This is my personal mainstream where I try to dump my brain. Topics I'm interested in are: agile development, enterprise 2.0, deep dynamics in development teams and architectures.

Wednesday, September 10, 2008

Do things with style? Is it still possible?

Design has become popular in several context, and it is applied in applied arts, engineering, architecture, and other creative endeavors. Design is something cross to all the things around, and a good design is simply perceived without too much understanding going straight through the final objective.



Last years I did lot of things spacing from developing, architect, designing software to put customer ideas to market and I've learned lot of things about each activity I performed: for an excellent result every activity should have a good style and a good design. But, what a good style and a good result? To fast figure it out, if we think a picture of a car from a kid and from a designer like Giugiaro, they're, both, drawing a car with four wheels, and engine, some seats etc., but the main difference is that Giugiaro's car will seem more accurate and beautiful that the kid one. That's only because Giugiaro is a professional designer and the kid is just playing with a pencil and a sheet.
Now, switching the metaphor back to everything we delivered in the past we can focus on the result and on the next improvement in term of style. Here is a list of key point when I'm doing things trying to figure out "a style":
  • Build only what is absolutely necessary

    There is lot to do and if we do more than our potential, maybe we'll reach the goals, but lacking on style and quality. So, one of the first statement, when I approach something is to find out what cannot be done to stay focused on small portion and put all the energies there. This trend is notable in 2.0 where services focuses only on small things giving an idea of lightness and the refinement process improves iteration over iteration.
  • Quickly turn beginning users into intermediate

    Think about a sexy girl! She creates interest without telling things; the viewer is not reading papers, documentation or watching podcast to be attracted by the girl. She is turning a beginner user to an intermediate fast creating the correct interest in doing things and maintaining the learning curve small. This is what in Agile Development, we call self documenting software: if it is sexy and appealing for developers can be learned fast without too much archetypes around: like a sexy girl.
  • Prevent errors whenever possible and handle the errors we cannot prevent gracefully

    Good style is something appreciable outside the designer and style should be perceived rapidly. You can get wrong while designing, this is why on every small increment the heart of design should pulse to his target to check if it is good for it or not. It is not a way to pre-sell, it's a way to anticipate problems gracefully. Shouting every small iteration makes a good style growing.
  • Reduce and refine interactions and task flows until even the most complicated applications are clear and understandable

    Refinement focuses on making things implicitly clear, in the way just watching them for few times, they're understandable. This is what I do, when I seek what cannot be done. This is not a technique to postpone work; it is a method to check if something is still available and need to emerge from the already available resources. Good style is made of few things because the huge variety of things is gone implicitly inside the design itself and is easily discoverable and understandable.
  • Adopt metaphors, better visual metaphors to explain the complexity and bring it to a human comprehensible level

    Metaphors are the key to find out what is implicit in a context, and only with metaphors you can focus on what is really not clear. When thinking an archetypes a metaphor is a good statement to better understands, picture or diagram the archetype itself.
  • Ignore the demand of users and stick to a vision

    Improvements are done through brainstorming and brainstorming should be stick to a vision, a common vision. It's important to stay focused on the purpose, and not to switch over ideas every user express.
These are only a bunch of rules; I'm learning from my experience. Surely some new rule can come in the next future.

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