Alan Cooper spoke earlier this week at a meeting of the San Francisco Interaction Design Association chapter. Cooper talked about programming as a craft, and Interaction Designers as potential facilitators of that craft within the business world.
Cooper is advocating what he calls an “insurgency of quality,” which he describes as being about how software design and production processes can and should be evolving-specifically, increasing the time spent refining products before they’re released as “finished.”
It’s an old carpenters’ adage to “measure twice, cut once.” The current software production model Cooper is speaking out against might be described as: measure once, cut once, ship once, repeat all steps for version 2.
Based on the insurgency Cooper is advocating, in which Interaction Designers and Programmers would take more time to get it right before a product goes to market, the development model would become: measure twice, cut twice (e.g. validate and iterate), ship once. The idea being that what gets shipped would be of higher quality then what generally gets produced in the current way, which prioritizes time-to-market.
We work with a lot of clients who are operating within very tight timelines. I’d be curious to know what kinds of successes and failures Cooper and his firm’s consultants have been having with their clients in trying to implement this new development model on actual projects. Are the Cooper folks finding that client organizations are ready, willing and able to add more development time to the front end? If not, what kinds of strategies are working and not working in trying to encourage that kind of change?
A lot of theoretical revolutions break down or dissolve when they meet real world complexities and constraints. It would be great to have some stories detailing how the ideas Cooper is advocating are getting played out in real project engagements.