Initial commit with translated description
This commit is contained in:
296
references/13-checklist-innovation.md
Normal file
296
references/13-checklist-innovation.md
Normal file
@@ -0,0 +1,296 @@
|
||||
# Checklist: Innovation & Originality
|
||||
|
||||
The 5 levels of the originality spectrum and when to use each.
|
||||
|
||||
---
|
||||
|
||||
## The Originality Spectrum
|
||||
|
||||
Not all design work requires innovation. Choose your level intentionally.
|
||||
|
||||
```
|
||||
Lower Risk Higher Risk
|
||||
Faster Slower
|
||||
├─────────┼─────────┼─────────┼─────────┼─────────┤
|
||||
Direct Remixes Indirect Metaphors True
|
||||
Copies Parallels & Analogies Innovation
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Level 1: Direct Copies
|
||||
|
||||
**What:** Replicate existing design patterns exactly.
|
||||
|
||||
### When to Use
|
||||
|
||||
- Velocity is critical, differentiation isn't
|
||||
- Users expect familiar patterns
|
||||
- Internal tools, admin interfaces
|
||||
- Proven patterns for common problems
|
||||
- Low-stakes decisions
|
||||
|
||||
### How to Execute
|
||||
|
||||
☐ Identify the pattern you're copying
|
||||
☐ Understand *why* it works (not just *what*)
|
||||
☐ Copy the principles, adapt the details
|
||||
☐ Ensure it fits your context
|
||||
☐ Give credit where appropriate
|
||||
|
||||
### Examples
|
||||
|
||||
- Using a competitor's checkout flow structure
|
||||
- Implementing Material Design's data table exactly
|
||||
- Copying iOS settings page patterns
|
||||
|
||||
### Risks
|
||||
|
||||
- Legal issues (if copying proprietary designs too closely)
|
||||
- Doesn't differentiate your product
|
||||
- May not fit your specific context
|
||||
|
||||
---
|
||||
|
||||
## Level 2: Remixes
|
||||
|
||||
**What:** Combine elements from multiple sources into a new composition.
|
||||
|
||||
### When to Use
|
||||
|
||||
- Want some differentiation with low risk
|
||||
- Multiple good patterns exist, none perfect
|
||||
- Combining best practices from different products
|
||||
- Adapting patterns to new contexts
|
||||
|
||||
### How to Execute
|
||||
|
||||
☐ Identify 2-3 source patterns
|
||||
☐ Extract the best elements from each
|
||||
☐ Combine intentionally (not randomly)
|
||||
☐ Test the combination works cohesively
|
||||
☐ Document the sources and your reasoning
|
||||
|
||||
### Examples
|
||||
|
||||
- Slack's message composer (combines messaging patterns from multiple products)
|
||||
- Notion's database views (combines spreadsheet + database + card patterns)
|
||||
- A mobile nav that combines iOS and Android conventions
|
||||
|
||||
### Risks
|
||||
|
||||
- Frankensteining (incoherent combinations)
|
||||
- Losing what made original patterns work
|
||||
- Overcomplicating by adding too many elements
|
||||
|
||||
---
|
||||
|
||||
## Level 3: Indirect Parallels
|
||||
|
||||
**What:** Draw inspiration from designs in different domains that solve similar problems.
|
||||
|
||||
### When to Use
|
||||
|
||||
- Direct competitors have similar solutions
|
||||
- Looking for fresh perspectives
|
||||
- The core problem is domain-agnostic
|
||||
- Want to surprise users (positively)
|
||||
|
||||
### How to Execute
|
||||
|
||||
☐ Define the core problem (abstractly)
|
||||
☐ Identify other domains with the same problem
|
||||
☐ Research how those domains solve it
|
||||
☐ Translate the solution to your context
|
||||
☐ Validate it works for your users
|
||||
|
||||
### Examples
|
||||
|
||||
- Netflix content discovery → B2B product recommendations
|
||||
- Video game skill trees → Learning platform progression
|
||||
- Restaurant reservation flow → Meeting scheduling
|
||||
- Music playlist curation → Content organization
|
||||
|
||||
### Good Cross-Domain Sources
|
||||
|
||||
- Gaming (engagement, progression, feedback)
|
||||
- E-commerce (conversion, product display)
|
||||
- Social media (engagement, sharing, discovery)
|
||||
- Maps/navigation (wayfinding, spatial organization)
|
||||
- Publishing (content hierarchy, reading experience)
|
||||
|
||||
### Risks
|
||||
|
||||
- Translation may not work across domains
|
||||
- Users may not understand the metaphor
|
||||
- Over-reaching can feel forced
|
||||
|
||||
---
|
||||
|
||||
## Level 4: Metaphors & Analogies
|
||||
|
||||
**What:** Use concepts from the real world to inform your design.
|
||||
|
||||
### When to Use
|
||||
|
||||
- Introducing new/unfamiliar concepts
|
||||
- Making abstract concepts concrete
|
||||
- Creating memorable mental models
|
||||
- Building on existing user knowledge
|
||||
|
||||
### How to Execute
|
||||
|
||||
☐ Identify the concept users need to understand
|
||||
☐ Find a familiar real-world analog
|
||||
☐ Map the relationships (what matches, what doesn't)
|
||||
☐ Use language and visuals from the metaphor
|
||||
☐ Don't over-extend the metaphor
|
||||
|
||||
### Classic Metaphors in Software
|
||||
|
||||
| Metaphor | Software Concept |
|
||||
|----------|-----------------|
|
||||
| Desktop | OS file management |
|
||||
| Folder | Directory |
|
||||
| Trash can | Deleted files |
|
||||
| Shopping cart | Checkout |
|
||||
| Inbox | Messages |
|
||||
| Library | Content collection |
|
||||
| Dashboard | Metrics overview |
|
||||
| Workspace | Project environment |
|
||||
|
||||
### Creating New Metaphors
|
||||
|
||||
☐ The metaphor should simplify, not complicate
|
||||
☐ The mapping should be intuitive
|
||||
☐ Don't force all aspects to match
|
||||
☐ Test if users understand the metaphor
|
||||
☐ Be consistent once you commit
|
||||
|
||||
### Risks
|
||||
|
||||
- Metaphor breaks down at edge cases
|
||||
- Users don't share the cultural reference
|
||||
- Constrains design to fit the metaphor
|
||||
- Can feel gimmicky if overdone
|
||||
|
||||
---
|
||||
|
||||
## Level 5: True Innovation
|
||||
|
||||
**What:** Create entirely new design patterns from first principles.
|
||||
|
||||
### When to Use
|
||||
|
||||
- Existing patterns don't solve the problem
|
||||
- Creating a new product category
|
||||
- Technical breakthrough enables new interactions
|
||||
- Differentiation is critical competitive advantage
|
||||
- You have time and resources to iterate
|
||||
|
||||
### How to Execute
|
||||
|
||||
☐ Define the problem from first principles
|
||||
☐ Question all assumptions about current solutions
|
||||
☐ Explore multiple radical approaches
|
||||
☐ Prototype and test extensively
|
||||
☐ Be prepared to fail and iterate
|
||||
☐ Document your learnings
|
||||
|
||||
### First Principles Questions
|
||||
|
||||
- What is the user actually trying to accomplish?
|
||||
- Why do we do it this way? What if we didn't?
|
||||
- What constraints are real vs. assumed?
|
||||
- What would this look like with no constraints?
|
||||
- What new technology/capability enables a different approach?
|
||||
|
||||
### Examples of True Innovation
|
||||
|
||||
- iPhone's multitouch interface (2007)
|
||||
- Notion's blocks-based content model
|
||||
- Figma's multiplayer design editing
|
||||
- Linear's keyboard-first interface
|
||||
- Superhuman's command-k pattern
|
||||
|
||||
### Risks
|
||||
|
||||
- High failure rate
|
||||
- Significant time and resource investment
|
||||
- Users may not adopt unfamiliar patterns
|
||||
- May solve a problem users don't have
|
||||
- Competitors can copy if successful
|
||||
|
||||
---
|
||||
|
||||
## Choosing Your Level
|
||||
|
||||
### Decision Framework
|
||||
|
||||
| Factor | Lower Originality | Higher Originality |
|
||||
|--------|------------------|-------------------|
|
||||
| Time available | Limited | Ample |
|
||||
| Risk tolerance | Low | High |
|
||||
| User sophistication | General | Early adopters |
|
||||
| Market maturity | Established | Emerging |
|
||||
| Differentiation need | Low | Critical |
|
||||
| Pattern clarity | Clear best practice | No clear winner |
|
||||
|
||||
### By Context
|
||||
|
||||
| Context | Recommended Level |
|
||||
|---------|------------------|
|
||||
| Internal tools | 1 (Direct copies) |
|
||||
| Commodity features | 1-2 (Copies, Remixes) |
|
||||
| Core product features | 2-3 (Remixes, Parallels) |
|
||||
| Key differentiators | 3-4 (Parallels, Metaphors) |
|
||||
| New categories | 4-5 (Metaphors, Innovation) |
|
||||
|
||||
---
|
||||
|
||||
## Innovation Process
|
||||
|
||||
When pursuing higher originality levels:
|
||||
|
||||
### 1. Diverge Widely
|
||||
|
||||
- Generate many options (10+)
|
||||
- Include "bad" ideas
|
||||
- Cross-pollinate from unexpected sources
|
||||
- Don't evaluate while generating
|
||||
|
||||
### 2. Prototype Rapidly
|
||||
|
||||
- Build to learn, not to ship
|
||||
- Test core assumptions early
|
||||
- Fail fast, learn faster
|
||||
- Increase fidelity incrementally
|
||||
|
||||
### 3. Validate Thoroughly
|
||||
|
||||
- Test with real users
|
||||
- Measure against JTBD
|
||||
- Compare to existing solutions
|
||||
- Be willing to abandon
|
||||
|
||||
### 4. Document Learnings
|
||||
|
||||
- What worked and didn't
|
||||
- Unexpected discoveries
|
||||
- Principles that emerged
|
||||
- Recommendations for future
|
||||
|
||||
---
|
||||
|
||||
## Innovation Audit
|
||||
|
||||
Before pursuing originality:
|
||||
|
||||
| Question | Answer |
|
||||
|----------|--------|
|
||||
| Why is innovation needed here? | |
|
||||
| What's the risk if we fail? | |
|
||||
| Do we have time to iterate? | |
|
||||
| What's our differentiation goal? | |
|
||||
| What's the simplest option that might work? | |
|
||||
| Have we validated user need? | |
|
||||
Reference in New Issue
Block a user