April 19, 2014

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blog-ios7-420x420

Slate:

When it was built in 1977, Citicorp Center was, at 59 stories, the seventh-tallest building in the world. You can pick it out of the New York City skyline by its 45 degree-angled top.

But it’s the base of the building that really makes the tower so unique. The bottom nine of its 59 stories are stilts.

This thing does not look sturdy. But it has to be sturdy. Otherwise they wouldn’t have built it this way.

Right?

I’ve been reading about this story for years and it’s a fascinating one of design, ethics and responsibility.

Über succeeded by reducing the friction from the process of getting a taxi. You pick up your phone, tap a few times, your car is on its way. If you like, you can text or call your driver directly and watch the driver’s progress on a map built into the Über app. When you are done, leave your wallet in your pocket. The billing is done automatically with an electronic receipt arriving in email to complete the process.

There have been a number of efforts at bringing that same friction reduction to the process of public parking. The main problem is a lack of uniformity. Every parking lot is different, making a one size fits all solution difficult to imagine. The ultimate solution would tell you about an available parking space near you and would hold that space for your arrival. Finally, payment would be made without you having to pull your wallet or change purse out of your pocket.

The linked article describes one such system for parking garages.

> In Pell’s world, parking could work like this. You’ve downloaded an app (LoCoMobi’s is QuickPay) and entered your credit card and license plate. When you drive up to a garage, which might could someday be fixed via Chicago Garage Door, a nearby camera scans your license plate and recognizes you. That information is also sent to the garage, so it knows exactly how many people are parked in the garage. > > On your way out of the garage, another camera scans your license plate. Your credit card is automatically charged and a digital receipt is sent your way. Your wallet never leaves your pocket or purse. The system would be better for customers, and more profitable for garages.

This is the most friction free general purpose parking system that I’ve yet encountered. Ideally, I’m still holding out hope for more, for a utopian system that knows where I’m heading, then finds me a spot and guides me to it, reducing my parking stress to zero.

Space X rocket taking off and landing in same spot

By far, the largest cost in a rocket launch is the cost of the rocket itself. By making the first stage of the rocket reusable, Space X can drop the price of a rocket launch from the traditional $100-$250 million all the way down to $55 million. That number will likely drop even further as reusability improves over time.

Ultimately, reusability will bring the cost low enough to make the Mars Colonial Transporter (another Space X project) a reality.

The video below was shot with a hexacopter. One of the keys to reusability is having the booster separation occur early enough in the launch so the rocket is still moving relatively slowly. Amazing to watch.

April 18, 2014

In this issue:

What’s better, an iPad or a MacBook for university; being a freelance writer; a great story about Axl Rose running off stage; nurturing curiosity through mentoring; and iTunes and Indie bands.

New York magazine:

The Wall Street Journal obtained the marketing materials for Gillette’s new razor, the ProGlide FlexBall. The ProGlide FlexBall can cut each whisker 23 microns shorter — about a quarter of the width of a strand of human hair.

I won’t mince words: ProGlide FlexBall is a bad idea. A really bad idea. In fact, the razor represents everything terrible about America’s innovation economy.

It’s amazing how many gimmicks razor manufacturers have come up with to try and get us to buy sharp bits of metal to scrape along our faces.

Epic pen spinning

You know that pen spinning thing you do? You can stop now. These kids do it better than you could ever imagine doing it.

Design Flex

This article first appeared in The Loop Magazine Issue 20.

“Design is not just what it looks and feels like. Design is how it works.”—Steve Jobs

Design never exists in a vacuum. A designer is always creating something with a defined purpose. The essence of the designer’s job is a complex series of decisions that the end user has hired them to make.

Nearly 14 years ago, we first saw the public beta of Mac OS X. As intended, most people’s reaction was an uncontrollable desire to lick the user interface. The buttons looked like candy. It was beautiful. For the first time, designers had really been let loose on the UI. Back then, the vast majority of us were running CRT displays. Things really look different behind a thick piece of glass and at 72 dpi compared to the LCD panels of today. Computers were much slower. I’d often sit down with a magazine when browsing the Web because of how long it took to load pages. Using Photoshop, you would routinely see a progress bar for something as simple as applying a filter or resizing an image. File sizes greater than 100MB were virtually unheard of. So there was a good reason to make the interface as visually appealing and “lickable” as possible—you were going to spend a lot of time looking at it while waiting to see your content.

MacOS-Nine-and-Ten

It was in this decade of user interface decadence that interactive designers really started flexing their muscles. The Internet became a playground for extreme drop shadows, brushed metal, and three dimensional navigation schemas worthy of Hollywood opening titles. No one wanted something straightforward; everyone wanted something that had never been done before. Design flex really gestated during this period. An attitude of “we should because we can” proliferated, as projects pushed the boundaries of designers’ imaginations and often users’ patience.

lickable

Over the years people would grow tired of how lick-able the interface was and little by little things became refined. Today in Mavericks there’s only a few shiny candy coated UI elements left. Good luck trying to find any brushed metal.

As the years went by, Apple stripped out the candy buttons and brushed metal, as the world moved to laptops, LCD displays, and higher resolution displays. Eventually, iOS arrived and inherited many of the desktop stylizations, which was only natural. I was ecstatic when I saw that my first-generation iPhone had the same volume graphics as my Mac. It was what we had always dreamed of, a phone-sized extension of our computer. But then a shift started, first on the Internet, then on the App Store. Flatness.

Think about the first time that you saw it done well-it was refreshing. After all the years of looking at over-embellished pixels, it was nice to just pay attention to color, form, image, and text. It started to make the trompe l’ oeil used everywhere else look false. Your eye would no longer accept that a gradient and a drop shadow equated to three dimensional space. It was always a very delicate balancing act, and now it was over.

“Before, the shadowing effect we used was a great way to distract from the limitations of the display.”—Craig Federighi

Federighi, Apple’s senior vice president of software engineering, has an amazing insight into the end of skeuomorphism in iOS 7. His comment above on the shadowing effect makes perfect sense from a product and systemic perspective. The screen was the weakest link, and with ample graphics and computational power, it only made sense to use the abundance of one resource to make up for the shortcomings of another. In regard to iOS 7, Federighi points out, “This is the first post-Retina UI with amazing graphics processing thanks to tremendous GPU power growth, so we had a different set of tools to bring to bear on the problem.” So where did the iOS team flex its skills if not on pixel embellishment?

Studying the new Human Interface Guidelines provides a good level of insight behind the philosophy of the design. Here’s a team of designers that aren’t just making a project or a product—they’re making tools and an ecosystem that thousands of designers will use to reach millions of people. The cornerstone of the underlying philosophy is “defer to the content.” This means give the user’s content as much screen real estate and visual weight as possible. If your app doesn’t truly need something, don’t add it in. Let users touch and interact with their content first, then provide a UI for additional functionality.

“Do Less. No, do less. No, less… well you have to do more then that.”—Paul Rudd

That’s the mantra from a scene in Forgetting Sara Marshall where Paul Rudd plays a surf instructor. While this is fairly poor advice for learning to surf, it can be applied to finding the most simple implementation of a design. For instance, when designing an icon, continue to remove elements from your design until it’s no longer readable, then iterate and carefully choose what to add in. You’ll discover that when you have found an extremely simple solution to a design problem, it will communicate more clearly and age better. Now that designers aren’t expected to spend 40 hours perfecting their drop shadows, this should enable us to spend more time considering color, shape, and what it communicates.

Another area that’s critical to flex your design sense involves interactions. We’ve come a long way from the days of the Internet where it was acceptable to tap or click something and simply go to a new page. iOS is rich with beautiful animations and segues. These inform the user to what’s happening. Add a bookmark in Safari, and you see a small icon bounce into the bookmarks button—you immediately understand “where it went.” There’s no greater feeling than when you “directly manipulate” a UI element on screen. It’s taken for granted but simply scrolling your content in iOS is light years beyond what most people have been accustomed to since the invention of a mouse. Control Center, paginated containers, and pinch-to-zoom are other incredibly delightful gestural experiences. Designing an interaction that requires more than a button tap is not something that you can just ask your developer for. It requires teamwork, iteration, and lots of fine tuning. You’ll be better off with a simple button tap if you don’t have the time to properly pull off an advanced gesture.

Focus on solving 80 percent of users’ problems. Which 80 percent is a question you’ll have to answer based on your users. Do you need features for the top 1 percent? That’s only 100 in 10,000 users. Focus on creating the greatest amount of functionality for the most users. The default answer to adding something should always be “no.” Scope increases exponentially. Every interaction you add has dramatic effects and dependencies. How will you have time to perfect animations and fine tune the interface if you’re busy addressing something that you could have just said no to?

“If it bleeds, we can kill it”—Arnold Schwarzenegger

Arnie said that about the Predator but when it comes to human interfaces, it’s movement that lets you know something is “alive.” I was editing a Numbers document on my iPhone and the UI froze. I was struck by how simple the onscreen graphics were at that moment. A second later the app came back to life, and it no longer appeared that way. I was able to drag cells, things animated fluidly, keys reacted instantaneously. I’m a firm believer in always testing designs on a device using something like xScope or by emailing designs to yourself. This lets you know how your layout will feel. While this is critical, it doesn’t reveal the whole experience-it’s still two dimensional.

“Marty, you’re not thinking fourth dimensionally.”—Christopher Lloyd, Back to the Future Part III

If the fourth dimension in media is time, then is the fifth interactivity? Spend too much time just looking at your interface designs, and you may be surprised how they feel when you finally use them. Find a prototyping tool, learn the basics of Xcode storyboards, make an animation. Do something to get a feeling of how your users’ experience will feel. This is also a great time to go find a user and show them what you’ve been working on. Depending on the prototype, ask them to do a few specific tasks. You may be surprised that something you thought was really obvious turns out to be difficult. This is a great time to weigh discoverability against intuition. Is it worth making your users spend a moment learning to make a often-repeated task much more elegant in the future?

That brings us to the last critical concept: know your materials. In the atomic world, makers and craftsmen have been working with the same materials for centuries. Wood and metal working techniques have been passed down since the dawn of civilization. But with each generation comes an evolution to what’s possible. We can create things today that were unfathomable just 50 years ago, even though the materials are effectively unchanged. Chefs still come up with new ways to cook an egg. Think abut it—this is iteration on a generational scale. 

A designer that understands what is going on beyond the pixels will be much more effective. Take time to watch the Worldwide Developers Conference videos, read the iOS 7 Design resources—you will learn a lot. If you work with your materials, rather then trying to force them to bend to your will, your process will be smoother and the work will be more successful.

In the end, while the only visible result of your work will be pixels, do not flex your design muscles on fancy UI that takes away from the user’s content or purposeless pixel embellishment. Rather, spend time iterating to create clear meaning in your work, delighting your users with meaningful interactions and exploring your materials. If an interaction is as delightful the thousandth time as the first then you know you’ve got something really great.

Do not mistake the pixels as the sum of your work. Remember, the magic is not in the magicians hat, but in the audience’s mind.

Alex Saretzky is a Human Interface designer in New York focused on mobile design. He recently handmade an iOS app called Timer Professional. His mother calls him “one of those Apple people” and has never owned a PC. One time he prank called Steve Wozniack.

Alex’s Website | Alex’s Twitter

Presumably, you’ve already enabled Find My iPhone. If not, do that now.

Follow the link to learn about Lost Mode and how to turn it on for your iOS device. Even if your device isn’t lost, it’s worth a read, just to have a sense of how this works. Lost Mode has been around since iOS 6, but good to have a reminder.

This looks really interesting.

Super, double top secret photo of iPhone 7 that I found…

… In my beard.

7

As Facebook ages, it faces an interesting generational problem. As people age, their friendships change, evolve. When they are in school, they might have one huge cluster of friends. Their friend list grows indiscriminately and is rarely trimmed. As they mature and move on in life, that large group of friends is curated, resolving into a smaller list of closer friendships. Facebook excels at building a friend list, but does not do such a great job at supporting the curation process.

Personally, I am rarely interested in unfriending anyone. I mostly want to fine tune who I follow closely, who I share with.

Interesting read. And, I think, an opportunity for a social network that recognizes the unfriending problem and that offers a more sophisticated friend curation solution.

Beautifully crafted off-center axe splits firewood like it was balsa

This is just mesmerizing. I love great design.

This is “a handbook for clients and designers” on how to deal with each other.

[Via Khoi Vinh]

Last year, the minimum spend for iAd dropped from $1 million to $50, bringing iAd into the budgetary reach of indie developers.

Ever wonder how all this works? Read the linked post, a case study complete with numbers. I found this very interesting.

April 17, 2014

Every day at Flickr we share our passion for inspiring photography by building world-class tools and beautiful photo displays you can access anywhere. Ten years ago we defined online photo sharing as the first major online community to store, organize, tag, and share digital photos. We could not be more excited to continue shaping digital photography with new Flickr app for iPhone coming today to the App Store and for Android in the Google Play store now.

It still shows the old version for me on the App Store.

Update: the app is there now.

This makes some of Dropbox’s recent moves make more sense.

AltConf is a free, community driven and supported event, held in downtown San Francisco alongside Apple’s WWDC, 2nd – 6th June 2014. Hosted at a fantastic venue right across the street from Moscone West and featuring a host of amazing speakers from across the industry, AltConf 2014 is shaping up to be a fantastic event.

Love this event.

This is a really good article from Macworld’s Serenity Caldwell and Dan Moren. I especially like the tip about having Siri learn to pronounce someone’s name.

A number of Yahoo insiders I have talked to said her plan to pitch Apple on the idea as its marquee mobile search partner is far along. The company has prepared detailed decks, including images of what such a search product would look like, and hopes to present them to Apple execs.

I’m not sure that Apple will go for this, yet. Apple will strive to give its customers the best products possible and when it comes to search Google is perceived as being the best. I don’t think Apple will let its lawsuits interfere with doing what’s best for its customers.

I agree with what Rob says, until he gets to this part:

Yes, Apple shelters taxes. Yes, it’s very good at it. Yes, it sucks that they aren’t paying their fair share.

The fact is, Apple does pay its fair share. In fact, they paid billions of dollars in taxes in the US last year, more than anyone else. The fact that governments offer companies a tax break to have factories or offices in their jurisdiction is not the companies fault—they create jobs, which has great economic benefits for those regions. If you then tell a company that those tax breaks are gone, they will pick up and move somewhere else—it’s business.

This isn’t about Apple, every company works exactly the same way. This is about the way the world works.

A Tumblr blog dedicated “original designs by Samsung.” As Gruber said, you can’t make this stuff up.

A very detailed article on the design decisions Aleksandar Vacić made and remade to get his app where he wanted it. There are a lot of great gems in here and the level of detail that you have to go through to get everything just right.

I thought for sure they were just going to link to Apple. What the hell does this company know about design?

Good news! A major Pixelmator 3.2 Sandstone update is on its way. Some awesomely delicious goodies are coming with this update, but the sweetest of them all is the all-new Repair Tool.

I use Pixelmator every day and have for years. It’s lightweight, very powerful and the team keeps making it better. The video of the new repair tool is cool.

Washington Post:

$58 million for 15 months of work.

That’s what Yahoo’s chief operating officer Henrique De Castro got in severance pay when he was sent packing on Jan. 16, according to a Securities and Exchange Commission filing made public on Wednesday.

Ouch.

De Castro’s severance package, which included $1 million in cash plus equity, was valued at $17 million on Oct. 15, 2012, when he signed his offer letter.

That figure more than tripled during Castro’s brief time at the company when Yahoo’s share prices rose, thanks to its 24 percent stake in Chinese Internet giant Alibaba.

That is some good timing.

April 16, 2014

Google Inc’s first-quarter revenue fell short of Wall Street targets and margins narrowed as the price of its ads continued to decline, pushing its shares sharply lower.

As much as I’d love to take the opportunity to make a smartass comment like “expect more ads,” I really can’t. Like I say about Apple, it’s hard to say it’s a bad quarter when the company is making billions.

Having said that, expect more ads soon.

AC/DC: Highway to Hell

Seriously, one of the best songs ever.

The Verge:

Anki Drive, the real-world racing game that uses your iPhone as the controller, is expanding its lineup today to include new cars, tracks, and Anki Drive is finally getting an old-school racing mode to go along with its existing battle mode.

In an unusual twist, players who buy Corax will not be able to play as him until they defeat the car in battle with the artificial intelligence set to “medium.” “You have to earn that right by first beating him in battle mode,” says Mark Palatucci, Anki’s co-founder and chief product officer.

I bought (and returned) the original Anki Drive precisely because it didn’t have a Race Mode. These will be welcome updates to many.

Wired:

Thursday is the Mustang’s 50th anniversary. To mark the occasion, Ford plopped a 2015 Mustang GT convertible onto the observation deck of the Empire State Building.

Ford pulled the same stunt with the original Mustang, but five decades of technological advancements haven’t made it any easier to pull off. The deck is 1,000 feet up, so using a crane is out of the question. And the building’s tall spire rules out lowering the car from a helicopter.

That leaves the freight elevator.

The Observation Deck of the Empire State Building is one of those places you have to go to when you visit New York City. While this is a marketing stunt, it sure as heck isn’t a cheap one.