It's interesting how our conceptions of iteration/incrementation (example below) lack any recognition of *getting it wrong.*
The value of iteration is not "we made a sketch" but "we made a dozen sketches and learned what *not* to draw."
The lack of recognition that we might be wrong propagates through every product decision, and so we get linear roadmaps and "validation" exercises framed to prove that we were right (because the roadmap has no time for fixing anything if we weren't).
A true iterative process needs to acknowledge how long it will take to:
- create an artifact
- learn from it
- make new decisions based on that learning
- update the artifact based on those decisions
But "velocity" conversations only ever revolve around the first point.
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Why is it that "design should work more closely with X function" narratives are always about conceding to X's limits rather than improving X's ability to support design?
Product, eng, sales, etc "requirements" are not laws of physics. And yet rather than help these people create better "requirements" the discourse always turns back to how to satisfy them (usually at the detriment of design's own incentives)
I suspect that it's because design as a practice has a very limited conception of *what it wants*
"Improve the life of the user" is far too abstract. Rather than think about how to scaffold that work, designers skip to drawing pictures of someone else's ideas.
People broadly understand that designers "make designs"
But a "design" is just an artifact documenting design decisions for some purpose. Most stakeholders request (and many designers make) artifacts without understanding *what the artifact will be used for*—making it useless.🧵
btw this is why I call Figma et al "documentation tools" - they don't help you *make* design decisions, only to visually document decisions you have made. "Loop zero" for designers is looking at that documentation, realizing you don't like it, and changing the decision.🧵
Loop one - the critique feedback loop - works the same way. The designer's internal process has stopped improving the artifact, so it's time to show it to the rest of the team, which requires slightly higher fidelity (think sketches -> wireframes). 🧵
Conversations about taste in the context of design are always fun because some designers are all too happy to call something out as "bad taste" without having any idea of what taste is *for* and the ways in which an object can be good or bad at achieving that purpose.
Taste is a signal of belonging; a design can only be "good taste" or "bad taste" within the context of its milieu.
Positioning all objects on the spectrum of a single "taste" - as designers like Schiff and Schneider *love* to do - is an attempt to universalize their milieu.
Privileging their aesthetic preference is very convenient for designers: not only does it mean that they don't need to have any range or think about what their work needs to *accomplish*, but it positions them as having some inherent authority as arbiters of taste.
Critique of the implementation does not invalidate the solution. Critique of the solution does not invalidate the shared vision of a problem that needs solving.
Storyboarding is a highly underrated design tool in the age of "well you can just use design system components to output a hi-fi mockup"
But storyboards serve a completely different purpose to mockups/wires - they focus the discussion on the desired *experience* and not just UI.
My latest storyboard covers interactions between 4 different user roles, spans several hours of intermittent usage, and most importantly *doesn't have a single app screen* as the whole scenario takes place via SMS or retail interactions.
And the best part of using storyboards to anchor the conversation is that stakeholders spent the entire time discussing *whether this was the experience we wanted to deliver* and never once asked me to make the logo bigger or move the button.