I have fond memories of my first years in the VFX industry being made a fool of by non-programmer effects artists who, by hooking together a few nodes in the industry-standard package Houdini, could in minutes recreate algorithms that took weeks for me to code the 'right' way, and in a couple more minutes interactively tweak the constants to get results which I would have taken even more weeks to derive 'scientifically'. It was a crash-course in the value of rapid-prototyping, but also in that particular case introduced me to new ways of thinking: Houdini presents a completely different view of geometry and image processing, which is thoroughly non-intuitive to the typical comp-sci graduate. Houdini taught me an (almost literally) orthogonal way of thinking about computer graphics problems.
The lessons are more general: - rapid prototyping is not necessarily coding - sometimes the non-technical, 'designer' approach is the more efficient one (not necessarily in this case - there is plenty of merit in both approaches) - the more tools you learn, the more leverage you have - why not learn some of those design tools and learn a different way of thinking about things.
(This comment is inspired-by, not directed-at, the two dice portrait posts.)