, and nothing more. Use the agile process — grooming, planning, and retro — to find any shortfalls or excesses.
Avoid creating a backlog of designs. Designs don’t age well. In the time between finishing design and shipping code, it’s likely that you’ll learn something new that changes your understanding. If you’re producing more design than can be implemented, focus more on the quality of each design.
How beautiful the world would be if there were a procedure for moving through labyrinths
Design skirmishes
it is apparent that the unfolding of the design process assumed a distinctly episodic structure, which we might characterize as a series of related skirmishes with various aspects of the problem at hand.
As the scope of the problem became more determined and finite for the designer, the episodic character of the process seems to have become less pronounced. During this period a systematic working out of issues and conditions took hold within the framework that had been established. This phenomenon is not at all surprising when we consider the fundamental difference between moments of problem solving when matters are poorly defined and those with clarity and sufficiency of structure.
Within the episodic structure of the process, the problem, as perceived by the designer, tends to fluctuate from being rather nebulous to being more specific and well-defined. Furthermore, moments of "blinding" followed by periods of backtracking take place, where blinding refers to conditions in which obvious connections between various considerations of importance go unrecognized by a designer.
How we can do better
It actually doesn't matter whether you actually have a formal retrospective. It doesn't matter whether you have four or five labels of things on your retro board, or exactly how you do the retro. What does matter is the notion of thinking about what we're doing and how we can do better, and it is the team that's doing the work that does this, that is the central thing.
Holistic and prescriptive technologies
Holistic technologies are normally associated with the notion of craft. Artisans, be they potters, weavers, metal-smiths, or cooks, control the process of their own work from beginning to finish. Using holistic technologies does not mean that people do not work together, but the way in which they work together leaves the individual worker in control of a particular process of creating or doing something.
The opposite is specialization by process; this I call prescriptive technology. Here, the making or doing of something is broken down into clearly identifiable steps. Each step is carried out by a separate worker, or group or workers, who need to be familiar only with the skills of performing that one step. This is what is normally meant by "division of labor".
That which requires caring
Today's real world of technology is characterized by the dominance of prescriptive technologies.
The temptation to design more or less everything according to prescriptive and broken-up technologies is so strong that it is even applied to those tasks that should be conducted in a holistic way. Any tasks that require caring, whether for people or nature, any tasks that require immediate feedback and adjustment, are best done holistically. Such tasks cannot be planed, coordinated, and controlled the way prescriptive tasks must be.
Prescriptive technologies eliminate the occasions for decision-making and judgment in general and especially for the making of principled decisions. Any goal of the technology is incorporated a priori in the design and is not negotiable.
Direct management
Direct Management does not include or permit the concept of profit to occur. The management is fee-based, or based as a fixed salary, and all construction costs are fixed ahead of time, and the building design is modified during construction, to make up any over-runs. The manager is not able to move money around at will, or put it in their pocket. At the same time, the design is approximately fixed, but with the understanding that it may be changed, during the evolution of the building, so that subtle adaptations can be included in the emerging building. In the Direct Management method it is the architect themselves and the direct manager who together manage the building works and all on-site construction for the owner.
Manifesto for Agile Software Development
A DefinitionWe are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value:
- Individuals and interactions over processes and tools
- Working software over comprehensive documentation
- Customer collaboration over contract negotiation
- Responding to change over following a plan
That is, while there is value in the items on the right, we value the items on the left more.
Deadlines are bullshit
An ArticleIn software development deadlines are a necessary evil. It is important to understand when they are necessary, and it is important to understand why they are evil.
- External vs. internal deadlines
- Why are internal deadlines evil?
- Engineers who love their work
The Design Diagram
An Idea by Charles Eames & Ray EamesThis Eames drawing, often referred to as the Design Diagram, was created for a 1969 exhibition at the Louvre entitled, What is Design? Charles and Ray mailed it to the exhibition curator to augment their answers to a series of questions she had posed.
In Defence of Intuition
An Essay by Boris MüllerDesign, it seems, is not only becoming more methodical but also more scientific. This is not surprising. Design as a discipline has moved from “product beautification” to being a central part of product development. It has incorporated methodologies from human-computer interaction, sociology, and anthropology as well as advertising and management. And with the rise of design thinking, a wider range of professional disciplines are using creative methods.
I don’t want to criticize design methodologies. But against the backdrop of an overly structured design process, it is important to remind our community that there is one fundamental aspect to design that cannot be formalized in a methodology. And that is intuition.
Why we need to stop over-complicating UX
An Article by Hugo FroesMany have become so focused on the process and methodologies that they’ve forgotten the fundamentals of why we started focusing on the user and what we hope to achieve with that focus.
Beyond Artboards
An Essay by Chuánqí SunThe Pursuit of Lossless Design-Development Handoffs.
Just-in-time Design
An Article by Matthew StrömThere is a disconnect between product design and product engineering.
The Hot Potato Process
An Article by Dan MallThe big misconception I’ve seen designers and developers often fall victim to is believing that handoff goes one way. Designers hand off comps to developers and think their work is done. That puts a lot of pressure on the designer to get everything perfect in one pass.
Instead, great collaboration follows what Brad Frost and I call “The Hot Potato Process,” where ideas are passed quickly back and forth from designer to developer and back to designer then back to developer for the entirety of a product creation cycle.
Building Momentum
An Article by Dan MallFight the Waterfall
Start all of the pieces of work a little bit earlier. The key to starting work early is not succumbing to the pressure of having to finish the work. Don’t worry about finishing. If you’re a developer, you can start doing things while your design or information architect are working because a lot of your work actually isn’t dependent on their work. Some of it is, so you probably won’t be able to finish, but that shouldn’t stop you from starting.
Share Work-in-Progress Early and Often
When you share work-in-progress, share it with the caveat that no feedback is needed at this point. You’re simply sharing it to let people know where you are. For example, if you have to make 12 wireframes, share it when you finish 2 or 3. Rather than spending a whole week to drop 12 wireframes, share 2 – 3 wireframes every 2 days. The more often you do this, you start to build rhythm, and rhythm builds momentum.
The care and feeding of software engineers (or, why engineers are grumpy)
An Article by Nicholas ZakasWe do say “no” very quickly, not just to designs, but to everything. That led me into thinking about the psychology of software engineers and what makes us the way we are.
The art of taking
A Quote"By making it possible for the photographer to observe his work and his subject simultaneously, and by removing most of the manipulative barriers between the photographer and the photograph, it is hoped that many of the satisfactions of working in the early arts can be brought to a new group of photographers. The process must be concealed from—non-existent for—the photographer, who by definition need think of the art in taking and not in making photographs. In short, all that should be necessary to get a good picture is to take a good picture, and our task is to make that possible."
— Edwin H. Land, co-founder of Polaroid
Painting With the Web
An Article by Matthias OttSo much about [Gerhard Richter's painting process] reminds me of designing and building for the Web: The unpredictability, the peculiarities of the material, the improvisation, the bugs, the happy accidents. There is one crucial difference, though. By using static wireframes and static layouts, by separating design and development, we are often limiting our ability to have that creative dialogue with the Web and its materials. We are limiting our potential for playful exploration and for creating surprising and novel solutions. And, most importantly, we are limiting our ability to make conscious, well-informed decisions going forward. By adding more and more layers of abstraction, we are breaking the feedback loop of the creative process.
Technical debt as a lack of understanding
An Article by Dave Rupert"If you develop a program for a long period of time by only adding features but never reorganizing it to reflect your understanding of those features, then eventually that program simply does not contain any understanding and all efforts to work on it take longer and longer.” — Ward Cunningham
The Nature and Aesthetics of Design
Any imaginable shape
The thing which sharply distinguishes useful design from such arts as painting and sculpture is that the practitioner of design has limits set upon his freedom of choice. A painter can choose any imaginable shape. A designer cannot.
Useless work on useful things
Anyone can verify by simple observation two important facts.
The first is, that whenever humans design and make a useful thing they invariably expend a good deal of unnecessary and easily avoidable work on it which contributes nothing to its usefulness.
The second fact is that all useful devices have got to do useless things which no one wants them to do. Who wants car to get hot? Or to wear out its tires? Or to make a noise and a smell?
Presentable
I have sometimes wondered whether our unconscious motive for doing so much useless work is to show that if we cannot make things work properly we can at least make them presentable.
The principle of arrangement
It is really rather remarkable that, while anyone can tell whether a thing is a pocket-knife because, presumably, anyone can recognize the principle of arrangement which constitutes the similarity between all pocket knives, no one can visually abstract that arrangement. We recognize it when we 'see' it embodies, we can describe it disembodies, but we cannot visualize it disembodied.
The minimum condition
When a device is so designed that its component parts are only just strong enough to get the intended result without danger of failure, we may say it is in its minimum condition.
I suspect that the functionalists sometimes meant by functional design simply design aimed at the minimum condition for a device. In that case 'form should follow function' would mean that every system should be in its minimum condition, thus having certain limitations imposed on its form.
The requirements of economy
Economy is the mother of most inventions, not necessity, unless in the sense of poverty and hardship. A requirement for convenience is simply a diluted requirement for ease and economy.
It seems to be invariably true that those characteristics which lead people to call a design functional are derived from the requirements of economy and not of use.
When design gets too easy
Design has invariably exhibited styles because some clear limitations on freedom of choice are psychologically necessary to nearly all designers. When design gets too easy it becomes difficult.
The one best way
It is a most diverting spectacle to see the experts in work study exercising their considerably ingenuity to find the one cheapest way of doing operations which could perfectly well be dispensed with; for example, getting shiny surfaces on furniture. The 'one best way' of doing things like that is not to do them.
The versatility of flat surfaces
The versatility of flat surfaces is not commonly seen in nature.
The works of God
Via reddit
Thus the first and most important stratagem adopted to cheapen construction was the squaring and turning of components in order to eliminate offering up and individual fitting. The flatness, straightness, and squareness which more than any other characteristic distinguish man's construction from the works of God, derive from economy. We see the mark of economy in every building of squared masonry however magnificent it may be. Only the few remnants of ancient polygonal masonry remind us that the pattern of stone work where each stone is individually fitted can be very different from the cheap squared pattern to which we are accustomed."
Skill vs. knowledge
We should say that anybody has skill enough to build a good dry-stone wall but that few know how to design one, for the placing of the stones is a matter of knowledge and judgment, not of dexterity.
6 methods for economical design
- Use readily available materials.
- Use easily worked ('wasted') materials.
- Avoid dexterous labor.
- Use standardized materials or components.
- Avoid intermediate states (get straight to the final product).
- Use standardized language and geometry. Design only what can be easily communicated.
Old solutions
Where the problem is old, the old solutions will nearly always be best.
The bloodless ghosts of memory
The bloodless ghosts of memory.
A strangely negative character
Utility has a strangely negative character. We speak of the secret of happiness, for its causes are elusive; but there is no secret about the causes of unhappiness: thirst, hunger, want of sleep, exhaustion, pain, constraint of movement and too great heat and cold, are evils which can effectively prevent happiness. Utility has a negative character, because useful devices are adopted in the main for the sake ultimately of avoiding such evils.
From the fact that deadly injury, pain, and exhaustion prevent the fulfillment of the universal wish for happiness, we have always tended to infer that if only life were safe, comfortable, and effortless, we would be happy. It does not follow.
Sine qua non
What we see of a device is rarely the essential part, the sine qua non, but nearly always the superstructure which economy has imposed on it.
It seems that the work we call purely utilitarian is not more useful than its more ornamental counterpart. It is merely more economical.
The contribution that something in them yet compelled them to make
Makers and designers must gradually have come inwardly to believe that half their work had been mere frivolity because it had been avoidable, and because some of it had contributed nothing to the satisfaction of people's material wants. This must have affected them like a conviction of original sin.
The idea that utility was the purpose of work overpowered them and seemed unanswerable. From that time on perhaps the artist and workman have been weakened by an inward suspicion that they are supporting a lost cause. They have perhaps half-believed that the world could get on very well without the contribution that something in them yet compelled them to make.
No more than a sketch
The quality of a musical performance depends on the performers as much as on the score. The performers are said to be interpreting the score, but in fact they are adding intention of their own to those of the composer, recognizing that no score can in practice ever fully express the intentions of a composer, that it can never be more than an indication, a sketch; and no designer can in practice ever produce more than a sketch.
Purpureus
Our way of talking about surface quality as 'texture' is rather like the ancient Roman way of calling anything bright colored 'purpureus' on the principle perhaps that any bright color was much the same as any other.
The weather in the space
The architect's special preoccupation is first to decide what kinds of spaces shall be enclosed.
All manner of different considerations will influence an architect's decisions about the shape of the spaces they are to enclose, but the chief of them will always be the probable activities of the people who will enjoy the weather in the space.
Holding together a civilization
It is only in the present age that it has been asserted that 'architecture is not an art' or 'should not be an art': and that strenuous efforts are made to made a distinction between design and art. And nowadays we build cities of such a quality that no one likes living in them, everyone who can do so gets a motor car to escape from them. Because of the multitude of motor cars, escape is now denied us, the country is destroyed, and the cities become still less tolerable to live in.
All that is the consequence of contempt for art. Art is not a matter of giving people a little pleasure in their time off. It is in the long run a matter of holding together a civilization.
A cumulative effect
It is a cumulative effect, this character. It results from the combined impact of the design of a great many separate things, none of which is so very atrocious but too many of which are flatly negative, wanting. The design of each single thing in the environment, however small it may be, is really important.
Scenery
What is designed and made outlasts the people for whose profit and for whose use it was made.
We may think we are designing furniture of motor cars, but we are not. If we are designing a motor car for one man, we are designing scenery for fifty thousand others.
Something more is required
Efficiency, the capability of performing effectively, never made anything beautiful yet and it justifies no design in itself. To say of a design 'it works, it does its job', or 'it gets the intended result' no more commends or excuses it than to say of a man 'he has never actually defrauded anybody'. That is not what virtue means! Something more is required.
Beauty is like a joke
If some story makes you laugh aloud, then something in it causes the experience which issues in laughter. But can you describe that something to a person who does not think it funny in such a way as to make him see the joke and experience just what you have experienced?
A being-without
Not having a toothache is no goal for a lifetime. Happiness, however one defined it, is not something negative, a being-without.
Some emptiness in us
Whenever we encounter beauty we become aware, each time with a sense of shock and pleasure, faint though it may be, that some emptiness in us, not consciously felt but continually present, has been assuaged and fulfilled. We have a sudden high sense of completeness and harmony.
The matrix of all we know
Man's species has existed for an immensely longer period, unimaginably longer, in an unmodified natural environment. That unmodified environment was the matrix of all man knows of beauty. All the means of his experience of beauty evolved in it. Now, in the artificial environment, art creates an equivalent for that beauty, for it is a need of man's spirit.
The evolution of devices
All the first antecedents of man's devices were given him by Nature. Every one of his devices is traceable back to something in nature which suggested the first remote and primitive beginnings of its evolution. And every feature in art that man's mind conceived is conceived by a mind that has evolved as a part of nature: that grew out of nature.
The evolution of devices is as much a natural process as the evolution of organisms.
Deliberate acts
I do not know what one should call the landscape of a long cultivated countryside, or the enchanting pattern of lights which shows at night time in a modern city seen from overhead. Are these not works of art? It is scarcely justifiable to say that these things have taken shape by chance. Each part of them has been made as it is by what seemed a deliberate act, and it need not necessarily be assumed to be a matter of chance that the results of many acts of many men over a considerably period of time should harmonize together aesthetically.
The skill of perception
The newborn baby and the [blind man suddenly gifted with sight] do not have to learn to see. Sight is given to them. But they do have to learn to perceive. Perception is learnt and learnt slowly. Skill is required for perception as for speech. We are largely unaware of the skill we exercise. None of the things we have to learn to perceive are self-evident, or, apparently, instinctively evident. No doubt, however, we have an instinctive aptitude for this learning, and once we have learnt we cannot easily see as though we had not.
As Ruskin says, one has to strive, if one is to see with the 'Innocent Eye'.
Who did the teaching, then?
It has been contended sometimes that our response to works of art is entirely learnt and in no way innate; but the questions 'Who did the teaching, then? and how?' have not, I fancy, been much investigated. This contention is very true of our responses to styles and fashions, but it is not true of our response to beauty.
No kind
No kind of shape, no kind of design or kind of picture or other work of art can be beautiful. No kind of color is beautiful. Beauty comes always from the singularity of things. Two things which happen to be closely similar in size, color, insurance value, smell, weight, or shape, may both seem equally beautiful. It is not therefore to be deduced that, say, a smell of turpentine is a necessary prerequisite of beauty; and nor is the fact that the two things' shapes are measurably within a millimeter of each other. They might still be as different as chalk and cheese: they might differ hugely in surface quality so that one lived and the other was dead. One judges a man by what he is, by his individuality, his idiosyncrasy; not by his measurable properties or measurable behavior or by the shape of his nose or the description in his passport. So with a work of art.
Tradition
Change is of the essence of tradition. Our declining civilization has largely lost the conception of tradition as continuous change by small variations – as evolution, in other words – and can produce only fashions which, one after another, appear, live for a little while, and die without issue.
What a greenhouse was for
The new-found ability to make a wall all of glass had advantages, undoubtedly, in certain particular cases, but not in nearly so many as the Bauhaus stylists pretended. It is not forgotten by those who have to work in buildings with these glass walls that their propagators must have known quite well what a greenhouse was for and what it did. That knowledge counted for nothing beside the imperative necessity of showing how new the 'new architecture' was, by doing something obvious different from the fenestrated walls of the styles which had preceded it.
The act of creation
What I suggest has usually happened [during the act of creation] is this: the artist has glimpsed something: he has seen, perhaps fleetingly and indistinctly, some particular relation or quality of visible features which had previously been disregarded, and which impressed itself on him by its beauty. By means of making a work of art he then seeks as it were to fix isolate and concentrate what he has seen.
No one has ever succeeded in demonstrating in principle how this is done, but done it is; and when we see it done we find it hard to understand why it should have been so intensely difficult to do.
The imprint of a man
Art is the imprint of a man: a creature whose nature is idiosyncrasy sparring with conformity.
Déjà vu
The artists expression may make us aware for the first time of something we had too little regarded or had not been fully conscious of, presenting us with something which is quite new to us and yet at the same time disturbingly familiar – déjà vu.
The signature
It has long been understood that striving for originality as an end in itself is the mark of an inferior artist. The personal style of a good artist is never something that has been deliberately cultivated and forced but something that has appeared unsought as inevitably as the personal style of a man's handwriting.
But since artists of note are seen to have a distinct personal style, no artist can hope to make a reputation in a competitive society unless he too can show a distinctive style which easily differentiates his work from that of other artists and draws attention to it. Therefore artists of little capability or uncertain vocation will take great care to make their work look 'different', whereas those with any certainty in them will know that their work cannot help but look different from that of other people any more than signatures can.
It is worth reflecting that the fact of the unmistakable individuality of each man's signature is one foundation of modern commerce everywhere. To establish the individuality of it one need not write it vertically up the page in letters two inches high. And yet there are only twenty six letters, and everyone else uses them too.
It will not stand still to be pointed at
The cause of the experience of beauty is a series of events, not a state of affairs existing continuously. That perhaps is why the cause of the experience is something we find impossible to point out. It will not stand still to be pointed at. We can point out only what we perceive. We can never point out or describe what we see.