Found 428 bookmarks
Newest
Habits, UI changes, and OS stagnation | Riccardo Mori
Habits, UI changes, and OS stagnation | Riccardo Mori
We have been secretly, for the last 18 months, been designing a completely new user interface. And that user interface builds on Apple’s legacy and carries it into the next century. And we call that new user interface Aqua, because it’s liquid. One of the design goals was that when you saw it you wanted to lick it. But it’s important to remember that this part came several minutes after outlining Mac OS X’s underlying architecture. Jobs began talking about Mac OS X by stating its goals, then the architecture used to attain those goals, and then there was a mention of how the new OS looked.
Sure, a lot has changed in the technology landscape over the past twenty years, but the Mac OS X introduction in 2000 is almost disarming in how clearly and precisely focused it is. It is framed in such a way that you understand Jobs is talking about a new powerful tool. Sure, it also looks cool, but it feels as if it’s simply a consequence of a grander scheme. A tool can be powerful in itself, but making it attractive and user-friendly is a crucial extension of its power.
But over the years (and to be fair, this started to happen when Jobs was still CEO), I’ve noticed that, iteration after iteration, the focus of each introduction of a new version of Mac OS X shifted towards more superficial features and the general look of the system. As if users were more interested in stopping and admiring just how gorgeous Mac OS looks, rather than having a versatile, robust and reliable foundation with which to operate their computers and be productive.
What some geeks may be shocked to know is that most regular people don’t really care about these changes in the way an application or operating system looks. What matters to them is continuity and reliability. Again, this isn’t being change-averse. Regular users typically welcome change if it brings something interesting to the table and, most of all, if it improves functionality in meaningful ways. Like saving mouse clicks or making a multi-step workflow more intuitive and streamlined.
But making previous features or UI elements less discoverable because you want them to appear only when needed (and who decides when I need something out of the way? Maybe I like to see it all the time) — that’s not progress. It’s change for change’s sake. It’s rearranging the shelves in your supermarket in a way that seems cool and marketable to you but leaves your customers baffled and bewildered.
This yearly cycle forces Apple engineers — and worse, Apple designers — to come up with ‘new stuff’, and this diverts focus from fixing underlying bugs and UI friction that inevitably accumulate over time.
Microsoft may leave entire layers of legacy code in Windows, turning Windows into a mastodontic operating system with a clean surface and decades of baggage underneath. Apple has been cleaning and rearranging the surface for a while now, and has been getting rid of so much baggage that they went to the other extreme. They’ve thrown the baby out with the bathwater, and Mac OS’s user interface has become more brittle after all the changes and inconsistent applications of those Human Interface Guidelines that have informed good UI design in Apple software for so long.
Meanwhile the system hasn’t really gone anywhere. On mobile, iOS started out excitingly, and admittedly still seems to be moving in an evolving trajectory, but on the iPad’s front there has been a lot of wheel reinventing to make the device behave more like a traditional computer, instead of embarking both the device and its operating system in a journey of revolution and redefinition of the tablet experience in order to truly start a ‘Post-PC era’.
An operating system is something that shouldn’t be treated as an ‘app’, or as something people should stop and admire for its æsthetic elegance, or a product whose updates should be marketed as if it’s the next iPhone iteration. An operating system is something that needs a separate, tailored development cycle. Something that needs time so that you can devise an evolution plan about it; so that you can keep working on its robustness by correcting bugs that have been unaddressed for years, and present features that really improve workflows and productivity while building organically on what came before. This way, user-facing UI changes will look reasonable, predictable, intuitive, easily assimilable, and not just arbitrary, cosmetic, and of questionable usefulness.
·morrick.me·
Habits, UI changes, and OS stagnation | Riccardo Mori
Rose-Gold-Tinted Liquid Glasses
Rose-Gold-Tinted Liquid Glasses
In a way, one could say Liquid Glass is like a new version of Aqua. It has reflective properties reminiscent of that. One could also say it’s an evolution of whatever iOS 7 was, leaning into the frosted panels and bright accent colors. But whatever Liquid Glass seems to be, it isn’t what many of us were hoping for.
I am exhausted from hearing that Steve Jobs has been apparently rolling in his grave at the sole discretion of whoever didn’t have their expectations of Apple met. Instead of remarking that he would be displeased, maybe it’s better to mark his death as a point in time when things would invariably shift.
It is macOS that is the backbone of the company. Despite years of all the wishing and promising that another device will one day capture the market computers have a hold on, my Mac is still the only device that can make something for all those other devices. In that alone, it feels like Mac should be the one leading everything else. Not following behind. Yet, it’s the visual style from iOS and now visionOS that are dictating the visual style of macOS. It does not feel like a breath of fresh air as much as another nail in the coffin.
Liquid Glass and the general implementation of it will not meaningfully change during the beta phase of the “26” release cycle. They’re not going to backtrack. And they’re not going to address long-standing concerns all of a sudden. The general adoption of this may test the patience of an already weary community of developers who feel tired of toiling away on trivial changes such as this. As I said, I don’t think there is any meaningful benefit to it, and designers and developers may themselves feel that as they implement it.
Over the years, it feels harder and harder to relate with the general atmosphere Apple surrounds itself in. It wasn’t always this pristine. Everyone who presented wasn’t always so stylish. Not everyone used to talk like this. What is that, by the way? Why does everyone sound like a voice assistant?
Apple didn’t used to craft a narrative around every decision in order to justify it. I feel like their presentations are burdened by reason and rationale, and their individual WWDC sessions feel increasingly pretentious like each of them are gods coming down to share their wisdom with us plebs.
It’d be nice if they were knocked off their pedestal, because I think they’re better when they’re trying to outdo someone else rather than themselves.
·lmnt.me·
Rose-Gold-Tinted Liquid Glasses
More assorted notes on Liquid Glass
More assorted notes on Liquid Glass
I’m pretty sure that if you were to interview one of the designers at Apple responsible for this icon devolution, they would say something about reducing icons to their essence. To me, this looks more like squeezing all life out of them. Icons in Mac OS X used to be inventive, well crafted, distinctive, with a touch of fun and personality. Mac OS X’s user interface was sober, utilitarian, intuitive, peppered by descriptive icons that made the user experience fun without signalling ‘this is a kid’s toy’.
Not only is this the recipe for blandness, it’s also borderline contradictory. Like, Make a unique dish using a minimal number of simple ingredients. While it’s possible to make a few different dishes using just two or three things, you touch the ceiling of uniqueness and variety pretty damn soon.
The language in the current guidelines for app icons isn’t much different. It also reflects Apple’s current philosophy of ‘keeping it simple’ which, out of context, could be valid design advice — you’re designing icons with small-ish dimensions, not full-page detailed illustrations for a book, so striving for simplicity isn’t a bad thing. And yet — and I might be wrong here — I keep reading between the lines and feel that these guidelines are more concerned with ensuring that developers maintain the same level of blandness and unimaginativeness of Apple’s own redesigned app icons:
·morrick.me·
More assorted notes on Liquid Glass
Family Values
Family Values
Many complex products often present all features at once, including crypto wallets. Everything is right there, all the time, whether you need it or not. We wanted to take a different approach where the fundamentals would be at your fingertips, but everything else would appear as it became most relevant to you.
We decided to focus on fluidity after observing how static transitions can disrupt the user’s sense of flow and orientation. Staticity can also leave a product feeling lifeless, which we didn’t want. A lifeless product feels like a dead product, and a dead product feels uncared for.
Family's dynamic tray system comprises components housed within trays that can effortlessly expand, contract, and adapt in response to a user’s actions. Trays can appear on the fly and function as a condensed version of the app, with a specific set of constraints and capabilities.
The tray system follows certain rules to function in a way that feels natural. Trays are initiated by the user by tapping buttons, icons, or opening push notifications. They can manifest either as standalone entities on top of any app content, or emerge from within other components like buttons.
To prevent any confusion during transitions, each subsequent tray is designed to vary in height. This makes the progression or change unmistakably clear. This constraint occasionally requires us to rewrite content or tweak the design of a tray slightly to make a transition apparent.
Every tray is equipped with a title that succinctly captures its function or contents, alongside an icon. This icon serves a dual purpose: it allows users to dismiss the tray if it's the initial one shown, or navigate back through a sequence of trays that have been presented one-by-one.
Each tray displayed is typically dedicated to a singular piece of content — like educational text explaining a feature — or a primary action, such as completing a checklist before a transaction.
When deciding whether to implement a tray or full screen flow, we decided to utilise trays for transient actions that don't need to be permanently on display within the app. This can be especially helpful for confirmation steps and warnings, which appear in the right place at the right time.
Trays can also function as the starting point for more elaborate flows that ultimately transition to a full screen format.
One advantage of leveraging trays over full screen flows is the preservation of context. Unlike full screen transitions that can displace users from where they just were, trays overlay content directly onto the current interface.
The compact nature of trays signals to users that each task is approachable. It encourages engagement without the intimidation of a full screen commitment.
Users are guided through actions with the reassurance that they're not veering off course, but rather diving deeper into their current context. This simplifies the user's journey and reinforces the fluidity and coherence of the overall experience.
Imagine seeing parts of a room through an open doorway. From a few metres away, you’re able to catch a glimpse of what’s inside. As you approach and enter, the space and its contents are gradually revealed. Each action by the user makes the interface unfold and evolve, much like walking through a series of interconnected rooms. As a user, I get to see where I’m going as I go there. It’s this dynamic that allows Family to remain simple and keep complexity out of sight and out of mind until required.
Our second principle builds upon similar themes to our dynamic tray system and pushes the concept even further. It envisions the entire app as a constantly evolving space, where any element can theoretically transform into another, given there's a strong enough rationale for the transition.
Similar to our tray system, we aim for a sense of dimensionality throughout the app. Our goal is to create a coherent journey that users are able to follow easily. Every movement feels like a logical step forward to resemble what we experience in physical spaces.
For example, switching tabs in Family includes a flash of directional motion. If you tap on a tab on the left, the transition moves left, and vice versa for the right. This creates a subtle yet helpful sense of space and movement. We fly instead of teleport.
Let’s take the transformation of a chevron in a multi-step flow; something that would typically be static. In Family, we saw an opportunity when transitioning between screens for a simple but effective animation — from an to a . This tiny detail, coupled with the broader view transition, clarifies the navigation action taken. Details such as this contribute to a sense of fluidity throughout the app and quickly compound over time. 1x 0.5x
A pet peeve of mine is when a component already visible on the screen unnecessarily duplicates itself during an animation. If a component occupies a space and will persist in the next phase of the user's journey, it should remain consistent.
This concept of fluidity goes hand in hand with our dynamic tray system. We’re able to create interactions of trays morphing into full screen views, buttons gliding across trays, buttons morphing into trays and back again, and so on. Every interaction feeds into the next.
These interactions aren't easy to create, but the seamless transitions within Family are more than just technical achievements. They're a manifestation of our respect for the user's sense of space and movement within the app.
In contrast, when my banking app displays a glitchy animation while accessing my checking account, it erodes my trust. It makes me question whether the app truly understands what I'm trying to do or if it can execute my actions accurately. With Family, the consistent, smooth interactions communicate a clear message: "I know exactly what you need — let me get that for you…"
Mastering delight is mastering selective emphasis. It’s about knowing where, when, and how to apply magical moments intentionally across a product.
We don’t intentionally diminish moments of delight in our less common features — we try to insert delight with varying degrees of ‘intensity’.
We leverage the element of surprise in a few places, such as on the QR code screen in Family. The feature is used just enough to make an easter egg placed here enjoyable rather than annoying. In this instance, the magical moment is hidden in plain sight. When the user taps on the QR code, it triggers a gentle ripple effect.
For features encountered less often, the opportunity to inject delight significantly enhances the user experience. For frequently used features, the value of adding further delight gradually diminishes. While our frequently used features are always crafted to be inherently delightful, it's often the delight in the less utilised features that leave a more lasting impression.
No matter the context, the ‘specialness of a moment' generally decreases with repeated encounters. Eating your favourite candy will get progressively less enjoyable with each piece, etc. (unless they are Nerds Gummy Clusters) Let’s take a very commonly used feature as an example of where doing too much would quickly diminish potential delight. As mentioned earlier, sending tokens is a core feature and something many users do daily. It’s therefore important for it to be efficient and enjoyable, without being overbearing. Our approach here was to focus on the little things. In this case, the commas when inputting a number shift visually from place to place as the number is inputted.
When adding tokens or collectibles to the trash, they visually tumble into a skeuomorphic trash can. Completing the action plays a satisfying sound effect.
Activating stealth mode is accompanied by a gentle shimmer effect when active. This effect signals that although your holdings' values are concealed, they continue to update discreetly in the background.
In all of these features, we're not just trying to entertain the user4. These moments are our way of valuing and rewarding the user's time and emotional investment in Family. They transform something mundane into something memorable.
The true value of Family lies in making every day interactions with the wallet a little easier, a little more seamless, and a lot more enjoyable. This philosophy shapes every aspect of the product.
·benji.org·
Family Values
Taste is Eating Silicon Valley.
Taste is Eating Silicon Valley.
The lines between technology and culture are blurring. And so, it’s no longer enough to build great tech.
Whether in expressed via product design, brand, or user experience, taste now defines how a product is perceived and felt as well as how it is adopted, i.e. distributed — whether it’s software or hardware or both. Technology has become deeply intertwined with culture.3 People now engage with technology as part of their lives, no matter their location, career, or status.
founders are realizing they have to do more than code, than be technical. Utility is always key, but founders also need to calibrate design, brand, experience, storytelling, community — and cultural relevance. The likes of Steve Jobs and Elon Musk are admired not just for their technical innovations but for the way they turned their products, and themselves, into cultural icons.
The elevation of taste invites a melting pot of experiences and perspectives into the arena — challenging “legacy” Silicon Valley from inside and outside.
B2C sectors that once prioritized functionality and even B2B software now feel the pull of user experience, design, aesthetics, and storytelling.
Arc is taking on legacy web browsers with design and brand as core selling points. Tools like Linear, a project management tool for software teams, are just as known for their principled approach to company building and their heavily-copied landing page design as they are known for their product’s functionality.4 Companies like Arc and Linear build an entire aesthetic ecosystem that invites users and advocates to be part of their version of the world, and to generate massive digital and literal word-of-mouth. (Their stories are still unfinished but they stand out among this sector in Silicon Valley.)
Any attempt to give examples of taste will inevitably be controversial, since taste is hard to define and ever elusive. These examples are pointing at narratives around taste within a community.
So how do they compete? On how they look, feel, and how they make users feel.6 The subtleties of interaction (how intuitive, friendly, or seamless the interface feels) and the brand aesthetic (from playful websites to marketing messages) are now differentiators, where users favor tools aligned with their personal values. All of this should be intertwined in a product, yet it’s still a noteworthy distinction.
Investors can no longer just fund the best engineering teams and wait either. They’re looking for teams that can capture cultural relevance and reflect the values, aesthetics, and tastes of their increasingly diverse markets.
How do investors position themselves in this new landscape? They bet on taste-driven founders who can capture the cultural zeitgeist. They build their own personal and firm brands too. They redesign their websites, write manifestos, launch podcasts, and join forces with cultural juggernauts.
Code is cheap. Money now chases utility wrapped in taste, function sculpted with beautiful form, and technology framed in artistry.
The dictionary says it’s the ability to discern what is of good quality or of a high aesthetic standard. Taste bridges personal choice (identity), societal standards (culture), and the pursuit of validation (attention). But who sets that standard? Taste is subjective at an individual level — everyone has their own personal interpretation of taste — but it is calibrated from within a given culture and community.
Taste manifests as a combination of history, design, user experience, and embedded values that creates emotional resonance — that defines how a product connects with people as individuals and aligns with their identity. None of the tactical things alone are taste; they’re mere artifacts or effects of expressing one’s taste. At a minimum, taste isn’t bland — it’s opinionated.
The most compelling startups will be those that marry great tech with great taste. Even the pursuit of unlocking technological breakthroughs must be done with taste and cultural resonance in mind, not just for the sake of the technology itself. Taste alone won’t win, but you won’t win without taste playing a major role.
Founders must now master cultural resonance alongside technical innovation.
In some sectors—like frontier AI, deep tech, cybersecurity, industrial automation—taste is still less relevant, and technical innovation remains the main focus. But the footprint of sectors where taste doesn’t play a big role is shrinking. The most successful companies now blend both. Even companies aiming to be mainstream monopolies need to start with a novel opinionated approach.
I think we should leave it at “taste” which captures the artistic and cultural expressions that traditional business language can’t fully convey, reflecting the deep-rooted and intuitive aspects essential for product dev
·workingtheorys.com·
Taste is Eating Silicon Valley.
How to put together an effective and eye-catching UX design portfolio
How to put together an effective and eye-catching UX design portfolio
Make readers want to keep reading to find out how you got to that point. Practically speaking, a full-width banner image with bold colors and appropriate branding, as well as a mockup or two (mirroring your homepage thumbnail) is the most effective. Follow this with a short paragraph of what the project is about and its background. You should also include a list of details such as the project duration, how big the team was, tools used, and most importantly, what your specific role in the project was.
Following this, make your problem statement bold and clear. It doesn’t have to be too formal. Juxtapose this with your solution. This could be a parallel statement, or a combination of words and graphics once again showing your final product, but more specifically highlighting sections or screens that demonstrate how it solves the problem you just stated.
Everything you’ve written up to this point should be enough to give the casual reader a good idea of the project background and what the final product looks like. They’d probably be fine moving on to another page on your portfolio. But for people who want to read more on this case study, make sure to clearly but concisely tell everything that relates to the work that you did. Structure the rest of your case study after the introduction like this: Research — E.g. competitive analysis, interview and survey results, and personas (if any). User flow(s) — Important to give an idea of how the app is meant to be used. Ideation — E.g. information architecture/site map, sketches, low-progressing-to-high fidelity wireframes, usability testing feedback, annotated iterations, and before/after examples. Final design — Complete prototype containing your highest fidelity wireframes. You could walk through a specific user flow, or just showcase different screens. Here is where gifs, an embedded prototype (more on this later), and demonstration videos should be placed. Conclusion — All good pieces of writing need a conclusion to stick the landing. Talk about next steps first, because readers’ minds are still on the prototype. Then, if applicable, mention direct impacts of the work you did, such as specific growth or revenue metrics. Then, give it a personal touch by talking about what you thought of the project, and the lessons learned.
·uxdesign.cc·
How to put together an effective and eye-catching UX design portfolio
Why Storytelling by Tony Fadell
Why Storytelling by Tony Fadell
Steve didn’t just read a script for the presentation. He’d been telling a version of that same story every single day for months and months during development—to us, to his friends, his family. He was constantly working on it, refining it. Every time he’d get a puzzled look or a request for clarification from his unwitting early audience, he’d sand it down, tweak it slightly, until it was perfectly polished.
He talked for a while about regular mobile phones and smartphones and the problems of each before he dove into the features of the new iPhone. He used a technique I later came to call the virus of doubt. It’s a way to get into people’s heads, remind them about a daily frustration, get them annoyed about it all over again. If you can infect them with the virus of doubt—“maybe my experience isn’t as good as I thought, maybe it could be better”—then you prime them for your solution. You get them angry about how it works now so they can get excited about a new way of doing things.
when I say “story,” I don’t just mean words. Your product’s story is its design, its features, images and videos, quotes from customers, tips from reviewers, conversations with support agents. It’s the sum of what people see and feel about this thing that you’ve created.
When you get wrapped up in the “what,” you get ahead of people. You think everyone can see what you see. But they don’t. They haven’t been working on it for weeks, months, years. So you need to pause and clearly articulate the “why” before you can convince anyone to care about the “what.”
That’s the case no matter what you make—even if you sell B2B payments software. Even if you build deep-tech solutions for customers who don’t exist yet. Even if you sell lubricants to a factory that’s been buying the same thing for twenty years.
If your competitors are telling better stories than you, if they’re playing the game and you’re not, then it doesn’t matter if their product is worse. They will get the attention. To any customers, investors, partners, or talent doing a cursory search, they will appear to be the leaders in the category. The more people talk about them, the greater their mind share, and the more people will talk about them.
A good story is an act of empathy. It recognizes the needs of its audience. And it blends facts and feelings so the customer gets enough of both. First you need enough instincts and concrete information that your argument doesn’t feel too floaty and insubstantial. It doesn’t have to be definitive data, but there has to be enough to feel meaty, to convince people that you’re anchored in real facts. But you can overdo it—if your story is only informational, then it’s entirely possible that people will agree with you but decide it’s not compelling enough to act on just yet. Maybe next month. Maybe next year.
So you have to appeal to their emotions—connect with something they care about. Their worries, their fears. Or show them a compelling vision of the future: give a human example. Walk through how a real person will experience this product—their day, their family, their work, the change they’ll experience. Just don’t lean so far into the emotional connection that what you’re arguing for feels novel, but not necessary.
And always remember that your customers’ brains don’t always work like yours. Sometimes your rational argument will make an emotional connection. Sometimes your emotional story will give people the rational ammunition to buy your product. Certain Nest customers looked at the beautiful thermostat that we lovingly crafted to appeal to their heart and soul and said, “Sure, okay. It’s pretty” and then had a thrilled, emotional reaction to the potential of saving twenty-three dollars on their energy bill.
everyone will read your story differently. That’s why analogies can be such a useful tool in storytelling. They create a shorthand for complicated concepts—a bridge directly to a common experience.
That’s another thing I learned from Steve Jobs. He’d always say that analogies give customers superpowers. A great analogy allows a customer to instantly grasp a difficult feature and then describe that feature to others. That’s why “1,000 songs in your pocket” was so powerful. Everyone had CDs and tapes in bulky players that only let you listen to 10-15 songs, one album at a time. So “1,000 songs in your pocket” was an incredible contrast—it let people visualize this intangible thing—all the music they loved all together in one place, easy to find, easy to hold—and gave them a way to tell their friends and family why this new iPod thing was so cool.
Because to truly understand many of the features of our products, you’d need a deep well of knowledge about HVAC systems and power grids and the way smoke refracts through a laser to detect fire—knowledge almost nobody had. So we cheated. We didn’t try to explain everything. We just used an analogy. I remember there was one complex feature that was designed to lighten the load on power plants on the hottest or coldest days of the year when everyone cranked up the heat or AC at once. It usually came down to just a few hours in the afternoon, a few days a year—one or more coal power plants would be brought on line to avoid blackouts. So we designed a feature that predicted when these moments would come, then the Nest Thermostat would crank the AC or heat up extra before the crucial peak hours and turn it down when everyone else was turning it up. Anyone who signed up for the program got a credit on their energy bill. As more and more people joined the program, the result was a win-win—people stayed comfortable, they saved money, and the energy companies didn’t have to turn on their dirtiest plants. And that is all well and good, but it just took me 150 word to explain. So after countless hours of thinking about it and trying all the possible solutions, we settled on doing it in three: Rush Hour Rewards.
Everyone understands the concept of rush hour—the moment when way too many people get on the road together and traffic slows to a creep. Same thing happens with energy. We didn’t need to explain much more than that—rush hours are a problem, but when there’s an energy rush hour, you can get something out of it. You can get a reward. You can actually save money rather than getting stuck with everyone else.
Quick stories are easy to remember. And, more importantly, easy to repeat. Someone else telling your story will always reach more people and do more to convince them to buy your product than any amount of talking you do about yourself on your own platforms. You should always be striving to tell a story so good that it stops being yours—so your customer learns it, loves it, internalizes it, owns it. And tells it to everyone they know.
A good product story has three elements: It appeals to people’s rational and emotional sides. It takes complicated concepts and makes them simple. It reminds people of the problem that’s being solved—it focuses on the “why.”
·founderstribune.org·
Why Storytelling by Tony Fadell
Minimum Delightful Product — sai
Minimum Delightful Product — sai
In today's AI-driven world, creating user delight is not just an add-on but a crucial competitive advantage
I find myself rethinking "minimum". Instead of asking, What's the least we can do to launch? I'm asking, What's the least we can do to make people love this?
Half-baked functionality is not enough in an age where AI accelerates the product development lifecycle—people want experiences that feel intuitive, engaging, and yes, delightful.
Sometimes, it's the smallest things—a clever animation, seamless usability, or a thoughtful touch—that leave a lasting impression. An MDP isn't about perfection; it's about ensuring even the simplest version of a product creates joy. In a world of endless options, delight isn't a bonus; it's a competitive advantage.
·article.app·
Minimum Delightful Product — sai
LN 038: Semantic zoom
LN 038: Semantic zoom
This “undulant interface” was made by John Underkoffler. The heresy implicit within [1] is the premise that the user, not the system, gets to define what is most important at any given moment; where to place the jeweler’s loupes for more detail, and where to show only a simple overview, within one consistent interface. Notice how when a component is expanded for more detail, the surrounding elements adjust their position, so the increased detail remains in the broader context. This contrasts sharply with how we get more detail in mainstream interfaces of the day, where modal popups obscure surrounding context, or separate screens replace it entirely. Being able to adjust the detail of different components within the singular context allows users to shape the interfaces they need in each moment of their work.
Pushing towards this style of interaction could show up in many parts of an itemized personal computing environment: when moving in and out of sets, single items, or attributes and references within items.
everyone has unique needs and context, yet that which makes our lives more unique makes today’s rigid software interfaces more frustrating to use. How might Colin use the gestural, itemized interface, combined with semantic zoom on this plethora of data, to elicit the interfaces and answers he’s looking for with his data?
since workout items each have data with associated timestamps and locations, the system knows it can offer both a timeline and map view. And since the items are of one kind, it knows it can offer a table view. Instead of selecting one view to switch to, as we first explored in LN 006, we could drag them into the space to have multiple open at once.
As the email item view gets bigger, the preview text of the email’s contents eventually turns into the fully-rendered email. At smaller sizes, this view makes less sense, so the system can swap it out for the preview text as needed.
·alexanderobenauer.com·
LN 038: Semantic zoom
"Design like Apple"
"Design like Apple"
Then find a designer who is a thinker, who has product, customer, and business sense and has the ability to create work for the problem at hand (not just emulate visual trends or other companies). This isn’t a unicorn — this is what good design is.
·rongoldin.substack.com·
"Design like Apple"
“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
Now that I have more of an understanding of filmmaking and an understanding of costume within film, it’s helped me build a team around it—and I would like to continue doing it, because for me, it’s a great escape from my job. It helps me balance out a bit, and being creative without the commerce element feels like a very different exercise—it’s about characterization, and there’s no preciousness around it representing just one vision.
That’s what I love about very good cinema: Those textures you find in the 1950s or ’60s with the clothing—it’s never just a flat surface. You have Lee, played by Daniel, at the beginning wearing this shirt that’s optic white…. [There’s] this idea of it being pristine, like cocaine. By the end of it, after his heroin trip and everything else getting darker and darker, it becomes dirtier…. I like following those threads. With costume, you can do things like that which are more subtle, whereas sometimes with fashion, it has to be loud for people to grab on. In film, you have to lure the audience in and let them know who the character is in a way that unfolds. It’s not about the bang of fashion where it’s a 15-minute show that has to sell you this one idea.
What I find amazing about these pieces is that, as you said, they could be plucked out of a store today, and I did quite like having those things in the film—because sometimes we feel like we’re inventing everything now, but then you realize there were people in the past who were even further ahead than we are.
As the creative director of a fashion house—or two fashion houses—you’re always the decision-maker and the person everyone is turning to to weigh in on everything and have the final say. Working as the costume designer, did it feel pleasant to relinquish that total control for a little while? Yes, I enjoy it. It’s quite nice sometimes to be submissive in life. [Laughs.] I quite like not being in that driving seat all the time, because it makes you think differently when you’re back in the driving seat. I think it’s really helped me with my journey within fashion. It’s nice to restart—it keeps your feet on the ground. I think, in fashion, it’s very easy to levitate off the ground. It helped me to rechallenge myself, and to have those moments in Rome where I really felt like a student again, saying, “I don’t know how this works—but how do I make it work?”
I think with Loewe, for example, it might have affected the way I really reduced the menswear down in the recent show. It became a form of textural classicism—very precise. And I think Allerton may have inspired this idea of building a perfection that is almost like an armor, but then ultimately, you see that there are holes in it—in the trouser, in the sweater. It all looks very together at first, but then you realize it’s not.
I think it’s really important for me to keep doing my day job, because it sharpens my knife outside of it. And I think they can dovetail into one another.
We were actually introduced by Karla Otto. It was one of those meetings where I felt like I had known Luca all my life. We were meant to just have a coffee, but then we chatted all afternoon. I just feel like we are searching for the same things but in different fields, so it’s really nice to be able to collaborate in this way—which requires a huge amount of trust in each other—but pushing each other too. And there are not many people, I think, who understand clothing as deeply as Luca does.
I think Allerton may have inspired this idea of building a perfection that is almost like an armor, but then ultimately, you see that there are holes in it—in the trouser, in the sweater. It all looks very together at first, but then you realize it’s not.
there were plenty of memorable moments for Jonathan Anderson—but few were quite as awe-inspiring as his first day of filming, walking through the back lot of Rome’s legendary Cinecittà Studios. “One of my favorite films is Sunset Boulevard, and it reminded me of the scene when Norma goes to the studios, and there’s just cinema happening,” Anderson says over Zoom from Los Angeles, where Queer had premiered the night before, with genuine wide-eyed wonderment. “You enter into one of those dark spaces and find a stage lit as a 1950s Mexican street. Then you’re in the middle of the jungle. If you were to ask a child what cinema is, it would be this.”
·vogue.com·
“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
Notes on “Taste” | Are.na Editorial
Notes on “Taste” | Are.na Editorial
Taste has historically been reserved for conversation about things like fashion and art. Now, we look for it in our social media feeds, the technology we use, the company we keep, and the people we hire.
When I ask people what they mean by “taste,” they’ll stumble around for a bit and eventually land on something like “you know it when you see it,” or “it’s in the eye of the beholder.” I understand. Words like taste are hard to pin down, perhaps because they describe a sensibility more than any particular quality, a particular thing. We’re inclined to leave them unencumbered by a definition, to preserve their ability to shift shapes.
’ve found a taste-filled life to be a richer one. To pursue it is to appreciate ourselves, each other, and the stuff we’re surrounded by a whole lot more.
I can’t think of a piece of writing that does this more effectively than Susan Sontag’s “Notes on ‘Camp.’” In her words, “a sensibility is one of the hardest things to talk about... To snare a sensibility in words, especially one that is alive and powerful, one must be tentative and nimble.
Things don’t feel tasteful, they demonstrate taste. Someone’s home can be decorated tastefully. Someone can dress tastefully. The vibe cannot be tasteful. The experience cannot be tasteful.
Someone could have impeccable taste in art, without producing any themselves. Those who create tasteful things are almost always deep appreciators, though.
we typically talk about it in binaries. One can have taste or not. Great taste means almost the same thing as taste.
They’re the people you always go to for restaurant or movie or gear recommendations. Maybe it’s the person you ask to be an extra set of eyes on an email or a project brief before you send it out.
It requires intention, focus, and care. Taste is a commitment to a state of attention.
As John Saltivier says in an essay about building a set of stairs, “surprising detail is a near universal property of getting up close and personal with reality.”
To quote Susan Sontag again, “There is taste in people, visual taste, taste in emotion — and there is taste in acts, taste in morality. Intelligence, as well, is really a kind of taste: taste in ideas. One of the facts to be reckoned with is that taste tends to develop very unevenly. It's rare that the same person has good visual taste and good taste in people and taste in ideas.” The sought-after interior designer may not mind gas station coffee. The prolific composer may not give a damn about how they dress.
Taste in too many things would be tortuous. The things we have taste in often start as a pea under the mattress.
it is often formed through the integration of diverse, and wide-ranging inputs. Steve Jobs has said, “I think part of what made the Macintosh great was that the people working on it were musicians and poets and artists and zoologists and historians who also happened to be the best computer scientists in the world.”
taste gets you to the thing that’s more than just correct. Taste hits different. It intrigues. It compels. It moves. It enchants. It fascinates. It seduces.
Taste honors someone’s standards of quality, but also the distinctive way the world bounces off a person. It reflects what they know about how the world works, and also what they’re working with in their inner worlds. When we recognize  true taste, we are recognizing that alchemic combination of skill and soul. This is why it is so alluring.
many snobs (coffee snobs, gear snobs, wine snobs, etc.) often have great taste. But I would say that taste is the sensibility, and snobbery is one way to express the sensibility. It’s not the only way.
If rich people often have good taste it’s because they grew up around nice things, and many of them acquired an intolerance for not nice things as a result. That’s a good recipe for taste, but it’s not sufficient and it’s definitely not a guarantee. I know people that are exceedingly picky about the food they eat and never pay more than $20 for a meal.
creating forces taste upon its maker. Creators must master self-expression and craft if they’re going to make something truly compelling.
artists are more sensitive. They’re more observant, feel things more deeply, more obsessive about details, more focused on how they measure up to greatness.
Picasso remarking that “when art critics get together they talk about Form and Structure and Meaning. When artists get together they talk about where you can buy cheap turpentine.” Taste rests on turpentine.
the process of metabolizing the world is a slow one. Wield your P/N meter well, take your time learning what you find compelling, and why. There are no shortcuts to taste. Taste cannot sublimate. It can only bloom. To quote Susan Sontag one last time, “taste has no system and no proofs. But there is something like a logic of taste: the consistent sensibility which underlies and gives rise to a certain taste.
·are.na·
Notes on “Taste” | Are.na Editorial
After Apple, Jony Ive Is Building an Empire of His Own
After Apple, Jony Ive Is Building an Empire of His Own
Wealthy tech executives spending their fortunes on real estate or more imaginative adventures is a staple of Silicon Valley culture. Some buy islands, others build yachts longer than a football field or fund quixotic flying car projects. Mr. Ive’s fixation on a single city block, by comparison, seems modest.
At LoveFrom, he has tried to trust his instincts. Buying one building led to buying another. A discussion about a new yarn led to his first fashion apparel. Work with one client, Brian Chesky, the chief executive of Airbnb, led to meeting Sam Altman, the chief executive of OpenAI.
He bought it for $8.5 million and discovered its backdoor led to a parking lot encircled by the block’s buildings. He wanted to turn the parking lot into a green space, but learned that he needed to own another building on the block to control the parking lot. So a year later, he bought a neighboring, 33,000-square-foot building for $17 million.
Mr. Weeks cringed. San Francisco’s commercial real estate market would crash during the pandemic, and more than a third of its offices remain vacant. “I don’t really think you need to do that,” Mr. Weeks told Mr. Ive. “I can get you office space.”
worries faded after neighbors met Mr. Ive. He offered to reduce some tenants’ rents, did free design work for others and won over Mr. Peskin, a frequent critic of development in his district, with his plans to preserve the existing buildings.
Over five years, Mr. Ive and Mr. Newson hired architects, graphic designers, writers and a cinematic special effects developer who work across three areas: work for the love of it, which they do without pay; work for clients, which includes Airbnb and Ferrari; and work for themselves, which includes the building renovation.
The project has given Mr. Elkann an appreciation for LoveFrom’s process. In January, he visited the firm’s studio for an hourslong meeting about the car’s steering wheel. He listened as Mr. Ive and others talked about the appropriate steering wheel length and how a driver should hold it. Ferrari’s chief test driver tested an early prototype of the wheel, which borrowed design elements from the company’s sports car and racecar history, to assess how it would perform. “Paying attention to the steering wheel in a car that you want to drive and what the physicality of what that means is something that Jony was very clear about,” Mr. Elkann said. He added that the result is “something really, really different.”
·nytimes.com·
After Apple, Jony Ive Is Building an Empire of His Own
Everything that turned out well in my life followed the same design process
Everything that turned out well in my life followed the same design process
The useful thing about defining good design as a form-context fit is that it tells you where you will find the form. The form is in the context. To find a good relationship, you do not start by saying, “I want a relationship that looks like this”—that would be starting in the wrong end, by defining form. Instead you say, “I’m just going to pay attention to what happens when I hang out with various people and iterate toward something that feels alive”—you start from the context.
The context is smarter than you. It holds more nuance and information than you can fit in your head. Collaborate with it.
If you want to find a good design—be that the design of a house or an essay, a career or a marriage—what you want is some process that allows you to extract information from the context, and bake it into the form. That is what unfolding is.
The opposite of an unfolding is a vision. A vision springs, not from a careful understanding of a context, but from a fantasy
Anything that increases the rate and resolution of information you get from the context will help. And anything that makes it easier for you to act on the context.
A common reason we filter information and become blind to the context is that we bundle things when we think. Thinking about our career, we might think in abstractions like “a job.” But really a career is made up of a bunch of different things like a salary, an identity, relationships, status, a sense of meaning, and so on. It is often easier to find a fit if you unbundle these things, and think about the parts that matter to you individually. Do you actually need more status? Or can you find a better fit if you go low status?
Another common reason the feedback loop of unfolding often works poorly is that people have decided on a solution already. They have turned on their confirmation bias. They have decided that a certain solution is off-limits. Let’s say you are 34 and haven’t found a partner but want kids. If we unbundle this, it is clear that the problem of having a kid and the problem of love are not the same thing, so you could solve your problem by having a kid with your best friend instead. But this feels weird. It is not the vision you have for your life. And it seems dysfunctional. Observe that feeling—it is, perhaps, a part of the context. There is some information there. But to unfold, do not write off any solutions. Leave them all on the table; let them combine and recombine. Many good ideas look bad at first. To increase the rate at which you understand the context, you want to develop a certain detachment. When the context thrashes one of your ideas, you want to say, “Oh, that’s interesting.” It takes practice. But it is worth getting better at. Reality is shy—it only reveals itself to those who, like honest scientists, do not wish it to be something else.
The faster you can collide your ideas against reality, the faster you get feedback.
The school system is centered around visions, not unfolding. You are asked to make decisions about realities that are five, ten years down the line, and you get no feedback on your decisions.
you’re less torn by anxious attachments when you recognize how something must naturally and necessarily unfold.
Knowledge is freedom from getting mad at facts.
Detachment does not mean you don’t care what happens. It just means you don’t care whether a specific thing happens or not. You want to know the outcome of the coin-toss (you care), but you don’t care whether it is heads or tails even if you’ve bet on heads (you’re not attached to a specific outcome). The important thing is that something happens, which means you’ve successfully kept play going, but without keeping score.
Emotional Self-Management: I like to think of this as accepting the emotions you have instead of having emotions about having emotions in an endless stack.
Fear. Not fear, plus anxiety about fear, plus guilt about anxiety about fear, plus shame about displaying guilt about experiencing anxiety about having fear. This is emotional focus. Instead of retreating from an emotion through layers of additional emotions until you find one you can deal with, you experience the actual emotion for what it is.
·archive.is·
Everything that turned out well in my life followed the same design process
What Is Going On With Next-Generation Apple CarPlay?
What Is Going On With Next-Generation Apple CarPlay?
I’d posit that a reason why people love CarPlay so much is because the media, communication, and navigation experiences have traditionally been pretty poor. CarPlay supplants those, and it does so with aplomb because people use those same media, communication, and navigation features that are personalized to them with their phones when they’re not in their cars.
No one is walking around with a speedometer and a tachometer on their iPhone that need to have a familiar look and feel, rendered exclusively in San Francisco. As long as automakers supply the existing level of CarPlay support, which isn’t a given, then customers like us would be content with the status quo, or even a slight improvement.
In my humble opinion, Next-Gen CarPlay is dead on arrival. Too late, too complicated, and it doesn’t solve the needs of automakers or customers. Instead of letting the vehicle’s interface peak through, Apple should consider letting CarPlay peak through for the non-critical systems people prefer to use with CarPlay.
Design a CarPlay that can output multiple display streams (which Apple already over-designed) and display that in the cluster. Integrate with the existing controls for managing the interfaces in the vehicle. When the phone isn’t there, the vehicle will still be the same vehicle. When the phone is there, it’s got Apple Maps right in the cluster how you like it without changing the gauges, or the climate controls, or where the seat massage button is.
The everyday irritations people have are mundane, practical, and are not related to how Apple-like their car displays can look.
·joe-steel.com·
What Is Going On With Next-Generation Apple CarPlay?