Why Good Design Comes from Bad
Design
Scott Berkun
Microsoft Corporation
March/April 2000
Summary: A follow-up to an early
column on designing good User Interfaces
I've received several requests
to complete the missing part two of an earlier column, "Making Usable Products:
An Informal Process for Good User Interfaces." I read this early column
again recently and thought it was awful. So now you're getting part two,
which, in my mind, is really a thinly veiled revision of and improvement
on part one. Perhaps you won't notice, but of course now that I've told
you, you'll probably go back and look at the first one and be really disappointed
that I've had a year to write part two and this is the best I could do.
When I was a computer science/philosophy
student at CMU, I took a design project course to learn about all of this
interface design stuff I'd heard about. The first day of class I arrived
at the studio room, and found a young man at a drawing table, sketching
out different variations of the Walkman® he was designing. I got close
enough to see the large sketchpad and saw 30 or 40 different variations
that he had considered and put down on paper. I introduced myself, pleaded
ignorance about design, and asked him why he needed to
make so many sketches. He thought
for a second, and then said, "I don't know what a good idea looks like
until I've seen the bad ones." I smiled, but was puzzled. I felt like going
back across campus to the computer science labs. If he's a designer, shouldn't
he make fewer sketches instead of more? I didn't really understand what
he was talking about until many years later.
When I started at Microsoft,
I was embarrassed to document bad ideas. I kept a notebook with me at all
times to write down ideas when I was in meetings, or traveling on the bus
to work, but I never let anyone
see it. Many of these ideas
were awful, just plain unworkable. But with each idea I came up with, no
matter
how bad, it revealed some other
way of thinking about the problem. Each new idea I sketched out was more
informed than the last. Each
bad idea illustrated some important aspect of the problem that I hadn't
thought about before. Out of
every five or six ideas, I'd have one or two that might be feasible. The
sketching helped me, but it
was something I didn't want others to know I did. I thought folks would
think I
wasn't a good designer if they
saw how many sketches I made.
When it came time to present
ideas to developers, managers, or usability engineers, I'd lead with my
single
best idea. I'd invest time in
fleshing out only my best candidate, and hoped I wouldn't be asked about
the
others. I was always wrong.
There are so many variations for designing a Web page, that if you only
show
one idea, anyone who thinks
they can design something (which includes everyone) will point out several
alternatives to you, and ask
why the idea you're going with isn't the one they just came up with. It
can be a
frustrating process, especially
if the suggestion is one you've already considered, because no one seems
to
believe you when you tell them
that.
After many painful review meetings,
and hearing advice from seasoned designers, I learned the right way to
present ideas—you have to show
the other candidates in order to help support the good ones. I began the
habit of presenting three to
seven different ideas, culling from my total set of ideas the ones that
represented the most distinctive
or meaningful choices. When in a meeting I now walk through the different
designs, calling out what the
key trade-offs are between them. When discussing ideas, I call out important
negative qualities that are
only answered by the idea I'm recommending, which helps set up my
recommendation to be well received.
Often someone will make a good suggestion for taking something from
design A and adding it to design
B. That wouldn't be possible if I had only fleshed out a single idea.
Every so often I'll work on a
problem that is insanely hard. The only possibilities, because of technology
or
schedule limitations, are tragically
bad. After a few days of intense but fruitless sketching, I'll feel depressed
and try to regroup by asking
others for their opinions. The magical thing that happens is once you're
convinced you've considered
all reasonable possibilities, a deductive process can begin; I'll write
all possible
choices on the whiteboard and
sit down with a smile. I know that somewhere on that board is the right
answer. When people come by
my office and ask me what we're going to do, at least I can point and say
it's
up there somewhere. There is
a psychological advantage to containing the space of choices in this way.
To
decide, I'll make a pro and
con list for each choice, and rely on my designer, developer, or other
key people
to help make the call. Choosing
the best among bad ideas isn't a highlight of design work, but it happens.
The right process combined with
a dedication to pursuing several ideas makes an impossible situation
bearable, and gives you the
confidence to make a decision.
When the design student showed
me his sketches, he was showing me that he was a designer. All creative,
talented people recognize the
value of process, and have no concerns about revealing to others that it
takes
many bad ideas to obtain good
ones. You want the bad ideas to come out on sketch paper or in prototypes,
not in the product, and you
can only do that by expending the energy to explore lots of ideas. If quality
design work is important, you
have to make sure managers set their schedules to allow it to happen, and
pace the range of your thinking
to match the schedule.
A common trap for design thinking
is searching for perfect designs—the belief that there is a single right
answer to a given problem, and
a designer should be able to realize it given enough time. In many cases,
the
best possible design (if there
is such a thing) isn't worth more than a good one, especially if it takes
twice as
much time to find it. General
George S. Patton once wrote, "A good plan executed now is better than the
perfect plan tomorrow." You
have to know the realities of the competitive and financial plan your team
is
working from, and adjust the
goals of your design work to match them. On most Web schedules, it's critical
that design energy is prioritized
and focused. Make the top three or five user tasks rock solid, and keep
the
rest simple but adequate until
the next release.
The more I read about great masters
in different fields, the more I see how there is a common thread in
their work process. Every great
writer, painter, architect, or director attributes the quality of their
work to
tireless discipline. When asked
about their artistry, they don't point to magic or divine inspiration,
but
describe how many attempts they
must make to create things of the quality they desire.
I'll close this column with comments
from various well-known figures. I seem to be making a habit of quoting
people, but these folks have
slightly more credibility than I do:
"The two most important
tools an architect has are the eraser in the drawing room and the sledge
hammer on the construction
site." —Frank Lloyd Wright
Hemingway rewrote
the ending to A Farewell to Arms 39 times. When asked about how he achieved
his
great works, he
said, "I write 99 pages of crap for every one page of masterpiece."
"The physicist's
greatest tool is his wastebasket." —Albert Einstein
"Rewrite and revise.
Do not be afraid to seize what you have and cut it to ribbons … Good writing
means
good revising."
—Strunk and White, Elements of Style
Have comments, feedback, or suggestions
for future columns? Write to
hfactor@microsoft.com.
Check out the previous columns
and UI design resources at
http://msdn.microsoft.com/ui/.
http://www.filename.com/wbt/pages/conferences.htm
http://www.influent.com/nmid2000/
P6: Does Your Instruction Rate
5 Stars?
Dr.
M. David Merrill, Professor,
Dept.
of Instructional Technology, Utah State University
Like
a hotel, there is a lot of instruction that has a five-star surface appearance
but not even one-star
effectiveness
underneath. You can get by in a one-star hotel and students show a remarkable
ability to
learn
from one-star instruction but it is often pure drudgery. In this
workshop, you'll examine those
aspects
of instruction that are hard to observe on the surface, but that determine
whether or not the
product will really teach. Learn to rate an instructional product on
the characteristics that effect its
ability
to teach, rather than the attributes that contribute only to its "market
appeal."
P7:
Successful Design for Synchronous eLearning
Sam
Shmikler, Principal,
Periscope
Organization
Great
synchronous eLearning is not merely a re-creation of classroom experiences
and it is not a
floodgate
of every possible interaction. Quality synchronous learning merges technological
capabilities,
solid
designs and deliberate preparation of learners to be effective in this
format. Left to chance, there is
little
hope of success. This workshop is an insider's look at how to develop and
deliver synchronous
experiences.
Learn how to develop content, how to create killer interactions and how
to hold an
audience
so that your purposeful communication "sticks."
P6: Does Your Instruction Rate
5 Stars?
Dr.
M. David Merrill, Professor,
Dept.
of Instructional Technology, Utah State University
Like
a hotel, there is a lot of instruction that has a five-star surface appearance
but not even one-star
effectiveness
underneath. You can get by in a one-star hotel and students show a remarkable
ability to
learn
from one-star instruction but it is often pure drudgery. In this workshop,
you'll examine those
aspects
of instruction that are hard to observe on the surface, but that determine
whether or not the
product
will really teach. Learn to rate an instructional product on the characteristics
that effect its
ability
to teach, rather than the attributes that contribute only to its "market
appeal."
P7:
Successful Design for Synchronous eLearning
Sam
Shmikler, Principal,
Periscope
Organization
Great
synchronous eLearning is not merely a re-creation of classroom experiences
and it is not a
floodgate
of every possible interaction. Quality synchronous learning merges technological
capabilities,
solid
designs and deliberate preparation of learners to be effective in this
format. Left to chance, there is
little
hope of success. This workshop is an insider's look at how to develop and
deliver synchronous
experiences.
Learn how to develop content, how to create killer interactions and how
to hold an
audience
so that your purposeful communication "sticks."
The Psychology of Design: Creating
Effective Learning
Tina
Royal, Director of Curriculum,
The
Beacon Institute for Learning
In order
to design well built technology-based programs, we need to understand how
one learns. Visual
attention,
perception, memory and imagery are just a few important factors in determining
the most
appropriate
design. The representation of concepts is the foundation of everything
we mentally do with
concepts.
Learn how a fully interactive, live streaming video delivered via the Web
can invoke higher
learning
retention than an instructor-led approach. Discover what cognitive events
happen when you
think
about a computer and how the concept of a computer is represented in the
cognitive system.
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