Creative Selection: Inside Apple's Design Process During the Golden Age of Steve Jobs
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There was never any finger-pointing; however, there was an expectation that new demos would include a response to the feedback from previous demos. This was t...
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They repeatedly asked themselves the same basic questions during these periodic reviews: Does this demo close the prototype-to-product gap, even a little? Are we seeing enough positive change over last time? Is this technology or app on track?
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There were no prototypes in the Industrial Design studio that included anything like a BlackBerry-style keyboard. The Purple concept was built around a large touchscreen and a minimum number of fixed buttons.
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Apple had bet everything on a software keyboard.
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when it came to figuring out how to type on a flat display without tactile keys, we weren’t figuring it out fast enough.
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“Starting from now, you’re all keyboard engineers.”
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In all my years at Apple, we’d never before halted a fifteen-person project to focus everyone on a single problem.
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Now we’re accustomed to tapping away on touchscreens, but in these early prototyping days, all of us on the Purple hallway felt a twinge of apprehension when it came to tapping tiny targets on a Wallaby,
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because at the crucial moment, your finger covered up the thing you were trying to tap, and you couldn’t see what you were doing.
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Picking the correct gesture on a letter-by-letter basis created an additional mental burden that made it hard to think.
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Coupled with the redistribution of letters into unfamiliar layouts—almost all of our prototype keyboards did away with the standard QWERTY arrangement—none
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none of them was easy to use.
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it was great to be an Apple employee. The company had an immense back catalog of projects, research, and resources.
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it’s not enough to look at how we arrived at a promising result on a new technology after a determined push over a few weeks and explain it by saying: We collaborated.
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Exactly how we collaborated mattered,
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for us on the Purple project, it reduced t...
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We showed demos to each other. Every major feature on the iPhone started as a demo, and for a demo to be useful to us, i...
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We needed concrete and specific demos to guide our...
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an unsophisticated idea is hard to discuss constructively without an arti...
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Consider the scenario. Two people have imagined two cute puppies. I assert mine is cuter. What do we do now?
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Do we have a cuteness argument? How can we? We have nothing to go on.
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The scenario is ridiculous. There’s no way to resolve this conflict.
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Without a concrete and specific example of a cute puppy, there’s no way to make progress.
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The point is that concrete and specific examples make the difference
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At Apple, we built our work on this basic fact.
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Demos made us react, and the reactions were essential. Direct feedback on one demo provided the impetus to transform it into the next.
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Demos were the catalyst for creative decisions, and we found that the sooner we started making creative decisions—whether we should have big keys with easy-to-tap targets or small keys coupled with software assistance—the more time there was to refine and improv...
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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.
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Making demos is hard. It involves overcoming apprehensions about committing time and effort to an idea that you aren’t sure is right.
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The psychological hurdle only grows taller with the knowledge that most demos—almost all of them—fail in the absolute, dead-end sense of the word.
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This prospect of likely failure can make it tough to sit down, focus, and make a demo at all.
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We rarely had brainstorming sessions.
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If brainstorms run longer than an hour or so, or if there are more than a handful of people in attendance, or if they’re a common occurrence, they can devolve into a form of sneaky procrastination.
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Whiteboard discussions feel like work, but often they’re not, since it’s too difficult to talk productively about ideas in the abstract.
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we picked a point over the technological horizon and, together, we set out toward it, unsure if we were headed in exactly the right direction.
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It was hard to orient ourselves—the touchscreen text entry landscape didn’t exist yet.
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Yet that’s what innovation opportunit...
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The field was wide open, so, when any of us had a new concept for a keyboard, we made a demo to commu...
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We couldn’t get away with telling. We were re...
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We had to work like this, because the team didn’t accept anything unless it was concrete and specific,...
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Then we tried out each other’s demos, said what we liked and what we didn’t, and offered suggestions for improvements, which led to more demos and more f...
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Finding the answers became a balancing act among craft, taste, and empathy—developing touchscreen text entry technology that was efficient, likable, and intuitive.
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The Newton was groundbreaking in concept and form factor,
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but it was sunk by its problematic handwriting recognition.
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While the Newton was also hampered by its lack of connectivity, a dearth of compelling use cases, and the absence of a killer app—a program so good that people would buy the devic...
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The substandard speed and accuracy of the Newton’s stylus-based text entry drowns out all oth...
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To succeed where the Newton didn’t, I would need to do more than solve the next technical problem.
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It wouldn’t merely be a matter of coding craft.
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The keyboard was different. None of us knew how a touchscreen keyboard...
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I had to constantly ask myself whether what seemed like a good solution to me was actually a g...
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