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