Knowledge is more complicated than simply putting available pieces of information together because much of the world is hidden from view. [...] What we know determines what we see, therefore learning new things changes how we experience the world.If it were a matter of obtaining some bit of information then anyone could be a great designer after reading a book. Knowledge is an important part of design since it changes how you see the world, but perhaps even more important are the mental models we create to explain the world. These models are born through experience and seen through the lens of our current knowledge. Thinking about the psychology around how we build models is a fantastic way for us to understand software design - both generally and in specific instances. As in, "Why is design so hard?" but also "How do you 'do' design?"
The Curiosity CycleDesign is all about learning. Learning about the problem, the solution, and where those two ideas meet. As children we learned to learn through the vehicle of curiosity.
|The Curiosity Cycle from Mugan's book by the same name.|
The cycle has three main building blocks.
- Concepts - pieces (observations about elements and ideas) we pull from sensory experience. Elements are people, places, and things while an idea is something we think about and can put a boundary around.
- Models - specify how concepts are put together to form useful information.
- Tests - experiences that tell us how models work.