Archive for category Art and Design

Lessons in Web Development – Good, Fast and Cheap: Pick Two

Whenever people ask me about the process of building a website, here’s how I explain their choices: “There is good, fast and cheap — you get to pick two.”

Spot.Us has quietly started development again. I’ll be putting up sketches of a much needed re-design on the Spot.Us blog soon, but you can see a sneak peek at the bottom of this post, courtesy of Lauren Rabaino. Looking back at what has almost been a full year of work, this is the part of building something from the ground up that plays to one of my strengths. It comes down to project management, weighing expectations with reality, and being able to make tough choices. In this post I will share a fundamental lesson you should keep in mind before building any website from scratch. Perhaps it’s also a “life lesson” that can be applied to engaging in any large scale project.
Back reading: other thoughts of mine related to building large scale projects or start-ups:

Today’s lesson: There is Good, Fast and Cheap — You Get to Pick Two.

Perhaps this “good, fast, and cheap” philosophy goes for all things in life. First, let’s define the options.

  • Good: Of high quality. Something that will last and perform as expected.
  • Fast: Something produced quickly. Below par.
  • Cheap: Something produced at low cost. Below par.

When building a start-up you get to choose two. Sometimes the choice is made for you (i.e. If you are bootstrapping).

The combinations.

  1. Good and fast: Means the project is not cheap.
  2. Fast and cheap: Means the project is not necessarily good.
  3. Cheap and good: Means that it was most likely not fast.

Do these rules apply 100 percent of the time? Of course not. Nothing is 100 percent. But if I were a betting man, I’d predict the following outcomes for each scenario:

1. Good and fast: If you went for good and fast it most likely means you hired top notch folks. This is a boon to any website project starting out — but it also means you need to watch your cash flow because it won’t be cheap. Unless you are rolling in cash, the cost should be a concern. Still, going this route can save you money in the long run. If you are able to get something to market before you cut off development, you’ll be able to lean on what you’ve produced and it will work reliably. In contrast, I know plenty of projects that went with option number two…

2. Fast and cheap: If it works out then you’ve won the lottery. Again, I’m not saying quality is impossible here. But I personally know projects that went the fast and cheap route and in the long run it hurt them. What they ended up bringing to market failed. Most users are not as forgiving as they are to Twitter. If your site breaks, they won’t come back. It often takes an organization twice as much money and time to build a stable website if the initial site was built fast and cheap. If you are not a tech-minded person, you might wonder why everyone doesn’t outsource or go with the cheapest labor out there (and there are cheap developers on the market). To them I offer the following analogy: you could pay an Amish wood craftsman to build an heirloom cabinet that will last generations, or you can get something from Ikea that will last two to five years and require some assembly and maintenance on your part –but will cost a tenth of the price. There is no right or wrong answer. It often depends on where you are in life. When I was in college it was Ikea all the way, baby! In either case the trade-offs are apparent. That’s the difference between options number one and number two.

3. Good and cheap: The typical scenario here is that you have a great web developer (an Amish craftsman of code) who is ready to donate some of his/her time to your project. This is great. It means you can get quality at a cheap price. But this also usually means the development comes at a pace dictated by the volunteer, not you. Set all the deadlines you want in your mind — the reality is that you’re at their mercy. Again, this isn’t a bad thing. It’s just a trade-off. The good news is that when something does finally get put out, you’ll have quality and it won;t have broken the piggy bank. If you aren’t in a rush this can even be ideal (for example, maybe it’s something you are working on as a volunteer as well).

Final Thoughts

As always, these lessons aren’t prescriptive — they’re descriptive. I don’t think there is a right/wrong option to take. But it is important to know the trade-offs that you or your project manager are making. Journalism is becoming more entrepreneurial. “Entrepreneurial” itself is a buzzword that should be defined, but it either means journalists as innovators (entrepreneur as a person who is pushing boundaries), or journalists as self-employed (entrepreneur as small business owner). In either case, this lesson, which I call “pick two,” applies.


Now, as promised, below is a sneak peak at what a rough re design of Spot.Us. (It’s very rough — see the Spot.Us blog for details).

-1 spotus

Date: May 26th, 2009
Cate: Art and Design, Journalism Theory/Analysis

Thinking Like a Designer

Last week I went to Stanford’s Innovation Journalism conference. For this conference they invited lots of media makers and paired them up around topics to have round table discussions. I was paired with Corey Ford, a former Stanford Knight fellow who became one of the founders/forces behind Stanford’s Design Institute.

I never thought I was a “design thinker” but maybe I am. Corey and I were speaking each other’s language within 10 seconds of chatting. Where I often say journalism and startups need to practice an “agile and iterative” processes – Corey describes this as the process of design and innovation. Below are a few slides from his handout that 100% overlap with the type of thinking that I often tell people we need in journalism.

  • Slide 1: Just a nice clever cover.
  • Slide 2: The process of innovation. One could start anywhere – as long as they make a complete circle through the steps:
  1. Empathy (of the user experience/problem).
  2. Define: Narrow it down, give it scope
  3. Ideate: Brainstorm 100 possible solutions
  4. Prototype: Do what you can real quick.
  5. Test: Put it in front of users – don’t continue to mull it over for months and months.
  • Slide 3:  Another way to look at this process is the repeated process of focusing and flaring. A good project leader knows when it is time to flare (come up with new ideas and get open) and focus (test, test, test).
  • Slide 4: Some good rules of thumb. My favorite: “Bias towards action.”

Date: May 20th, 2008
Cate: Art and Design, Links and People
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Interview – Amit Gupta

I first met Amit Gupta at a New York Barcamp that he organized – and I was reporting on for Wired. I remember talking to Amit about NewAssignment.net – which at that point hadn’t yet started, but I had already talked to Jay Rosen about hiring me as the editor.

Over two years later I’m happy to report that I’ve kept in touch with Amit who still introduces me to new things, like Jelly a unique co-working environment.

More from Amit about his startup PhotoJoJo and Jelly in the interview below.

Evolving from Larvae To Bug Lab: The Rise of Open Source Hardware

Bug Labs is on a mission, "to disrupt the consumer electronics market."

It’s a multi-billion dollar industry. But there is a way to bring it down. Somebody has to take the modes of production and hand it over to consumers. That’s what Bug Labs hopes to do. To find out a detailed discription of who they are, how they will do it — read on.

Jeremy Toeman paused for a drink of water. His voice was straining and raspy from having talked over the crowd at the Punch Bar in New York, giving the same fifteen-minute presentation for the last two hours. The current group of six onlookers, arranged in a semi-circle around Toeman, remained patient. They had been waiting to get close to Toeman for some time. Everyone on the top floor of the bar was there to gawk at what the young company Bug Labs was getting ready to offer the consumer electronics world and Toeman had it enclosed in his hands. It was Bug Labs first public showing. Nobody outside of the company had seen what the young startup had been working on for the last year and a half, so their eyes remained fixed at Toeman’s outstretched hands.

BuglablogoIn it was the standard motherboard to a computer from about two or three years ago, which included USB, Ethernet, WiFi, and Bluetooth. It fit perfectly in Toeman’s open palm. The green plastic and soldered on transistors, the guts of a computer, were only interrupted by four adaptors that stuck out of the green circuit board like tiny pyramids. As Toeman, the marketing director for Bug Labs, continued with his presentation he slowly grabbed two smaller motherboards, one he identified as a functioning like a five mega pixel camera and the other worked as a motion detector. Then he proceeded to connect them to the first motherboard like giant computer Lego blocks.

Bug Labs hopes to do for consumer electronics what Web site mashups have done for the Internet, provide the means for anyone to create their own product. What they will start selling in the fall are the BUGS or the base piece of hardware that can be adapted to include any number of modules that snap into the baseboard like jigsaw pieces. The various add-ons, like a GPS device, a camera, an LCD screen, or keyboard, can be mixed or matched to produce as many gadgets as the consumers can dream up. With 80 potential plug-ins to choose from the BUG could become the foundation for any number of niche gadgets.

But before BugLabs can try to disrupt the multi-billion dollar consumer electronics market, they need to polish the plastic casing that is going to house their gadget. At this event in August, Toeman was only able to showcase the internal organs of the gadget.

"The final product will be cased in plastics and will look like a gadget you would buy, this is what we have to show you right now for demonstration purposes," said Toeman as he pushed the green motherboard towards the center of the circle for the latest group to get a closer look.

The next few months for Bug Labs was a harried race to the finish. They needed to complete their Web site (finished November 1st), any usability issues their product might have, the final aesthetics for the gadgets need to be in place and they have to find a way to generate buzz throughout the consumer electronics industry. If they don’t manage to stay afloat after the full public launch the dream that Peter Semmelhack, CEO and founder of Bug Labs, had back in 2001 will never come to fruition. (click below to read more)

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Prometeus: He Found Fire, We Found Information Exchange

This video reminds me of Epic 2014

Both touch on an issue that I come back to again and again. They each say it in their own way — not specifically, but they graze it.

Life is about the exchange of information. What we are witnessing now is the rapid evolution in that exchange.

This video calls it "knowledge flow" — "experience is the new reality."

Well, experience has always been reality. But in this sci-fi quickie, experience, the most intimate forms of information, has become subject to exchange.

In my humble opinion, I’m still a bigger fan of Epic 2014. First for it’s originality, but second for its focus on the more practical — the real consequences for the traditional media makers (the gatekeepers of information exchange) once that gate has broken and the flow of information has become uncontrollable.