Re: [agile-usability] Agile vs. Creativity
- While 'stfu' mat be a bit on the harsh side to describe the way most any good designer (of anything) would act, It is one way to tell when a person is over their head.
At the same time people with no clue, who insist thinking their opinion has equal weight as a professional, can elicit the same response from most sainted practitioner.
I suggest adopting the same approach a local mechanic has for his rates.
80.00 @ hour if he fixes the problem.
60.00 @ hour if you answer his questions with useful information.
90.00 @ hour if you want to learn how to fix it yourself.
300.00 @ hour if you need it done your way.
The phone number of another shop if you get to reverse his approach.
Works for him and for those of us who like the way ours cars run.
Sent via BlackBerry by AT&TFrom: Ron Jeffries <ronjeffries@...>Date: Sun, 6 Dec 2009 11:02:37 -0500To: <email@example.com>Subject: Re: [agile-usability] Agile vs. Creativity
Hello, glen. On Sunday, December 6, 2009, at 9:54:18 AM, you
> Well, having worked directly these systems since the early 1990'sYes. Your example is one of ongoing collaboration working well.
> I have sat weekly in the CAM meetings with the System Engineering,
> UI, and Human Factors, and Verification and Test of the operability folks.
> So maybe a bit of knowledge that might be useful to the conversation.
That's what I would expect also, of course.
There is a recurring meme here that suggests that designers are
special, and should be allowed to "go off" and figure out the whole
design, and then bring it back to the camp to be produced. The
sub-text often seems to be "we are designers and we know what's good
and you ordinary people should STFU".
I think that is a mistaken paradigm and that almost every example of
good design will be found to be a product of designers
/collaborating actively/ with the rest of the product team, not a
result of stone tablets of design from on high.
So I am asking for /counterexamples/ to the examples you have given
and to the thing I expect, where good design collaborates as part of
If there is actually a case for "let me go off and design, and then
I'll bring it back and you can just use it", I'd like to hear about
an example where it worked. My guess is that there are few, if any.
If you don't push something beyond its boundary of usefulness
how do you find where that boundary is? -- Martin Fowler
- I've been called pedantic on occasion. I'm ok with that ; )On Sat, Dec 5, 2009 at 6:56 PM, Jeff Patton <jpatton@...> wrote:On Dec 6, 2009, at 12:22 AM, mark schraad wrote:For me separating different kinds of design starts to get a bit tedious. When you think about it, it's like night and day - which although you can tell me to the second when sunrise or sunset is, it's a pretty academic discussion when it's still light outside. OK, bad metaphor - my point is that all design decision run together. They just do. Giving precise definitions for one type or another doesn't seem to help people make better decisions in practice.Reading "the oatmeal" has put me in a strange mood. Yes I am the mother-f**ing pterodactyl: http://theoatmeal.com/comics/ptero