Pertaining to a chapter from Ken Kocienda’s book, “Creative Selection”
Ken’s experience with early touch screen keyboard development is a fascinating example of iteration and the design process. Ken and the other designers on the purple team have a once in a lifetime design problem before them: how should can a keyboard be ported from a large medium to one a tenth the size? Simply shrinking down a traditional layout doesn’t work, so there’s no immediately obvious solution. At this point, the team shifts to rapid iteration. Each programmer works on their own idea for the keyboard, presents a demo version, receives criticism from the rest of the team, and then goes back to the drawing board. The team repeats this process until Ken finally develops a keyboard that uses a dictionary predictive algorithm to optimise typing.
The most significant part of Ken’s discussion of this process is the difference in usefulness between a vague demo and a concrete one. In Ken’s opinion, the value of a demo is in its ability to simple portray and test a concept. When a demo is vague, or marginally functional, both of these aspects are fundamentally compromised, and therefore the demo is useless. The only reason that the purple team was able to decide on Ken’s final solution is the efficiency of his demo, which they used to test his keyboard. Marginal demos are common though, and there is a reason for this: the natural desire to avoid committing a lot of energy to a task that might be fruitless. I have struggled with this myself in the iteration process before; in sketching my ideas are many and varied, but once it comes time to begin prototyping, I often to commit to a single concept, for better or for worse. In the future, I will remain mindful of the value of a “concrete and specific” prototype.