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Kindle Notes & Highlights
by
Ken Kocienda
Every day at Apple was like going to school, a design-focused, high-tech, product-creation university, an immersion program where the next exam was always around the corner. With that intensity came an insistence on doing things right, and, without explicitly trying to do so, we developed an approach to work that proved particularly effective for creating great software.
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.
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.
our day-to-day software development work became a pyramid of demos, reviews, and decisions building up to the top and to Steve’s final judgment.
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.
Steve figured that the best way to answer difficult questions like these was to avoid the need to ask them.
“When a task cannot be partitioned because of sequential constraints, the application of more effort has no effect on the schedule. The bearing of a child takes nine months, no matter how many women are assigned.
Richard resolved to produce a result on the shortest possible schedule.
bootstrap a big project and set it on a course for success.
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.
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.
We couldn’t fob this work off on junior programmers or interns either. Apple didn’t work like that. Secrecy was one reason, but, more important, Apple didn’t separate research and development from software implementation. We were responsible for coming up with the ideas for our web browser and writing the shipping code that went out to customers too.
We wrote code to autogenerate a report as we attempted to load a web page. Every FIXME in our code added an entry to this report, which made it clear that, behind the scenes, in the depths of our software, our browser was doing a lot, even if it didn’t yet produce visible web pages.
These days, most of us take web browsers for granted, so the analogy to lights is apt. We surf the web all the time without thinking about browsers as a technology that had to be created. The same goes for electric lighting, and I think we can learn something about our twenty-first-century efforts with our browser by looking closer at Edison’s nineteenth-century approach to inventing his lightbulb.
The Story of Great Inventions
Ideas are nothing without the hard work to make them real.
Inspiration does not pay off without diligence.
In later years, I would learn more about how Steve prepared for these big-splash product announcements. Three weeks or a month before the keynote itself, Steve would start rehearsing with portions of his slide deck in some venue at Apple, often in Town Hall, the auditorium on the Infinite Loop campus. Slowly, day by day, he would build the show by stepping through it as he wanted to present it at the keynote. This was one of Steve’s great secrets of success as a presenter. He practiced. A lot. He went over and over the material until he had the presentation honed, and he knew it cold.
In any complex effort, communicating a well-articulated vision for what you’re trying to do is the starting point for figuring out how to do it.
a significant part of attaining excellence in any field is closing the gap between the accidental and intentional, to achieve not just a something or even an everything but a specific and well-chosen thing, to take words and turn them into a vision, and then use the vision to spur the actions that create the results.
I had succeeded in getting my colleagues invested in my insertion point behavior work, not just by asking for their help in a single meeting and saying thanks when it was finished but by demonstrating through my ongoing actions in code changes, demo reviews, and lunchtime chats that their advice had mattered to me. Getting the insertion point to behave correctly wasn’t just my project anymore. It was now our project.
“I think if you do something and it turns out pretty good, then you should go do something else wonderful, not dwell on it for too long. Just figure out what’s next.”1
If the marketing department wasn’t interested in telling people about sync, then the feature was something Apple felt it needed to do, not necessarily something that it wanted to do or was excited about doing.
Demos were an open forum for exchanging ideas about how an interaction might look or function better. When demos went poorly, as sometimes happened, there was the same stream of comments and constructive criticism. 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 the one essential demo expectation: progress.
Every major feature on the iPhone started as a demo, and for a demo to be useful to us, it had to be concrete and specific. We needed concrete and specific demos to guide our work, since even an unsophisticated idea is hard to discuss constructively without an artifact to illustrate it.
At Apple, we built our work on this basic fact. Demos made us react, and the reactions were essential. Direct feedback on one demo provided the impetus to transform it into the next. 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 improve those decisions, to backtrack if needed, to forge ahead if possible. Concrete and specific demos were the handholds and footholds that helped boost us up
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I came to the conclusion that designing an excellent user experience was as much about preventing negative experiences as facilitating positive ones.
“Aww . . . come on, Ken! Can’t you just put one letter on every key?
Most people make the mistake of thinking design is what it [a product] looks like. People think it’s this veneer—that the designers are handed this box and told, “Make it look good!” That’s not what we think design is. It’s not just what it looks like and feels like. Design is how it works.7
Design is how it works.
One evening, in a fit of frustration, she slammed the door to her office so hard that the handle mechanism broke, marooning her inside. Why was she so upset? A sufficiently accurate answer is this: The daily grind of working on Purple.
Usually we kept the rate of our progress above the level of our stress, mostly because we hit few roadblocks that wouldn’t give way to a good idea.
when I walked into the Moscone Center on keynote day, I still didn’t know what Purple would be called. On the tenth of January 2007, the day after the big product introduction, I edited the autocorrection dictionary to add a new word: iPhone.
Every part of working at Apple could be stressful, and though we only rarely beat down doors with baseball bats or ended conversations with shouted four-letter words, once we entered a convergence period, we started dealing with a persistent product development pressure generated by two opposing forces.
One was the constant ticking away of time as we moved closer to an unmovable ship date; the other was the variable and ever-changing number of bug reports representing software problems that needed to be fixed.
We used a program called Radar to monitor our bugs, and this flexible, internally developed bug tracker was like ...
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Radar moved to the center of attention once we entered convergence, several months out from the scheduled ship date. Our managers would start watching the number of Radars more closely, and the count was supposed to begin a steady descent toward zero.
During convergence, Henri sent out a graph every morning to everyone on the Purple software team, where he plotted Radar bugs against dates, with the release date at the right end of the x-axis. Over time, the meanderings of the daily bug counts drew a squiggly line: More bugs made the line go up, fewer made it go down. We got good at reading this convergence line and taking the temperature of the project through it. We learned to understand convergence behaviors, like the upward spikes in the line after big demos, which weren’t as worrisome as they seemed—many demo bugs would be quick and
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This relationship between bug fixes and release dates raises a question. If convergence was the primary focus of the Purple team in the last few months before the iPhone was announced, does convergence methodology explain why the iPhone turned out so well? No. Convergence isn’t magic. It’s a workaday high-tech development practice.
Bug squashing might help to make a decent product, but it’s not the secret for making a great one.
At Apple, we never would have dreamed of doing that, and we never staged any A/B tests for any of the software on the iPhone. When it came to choosing a color, we picked one. We used our good taste—and our knowledge of how to make software accessible to people with visual difficulties related to color perception—and we moved on.
It’s fair to say we were always in a convergence period of a sort, even though we didn’t think of it in that way. Yet our forward movement always had a destination. We were constantly converging toward the next demo.
The concrete and specific demos I described in chapter 6 were catalysts for creative decisions. They forced us to make judgments about what was good, what needed changes or improvements, and what should be deleted. We habitually converged on demos, then we allowed demo feedback to cause a fresh divergence, one that we immediately sought to close for the follow-on demo.
As a whole, a succession of demos, feedback, and follow-up demos created a progression of variation and selection that shaped our products over time.
With our Darwinian demo methodology, we had a huge advantage over artificially selecting breeders and the glacially slow accumulations of genetic improvements that drive natural selection.
I’ve given a name to this continuing progression of demo feedback next demo: creative selection.
we didn’t take two-hour coffee breaks or hold daylong offsite confabs to talk about projects without examples to ground the discussion—we didn’t have lengthy discussions about whose imaginary puppy was cuter.
We always started small, with some inspiration. We made demos. We mixed in feedback. We listened to guidance from smart colleagues. We blended in variations. We honed our vision. We followed the initial demo with another and then another. We improved our demos in incremental steps. We evolved our work by slowly converging on better versions of the vision. Round after round of creative selection moved us step by step from the spark of an idea to a finished product.
The reason that Apple is able to create products like the iPad is because we’ve always tried to be at the intersection of technology and liberal arts, to be able to get the best of both, to make extremely advanced products from a technology point of view, but also have them be intuitive, easy to use, fun to use, so that they really fit the users. The users don’t have to come to them, they come to the user.2
The Magical Number Seven, Plus or Minus Two: