Posts tagged design

1 Notes

The Canadian Design Resource is one of my favorite blogs, because so many of the product and other designs are so interesting. For Canada Day there is a logo for London expats. Canada isn’t America, folks. The culture and lifestyle is distinct from the United States, not that many Americans would believe it.
I grew up about 10 miles from the New Brunswick border. Most of my school friends spoke French as first language at home, I mostly watched TV from the station in St John and my ancestors lived in Canada. I love Canada. To my Canadian friends: “Happy Canada Day!”
Do you have Canada story that you’d like told? Please email Joe Wilcox: oddlytogether at gmail dot com.

The Canadian Design Resource is one of my favorite blogs, because so many of the product and other designs are so interesting. For Canada Day there is a logo for London expats. Canada isn’t America, folks. The culture and lifestyle is distinct from the United States, not that many Americans would believe it.

I grew up about 10 miles from the New Brunswick border. Most of my school friends spoke French as first language at home, I mostly watched TV from the station in St John and my ancestors lived in Canada. I love Canada. To my Canadian friends: “Happy Canada Day!”

Do you have Canada story that you’d like told? Please email Joe Wilcox: oddlytogether at gmail dot com.

Notes

The Most Natural User Interface is You

iPad comic

It’s April Fools’ Day, and I’m not joking. But that doesn’t mean we can’t have some fun, by comparing and contrasting Apple old with Apple new. :) Last night I posted to Betanews: “What 1984 Macintosh marketing reveals about iPad,” which is based in part on my April 2006 post “When Magazines Mattered,” about Apple buying all the ad pages—39 of them—in the Newsweek 1984 election issue. Magazines mattered to Apple for promoting Macintosh during its launch year. Now iPad matters to magazines, for which some publishers hope to turnaround sagging readership (and ad revenues). Ha, who’s paying whom now?

Apple’s approach to computer/device design is consistent and pervasive: Humanization. Apple design seeks to humanize complex technological products. There has been much—way, way too much—written about Apple design in context of products that look good. Related: Improved functionality through design. But there is something more fundamental to Apple’s approach: Designing products that are easy to use by making them more an extension of the human being—making them more part of you.

Apple didn’t invent the mouse concept but most certainly brought it to market first in a more meaningful way. Early Macintosh marketing emphasized the importance of the mouse, in conjunction with the graphical user interface, as an extension of your finger. From the 1984 Newsweek ad spread:

If you can point, you can use Macintosh, too. It’s probably safe to assume, at this point, that you can point. And having mastered the oldest known method of making yourself understood, you’ve also mastered using the most sophisticated business computer yet developed. Macintosh….Macintosh lets you create something as complex as a vertical bar chart. With something as simple as your finger.

Now compare to iPhone marketing: “Control everything on iPhone with a tap, a flick, or a pinch of your fingers.” Or to iPad: “Navigating the Web has never been easier or more intuitive, because you use the most natural pointing device there is: Your finger.”

Apple iPadThe concepts are similar—as are repeated references to the “finger” 26 years ago and today. The one example is enough to make the point: Apple continues on the same humanization user interface design course today it started in the 1980s.

See Me, Feel Me, Touch Me
It’s all very sensible. Human beings are tool users who experience and manipulate the world through five senses. Apple products appeal to the eyes through design, whether it’s the software GUI or hardware appearance. But the eyes are passive instruments. Hands and fingers are more important because they are active—they’re how people tactilely manipulate the world around them.

For example, how important is touch? Watching how people interact with items for sale reveals much. First people look—and then they touch. Surely, many retailers find all that touching and handling of their goods to be irritating. People examine objects they desire as much with their hands as their eyes.

Too many technological devices are too difficult to use because they expose too much complexity. Compare to the human body: The underlying biological mechanisms behind hand movement may be complex, but for most people the complexity is largely hidden. The keyboard is unnatural user interface; it exposes too much complexity. There is little in human biological or cultural experience that supports use of the keyboard. It’s a particularly unnatural construct, in which organization is based on the number of times letters are likely to be used. The mouse is more natural than the keyboard, because of the hand and finger-clicking movement. But the mouse is still a makeshift extension of the human being.

The finger and touch are more natural, because they extend you. Good user interfaces build on the familiar—and there is nothing more familiar than me, myself and I. See, say, hear and touch. Apple’s approach to non-Mac devices—iPad, iPhone and iPod touch—more naturally extends the hands, fingers, eyes and even mouth (for voice activation). Successful user interfaces of the future will have similar attributes.

In his iPad review, veteran technology reviewer Walt Mossberg asserts that Apple’s tablet “could even help, eventually, to propel the finger-driven, multitouch user interface ahead of the mouse-driven interface that has prevailed for decades.”

If Walt is right, Apple will extend touchy-feeling concepts—the device as extension of you—more than two-and-a-half decades in the making.

Do you have a natural user interface story that you’d like told? Please email Joe Wilcox: oddlytogether at gmail dot com.

Notes

Design Matters

White iPod nanoLast night, during an IM conversation with Nate Mook (of Betanews fame), he broached the topic of smiles, saying Apple’s little iPod nano makes people smile. It’s just so damn cute. So are babies, for that matter, and they make people smile, too. Coocheecoo!

Shouldn’t good products bring a smile? When I think of my Apple purchases, I can say that just about every one brought a smile and great delight. I lugged my first Mac out of a CompUSA on a sunny day in December 1998. I marveled at the simplicity and accessibility of my iMac. That little compact computer generated lots of smiles, not just from me but from everyone first seeing it in my home.

A few months later, I bought a refurbished PowerBook G3 (it could have been a Wall Street model) from PC Connection. I marveled at the curvy design and breathtaking 14-inch display. I watched my first DVD on that notebook, rented in February 1999 from Netflix. I smiled lots over that computer.

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Notes

iPod Shuffle: Apple Understated

Back in February, Betanews published a column from me about Apple’s iPod Shuffle. I’m working on another column, on iPod nano, and decided to post the earlier one here.

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Notes

Must Be: Familiar, Approachable, Extending and Better Enough

iPhoto `04

My prevailing thinking on why high-tech products succeed or fail boils down to four criteria. A product must:

  1. Build on the familiar
  2. Do what it’s supposed to do really well
  3. Allow people to do something they wished they could do
  4. When displacing something else, offer significantly better experience

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