算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
iteration-design-vs-development【设计与创意】Use this skill when reviewing where in the project lifecycle iteration is happening — desirable iteration during design vs. costly rework during development. Trigger when a project keeps slipping due to "design changes during build," when scoping how much design work to do before engineering begins, or when retrospectives reveal that issues were caug…
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iteration; read that first.'The book makes a useful distinction: design iteration is the planned cycles that happen during the design phase; development iteration is the unplanned rework during build that means design wasn't iterated enough up front. The first is healthy; the second is expensive.
Cost per iteration cycle rises sharply as the project moves from design to development to deployment:
Sketch / wireframe 1x cost
Interactive prototype 3-5x
Coded MVP 10-30x
Production-shipped 50-200x
Production-deployed-to-customers 200-1000x
A change discovered during sketch costs a few hours; the same change discovered after deployment to customers can cost weeks of engineering, customer-trust damage, and emergency response.
The principle: do as much iteration as possible at the cheapest fidelities. By the time the design moves to engineering, the fundamental questions should be answered.
Cycles measured in days to weeks; outputs include:
Each cycle has explicit purpose and known criteria for completion.
Symptoms:
Each is evidence that design iteration didn't catch what it should have.
Pair designers with engineers during early design phases. Engineers see implementation issues that designers miss; designers see UX issues that engineers miss. Catching either early is cheap.
A Figma prototype is fast but doesn't reveal performance issues, accessibility issues, or implementation complexity. A code prototype using your actual component library reveals those issues at the design phase, when they're cheap.
Paper prototypes and clickable wireframes catch most fundamental issues. The fancier the prototype, the more users react to the prototype's polish rather than its structure.
Don't move to development until specific questions are answered. "Users can complete the core task in the prototype" is a clearer gate than "design looks good."
Engineers building the design should be able to flag issues quickly to designers. Async tools (Slack, design-review channels, weekly syncs) preserve this without slowing engineering.
Some projects unavoidably need development iteration:
For these, the goal isn't zero development iteration; it's minimizing it. A well-designed project has few surprises during build.
A team designs a new dashboard:
The 4 weeks of design iteration prevented what would have been 4–8 weeks of development rework if the team had skipped to engineering.
The same team rushes a feature:
The "saved" 3 weeks of design iteration cost 8+ weeks of development iteration plus user-trust damage.
iteration (parent).iteration-prototype-fidelity — picking the right fidelity for each cycle.prototyping — the technique that enables design iteration.weakest-link — early iteration finds the weakest link cheaply.