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Lecture 3.4: Creating and Comparing Alternatives (8:55)

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    In this video I’d like to talk about the power of creating and comparing alternatives.
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    And to do that I’m going to share some research
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    that Steven Dow did as a postdoctoral scholar with me at Stanford University.
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    When you’re designing, does it make more sense to go for quality
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    and try to come up with the best possible design?
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    Or does it make more sense to go for quantity first as a path to try and learn and understand?
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    There’s a story that Bayles and Orland tell about an art teacher who divides the class in half,
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    and he tells one half of the class,
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    “You’re going to be graded exclusively on the quality of the very best thing that you make.”
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    He tells the other half of the class,
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    “You’re going to be graded on the quantity of things that you make.
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    Doesn’t matter how good it is; all that matters is how much that you make.”
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    And what this teacher found was that while the quantity group was busily churning our piles of work —
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    and learning from their mistakes —
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    the quality group sat around theorizing, and at the end of the day
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    they had little more to show for their efforts than grandiose theories and piles of dead clay.
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    So this gives us some intuition that rapidly producing many alternatives has a lot of value.
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    And to explore this further, Steven and I had people create egg drop devices.
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    You may have done this when you were in high school.
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    If you haven’t, it’s a lot of fun, and I suggest trying it out.
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    And what you can do with an egg drop device,
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    is you’re building a contraption that will protect an egg from a fall.
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    Here we threw one out my third-story office window and, lo and behold, the egg survives.
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    And we tested a whole bunch of people in variance of this design and people come up with all sorts of stuff.
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    They come up with good ideas, and bad ideas, and creative solutions, and really unimaginative ones.
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    And one thing that is really interesting is that,
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    in aggregate, people often pick one idea early on, and they stick with it to their detriment.
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    And so here is a couple participants talking about that experience.
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    (No, I don’t know, for some reason this is… this seems to be the only idea,
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    in that there needs to be a platform and then it’s going to cushion, if possible, with the materials.
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    I… I don’t see any, any other way.
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    >> I’m not a very good outside-the-box thinker,
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    so I kind of just had one idea and I was going to try and make it work.
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    >> I kind of went with the whole parachute idea, and what I had from the beginning. So.
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    >> This is the best approach for such a design.)
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    What we see here is an example of what Karl Duncker called “functional fixation.”
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    In a number of experiments that he ran in the 1940’s he gave people tasks like this:
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    “Attach the candle to the wall such that none of the wax drips on the table.”
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    Ten, twenty percent of the people figured it out.
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    Take a moment and see if you can figure it out.
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    The solution — as a couple of you have got, but I bet many people didn’t —
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    is to take the box that holds the tacks and use that as a container for the candle.
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    That will protect the wax from dripping on the table.
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    And what’s interesting about this is that, because the tacks are in a box, we don’t see the box.
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    If you give people the exact same set up, where the tacks are outside the box,
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    all of a sudden the box becomes obviously available as a resource
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    and nearly everybody solves exactly the same problem.
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    So Stephen and I set off and tried to figure out
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    whether we could augment people’s design process to get them to explore more alternatives.
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    And one of the things that we did, is we forced people to come up with multiple alternatives in parallel.
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    We call this parallel prototyping,
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    and in this particular study we had people design graphical advertisements for the web.
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    So, we’re going to put people in one of two conditions:
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    You’re either going to be in a serial condition, where you iteratively create six prototypes from start to finish;
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    or in a parallel condition, where you create three alternatives, get feedback, create two more,
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    get feedback, and then make a final one.
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    I should clarify that the amount of time that was available was exactly the same in both conditions,
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    and in both conditions people got exactly the same amount of feedback.
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    The only difference is when and how they got it.
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    And, again, people come up with all sorts of stuff: Creative ideas and crummy ideas,
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    well executed and poorly executed, and, overall, we’re able to measure, using web analytics,
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    the click-through rate that people clicked on these advertisements.
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    And so, over the past several years, we’ve run millions of advertisements out on the web.
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    And what we see, in aggregate, is that participants who got a parallel design medicine —
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    who were forced to create multiple alternatives in parallel — had a higher click-through rate:
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    The ads they created were clicked on more than ads in the serial condition.
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    And not only that, but the people who clicked on those ads and then went to the site subsequently
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    spent a whole lot more time on that site
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    and what this is telling us is that we’re getting the right people through to those ads.
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    We also had experts — both advertising professionals and clients for this website —
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    rate the quality of the advertisements and the experts also rated the quality of the parallel ads to be higher.
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    And then we had the ads rated by a crowd online for the diversity of the ads.
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    And what we see is that the ads in the parallel condition are also more diverse.
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    And so why does a parallel approach yield better results?
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    I think one of the important things that creating multiple alternatives in parallel does,
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    is it separates your ego from the thing that you make.
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    If I have only one idea and you critique it, I’m going to treat that as feedback about me;
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    whereas if I have multiple different ideas and I get critique about them,
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    I can see that its feedback about the ideas and not a referendum on me as a person,
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    Also, automatically, by creating multiple alternatives, people are inspired to compare what they’ve created
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    and try and transfer what they’ve learned from one design as they go forward in the future.
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    And we see this transfer across a wide variety of domains.
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    For example, in Dedre Gentner’s research on business negotiation,
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    she had participants read business school cases,
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    and she either had people read the cases one at a time and think about each individually,
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    or she had people read them two at a time and compare them.
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    And what she found was that having people compare two cases —
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    to be able to contrast them and see similarities —
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    yielded to a three-fold increase in the amount of wisdom that they were able to get
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    out of those cases and transfer to a new negotiation task.
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    So, what we got out of this is that maybe there’s some big benefits of creating multiple alternatives,
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    especially for design teams and not just for individual design.
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    So the next experiment we ran looked at sharing multiple alternatives.
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    Same basic idea — we have a new client this time.
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    And we’re going to have people either create and share multiple,
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    create multiple and share their best,
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    or create and share only one.
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    Participants came up with lots of different designs.
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    And [what] you can see is that
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    the “share multiple” condition drastically outperforms the other two conditions.
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    So being able to create and share multiple designs has especially significant benefits for teams.
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    And there are a number of reasons for this.
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    I’d like to point out one in particular, which is the increase in group rapport.
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    When we asked people how they felt about their teammate, both before and after the task,
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    in the create- and share-one conditions, people felt worse about their teammate afterwards —
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    the single design approach can create enmity between teammates, and hostility —
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    whereas, when creating and sharing multiple designs, people felt better about their teammates afterwards.
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    One important benefit of sharing multiple designs, both with users and with designers,
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    is that alternatives provide a vocabulary for talking about the space of possible designs.
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    As Tohidi and colleagues showed, this could be especially valuable for users
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    because users don’t know what the space of possible designs is.
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    And so having multiple alternatives gives this vocabulary.
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    I hope that today’s lecture has provided you with the conceptual tools
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    for why it’s valuable to create many different alternatives.
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    And I hope that this will be really useful for you as you go about your design projects.
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    I’ll see you next time.
Title:
Lecture 3.4: Creating and Comparing Alternatives (8:55)
Video Language:
English

English subtitles

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