Restoration, Renewal, Recovery
Ending is better than mending
Kanawa-tsugi
When our tools are broken, we feel broken
I could do better than that
No ordinary objects
Responsibility for the sidewalk
I'm sorry, I love engineers
Repair
Little by little
Crafting repair
Hyperart: Thomasson
Snipping the dead blooms
Builder Brain
Rethinking Repair
Maintenance and Care
A time to build and a time to repair
Can maintenance save civilisation?
Makers and Making
Chesterton’s Fence
The McDonald’s Theory of Creativity
Imperfectly locked doors quietly waiting
Feature parity
The way we usually do infrastructure
Broken world thinking
Semi-detached houses, 2019
How the light gets in
A Quote by Leonard CohenThere is a crack in everything.
That's how the light gets in.The Maintainers
A WebsiteThe Maintainers, a global research network interested in the concepts of maintenance, infrastructure, repair, and the myriad forms of labor and expertise that sustain our human-built world. Our members come from a variety of backgrounds, including engineers and business leaders, academic historians and social scientists, government and non-profit agencies, artists, activists, coders, and more.
The Fidelity Curve
How do we choose which level of fidelity is appropriate for a project?
I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing.
I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing.
Four levels of fidelity
Suppose we have four levels of fidelity…
- Rough sketch (on paper or an iPad)
- Static mock-up (eg. Photoshop or Sketch)
- Interactive mock-up (eg. Framer, InVision)
- Working code prototype (HTML/CSS, iOS views)
Depending on the feature you’re working on, these levels of fidelity take different amounts of time to create. If you plot them in terms of time to build versus confidence gained, you could imagine something like a per-feature fidelity curve.
Time to build versus confidence gained
Take a simple CRUD web UI, where you’re just navigating between screens. It doesn’t take much more time to build the real version than it does to mock it when the design is simple. If you were to build out an interactive mock first, you would end up spending twice as much time in total without gaining much out of it.
Contrast that with a complicated Javascript interaction. Or a native iOS feature that requires programmer time to build out. If it takes substantially more time to build the real code version, then it may be smart to do an interactive mockup first.