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- Hi, I'm William Lidwell
and this is Universal Principles of Design.
In this movie, iteration,
how the long way can be the short way.
In 1959, the industrialist Henry Kremer
created a series of challenges and rewards
centered on human-powered flight.
It was basically the XPRIZE of its day.
The first Kremer prize offered
50,000 pounds for the first
human-powered plane to fly
a figure eight around two markers
one half mile apart.
The challenge was formidable.
Dozens of teams tried and failed
for more than 17 years,
each spending months designing
and building their planes
just to have them crash
minutes after a test flight.
Enter the aeronautical engineer Paul MacCready.
MacCready knew that the big P problem
was not making a human-powered plane
but speeding up the design-build-test cycle
to learn how to make a human-powered plane,
replacing theory and conjecture
with real-world testing.
By focusing on designing a plane
that could be rebuilt in hours versus months,
MacCready enabled his team
to dramatically speed up iteration,
which correspondingly sped up their learning.
Six months later, MacCready's
Gossamer Condor flew over 2,000 meters,
claiming the first Kremer prize.
MacCready approached this problem
assuming that a lot of failed prototypes
are going to be required to solve the problem.
And so he focused on getting through them
as fast as possible.
The phrase "fail fast, fail often"
is based on this philosophy.
Contrast this with a more traditional approach
of spending a lot of time up front
doing analysis, planning, and design
to build the perfect beast
and then expecting it to work the first time out.
Even people who intellectually know
the perils of this approach often fall into the trap.
So what is iteration in the context of design?
Iteration is defined as repeating a set of design,
development, and test operations,
with each repetition building on the last,
until the desired result is achieved.
Now this is not a clean, linear process.
Good iteration involves a lot of experiments
that don't work, dead ends that take time to explore,
and invariably a good many failures.
But failure in an iterative paradigm is not the end.
It's just another iteration from which you learn.
I often liken design iterations to rungs
on a ladder of understanding.
No great heights can be achieved
without climbing a lot of them.
A fundamental lesson of iteration
relates to another principle of design
referred to as Gall's Law.
Gall's Law states that all complex systems
that work evolved from simpler systems that worked.
The implication is that if you're designing
a complex system, a physical product,
a software application, a business process,
whatever, you should start by designing
and building a simple system first,
learn what works and what doesn't,
and then improve it iteratively over time.
This seems like the long way of doing things
to the uninitiated, but trying to shortcut
this process is futile.
It will take longer, cost more,
and have a higher probability of terminal failure.
So whether you use iteration to develop
great products and services,
invent the next killer app,
or win the next Kremer prize,
there are still two prizes unclaimed, by the way.
Remember, the long way is the short way to get there.
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