
Īn underlying enabler of items 1-4 is meaningful communication between designer and stakeholder/client. īe okay shooting for the “better” achievement level and allowing yourself to tone down, or amp up to the good or best levels, respectively. Have an approach to know if you have successfully reached the milestone or not. Plan for activities to take 3 times longer than you imagine they will take. Ĭhoose the least costly design activities (in terms of time and/or money) that are most likely to achieve the milestone. Seek feedback that will help you discover what you don’t yet know about the milestone and your path to achieve it. Understand how often you can ask for stakeholder feedback, then seek focused meaningful feedback using the least amount of stakeholder time as possible. Understand what a good, better, and best achievement of the milestone looks like to the stakeholders. If there are multiple purposes, try to understand the relative importance of the different purposes, so appropriate tradeoffs can be made as you proceed toward the milestone. Striking a balance is a matter of skill, which can be learned by practicing the following:Īlways understand the purpose of a milestone from the stakeholder’s perspective. Like most things, there is no set formula for this. Thus it is beneficial for design engineers to understand both extremes and make thoughtful choices about where to be on the spectrum and when.

Generally speaking, the design community often favors quick and dirty prototypes that are used to rapidly iterate toward a desirable solution, while the engineering community often favors a slower deeper analysis of the situation which is centered more heavily on predictive modeling. This dichotomy is also one of the wedges that’s been driven deep between the design and engineering communities. Failing to consistently strike a careful balance between these two extremes is often the root cause of falling short for young designers. Said differently, it is the dichotomy between spending too little time on something, and spending too much time. The problem is the real and often hidden dichotomy between “haste makes waste,” and “analysis paralysis”. As I’ve examined the disappointments, I have recognized a problem that can sorely frustrate everyone involved, especially the young designer trying to do their best, but failing to impress. While I am frequently excited about the accomplishments, I am also disappointed in some cases.


As a manager, people often report to me about what they have accomplished at various points in the product development process.
