Showing posts with label apple. Show all posts
Showing posts with label apple. Show all posts

29 April 2008

By Example

Microsoft's recent introduction of Live Mesh is a perfect example of a core difference between Apple and Microsoft. Apple is, at heart, a product company. Microsoft is, at heart, a platform company. Both produce products and platforms, but the way they approach the problem and communicate with developers is decidedly different.

With Live Mesh Microsoft says, "Come, build on our platform and do amazing things!" What is the oft cited example for using Live Mesh? Multi-device synchronization of data. Now, to be sure, this is a big and very hard problem to solve. In fact, I really wish Apple's Sync Services were much, much better, but do you wake up in the morning thinking, "Man, I really have a Multi-device synchronization problem?" Most people don't. What they do think is, "Man it's great that when I put stuff on the web, I can get it wherever I am. All I need is a web browser." You see, syncing folders or sharing data across devices isn't top of mind in the way a developer thinks about it. Microsoft's challenge is mapping their platform to real problems in a persuasive way.

Contrast this with Apple's normal product focused pattern. First they release a product that solves a real, tangible problem people have. Say, "I hate it that I have to carry around my iPod and my Cell phone everywhere!" or "Man I wish I could buy that cool song I just heard, right now." or "I have so many digital photos, I wish there was an easy way to do something cool with them." or "Man I hate it when I loose files on my computer, I wish I could just go back in time." To solve these problems Apple, like Microsoft, has to build a platform, but this platform is built for a product first, which they use and improve. Then when they talk to developers they can say, "Did you see this cool thing we just did? You can do the same thing or even something better! Here's how we did it..." It's the difference between saying, "Here are the tools, let me show you how to use them." and "I used these tools to do this great thing. Let me show you how and maybe you can do the same thing." Ultimately, it's leadership by example.

Another great example is Apple's use of the Cocoa APIs in their own applications. Apple builds amazing products and then is able to say to developers, "We used the same APIs available to you today!" Contrast this again to Microsoft. Windows Vista was released with some remarkable new C# APIs. Many of them very cool and very interesting, but what is Microsoft Office written in? C and C++. What APIs does Office use? A multitude of Office only APIs and libraries shared among the applications. Does this hurt C# and the new "WinFX" platform "street cred"? I think so.

Ultimately, Apple and Microsoft are trying to solve many of the same problems, but the path you choose while logical to you, may not be so logical to those you most need to persuade and inspire. No one can argue with the results. For me Apple's "solution first, platform second" approach makes for easy understanding of new ideas as well as providing the activation energy needed to try something new.

13 March 2008

CodWarrior

Here's a blast from the past. As Xcode continues to improve as the default IDE on the Mac and for the iPhone, the majority of Apple's current developers don't even how CodeWarrior saved Apple. With the release of the iPhone SDK, I think it's not far fetched to imagine Apple's WWDC attendance tripling. Someone sent me this graphic from an old Metrowerks t-shirt. If you have this shirt, you fully qualify as an old timer.

24 February 2008

Finishers Wanted

When I was a little boy my Mom had me memorize this little poem:

Stick to your task ’til it sticks to you;
Beginners are many, but enders are few.
Honor, power, place and praise
Will always come to the one who stays.

Stick to your task ’til it sticks to you;
Bend at it, sweat at it, smile at it, too;
For out of the bend and the sweat and the smile
Will come life’s victories after a while.
—Author Unknown

I think my Mom had me memorize this poem because she knew I would need it. She understood better than I the old adage that "Life does not reward us for effort expended." Finishing is required.

For me, it is exciting to find a problem and imagine a way to solve it. The creative exhilaration in coming up with a solution that will work within all the constraints involved is almost intoxicating. I have a remarkable tolerance for ambiguity and when the major "problems" as I see them, have been solved, filling in all the details seems so much less important. The hard design work has been done. There's perhaps little glory in all the simple, small and detailed work needed to connect the dots and make the grand vision a reality. However, software is ultimately just simple 1s and 0s and if you don't fill in all the details, then all you are left with is a dream. You've got to have both the vision and the finishing of all those tiny details.

"This is all your app is: a collection of tiny details." - Wil Shipley

Missing a few details can drastically reduce the value of the whole idea. I guess that's why I love Mac software so much: There's the constant demand from both the users and my peers for my concerted effort across the entire spectrum of "pie in the sky" ideal to actual, practical details in implementation. To make it work in software, you need to consistently execute well across the whole spectrum of work. Let me underscore the words consistently execute again, they are very important.

Matt Ball recently wrote a nice post about some up and coming Mac developers that worked so hard on their first release, but since then have produced relatively little. They haven't created new apps, updated their 1.0 apps, even posted to their blogs. Some still have ideas in picture form posted in all their high fidelity glory, but with no application to show or sell to the customers that have been waiting to see the finished product. These developers seem to be struggling with consistently executing against their plans.

Matt goes on to explain that he thinks this is related to their young age. Most of these developers are young (19 years old) and he thinks suffer from some kind of "shiny ball syndrome" where they are easily distracted from one project to the next. I don't know the developers, and they could be easily distracted or they could have absolutely justifiable reasons for their delays, but the result is the same: Doubt builds as to their ability to consistently finish their ideas. Their credibility and reputation weakens.

Many of life's failures are people who did not realize how close they were to success when they gave up. - Thomas Edison

I don't think it's age. I think that's far too simple an answer. I know developers in their 50s who struggle from this exact same problem. It's not size or lack of resources either. Look at Microsoft. Here's a company where a large part of their problems revolve around consistently producing, not a lack of money or great people or innovative ideas.

The idea is not the thing!

One part of the problem comes from patent law. There is a remarkable and universally held assumption that ideas are worth a great deal. I will not say ideas are worthless, but they are worth far less than most of us realize. Even the most simple idea takes remarkable effort, and follow through to get designed, built, packaged, and ultimately used by others. This is why I felt My Dream App was destined for difficulty. They had enthroned ideas as the product, when in reality it's all the grunt work after the idea that make the product. It's all those pesky little details and the consistent effort required to follow up and deal with each of them that matters.

Finishing is the thing!

When the iPhone was released, there was a collective groan world wide from designers who had years before envisioned the ideas that Apple had now so beautifully produced in a finished product. Kim Lenox, Senior Interaction Designer of Adaptive Path explains:

With the launch of the iPhone, I’ve been hearing many grumblings from interaction designers who’ve worked for various, well known consumer electronics companies. We can all see in the iPhone aspects of our concepts from years past that were brushed aside or died prematurely. Our concepts are suffocating under the pile of NDA verbiage, never to see the light of day. What sets our mere concepts apart from this final product however, is a company with leadership who has the fortitude to take the risk, find the budget, and push the technology for the single cause of designing compelling user experiences. Apple got it right.

Amazing isn't it? Once again, it's all about execution and finishing, not just the ideas. Leadership is important for sure, but finishing the job in a company is so much more than Steve Jobs simply saying, "We're going to build an iPhone and it will have a compelling user experience." It's thousands of decisions made by hundreds of employees at Apple and elsewhere. It's dealing with setback after setback and still pushing forward. It's taking the right calculated risk (EDGE and AT&T) and saying no to other things (10.5 on time, a Dev SDK) in order to finish. That is the task of finishing and at Apple, it seems to be part of their DNA.

Tranquil and Steady Dedication of a Lifetime

One of the most important attributes of a software company I would like to work for, comes from an idea the late Adlai Stevenson a U.S. Democratic politician explained when referring to patriotism:

What do we mean by patriotism in the context of our times? I venture to suggest that what we mean is a sense of national responsibility ... a patriotism which is not short, frenzied outbursts of emotion, but the tranquil and steady dedication of a lifetime.

In a great software company, there wouldn't be "short, frenzied outbursts of emotion" but a consistent focus on finishing in a steady and sustainable manner. My guess is that those prone to "putting on a big, glitzy show" and those that don't effectively resist the "constant bombardment of new and exciting things to try out" will have set themselves up as an unsustainable business, and ultimately end up disappointed.

Saying No: a feeling of strength in reserve.

One of the biggest challenges is just saying no to things. What's hard about this is often you need to judge between what is "good", what is "better" and what is "best". In order to do that which is "best", you will, you must say no to many, many things that are "good" and "better". This is heart wrenching work, but choosing what you do now to remain focused and finishing, this is your competitive advantage. When asked what work he was most proud of from among his work at Apple, Steve Jobs famously said, "All the products we didn't ship." Many people and businesses talk about focus and priorities, but very, very few actually finish the idea and follow through with the well executed decision making and focus required.

“You must always work not just within but below your means. If you can handle three elements, handle only two. If you can handle ten, then handle five. In that way the ones you do handle, you handle with more ease, more mastery and you create a feeling of strength in reserve.” - Pablo Picasso

Keep Moving Forward!

There is a scene in Disney's animated movie Meet the Robinsons that I love. The story is of a young boy inventor who is learning. During this particular scene he is trying hard to fix a peanut butter and jelly gun, used to automate sandwich building. Everyone is watching him and it looks like he's going to succeed, finally the time comes to try his fix. The whole thing explodes sending peanut butter and jelly everywhere and onto everyone in the room. He is devastated, but immediately he hears cheers and people start to comment on what a great failure that was! "You Failed!" "And it was awesome!" "Exceptional!" "Outstanding!" "Uh, I've seen better." "From failing you learn, from success, not so much." They congratulate him like he succeeded. They ultimately propose a toast to his brilliant failure. He is stunned. The motto of this family is: Keep moving forward!

This is a good motto for anyone working with software. The challenges are so great and the problems so complicated and frequent, you simply must have the determination to keep moving forward, to and through the finish. Start small and build momentum and keep finishing small things, just to keep in the habit of it.

This is not always easy. Sometimes I would come home from work so frustrated with how slow things were going and how little progress was being made, I'd tell my wife I just needed some time alone to cool down. I'd go into my room, open my laptop and write a blog post. I'd post it and point to it while saying to my wife, "There, I did it. I produced something today! It may not be much, but at least I produced something tangible!" You've got to keep in the habit of producing or finishing. You can't let those muscles atrophy.

One of the best development techniques I've seen over the years is test driven development. The pattern is to build a small test that represents an improvement you want to make to your program. Once the test is built, run it and watch it fail. Then write just enough code to make the failing test pass, then run the code and watch the test pass. Repeat. This tends to lead to low coupling and good cohesion and a reasonable test bed. The real hidden value is regular focus on tangible completion in a consistent way, over time. Just keep moving forward step by step and then after some time you'll be impressed as you look back on the mountain of work you've accomplished by such simple means with constant effort.

There are bugs to be fixed, old code to re-examine and refactor, performance problems to analyze and improve, build automation, test automation and website improvements, help docs to write, blogs to read, posts to write, ideas to explore, customers to contact, emails to read and write. Your job is to choose which of all of these you will do now, and then keep moving forward. Those who master the art of consistently and sustainably producing value, are setup for success. Be one of them. Don't quit. Don't stop. Focus on consistently finishing something of value, no matter how small. That's what the world will pay you for, and since so few seem to stick to it, there's plenty money in play for those who pay the price to consistently finish the job.

22 February 2008

The Mix Tape and iTunes

I know I'm dating myself a bit here, but there was a time when friends my age would exchange songs via cassette tape. It was illegal I'm sure, but such a wonderful labor of love. The carefully selected list would exchange hands and then the recipient would spend typically 60 minutes straight listening to each song trying to deduce the "real meaning" for this song being included in the mix. Meanwhile, the giver would also listen to the same songs wondering how the recipient might be enjoying it. As you can imagine this made for some great follow-up discussions. I was reminded of this recently when I found this product from the UK:

Note: the authentic bent label. There are even other styles shown here.

With 64 MB of storage you can get at least 60 minutes of songs for your gift. Very retro. Fun, not terribly sustainable and probably illegal as well, but still pretty cool.

When I saw this I wondered, and not for the first time, "Why doesn't Apple do this kind of thing on iTunes?" They've allowed gifting for a long time, but that's one song or album at a time, not a collection of specially chosen songs. They could send a custom "iCard" or well designed announcement. Going to iTunes would allow you to download the gift list with a special custom cover for the playlist along with custom messages for the whole list and each individual song. What you're selling here is the experience of the music and the gift of listening to each song specially selected for you. There would be a one click "Add to my iPod" once the songs downloaded so you could get going right away. While you listened you could continue to refer to the sender supplied comments for each song on your iPod. As an added bonus, if the person receiving the list, already purchased this song on iTunes, it wouldn't copy down a duplicate song, but just link it into gift playlist with custom text. In this case the cost of the collection would go down by the cost of the duplicate song.

This isn't just about love birds or anniversary collections either. I can see "get well collections" sent, "congratulations you did it!" collections, and even "inspiring songs from a friend that cares" lists being given. I can even see adding a movie or movie rental to the list with the connection of "this movie makes me think of you" or "let's watch this together..." etc.

I suppose every regular Mac user who blogs has to post from time to time, with wishes for Apple to fulfill. I haven't done my fair share of them, so here's my penny in the fountain. I think it would work wonderfully. Come on Apple, give us Mix Tape gifts on iTunes!

29 December 2007

More iPhone Features

If the folks over at Gear Live have the scoop on the newest iPhone firmware update, it looks like it will add some very cool features. My favorite will absolutely be the "Locate Me" feature added to the Google Maps application. Gear Live servers are slammed right now, but here are some of the small resolution images that look very authentic to me. With every iPhone software update, phone manufacturers everywhere are wishing they had a reliable way to distribute fixes and add features. Apple really has a competitive advantage with their ability to update the iPhone in the field.

15 August 2007

Numbers

One of the great benefits of working at Microsoft is that when you add a new little one to your family, you get 1 month of paid paternity leave. Recently, we've had the opportunity to take advantage of this benefit. Since our little baby was born, I've been home working as Mr. Mom. I've been mostly offline, except for early mornings and late nights when the kids are sleeping. My boss isn't going to like it, but since I've been gone for paternity leave, I've logged on to my work email only once, and that was just to make sure my out of office emails were working. Needless to say, I've been happily busy with family.

I haven't been so busy that I didn't catch Apple's announcement regarding their new iWork application, Numbers. I haven't bought a copy, or logged into work to see what others are saying about this announcement, but I'm guessing it's much like when Apple announced Keynote for the first time. A combination of deep respect for Apple's software and design capabilities, coupled with sense of, "Let's get back to work and make something great!" kind of attitude.

What follows are some of my personal feelings that I've considered amidst making meals and playing at the park with my kids. I don't in any way attempt to speak for MacBU or Microsoft, these are just one person's opinions, specifically mine. And yes, I do work in MacBU, and yes I can't share everything I'd like to say for obvious reasons. So, here goes:

Once upon a time, it was decided that we needed to move to a more open file format. XML was the obvious choice. There were and are a lot of good reasons for opening up your file format. I'm not going to discuss these at length, but one of these in particular is that folks are not forced to use your application to both read and write files that others can use. This is a good thing.

Allowing anyone to read and write your file format is a bold move because it says in essence, "We don't need a locked down file format to compete. The format can be available for everyone, and we'll compete on the ease of use and efficiency of our applications. We have what we think is the best interface for reading, creating and managing Office documents, but if someone has what they think is a better way to build Office documents, wonderful, we welcome it!"

What Apple has done with Keynote, Pages and Numbers is exactly this. With each one of their applications, they've created a user interface that reflects how they think people want or should want to act when building a presentation, document or spreadsheet. I've been in this market for a long time, and obviously have opinions about how things should be done. If someone else has what they think is a good solution for building Office documents, I think that's great.

From another perspective, I think Apple's work on Numbers underscores that despite the large advances being made in web interfaces, there is still a place for rich client applications. Both iLife, iWork and even the Google Maps application on the iPhone reinforce that there's lots of opportunity left for innovation in the "rich client" arena. Numbers specifically proves there's opportunity left for innovation in the productivity applications space. I certainly think there is, and folks who think that the problem space that Office lives in is "essentially solved", should think again. There's plenty left to improve. Plenty. That's what makes it exciting.

Some have said, "I bet MacBU is envious of Apple being able to start from scratch." Now that's a loaded comment. Let me try to address the different parts. First the envious thing. Apple is a great software company and at Microsoft, software is pretty important too! ;-) At the very core of MacBU is the desire to produce great software for the Mac platform. When the business unit was created, the whole goal was to focus our energies on producing seamless and compatible, but very Mac, applications. There are a certain set of problems one must focus on when working on Mac Office. There's another set of problems one must focus on when working on iWork. You trade problems sets, but they are just different problems sets! The grass is not always greener on the other side of the fence. Most people with significant software experience will know that "starting from scratch" is one of the most risky and difficult things to do. I don't think anyone is excited about scrapping years worth of effort just to have a clean start at things. From a programming perspective, that just makes no sense.

Also, Apple isn't starting from scratch. They are building methodically on the several foundations they've laid over the years in Keynote, then Pages and now they've added Numbers. One might even say that, Numbers is Keynote and Pages with better table and function support, and not be too far from the mark. This kind of progressive building together is what Microsoft did with Office originally. There's a pattern here. The bigger questions in my mind are really these: "Will Apple's software foundation allow them to add to and improve their software for the next 20 years? What will be the rate of their improvement?"

Lastly, in a very real way, we do "start from scratch" every product cycle. I wish you could all experience the high energy and exhilarating discussions we have when we are planning for the next version of Office. We "wipe the slate clean" and do our best to remove all inhibitions and constraints when we think about what we can do next with Mac software at Microsoft. And this doesn't just happen in MacBU. My favorite example of this, right now, has to be the new UI in Win Office. Maybe someday I'll write about that more in-depth, but the way that Ribbon interface elevates access to the many features of Office and makes Office easy to use is just wonderful. Anyone who's serious about interaction design in software should take a serious look at what this interface does and how it does it. There's a great deal to be learned, not the least of which is that sometimes you need to dramatically re-think the user interface of your application and not be afraid to do exactly that.

Finally, as in the past, the question will undoubtedly be asked, "What is the core value of Office on the Mac?" I'll answer that with one word: compatibility. Mac users are the kind of people that want things to "just work" and Microsoft Office for the Mac offers that exact value proposition. Mac users want to enjoy all the great things that make the Mac experience wonderful, but still be able to share documents and communicate in a Mac way in a Windows dominated world. MacBU is categorically in the best position to deliver on this promise of compatibility.

07 August 2007

A Clear Vision

One of the most important responsibilities of a great leader is to clearly define the goal, the vision, the what and why stuff, so that everyone can understand and really "buy-in" to the deal. Steve Jobs just did this masterfully in the Q&A session following an Apple press event:

Is Apple’s goal to overtake the PC in market share? Jobs said, “Our goal is to make the best personal computers in the world and make products we are proud to sell and recommend to our family and friends. We want to do that at the lowest prices we can.

“But there’s some stuff in our industry that we wouldn’t be proud to ship. And we just can’t do it. We can’t ship junk,” said Jobs. “There are thresholds we can’t cross because of who we are. And we think that there’s a very significant slice of the [market] that wants that too. You’ll find that our products are not premium priced. You price out our competitors’ products, and add features that actually make them useful, and they’re the same or actually more expensive. We don’t offer stripped-down, lousy products.”

Independant of the PR value of these statements, these words "make meaning" for Apple's employees who, in the end, are their most important customers.

Update: MacWorld has posted the audio of the question and Job's fantastic response here

19 July 2007

Be Microsoft

I love working on the Mac. I enjoy working in MacBU. These days, however, I'm not so thrilled about the vibe hanging around here at Microsoft as a whole.

We seem to have lost our self-confidence. There is a general and constant focus on "the other guys" these days. It's like everyone is continually contemplating competitive response, rather than acting for our customers. First it's open source software, then it's Linux, then it's Google, now it's Apple. Tomorrow it will be something or someone else. Least someone misunderstand, I'm all for looking out for the competition, but if all your focus is on how to respond to some perceived or real competitive threat, how will you ever be able to innovate, come up with something original or surprise and delight your customers? It's just paralyzing.

I wish folks would just realize that we are not going to be all things to all people. That's okay. We've got a job to do, and we have a very reasonable opportunity to do some very wonderful things. Let's stop worrying about the competition, or about what we can't do just yet. Can't we just focus on making our customers amazingly happy? Perhaps I'm too simplistic, but if we do just that, I really think everything else will work out.

I feel like we've lost our identity looking at and comparing ourselves with others. The insecurity and lack of confidence seems to be everywhere. You can see it in the way employees "defend their Microsoft position" rather than "just tell the story" because it's a good one.

It wasn't always like this.

What's totally ironic about this present situation is that this is exactly where Apple was, only a few years ago. In an interview at the "All Things Digital" Conference this year, Steve Jobs said this about that time at Apple:

[There was this belief that] for Apple to win, Microsoft has to lose, and it was clear that you didn’t have to play that game because Apple wasn’t going to beat Microsoft. Apple didn’t have to beat Microsoft. Apple had to remember who Apple was because it had forgotten who Apple was. So for me it was pretty essential to break that paradigm.

There is space in this big old world for everyone, Apple, Google, free software and yes, even Microsoft. We don't have to be Apple to be successful. We don't have to be Google either. We just need to be Microsoft.

12 July 2007

Can it be? Yes it is...

zPhone!

Note: Many thanks to Andy Klepack for the Hi-Def image. Food and beverages not included. :-)

09 July 2007

iKnow iDeas

A fun parody of Apple. The product? Paper napkins.

03 July 2007

Transitions

You may have heard the saying, "It's the journey, not the destination." I like this saying, but I have never applied it to user interface design.

Normally, when prototyping or sketching up a UI design, I focus on the end states, the screenshot. Once you have that, you link screenshot to screenshot in a kind of storyboard that shows the process the user will follow to accomplish a task. Most of the time, these are just paper sketches. Sometimes I'll do some high fidelity screenshots, but normally the sketches are enough.

What's amazing to me about the iPhone experience is how much time Apple spent, not on the end states, but the transitions through and to the end states. I'm really starting to think that what makes you feel so great about the device is just as much the easy to use screens, but the ease and smoothness of "getting there." The "journey" through the iPhone interface is filled with great transitions from beautiful state to beautiful state. It really is just as much about the transitions as it is about the destination.

I started to think about other great experiences that I've had at restaurants, shopping, even a few websites and I realized that a very large part of what made them so enjoyable was really the way they managed the transitions. Every step of the way was cared for, curated really. I've always known the "out of box experience" was important, and the functional flow through the application critical, but designing the visual flow through each functional transition, this is a whole new idea.

Apple Form Factor Evolution: 1976 through 2007

Core 77, one of my favorite design blogs, links to Edwin Tofslie's visual time line of Apple products from 1976 to the present day. Very cool. Print this out, then put a mark by each device or accessory you've personally touched at least once. It's the perfect Mac User Group conversation piece. :-) Enjoy the walk down memory lane.

02 July 2007

The 1.0 that wasn't

From what I can gather, the biggest problems with the iPhone seem to be as follows, in order of severity:

  1. You can only use AT&T network

  2. The EDGE data network is slow

  3. The keyboard takes some time to learn

  4. Making a phone call can take more "taps" than with other phones

  5. No way to Cut, Copy or Paste

(I'm leaving off the list the fact that so many are having trouble activating their phones. I think this is AT&T's capacity planning problem, and I don't think we'll see this happen again.)

This is remarkable. The iPhone is NOT a simple device. It is a complex feature-laden phone, iPod and web device. And with all this functionality, the most folks can do to complain about it is reference something related to the items above.

This phone flies in the face of all those who think that 1.0 products must be either fully focused on one task to be done well, or those that consider 1.0 products something you should avoid by default until the next release, you know, the one with all the bugs worked out. The iPhone while complex and full of features, does have a simple interaction and experience. It is so compelling and just fun, that to miss out on this version while waiting for the "next rev" seems almost unbearable, once you've played with it. As others continue to market proudly their "alpha" and "beta" stickers, Apple shows us all, that you can deliver a 1.0 experience that really is complete.

What it means to be 1.0 will never be the same.

iPhone Activation and Sync

Before we knew the iPhone was real, the common wisdom was that in order for Apple to make the experience something of acceptable quality, they'd have to own or at least rent the cell network. Take a look at this iPhone activation and sync video. This is clearly an Apple experience, simple, clear and elegant. Apple is doing what it does best, and AT&T is doing what they do best. This is how every business partnership should be.

Doing activation and sync away from the store allows Apple to control the "out of box experience" which I think is key. You don't get an iPhone without your calendar, contacts, pictures, music and videos. If you did get a phone without all the above personalized data, the first time experience would be decidedly different. From a logistics and spontaneity perspective it also allows people to buy the iPhone quickly, cash and carry, and allow them to do the longer part of the process in the comfort of their own home. No pressure, everything at your own pace. This is designing an experience, not a phone.

29 June 2007

Rubber Edges

I spent some time today playing with the iPhone and there's one interaction I just love. It's that when you scroll to the edge of the web page, the iPhone allows you to drag/scroll as far as you like past the edge. It just lets you stretch right past the edge into the "grayness", but when you do let go it pulls back to the end/edge of the data being displayed. It's like the iPhone is saying, "You're in control, but there's no more data over there. Honest, but if you want to go there, sure, you can. But I'm telling you there's nothing there. See, I told you, nothing there. It really is the end." This is very clever. It gives you both a sense of control, but also a sense of boundary. It's like the difference between a corral with split pole fences and one with electric fences. Both define the boundary, but with one, finding the edge is much more unpleasant.

26 June 2007

iPhone. A Guided Tour.

This week Apple has released a 20 minute guided tour of the iPhone that shows in great detail the new user interface. You can download the high quality version here.

Apparently there are millions of people excited, even hysterical, about the iPhone's release this Friday. I must be out of the core news/media channels, but I haven't felt the fervor as much as it seems others have. That said, I'm very interested in a phone that "just works" and the iPhone has every indication of being just that. If this post adds to your hype pain, I'm sorry.

While the demos and ads for the iPhone thus far have been persuasive, they really didn't show all the details about the actual user interaction with the iPhone. Not so with this guided tour. If you are on the fence about the iPhone, this 20 minute tour will at the very least, make you want to visit the store and try it out.

Some of the things that caught my attention from a user experience perspective follow:

Everything moves very fast and fluid. Seriously, I'm so used to delays, even on my Mac, this responsiveness really makes you feel in control.

They actually show someone typing on the keyboard with their thumbs, but mention that you shouldn't try it for a week and until you've learned to "trust the intelligence of the keyboard." Personally, I have a hard time believing any touch screen keyboard can be better than something with real tactile response. That said, I tend to see small devices as mostly read only for me. I don't plan on doing major data entry on my phone. Add an appointment, respond to simple text message, type quick answer to an email, add a new phone number to my contact list, sure, but if I end up "living on my phone" I think I've got bigger problems than even a tactile keyboard will solve.

I cannot for the life of me figure out how you are supposed to tell the keyboard to "auto-complete" with the word suggested. I think it's hitting the spacebar, but I can't tell if that's just for spelling corrections or for auto-compelete as well.

It seems like the double tap is taking the "get me more info about this item" that the double click has represented on the Mac for so long. What is interesting is that they are adding to this gesture the sense of "I'm done now, get me out of here." For example in Safari a double tap both zooms in and zooms out. But this behavior is not consistent. In the Google Maps application, to zoom out, you need to tap once with two fingers. So, no zooming out while driving. ;-)

When browsing the web, it sure seems like the zooming is based on CSS devisions. I wonder what kind of problems this will cause on sites with poor or none existent CSS devisions?

It looks like a triple tap is what "activates" a link in the web browser. I think that's a good solution, but I wonder how many times folks will drag, flick or zoom before they actually figure out how to click a link? Activating a link or phone number in an email or SMS message only takes one tap. While not consistent, given the context, I think it will work. In my mind, this shows how weak consistency is, compared to the power of context.

The exterior buttons on the side of the phone actually look hard to press. And there's a button specifically to silence the phone's ringing. That button is one of 4 buttons on the unit. Way to go Apple for elevating that general need to silence a ring tone in a quiet meeting.

You can turn off the phone which looks to be quite painless. I wonder how long it takes to boot up?

The "drag your finger from left to right" seems to be the "authorize this action" or "serious stuff happens when you do this" gesture. You use it to unlock the phone, to confirm a shutdown and to initiate a deletion.

It looks like 5 buttons at the bottom of the screen is a theme in these iPhone applications. Kind of like a toolbar, but one that can never have more than 5 items. It's a constraint really based on the constant size of people's fingers. Apple still let's you "customize your toolbar buttons" at least in the iPod app. The upper portion of the screen is where "confirmation buttons" are located, like "Done", "Clear", "Save", " etc.

Sheets always come from either the bottom or side of the screen, never from the top of the screen. That area seems to be a sacred status area.

Dragging is done by touching a "drag handle" button that let's the iPhone know you are trying drag, not gesture. When you drag, the item increases in size so you you can see around your finger. Nice.

Sometimes you can drag and other times you can "flick" or "throw" things, like when scrolling a web page. I wonder as a designer, how you decide when you can do what? Also, how does the Safari app decided between a "flick" and a quick short drag? There must have been some fun iteration around that algorithm.

Big buttons actually look nice and not "too big and bulky", but not all buttons are huge. Like the audio scroll control in the voice mail application. I wonder how Apple decided when to make a button "finger size" and when to make it small?

The landscape orientation is like "full screen" mode on a Mac.

Airplane mode is awesome. I wish my Mac had that kind of mode as well, not just for airplanes, but for when I just want to be "off the grid" and focus for a bit. Call it QuietRoom: a place where distractions go away.

It looks like when someone calls, you might see a full screen photo of the person who is calling, not just a small thumbnail. If that's so, that's very cool.

Clicking some buttons, but not all, causes a "glow" response. It seems to be how smaller buttons register the click. I think it's a great effect and it looks like you can mostly see it around your finger, which I think is the whole idea behind the effect.

The ring tones seem really high quality and distinctive. Depending on how cool they are, Apple might even get some extra marketing out of "well known" iPhone ring tones. When folks hear a ring, they'll know that person has an iPhone, so even if Apple never sells ring tones, I hope they spent a lot of time working on them, because it could very well pay great dividends. Especially if for some reason they don't allow using a portion of an iTunes song as a ring tone.

All very interesting stuff, for me at least. :-)

What I really appreciate about Apple is their example of taking some domain that people largely view as "solved" and allow changes to occur by introducing new methods, ideas, or products or simply altering existing ones in new ways. Say, for example, how a human interacts with a small computer. Clicking and pointing with a device was "the way it was done," and "using a keyboard" before that. With the iPhone, Apple has said in essence, "No, there is a way to communicate with a computer that removes even the pointing or input device!" They remove the mouse and the stylus and take direct manipulation and human computer interaction to a whole new level. It's really amazing to watch. Allowing for changes to occur in any business is extremely hard, much harder than you might think. Seth Godin said it succinctly in his post on Reasons and excuses:

  • Most organizations need a good reason to do something new.

  • All they need is a flimsy excuse to not do something for the first time.

  • And they often need a lawsuit to stop doing something they're used to.

If there's a space in your area of expertise that people generally view as "solved" or "commodity" or "not interesting any more" look again. The very fact that folks consider that area devoid of innovative potential is probably your greatest indication that there's something more lurking under the surface.

12 June 2007

iPhone requires iTunes account?

I just got the second email from Apple after signing up with them for breaking iPhone updates via email. I read the mail a little bitterly, since I felt the least they could have done was to send me an email when they had the ship date nailed down. Well, the tone of the email was mostly, "Here are things you can do to get ready for your iPhone...", but it ended with this:

To set up your iPhone, you'll need an account with Apple's iTunes Store. If you already have an iTunes account, make sure you know your account name and password. If you don't have an account, you should set one up now to save time later. To set up an account, launch iTunes, select the iTunes Store, and click the Sign In button in the upper right corner of iTunes. Sign in and you're ready to go.

My first thought was sure, you'd need one if you wanted to use protected iTunes content, but on second thought, I wondered, could this be something more? Could it be that you'll need an iTunes account for other iPhone features to actually work, like maybe purchasing music from the store over WiFi? Could this be how ring tones are purchased? Could this be the mechanism for adding Apple applications and features to your iPhone? Maybe some integration with a new and improved .Mac service, like real time sync? Maybe to make up for the forever lost hidden features in Leopard, there will be some "sweet" hidden features in the iPhone? Nah, never mind.

Forward Looking Font Display

Yesterday, Apple released their own Safari 3.0 web browser for Windows XP and Windows Vista. Amid the security and performance comparisons, folks are also noticing that Apple has also ported their own sub-pixel display technology to Windows. Joel Spolsky summarizes the differences sucintly:

Apple generally believes that the goal of the algorithm should be to preserve the design of the typeface as much as possible, even at the cost of a little bit of blurriness.

Microsoft generally believes that the shape of each letter should be hammered into pixel boundaries to prevent blur and improve readability, even at the cost of not being true to the typeface.

I think Apple's method will turn out better when we all have resolution independence along with hi-resolution displays. The real question is will the current font display fuzziness in Safari turn off the current unwashed masses, so that even when hi-res displays become standard, it's too late. If that happens, Safari will follow a great Apple tradition: high technology ahead of its time.

12 April 2007

Apple Slips Leopard to Oct 2007

From Apple's Hot News web page:

Apple Statement
iPhone has already passed several of its required certification tests and is on schedule to ship in late June as planned. We can’t wait until customers get their hands (and fingers) on it and experience what a revolutionary and magical product it is. However, iPhone contains the most sophisticated software ever shipped on a mobile device, and finishing it on time has not come without a price — we had to borrow some key software engineering and QA resources from our Mac OS X team, and as a result we will not be able to release Leopard at our Worldwide Developers Conference in early June as planned. While Leopard's features will be complete by then, we cannot deliver the quality release that we and our customers expect from us. We now plan to show our developers a near final version of Leopard at the conference, give them a beta copy to take home so they can do their final testing, and ship Leopard in October. We think it will be well worth the wait. Life often presents tradeoffs, and in this case we're sure we've made the right ones. [Apr 12, 2007]

This is interesting. Apple, like many companies often slip their release dates. Historically, however, Apple has only slipped a little on ship dates, but this slip, from Spring 2007 to October 2007, is the largest slip I remember. It's very uncharacteristic of the rhythm of shipping Apple has had over the last 5 years.

Leopard is certainly Apple's most ambitious OS release yet, so it stands to reason that they could have bit off more than they could handle. I'm sure this was further compounded by the additional resources needed for both the Apple TV and the iPhone. I also wonder what the "secret features" are that Jobs referred to in his last keynote. Some have suggested that this slip was to add unplanned functionality, but I don't get that sense. I tend to believe that this is just what it's stated to be, a resource issue.

There are 3 variables you can change when managing a project: scope (how big it is), resources (how much money and people you can allocate) and time (how long the project will take). It looks like Apple reduced their allocated resources for Leopard, and without a corresponding reduction in scope, they were forced to increase the time the project would take. I'm sure this is super painful for them, it always is, but not long from now, they'll ship and this will all be a distant memory. Personally, I'm glad I don't have to put up with all the rumor sites constantly suggesting that Leopard is just about to RTM. ;-)

Update: Best quote from our chit chat around the office here: "Woah. October? :( Stupid iPhone. I want my Time Machine."

11 April 2007

Hardware and Software

John Gruber writing on Apple's choice of AAC as the DRM-free format sold on iTunes, makes this interesting comparison:

Apple’s use of AAC in lieu of MP3 is analogous to the Mac’s switch to USB in 1998. USB was an industry standard that wasn’t taking off because PCs didn’t ship with built-in USB ports, which PC makers didn’t include because there weren’t many USB peripherals on the market, which peripheral makers didn’t want to build because there weren’t enough PCs shipping with USB ports.

Then came the iMac, whose only peripheral port was USB. (It didn’t even have FireWire.) All of a sudden peripheral makers had a reason to make USB gadgetry, and after that, PC makers had a reason to include USB ports on new PCs.

Hardware and software are the Yin and Yang of the tech industry. Some argue that one is more valuable than the other, but you can't separate them. You need both. Apple is one of the few companies in the position to capitalize on this reality. From a human computer interaction (HCI) standpoint, if we are going to move forward the interaction, this necessitates hardware advances. And who is in the best position to push forward hardware advances that are included by default? Apple.

The newest and perhaps most interesting HCI advances recently have been the result of great software and great hardware, together. The Tivo, Microsoft's XBox and XBox Live, Nintendo's Wii and Apple's iPhone and Apple TV are perfect examples of what amazing things can happen when great hardware design meets with great software interfaces. Additionally, from a purely experiential perspective, people feel better about laying down large quantities of cash for something physical rather than something that's purely intellectual property, as much as I personally value the later.

Fundamentally, where should you look for human computer interaction innovation? You should look to the people who can move forward the whole stack, and can integrate it fully, seamlessly. In the realm of personal computers, that leaves only one company: Apple.