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Comment by allenu

8 hours ago

I love these types of videos because they create this fiction of how design happens, where people sit around a table with drawings and or come up with beautiful mock-ups (the motion sickness glasses is a good example). Often, a lot of design decisions are super obvious and don't require a lot of sweat and collaboration to come up with, but in videos they're made to appear very difficult as it presents better. And other things are super messy, but you're not going to show that as it's hard to communicate.

Yeah a lot of this is a very very cleaned up, performative version of design process. It's like its own subgenre. Original thinking is wild, feral, messy, often solo tho heavily influenced by the context around you. None of that presents well.

However I bristle at the idea that core design decisions are usually super obvious, even when the end results are. Not sure this is even your point, but this issue is my particular hill to die on, it's 100% the single biggest gap in understanding that I see between those that regularly engage in original creative work vs those who do not.

People see something obvious and say "That's simple, I could have come up with that!" But that's all hindsight, like saying "I could have bought bitcoin in 2010!" It's not even wrong, it's answering an entirely different question of capability, not probability.

The question is would you have come up with that, were you tasked with the problem and put in the same context? I'd estimate for most great-but-simple inventions, it's not many people who could plausibly say that, because so much of what we bring to bear on problems comes from our own histories and unique perspectives & influences, not to mention talents and predilections.

This distinction between could vs would is core to understanding creative output, especially the ideas that are the simplest to use or understand. The delta between understanding vs coming up with there is often vast; simple things are often the hardest things of all to conceive.