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." Image
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.

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Pavel Samsonov is also on Mastodon 🐀

Pavel Samsonov is also on Mastodon 🐀 Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @PavelASamsonov

Jan 1
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.
Read 5 tweets
Dec 27, 2022
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.🧵 DESIGN ACTIVITIES AND ARTIFACTS What is the purpose of the a
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). 🧵
Read 13 tweets
Dec 22, 2022
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.
Read 14 tweets
Dec 22, 2022
Yet another reminder that the first step to doing anything is identifying the problem you are solving.

Critique of specific solutions or implementation challenges is not meaningful critique of the vision's desirability.
Start in the 3rd loop: is the thing we want to do desirable? Do we agree to work towards this outcome?

Then move on to the 2nd loop: Is this course of action going to get us to that outcome?

And only then the 1st loop: is the implementation working?
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.
Read 4 tweets
Dec 20, 2022
the annual ritual of checking whether the dry yeast has expired
it's not lookin good
and we have foam! see you next year
Read 4 tweets
Dec 6, 2022
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.
Read 5 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us on Twitter!

:(