Creative Selection: Inside Apple's Design Process During the Golden Age of Steve Jobs
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This was part of Steve’s mission for Apple, the most significant strand of Apple’s product development DNA: to meld technology and the liberal arts, to take the latest software and hardware advances, mix them with elements of design and culture, and produce features and products that people found useful and meaningful in their everyday lives.
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The relation of Diplomacy decision to shipping software also shows how important demos were to us at Apple. Demos served as the primary means to turn ideas into software. The setup of these demo review meetings reveals how we went about making our software great.
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Steve found the time to attend a demo review so he could see it. His involvement kept the progress and momentum going.
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This push for simplicity had a purpose. Even though he was a high-tech CEO, Steve could put himself in the shoes of customers, people who cared nothing for the ins and outs of the software industry. He never wanted Apple software to overload people, especially when they might already be stretched by the bustle of their everyday lives.
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Steve figured that the best way to answer difficult questions like these was to avoid the need to ask them.
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In the same way, software demos need to be convincing enough to explore an idea, to communicate a step toward making a product, even though the demo is not the product itself. Like the movie, demos should be specifically choreographed, so it’s clear what must be included and what can be left out. Those things that aren’t the main focus of a demo, but are required to create the proper setting, must be realized at the correct level of detail so they contribute to the whole rather than detract from the vision.
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I know the demo isn’t an actual product, and my audience knows it too, but creating the illusion of an actual product is essential during the development process to maintain the vision of what we’re actually trying to achieve, and so my colleagues can begin responding and giving feedback as if the demo was the product.
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Over time, Don and I began to understand and absorb the model Richard showed us. Look for ways to make quick progress. Watch for project stalls that might indicate a lack of potential. Cut corners to skip unnecessary effort. Remove distractions to focus attention where it needs to be. Start approximating your end goal as soon as possible. Maximize the impact of your most difficult effort. Combine inspiration, decisiveness, and craft to make demos.
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The point is that concrete and specific examples make the difference between a discussion that is difficult, perhaps impossible, to have and one that feels like child’s play.
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Making a succession of demos was the core of the process of taking an idea from the intangible to the tangible.