There are really two things that have to occur in order for a new technology to be affordable to the mass market. One is you need economies of scale. The other is you need to iterate on the design. You need to go through a few versions.
Much can often be learned by the repetition under different conditions, even if the desired result is not obtained.
Science is the practice of failing repeatedly but learning as you go.
The reason why the Wright brothers were successful wasn't because they had the most resources, but because they understood how invention works. You have to iterate quickly, and you should be prepared to fail. Because things often don't go as planned.
When you first start off trying to solve a problem, the first solutions you come up with are very complex, and most people stop there. But if you keep going, and live with the problem and peel more layers of the onion off, you can often times arrive at some very elegant and simple solutions.
In testing, you make a mistake, you just say 'OK we'll have another go' instead of it being the only chance you get.
It takes sixty-five thousand errors before you are qualified to make a rocket.
I have always believed that process is more important than results.
Throughout Pixar's history, we've had major meltdowns and crises. It's happened throughout our history: you reach a certain point, it doesn't work, and you start all over again.
That's already been tried before only means the first attempt got it wrong.
Progress through trial and error depends not only on making trials, but on recognizing errors.
In our view, successful reform is not an event. It is a sustainable process that will build on its own successes - a virtuous cycle of change.
Engineers are very logical and everything has to be tested so when we fail, we'll know why and how to improve things.
With engineering, I view this year's failure as next year's opportunity to try it again. Failures are not something to be avoided. You want to have them happen as quickly as you can so you can make progress rapidly.
Normal people … believe that if it ain't broke, don't fix it. Engineers believe that if it ain't broke, it doesn't have enough features yet.
This is also true of legislation and government programs and the politicians behave like engineers.
How do I feel when I look back at prior work? Hmmm. I think, 'I tried to do the best I could do. It's not perfect. It will never be perfect.' And then I think, 'I want to try again.'
Design accelerates the adoption of new ideas. And many of these ideas are important for designers to show that there is a way. When you see things through that lens, you realize it applies to any industry and any form of design.
Do it. Try it. Fix it.
The thing I love about making movies is the peace of mind that I know I don't have to be perfect the first time. I can be perfect the second time or the third time.
Game development is very difficult. Nobody sets out to create a game that's not fun. It's all of the challenges and difficulties that happen throughout development that determine whether a game is a failure or a success. I think playing those thousands of games is the single best and easiest way to learn from my predecessors.
Teaching is all armchair. I learn about writing by writing and thinking about what I've written and throwing it away.
During my tenure with Nintendo, we've pushed back development a number of times on key games - in the end, it's always worth it - because our focus on quality is so strong.
You can polish and iterate and double down on what the magic was. You can make a much better thing. A much cleaner thing, a much more solid thing. And that's what 'Borderlands 2' is to 'Borderlands.'
Design is nothing if not decision making.
Every time you find something that doesn't work, you're a step closer to what does work.