20 February 2007

In defense of simplicity

"Connoisseurs of anything discern between trash and class. They know that understatement is class’s hallmark: it’s a product, person or design that knows it has substance, and does not need to go far out of its way to prove itself: its core is good. This is part of what drives the lust for Apple’s aesthetics. The trash, the wanna-be, the knock-off has to parade distractions, buttons, gadgets, and modes to compensate for its lack of core design integrity."

Berkun blog » Blog Archive » In defense of simplicity

07 February 2007

without letting people know how complicated the problem was

“We try to solve very complicated problems without letting people know how complicated the problem was,” he shrugs. “That’s the appropriate thing.” " ...

“I remember coming across this remarkable product. It was easy to use, and you could do little things like change the noise when you made a mistake,” he grins. “It sounds small, but at the time that was remarkable. I went from feeling stupid to feeling empowered – I somehow connected to the people that made it. The object testified to the care that went into it.”

Soon after graduating, Ive was to make ever closer contact with Apple and his mentor Steve Jobs through Tangerine. They were clearly impressed, and by 1992 he’d moved in with them in San Francisco. Six years later he was turning their fortunes around with the first iMac. Then the well-trodden tale begins: not only did it shift two million units in its first year, it made its beige boxy rivals look moribund and so last millennium.

It’s no coincidence that it was tender loving care and attention to detail that first attracted Ive to the brand that’s now synonymous with his career – the difference between superficial differentiation for its own sake and genuine investment in a better and more innovative product. From hidden horseshoe feet to the celebrated iPod one-touch navigation, his design team pours time and resources into getting it right.

Nick Carson, "Jonathan Ive," ncarson.wordpress.com, 12 Dec 2006 via Signal vs Noise

06 February 2007

A prototype should be an invitation to play.

“A prototype should be an invitation to play."

Michael Schrage, Serious Play - Quoted by Carolyn Snyder in a UIE Virtual Seminar 6 Feb 2007

04 February 2007

Simplicity: The Distribution of Complexity

A user interface solution that thoughtfully places complexity on the system side, rather than the user side, is typically referred to as “simple.” To get to such a solution, the design team will need to deal with issues of complexity, rather than leaving it to the end-user of the resulting product.

Rob Tannen, "Simplicity: The Distribution of Complexity," Boxes and Arrows, 30 Jan 2007, www.boxesandarrows.com/view/simplicity-the:

01 February 2007

Hybridizing Java

Hybridizing Java: "Various fixes have been attempted for Java over the years, but I think the basic issue is that whoever is trying to solve the installation problem is someone who has a more inward technical focus rather than what’s really needed: an outward user-experience focus. For example, I was stymied by early Linux distributions because of the challenge of installation. About once a year, I would try to install Linux, and it would immediately start asking me questions. Only a hard-core Linux geek would know the answers to these questions. I couldn’t even fake my way through, so I would give up and try again the next year. Then Red Hat came along (at least, I think they were the first to focus on the installation experience) and set it up to install Linux without asking questions, or at least to give me reasonable defaults. That’s when Linux started becoming popular (more recently, Ubuntu seems to have taken the lead in solving the Linux friendliness problem)."