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	<title>Intense Minimalism &#187; apple</title>
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		<title>My in-between iPhone, before the iPhone</title>
		<link>http://intenseminimalism.com/2011/my-in-between-iphone-before-the-iphone/</link>
		<comments>http://intenseminimalism.com/2011/my-in-between-iphone-before-the-iphone/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 10:30:34 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Trace]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=970</guid>
		<description><![CDATA[Today it happened I stumbled on an article about the genesis of the first iPhone and the two side-by-side projects that were developed in Apple in 2005-2006. It cites a patent awarded to Apple in 2010 that was submitted in january 2006 with the description of a potential phone based on the same hardware design [...]]]></description>
			<content:encoded><![CDATA[<p>Today it happened I stumbled on an <a title="Steve Jobs Secret Meeting to Explore an iPod Phone is Revealing" href="http://www.patentlyapple.com/patently-apple/2011/11/steve-jobs-secret-meeting-to-explore-an-ipod-phone-is-revealing.html">article about the genesis of the first iPhone and the two side-by-side projects</a> that were developed in Apple in 2005-2006. It cites a patent awarded to Apple in 2010 that was submitted in january 2006 with the description of a potential phone based on the same hardware design of the wheel-based iPod.</p>
<div class="side box">I published the ideas on my previous italian blog, on <a href="http://im.digitalhymn.com/2006/03/21/la-mia-idea-di-un-apple-iphone/">march</a> and <a href="http://im.digitalhymn.com/2006/11/12/iphone-interaction-prototype-explained/">november</a> 2006. That year the two mockups I did were picked up globally in a lot of rumor articles and they got excellent feedback overall.</div>
<p>In 2006 the rumors of Apple making a phone were ramping up again and one day I had an idea by reading of the LED screens powering devices like the Sony NW-A3000: <strong>a phone that will have a full touchscreen surface, with a under-the-skin screen</strong>. I wasn&#8217;t really thinking of the &#8220;iPhone&#8221;, but I decided to give the mockup that title to get into the discussions.<br />
A few months later, trying to make a better render with the help of <a href="https://twitter.com/glorfind3l">Cristiano</a>, I inherited however an element from the iPod: the wheel, because I thought that it might still be a good way to go through a long list of items.</p>
<p><img class="aligncenter size-full wp-image-971" title="The in-between iPhone prototype by Folletto" src="http://intenseminimalism.com/wp-content/uploads/2011/11/in-between-iphone-prototype-by-folletto.png" alt="" width="900" height="520" /></p>
<p>In hindsight, it&#8217;s clear that with just a little more thought I should have dropped the scroll wheel as well like I did on the first mockup. Still, I think that given the timing it&#8217;s strikingly similar to the <a href="http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&amp;Sect2=HITOFF&amp;d=PALL&amp;p=1&amp;u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&amp;r=1&amp;f=G&amp;l=50&amp;s1=7,860,536.PN.&amp;OS=PN/7,860,536&amp;RS=PN/7,860,536">Apple patented prototype</a> and I got also right the most important feature of the final iPhone: the full touchscreen surface with an ad-hoc interface.</p>
<p>However, while the other mockups now feel <em>old</em>, I still find the following rendering very fascinating with its glowing logo and its seamless screen, reminding a bit <a title="Monolith, Space Odyssey" href="http://en.wikipedia.org/wiki/Monolith_(Space_Odyssey)">Space Odyssey</a>.</p>
<p><img class="aligncenter size-full wp-image-973" title="&quot;iPhone prototype&quot; mockup rendering based on a previous iPod Nano shape by Folletto" src="http://intenseminimalism.com/wp-content/uploads/2011/11/in-between-iphone-prototype-by-folletto-standby.png" alt="" width="900" height="520" /></p>
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		<title>AirPlay, AirDrop, Apple TV and the future of proximity interactions</title>
		<link>http://intenseminimalism.com/2011/airplay-airdrop-apple-tv-and-the-future-of-proximity-interactions/</link>
		<comments>http://intenseminimalism.com/2011/airplay-airdrop-apple-tv-and-the-future-of-proximity-interactions/#comments</comments>
		<pubDate>Thu, 27 Oct 2011 09:18:40 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Observation]]></category>
		<category><![CDATA[Simplicity]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[proximity]]></category>
		<category><![CDATA[tv]]></category>
		<category><![CDATA[wifi]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=920</guid>
		<description><![CDATA[Proximity Interactions (PIx) are one of the missing pieces in today's digital world but there are good signs that it's finally coming: a lot of solutions are starting to appear, first of all AirDrop and the whole rumor around the future of television screens, including the Apple TV.]]></description>
			<content:encoded><![CDATA[<p><a href="http://intenseminimalism.com/wp-content/uploads/2011/10/wireless-access-point.png"><img class="aligncenter size-full wp-image-926" title="WiFi Access Point - Three Antennas" src="http://intenseminimalism.com/wp-content/uploads/2011/10/wireless-access-point.png" alt="" width="600" height="160" /></a></p>
<p>Today there was a really well thought article by Joe Hewitt regarding AirPlay and the Apple TV. Here a few excerpts:</p>
<blockquote><p><em>Not nearly enough of these analyses have talked about AirPlay. It&#8217;s clear to me that AirPlay would be so important to the Apple TV, you might as well call it AirPlay TV.</em></p></blockquote>
<blockquote><p><em>If I were an iOS developer, I&#8217;d start investing in AirPlay right now.</em><br />
— Joe Hewitt (2011) <a href="http://joehewitt.com/2011/10/25/airplay-tv">AirPlay TV</a></p></blockquote>
<p>Joe did an <strong>excellent</strong> summary. While I was noticing as well how little AirPlay was discussed and all its potential for both <a href="https://twitter.com/#!/Folletto/status/25630707430723584">business</a> and <a href="https://twitter.com/#!/Folletto/status/82560455750594560">games</a>, I never did a structured article as he did. It&#8217;s probably time. :)</p>
<p>For me, AirPlay has a huge potential, but let&#8217;s make a step back. The problem today is that most of the time there&#8217;s no proximity detection in our digital interaction.</p>
<p>Think about it: try to send a message to the person near you. You&#8217;re probably going to write an email and send it. That email then wirelessly connects to the WiFi access point, gets routed to a server somewhere maybe in the USA if you use a service like GMail, then there&#8217;s some server-to-server talk around the world and the email is sent back to the device. <strong>If it was a physical object, its gas consumption would be deemed as crazy</strong>, given that the person is right on your side.</p>
<p>Today, we don&#8217;t have any good tech to allow discovery and communication with a near device.</p>
<blockquote><p><em>The one big technical hurdle for Apple to overcome is the unreliable WiFi connection between your iOS device and the TV.</em><br />
— Joe Hewitt (2011) <a href="http://joehewitt.com/2011/10/25/airplay-tv">AirPlay TV</a></p></blockquote>
<p>Or do we?</p>
<p>Well, it might not be perfect and it might not perform well enough, but Apple sneaked a really interesting piece of technology that, like AirPlay, looked nice but simple and got under most radars: AirDrop.</p>
<p><strong>AirDrop</strong> is interesting because as <a href="http://support.apple.com/kb/HT4783">Apple defines it works only on a few selected MacBooks, from 2008 onward</a>, and there&#8217;s a reason for that: it requires a WiFi chipset (like the <a title="MacBook Air 13&quot; Mid 2011 Teardown" href="http://www.ifixit.com/Teardown/MacBook-Air-13-Inch-Mid-2011-Teardown/6130/1">Broadcom BCM4322</a>) that supports <strong>multiple streams</strong>. Why is this important? Because it needs to be able to stay connected to a WiFi network and at the same time use AirDrop. And it just works: you turn it on, drop a file, done. At a really impressive speed. I guess that the problem is power consumption, so AirDrop isn&#8217;t always on, a problem however that will disappear on a TV set, always powered.</p>
<p>I don&#8217;t know however if the answer is going to be AirPlay + AirDrop. There might be a problem of power consumption, given that even with iOS5 and iPhone 4S Apple requires you to connect to a power cord before syncing, but that&#8217;s might be just be something to avoid problems, given it&#8217;s syncing delicate data and AirPlay itself is WiFi.</p>
<h2>What about the future?</h2>
<p>It&#8217;s always very hard to make prediction, because there are lots of problems that involve also partnerships and politics between companies, but I&#8217;d like to think that:</p>
<ol>
<li>One day I might walk into an office with an iPhone and start presenting without any cable, since I can do AirPlay to the projector, zero-configuration.</li>
<li>One day I could sit with a few friends on the couch and everyone could stream to the screen, zero-configuration.</li>
<li>One day I could send anything to a device that sits near to mine, zero-configuration.</li>
<li>One day, maybe, I might not even need any Apple device do do that, because everyone agreed on a standard.</li>
</ol>
<div class="hilight box">I think that Proximity Interactions are the near future of mobile</div>
<p><strong>I think that Proximity Interactions (PIx) are the near future of mobile.</strong> And these above are just the few things that could be possible with an AirPlay like solution, but proximity isn&#8217;t limited to that, think for example to NFC or what could be possible if we get a proximity technology that&#8217;s also able to get the position of the devices near you. But this is probably material for another topic.</p>
<p>But even with just this, it means that we don&#8217;t need &#8220;computer&#8221; anymore, just <strong>screens</strong>. A screen could be anywhere, without any controller, and just works. And I wouldn&#8217;t need to ask a WiFi password to stream something to some one near me, getting angry eyes from IT people from foreign companies.</p>
<p>And while this is somewhere Apple seems headed to, nothing avoids other companies to do the same. And this future scenario would be better with a lot of interoperability, since I don&#8217;t expect Apple to build things like projectors for meeting rooms. ;)</p>
<p>I really hope for a future with more Proximity Interactions, regardless of its form.</p>
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		<title>Apple Design Myths, a summary</title>
		<link>http://intenseminimalism.com/2011/apple-design-myths-a-summary/</link>
		<comments>http://intenseminimalism.com/2011/apple-design-myths-a-summary/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 15:02:49 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Observation]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Trace]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[engineer]]></category>
		<category><![CDATA[myth]]></category>
		<category><![CDATA[paired]]></category>
		<category><![CDATA[perfect]]></category>
		<category><![CDATA[pixel]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=871</guid>
		<description><![CDATA[10 to 3 to 1 Apple designers come up with 10 entirely different mock ups of any new feature. Not, Lopp said, &#8220;seven in order to make three look good&#8221;, which seems to be a fairly standard practice elsewhere. They&#8217;ll take ten, and give themselves room to design without restriction. Later they whittle that number [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><strong><em>10 to 3 to 1</em></strong><br />
<em>Apple designers come up with 10 entirely different mock ups of any new feature. Not, Lopp said, &#8220;seven in order to make three look good&#8221;, which seems to be a fairly standard practice elsewhere. They&#8217;ll take ten, and give themselves room to design without restriction. Later they whittle that number to three, spend more months on those three and then finally end up with one strong decision.</em><br />
— Helen Walters (2008) <a title="Helen Walters (2008) Apple's design process" href="http://www.businessweek.com/the_thread/techbeat/archives/2008/03/apples_design_p.html">Apple&#8217;s design process</a></p></blockquote>
<blockquote><p><em>The magicians say &#8220;Presto!&#8221; and we gasp in delight. But they deflect our attention from the back-breaking labor that goes into assuring a perfect customer experience, hundreds of times a day, at 300 stores around the world, and countless conversations on the phone.</em><br />
— Adrian Slywotzky (2011) <a title="Adrian Slywotzky (2011) Steve Jobs and the Eureka Myth" href="http://blogs.hbr.org/cs/2011/08/steve_jobs_and_the_myth_of_eur.html">Steve Jobs and the Eureka Myth</a></p></blockquote>
<p>It&#8217;s hard to find informations about Apple&#8217;s way of doing things, and as human beings our perception is biased in thinking that the most visible person does most of the work, exactly like it&#8217;s more probable that you&#8217;ll know the name of the lead singer of a band, but not of each member of the band itself.</p>
<p>These two articles are good because they are the rare ones that actually try to shed some light &#8211; real light &#8211; on the merits and ways of doing things. Some informations are from Michael Lopp, senior engineering manager at Apple:</p>
<ol>
<li><strong>Pixel perfect mockups</strong>: they do a perfect mockup to remove all the ambiguity (animations included, afaik).</li>
<li><strong>10 to 3 to 1:</strong> they do 10 pixel perfect mockups, then another iteration with the best 3, to design the 1 to be implemented. This, for each and every screen / feature.</li>
<li><strong>Paired Design Meetings</strong>: they do two kinds of brainstorming sessions: <em>crazy brainstorming</em> forgetting about constraints, then another <em>production meeting</em> that nails down what&#8217;s possible. Designer and developers <em>together</em>.</li>
<li><strong>Pony Meetings</strong>: since managers sometimes ask impossible features, or &#8220;ponies&#8221;, the process is reversed: the designs are prepared (10-3-1 and pixel perfect) and then shown to the managers, that will then point in the direction they want. This to avoid them to request ponies.</li>
<li><strong>Business Design</strong>: the products are built upon intricate levels of business design.</li>
<li><strong>Engineered Customer Experience</strong>: the experience is crafted in every detail, from the device to the store experience. I know a bit about the training process of Apple Store personnel, and it&#8217;s kinda amazing.</li>
</ol>
<p>This is important to understand when people try to understand &#8220;genius&#8221;, &#8220;talent&#8221; and even when company try to replicate in one or another way Apple&#8217;s success, or if you want to improve/change the working approach of your design and development teams.</p>
<p>It&#8217;s even more interesting when compared with the usual <em>&#8220;Apple doesn&#8217;t do user testing&#8221;</em> claim. That&#8217;s true, formally, because nothing goes outside the company. But on the other side the process above means that Apple does a lot of work internally. I mean, <strong>10 people working on 10 pixel-perfect designs?</strong> Then 3, then 1. Can you imagine what does it mean both time-wise and cost-wise? ;)</p>
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		<title>The importance of frame: why Apple gets it, and Google doesn&#8217;t</title>
		<link>http://intenseminimalism.com/2010/the-importance-of-frame-why-apple-gets-it-and-google-doesnt/</link>
		<comments>http://intenseminimalism.com/2010/the-importance-of-frame-why-apple-gets-it-and-google-doesnt/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 09:12:54 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Observation]]></category>
		<category><![CDATA[Simplicity]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[canvas]]></category>
		<category><![CDATA[frame]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[microsoft]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=334</guid>
		<description><![CDATA[The screen frame is an important element that is playing a huge role in the current war in the mobile world between Apple, Google and Microsoft. It's interesting to see how much it's overlooked, and why it has a huge role in defining the final user experience... for both users and developers.]]></description>
			<content:encoded><![CDATA[<p>Think about <strong>painting</strong>: we have painters that created entire worlds inside the frame and still the frame was often part of the painting itself: by negating the view of a larger picture, we have to use our imagination to fill it. At times, artists also worked around that limit, going beyond the canvas, using a wider space as their canvas. The <strong>play</strong> on that limit is one of the things on which the artist must confront himself, every time.</p>
<p><em>How would the Mona Lisa be on a 7.7&#215;5.3 meters canvas instead of 77x53cm? And what if the proportions were different, maybe 53x77cm?</em></p>
<p>Think about <strong>photography</strong>, where what&#8217;s left outside the frame is a critical choice in the hands of the photographer, as much as what&#8217;s inside the frame. One of the widest discussions about photography is about how much this boundary is able to manipulate the truth.</p>
<p>Think about <strong>books</strong>: the beauty of great book designs lies in a dance inside the page boundaries. Change those and you have another edition, another result. Sometimes, a completely different experience. For example huge discussions stem around new editions of comics/manga that change the layout of the original edition.</p>
<p><em>The strip was horizontal! Now it&#8217;s split! And the surprise when you turn the page is ruined!</em></p>
<h2>The variable frame</h2>
<p>Then, the <strong>web</strong>.</p>
<p>The web introduced the concept of a <strong>variable frame</strong> (well, even before: computers did it). It added flexibility, but flexibility needs a different skill. You have to program how something will behave in a mutable environment, you have to think about all the different screens, sizes, proportions and plan for them.</p>
<p>Note that this is different from the variability of sizes of canvases and books: once you choose a canvas, a photo format or a book size, that&#8217;s it, you live inside that boundary. In this situation, you have to account in realtime for that variability.</p>
<p>To create something inside this variable frame you need two skills: the <strong>rule-based</strong>, logical thinking of a developer and the <strong>view-based</strong>, spatial thinking of a graphic designer. This is more than a slight difference in approaches, it&#8217;s a clash of worlds, because those two views usually mean also two very different people and personalities.</p>
<p><img class="aligncenter size-full wp-image-486" title="Frame: thinkers" src="http://intenseminimalism.com/wp-content/uploads/2010/07/frame-thinkers.png" alt="" width="600" height="300" /></p>
<p>That&#8217;s the exact reason why we praise in awe the few hybrids that have both of those skills, guys like <a title="Shaun Inman" href="http://www.shauninman.com/">Shaun Inman</a>.</p>
<div class="side box">The war ended when the average screen size got big enough to allow good readability &#8211; the main reason for liquid layouts &#8211; within a fixed layout. From an external point of view each part had good point, but as often happens, the balance was in between. And there&#8217;s still who is working on this, take for example this good <a title="Responsive enhancement" href="http://adactio.com/journal/1700/">recent post by Jeremy Keith</a>.</div>
<p>An example of this difference of perspectives was years ago <strong>the war of liquid layouts</strong>. There was a group that said that the liquid layout was the best thing to do and another group that instead kept working on fixed layouts. Guess what? The first group was usually composed by people with a rule-based thinking (developers, engineers, usability experts, etc) while the second one was composed by people with a view-based thinking (graphic designers, artists, etc).</p>
<p>The rule-based approach and the view-based approach on the web are now forced to live together: either in the hands of a hybrid professional, or two vertical professionals.</p>
<p>But what&#8217;s the &#8216;right&#8217; answer? There&#8217;s no right answer.<br />
Think about it, ignoring for a while all the reasons for having different screen sizes: <em>if you have to build your own software, would you prefer a platform with a fixed screen size, or a variable one?</em></p>
<p>The answer is simple: <strong>a single, fixed size screen, is the best.<br />
</strong>And that&#8217;s true either as a developer or as a visual designer.</p>
<p>What you see, is seen by everybody.<br />
You don&#8217;t have to spend time to adapt the interface to every device.<br />
You can play on the boundary of the screen itself, since you perfectly know where it is.<br />
You can create interactions that make use of every pixel and every space on the screen.<br />
The visual balance is built inside that specific frame.<br />
And so on: there are a lot of reasons.</p>
<h2><strong>Why Apple gets it</strong></h2>
<p><img class="aligncenter size-full wp-image-488" title="Frame: iPhone" src="http://intenseminimalism.com/wp-content/uploads/2010/07/frame-iphone.png" alt="" width="600" height="300" /></p>
<p>The reason is simple, and it&#8217;s probably obvious by now. But let me set it clear:</p>
<ul>
<li>iPhone (2007), screen size: <strong>320&#215;480</strong></li>
<li>iPhone 3G (2008), screen size: <strong>320&#215;480</strong></li>
<li>iPhone 3GS (2009), screen size: <strong>320&#215;480</strong></li>
<li>iPhone 4 (2010), screen size: <strong>640&#215;960</strong></li>
<li>iPod Touch (2007), screen size: <strong>320&#215;480</strong></li>
<li>iPod Touch (2008), screen size: <strong>320&#215;480</strong></li>
<li>iPod Touch (2009), screen size: <strong>320&#215;480</strong></li>
<li>iPod Touch (2010), screen size: <strong>640&#215;960</strong></li>
</ul>
<p>As you can see, the only screen variation happened this year, but nothing has really changed: since the size is doubled, the <strong>frame isn&#8217;t changed at all, it&#8217;s just the same as before</strong>, just 4x more dense.</p>
<p>Apple&#8217;s designers just picked what they found to be the perfect resolution and size and stuck with that. The reason is simple: since they had to build a platform and they knew that in a mobile-sized device every pixel is important, they wanted to be perfectly sure that every App ever built was going to be perfect.</p>
<p>That means that a developer has to spend exactly <strong>ZERO</strong> time to figure out how the app is going to behave on different screens. That means that a graphic designer doesn&#8217;t have to change his way of thinking to try to adapt to the variable world.</p>
<p>Check the best applications existing for iPhone: look at those and think if that beautiful UI and interaction would be possible without the security of a same-sized screen everywhere.</p>
<h2>Why Google doesn&#8217;t get it</h2>
<p><img class="aligncenter size-full wp-image-489" title="Frame: Android" src="http://intenseminimalism.com/wp-content/uploads/2010/07/frame-android.png" alt="" width="600" height="300" /></p>
<p>Unfortunately for Android there are no specifications of the screen size associated with the OS: Android is built, at least for now, to target every screen size from 2.8&#8243; to 7&#8243;, variable resolution and variable proportions.</p>
<p>Even with &#8220;<em>more than a hundred different versions of Android software on <strong>244</strong> different handsets</em>&#8221; (<a title="Steve Jobs, October 2010" href="http://www.macworld.com/article/154980/2010/10/jobs_transcript.html">transcript</a>) there are developers like TweetDeck that are saying that it&#8217;s <a title="Android Ecosystem" href="http://blog.tweetdeck.com/android-ecosystem">not a problem</a>:</p>
<blockquote><p>From our perspective it&#8217;s pretty cool to have our app work on such a wide variety of devices and Android OS variations.</p></blockquote>
<p>I might guess why they didn&#8217;t have problems: they designed the app from the beginning to take into account that flexibility, exactly what you would have done with a liquid layout on the web.</p>
<p>But the point here is that the openness of the Android platform isn&#8217;t an excuse for not even having a suggested screen size, to allow both manufacturers and developer to focus.</p>
<p>That said, it&#8217;s not a problem by itself, like I was saying at the beginning: it just makes things harder, and since this fact isn&#8217;t the only thing that counts, that&#8217;s relevant but just up to a certain extent.</p>
<p>So you might well say: it&#8217;s not the end of the world, we developed flexible applications since the first desktop operating systems and we are still doing that on the web.<br />
That&#8217;s true: but still, <strong>developing for a single size is simpler</strong>.</p>
<h3>A fragmentation and UX failure from the recent past</h3>
<p>We also already have an example of failure in the mobile space due to making the life harder to developers: <strong>Symbian </strong>and<strong> Java ME</strong>.</p>
<p>Think also to the world before the iPhone and the new wave of smartphones: we had &#8211; and still have &#8211; almost everywhere Symbian and a Java runtime. Take your non-smartphone mobile, it&#8217;s probably built using those technologies.</p>
<p>Those two technologies, by themselves, are okay. They aren&#8217;t great, but they work. Technology-wise, they are comparable. You could even choose between a low-level C++ app, or a high-level Java app<br />
But almost nobody ever developed anything on those platforms. I tried, too. It was hard. Hard to begin, hard to develop, hard to be sure that your app would have worked everywhere.</p>
<p>What failed &#8211; and still fails? <strong>The user experience</strong>, for both users and developers.<br />
Hard to develop.<br />
Hard to model a good UI on such a fragmented market.<br />
Hard to use in the end.</p>
<h2>Microsoft seems to get it</h2>
<p><img class="aligncenter size-full wp-image-490" title="Frame: Windows Phone 7" src="http://intenseminimalism.com/wp-content/uploads/2010/07/frame-winphone7.png" alt="" width="600" height="300" /></p>
<p>A few contacts I have told me that Microsoft is imposing a few restraints for the manufacturers to use his new Windows Phone 7. And also it&#8217;s a kind of rumor that doesn&#8217;t seem strange:</p>
<blockquote><p>It&#8217;s very difficult to tell one Windows Phone 7 phone from the next, largely because <strong>Microsoft has been so tough in enforcing minimum specifications</strong> that are, for the tail-end of 2010, at the very least good enough for the market.<br />
— David Meyer (2010) <a title="David Meyer, On Windows Phone 7, apps and the enterprise" href="http://www.zdnet.co.uk/blogs/communication-breakdown-10000030/on-windows-phone-7-apps-and-the-enterprise-10020736/">On Windows Phone 7, apps and the enterprise</a> &#8211; ZDNet</p></blockquote>
<p><del>I wasn&#8217;t able to find any official proof from Microsoft of this constraint,</del> <a title="Davide Tarasconi" href="http://www.davidetarasconi.net/">Davide Tarasconi</a> in the comments points out that on the official documentation Microsoft says:</p>
<blockquote><p>All Windows Phone 7 phones will have WVGA screens at 800 x 480 pixel resolution, no matter the screen size.</p></blockquote>
<p>And that was already evident if you take the lineup of the Windows Phone 7 smartphones, you&#8217;ll find something interesting:</p>
<ul>
<li><a title="HTC Windows Phones 7 Lineup" href="http://pocketnow.com/windows-phone/htc-announces-five-device-windows-phone-7-line-up">HTC</a> 7 Mozart, screen size: <strong>480&#215;800</strong></li>
<li><a title="HTC Windows Phones 7 Lineup" href="http://pocketnow.com/windows-phone/htc-announces-five-device-windows-phone-7-line-up">HTC</a> 7 Pro, screen size: <strong>480&#215;800</strong></li>
<li><a title="HTC Windows Phones 7 Lineup" href="http://pocketnow.com/windows-phone/htc-announces-five-device-windows-phone-7-line-up">HTC</a> 7 Surround, screen size: <strong>480&#215;800</strong></li>
<li><a title="HTC Windows Phones 7 Lineup" href="http://pocketnow.com/windows-phone/htc-announces-five-device-windows-phone-7-line-up">HTC</a> 7 Trophy, screen size: <strong>480&#215;800</strong></li>
<li><a title="HTC Windows Phones 7 Lineup" href="http://pocketnow.com/windows-phone/htc-announces-five-device-windows-phone-7-line-up">HTC</a> HD7, screen size: <strong>480&#215;800</strong></li>
<li><strong></strong><a title="LG Quantum" href="http://www.phonearena.com/phones/LG-Quantum_id4854">LG Quantum</a>, screen size: <strong>480&#215;800</strong></li>
<li><a title="LG Optimus" href="http://www.phonearena.com/phones/LG-Optimus-7_id4879">LG Optimus</a>, screen size: <strong>480&#215;800</strong></li>
<li><a title="Samsung Focus" href="http://www.phonearena.com/phones/Samsung-Focus_id4918">Samsung Focus</a>, screen size: <strong>480&#215;800</strong></li>
<li><a title="Dell Venue Pro" href="http://www.phonearena.com/phones/Dell-Venue-Pro_id4595">Dell Venue Pro</a>, screen size: <strong>480&#215;800</strong></li>
</ul>
<p>&#8230;and so on.</p>
<p>If this is something that Microsoft is enforcing, developers are going to be able to build applications exactly targeted for that size, spending again zero time on sizing and screen issues.</p>
<h2>Where the real issue is</h2>
<p>It&#8217;s not a problem within the technology. From a technological point of view, all those systems are ok. You can build amazing things. The problem is that living inside the &#8220;digital&#8221; world we often don&#8217;t look at the very boundary of that world: the screen itself, because we are so immersed in it.</p>
<p>But when you start looking at the screen itself like a painter does with his canvas, everything changes a bit. The experience starts way before the screen, and what&#8217;s inside the screen itself is defined by it.</p>
<p>Sure, Google is going to have way more cards to play in this game. But the screen size is one of them, an overlooked card with a huge impact in the ecosystem, from the developers to the final users.</p>
<p>It&#8217;s all matter of user experience, and simplicity.</p>
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		<title>Steve Jobs is a systems designer. He simplifies complexity.</title>
		<link>http://intenseminimalism.com/2010/steve-jobs-is-a-systems-designer-he-simplifies-complexity/</link>
		<comments>http://intenseminimalism.com/2010/steve-jobs-is-a-systems-designer-he-simplifies-complexity/#comments</comments>
		<pubDate>Fri, 15 Oct 2010 11:34:00 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Observation]]></category>
		<category><![CDATA[Simplicity]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Trace]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[minimalism]]></category>
		<category><![CDATA[steve]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=477</guid>
		<description><![CDATA[What makes Steve’s methodology different from everyone else’s is that he always believed the most important decisions you make are not the things you do – but the things that you decide not to do. He’s a minimalist. He’s a minimalist and constantly reducing things to their simplest level. It’s not simplistic. It’s simplified. Steve [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>What makes Steve’s methodology different from everyone else’s is that he always believed the most important decisions you make are not the things you do – but the things that you decide not to do. <strong>He’s a minimalist</strong>.</p></blockquote>
<blockquote><p>He’s a minimalist and constantly reducing things to their simplest level. <strong>It’s not simplistic. It’s simplified. Steve is a systems designer. He simplifies complexity</strong>.<br />
If you are someone who doesn’t care about it, you end up with simplistic results. It’s amazing to me how many companies make that mistake.</p></blockquote>
<blockquote><p>Engineers are far more important than managers at Apple — and <strong>designers are at the top of the hierarchy</strong>. Even when you look at software, the best designers like Bill Atkinson, Andy Hertzfeld, Steve Capps, were called software designers, not software engineers because they were designing in software. It wasn’t just that their code worked. It had to be beautiful code.</p></blockquote>
<blockquote><p><strong>We used to study Italian designers </strong>when we were looking for selecting a design company before we selected Hartmut Esslinger from Frog to do what was called  the Snow White design. We were looking at Italian car designers.</p>
<p>— John Sculley (2010) <a title="John Sculley On Steve Jobs, The Full Interview Transcript" href="http://www.cultofmac.com/john-sculley-on-steve-jobs-the-full-interview-transcript/63295">Full interview transcript</a>, by Leander Kahney</p></blockquote>
<p>Great interview, with many quotations and insights. It also wonderfully details a lot the difference between &#8220;simple&#8221; and &#8220;simplistic&#8221;, and I couldn&#8217;t agree more.</p>
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		<title>The Wild Android Store, how to solve it</title>
		<link>http://intenseminimalism.com/2010/the-wild-android-store-how-to-solve-it/</link>
		<comments>http://intenseminimalism.com/2010/the-wild-android-store-how-to-solve-it/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 13:15:25 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Trace]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[store]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=316</guid>
		<description><![CDATA[Gruber  talking about the Android Market: Maybe it is a Wild West free-for-all. What a fucking mess. — Gruber, &#8220;Jon Lech Johansen: ‘Google’s Mismanagement of the Android Market’&#8221; Google&#8217;s answer to a closed and protected Apples App Store is an open and unprotected Android App Store. From my point of view, that&#8217;s the wrong answer. And [...]]]></description>
			<content:encoded><![CDATA[<p>Gruber  talking about the Android Market:</p>
<blockquote><p>Maybe it <em>is</em> a Wild West free-for-all. What a fucking mess.</p>
<p>— Gruber, <a title="Jon Lech Johansen: ‘Google’s Mismanagement of the Android Market’" href="http://daringfireball.net/linked/2010/06/27/johansen-market">&#8220;Jon Lech Johansen: ‘Google’s Mismanagement of the Android Market’&#8221;</a></p></blockquote>
<p>Google&#8217;s answer to a <strong>closed and protected</strong> Apples App Store is an <strong>open and unprotected</strong> Android App Store.</p>
<p>From my point of view, that&#8217;s the wrong answer. And I think in some ways it&#8217;s not even very Google-y.</p>
<p>What I expected from Google was:</p>
<ul>
<li>A <strong>managed</strong> store, exactly like the Apple App Store</li>
<li>An unmanaged <strong>and simple </strong>way to add apps to my Android device</li>
<li>A common developer <strong>API</strong> to handle payments and setup</li>
</ul>
<p>In this way, you&#8217;ll have the best of both worlds and you allow even third parties to build their store&#8230; but with your API. And Google could even add an extension to its search engine to search for apps and directly install them.</p>
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		<title>The iPad is an interaction platform, it needs a recursive makers tool</title>
		<link>http://intenseminimalism.com/2010/the-ipad-is-an-interaction-platform-it-needs-a-recursive-makers-tool/</link>
		<comments>http://intenseminimalism.com/2010/the-ipad-is-an-interaction-platform-it-needs-a-recursive-makers-tool/#comments</comments>
		<pubDate>Sat, 03 Apr 2010 10:28:07 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Complexity]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Observation]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Trace]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[platform]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=278</guid>
		<description><![CDATA[The thing that bothers me most about the iPad is this: if I had an iPad rather than a real computer as a kid, I’d never be a programmer today. — On the iPad by Alex Payne What&#8217;s missing today is HyperCard, or an equivalent tool that can be used to create a new wave [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>The thing that bothers me most about the iPad is this: if I had an iPad rather than a real computer as a kid, I’d never be a programmer today.<br />
— <a title="On the iPad" href="http://al3x.net/2010/01/28/ipad.html">On the iPad</a> by Alex Payne</p></blockquote>
<blockquote><p>What&#8217;s missing today is HyperCard, or an equivalent tool that can be used to create a new wave of applications for the iPad<br />
— <a title="The iPad needs its HyperCard" href="http://radar.oreilly.com/2010/03/the-ipad-needs-its-hypercard.html">The iPad needs its HyperCard</a> by Dale Dougherty</p></blockquote>
<blockquote><p>Somehow I don’t think young Mr. Kaplan sees the iPad as hurting his sense of wonder or entrepreneurism.<br />
— <a title="The Kids Are All Right" href="http://daringfireball.net/2010/04/kids_are_all_right">The Kids Are All Right</a> by John Gruber</p></blockquote>
<p>I think that the iPad is a new <strong>interaction platform</strong>. The iPhone introduced the interaction paradigm, but the platform here will be the iPad because it&#8217;s a more universal device, while the iPhone is more &#8220;just mobile&#8221;.<br />
I do think that there&#8217;s a huge and interesting discussion that&#8217;s lying beyond the minutiae on the iPad as a technology. I call that &#8220;minutiae&#8221; because we shouldn&#8217;t just be looking at the physical thing, but at the reason why that thing exist. The computer exists to do things better, faster and easier. They exist to <strong>improve our lives</strong>. Do I really need &#8216;files&#8217; to do that? Do I really need &#8216;windows&#8217; to do that? No, I don&#8217;t think so.</p>
<p>The discussion above, threading on the web isn&#8217;t about the thing, it&#8217;s about <strong>culture</strong>, <strong>education</strong> and <strong>innovation</strong>.</p>
<p>I think that <a title="On the iPad" href="http://al3x.net/2010/01/28/ipad.html">Alex Payne</a> and <a title="Tinkerer’s Sunset" href="http://diveintomark.org/archives/2010/01/29/tinkerers-sunset">Mark Pilgrim</a> are rightfully worried because the iPad isn&#8217;t at this time what I call a &#8216;<strong>recursive platform</strong>&#8216;: you can&#8217;t build for the iPad on the iPad. It&#8217;s exactly like the Microsoft Xbox, the Sony Playstations, the Nintendo DS, the Wii, any mobile phone or smartphone, etc, but unlike the PC industry.</p>
<p>But do we need recursive development tools anymore? I think that <a title="The Kids Are All Right" href="http://daringfireball.net/2010/04/kids_are_all_right">John Gruber</a> could be right: today we have a powerful sharing and communication channel and with the free web development tools and a downloadable SDK you can do anything for the iPad.</p>
<p>But all this is now: in the future Apple could do many things, from opening completely the store to making development tools for the iPad. There&#8217;s technically nothing blocking Apple to do so, just economic, political and strategic reasons.</p>
<p>And of course there&#8217;s also ground for a &#8216;<a title="Wikipedia: Hypercard" href="http://en.wikipedia.org/wiki/HyperCard">Hypercard</a> for iPad&#8217;. Maybe able to build apps in HTML5, who knows. ;)</p>
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		<title>Three takes on Apple&#8217;s &#8220;The Tablet&#8221;</title>
		<link>http://intenseminimalism.com/2010/the-tablet/</link>
		<comments>http://intenseminimalism.com/2010/the-tablet/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 00:10:54 +0000</pubDate>
		<dc:creator>Davide 'Folletto' Casali</dc:creator>
				<category><![CDATA[Trace]]></category>
		<category><![CDATA[apple]]></category>

		<guid isPermaLink="false">http://intenseminimalism.com/?p=53</guid>
		<description><![CDATA[The Tablet, Gruber “The Tablet” and gadget portability theory, Arment Antacid tablet, Siracusa Three takes on the &#8220;upcoming&#8221; Apple Tablet, or whatever it will be. I have to say, three smart and concrete takes. I&#8217;ve got just two words to add: handwriting recognition. And a link.]]></description>
			<content:encoded><![CDATA[<ul>
<li><a title="Daring Fireball: The Tablet" href="http://daringfireball.net/2009/12/the_tablet">The Tablet</a>, Gruber</li>
<li><a title="Marco: “The Tablet” and gadget portability theory" href="http://www.marco.org/310348919">“The Tablet” and gadget portability theory</a>, Arment</li>
<li><a title="Ars Technica: Antacid Tablet" href="http://arstechnica.com/staff/fatbits/2010/01/antacid-tablet.ars">Antacid tablet</a>, Siracusa</li>
</ul>
<p>Three takes on the &#8220;upcoming&#8221; Apple Tablet, or whatever it will be. I have to say, three smart and concrete takes.</p>
<p>I&#8217;ve got just two words to add: <strong>handwriting recognition</strong>. And a <a title="Apple Reinvesting in Handwriting Recognition?" href="http://www.macrumors.com/2008/03/27/apple-reinvesting-in-handwriting-recognition/">link</a>.</p>
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