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Good design is good for business

Cliff Kuang has a great article in Fast Company called Why Good Design Is Finally A Bottom Line Investment. He tells a bunch of stories about companies who realized that good design is good for business, and he also covers some of the organizational challenges:

When designers lack influence, superb products become almost impossible. Good designs seldom stay good for very long if they must navigate a gauntlet of corporate approval. That’s because the design process is as much reductive as anything else — figuring out what can be simplified and taken out. Corporate approvals are usually about adding things on to appease internal overseers. When something has been approved by everyone, it may be loved by none.

That last sentence reminds me of the old Seth Godin quote: “Nothing is what happens when everyone has to agree.”

Science can’t replace art

Jonathan Jones argues that Science is more beautiful than art:

In the 21st century, art rarely rivals the capacity for wonder that modern science displays in such dazzling abundance.

It’s an interesting viewpoint, but I enjoyed Callum J Hackett’s rebuttal, Science the Usurper, even more:

Art is not just for expanding minds and revealing beauty – that is a demeaning reduction that people too often indulge in, thinking that art is a delivery service for the picturesque and delectable. But art is so much more than that: it is an unbridled form of self-reflection. Art digs deep into every facet of our being – physical, psychological, social – and offers a view of ourselves untainted by comforting romance. Where is the horror in science? Where is the loneliness, the desolation, the unwilling acceptance of mortality? Science is almost too relentlessly beautiful to replace art – it slowly reveals everything we could ever want to know about ourselves, but it tells us nothing about how to interpret and deal with that information. It is all ablaze with the most amazing facts, but void of intimacy, personality and ethics.

The future of e-commerce is storytelling

Marcelo Somers wrote a good article arguing that to compete with the likes of Amazon, e-commerce companies need to focus on telling stories through the products they sell. From Disrupting Amazon: Rethinking eCommerce:

An eCommerce site should be about more than just selling stuff. It should embody a set of values that are distilled in how the product looks, how it feels, and what it contains. It should have an opinion – the story is how we go about telling it through our interface, how we merchandise, the photography, and the products on the site.

He also provides some examples of companies that do this well.

Related post from the Elezea archive: The welcome shift to context-based e-commerce.

Make It So: design lessons from science fiction

Make It So is a new book by Chris Noessel and Nathan Shedroff that tries to draw some design lessons from science fiction interfaces. It looks really interesting. From Nathan Hurst’s review in Wired:

Science fiction is the province of imagination, which, says Shedroff, is just like design.

“Everything that happens in the design process is fiction until it gets on the market,” he says. “We create prototypes; nobody ever sees them. They’re inspirational, we learn from them, but they don’t exist.”

“It doesn’t mean that everything you see in science fiction is right,” says Shedroff. “That’s why it’s a prototype, and it may or may not survive, like any other prototype in the real world.”

iPhone 5, the local maximum, and an important lesson for startups

Last week I used a product development theory called the Kano Model to explain why it’s wrong to be disappointed with the iPhone 5. I wrote the article just before the launch event, and lo and behold, it didn’t take long for the Internet to start yawning:

Um, it’s a little bit longer. Really Apple? You spent months in court fighting Samsung and portraying yourself as the world’s only truly innovative company and this is the best you can do? A phone that looks like what would happen if phones were capable of inbreeding?

Today I’d like to explore the fallacy of this kind of disappointment further using a mathematical theory I alluded to in my previous article, Maxima and Minima:

In mathematics, the maximum and minimum of a function are the largest and smallest value that the function takes at a point either within a given neighborhood (local or relative extremum) or on the function domain in its entirety (global or absolute extremum)

More specifically, I want to discuss the idea of the local maximum within the context of product development, and how that relates to innovation. For the purposes of product development, I liken the mathematical concept of neighborhood to product. For example, the iPhone (as a product) will hit a local maximum when the current design cannot be improved any more. This isn’t necessarily the best product you can make in the entire industry, but it is the best iteration of the current product1.

Local Maximum

(Image source: 52weeksofux)

To explore this further, we also have to differentiate between the concepts of iteration and variation. In product development, variation is a way to explore a bunch of alternative product solutions. In contrast, iteration solidifies the product idea that gets chosen. To quote Jon Kolko: “Where an iteration moves an idea forward (or backwards), a variation moves an idea left or right.” Or, to put it into the language of maxima and minima, variation surveys the landscape to help companies choose the right neighborhood (product) to move into. Iteration then helps them to find the local maximum in their chosen neighborhood.

Now, let’s look at the iPhone. Because of the Samsung trial we know that Apple did a great deal of variation work before they chose their neighborhood. See, for example, this sketch of different possible designs from a slide show on AllThingsD:

iPhone prototype

(Image source: AllThingsD)

If you dig deeper into the slide show you’ll see many variations they considered before settling on the basic design for the original iPhone.

It’s not just the hardware though, of course. There’s also iOS. As far as I’m aware there aren’t any early sketches for iOS publicly available, but I’m willing to bet a lot of money that they didn’t just sketch one thing and then designed it that way. It’s pretty safe to assume that the variation process on iOS was every bit as rigorous as for the iPhone hardware.

Once they’ve done a bunch of variation work on the hardware and software for the iPhone, Apple chose their neighborhood and started iterating. There were some major improvement jumps along the way (like iOS2, and iPhone 4), but it’s all still in the same neighborhood.

So let’s get to the crux of the matter. From an engineering perspective, variation is expensive, iteration is cheap. Especially if a product is already out there. Apple is able to give away the iPhone 4 for free because they have been iterating on the hardware for so long that they can manufacture the phones very cheaply. If the iPhone 5 was a drastically different phone (I’m talking about a completely different neighborhood), everything would have started from zero.

From a business perspective, why would Apple choose to make a very expensive move to a different neighborhood, when they know that they haven’t hit the local maximum on the current phone yet? Apple is iterating because they understand this concept, and because they know that the only thing that matters is if customers like it. As John Gruber said:

The collective yawn from the tech press was louder this year; the enthusiasm from consumers is stronger.

What does it mean for startups?

There are some important lessons for startups in the story of the iPhone evolution.

First, spend as much time and money as you can afford on variation upfront, because if you move into the wrong neighborhood, it’s really hard to change that later on. Some companies have done it successfully, like when Path completely redesigned their product from the ground up. Other companies are finding it really hard to move, as evidenced by the almost universal disdain for the new Twitter app for iPad2. And the jury is still out on whether Microsoft’s very expensive foray into the tablet OS world will be a success or not.

Second, don’t move to a new neighborhood until you’re absolutely sure that you’ve hit the local maximum right where you live. I’ll say it again – iteration is cheaper than variation. Instead of trying to rethink your product every few months/years, rather spend time to understand how you can make the current variation better. Apple is proof that this strategy pays off.

I have a feeling that Apple isn’t going to move out of their phone neighborhood any time soon. They might send some family members to buy a new house in the TV neighborhood. But when it comes to phones, they’re still on to a good thing, and they’re smart enough not to be tempted by the fake grass on the other side of the “change everything!” fence.


  1. In Is the iPhone good enough?, Horace Dediu speculates on whether the iPhone 5 has hit the local maximum yet. It’s a must-read piece. 

  2. I’m not as negative about the app as most people, because I understand where it’s coming from. The Twitter design team are most likely operating under some very specific business constraints, and they are doing everything they can to provide a good experience within those constraints. It’s a business, after all. 

Quote: Elliot Jay Stocks on responsive web design

Elliot Jay Stocks in Made to measure:

Responsive web design isn’t about filling every available bit of whitespace — it’s about balancing the innate flexibility of the web with a designer’s desire to control the output.

The power of words to defy the laws of nature

Adam Kirsch’s Neverending stories is a very interesting exploration of fairy tales, and why they’ve had such longevity in our culture. The essay struggles to find its way in the first half, but it picks up steam when Adam starts to speculate about why these ancient stories continue to be so popular. I especially like this theory:

Rather, what fairy tales obsessively conjure up is a world of mutability, in which things and people are not immured in their nature. The frog becomes a prince, the wolf becomes a grandmother, the little mermaid becomes a woman, the beast becomes a handsome man, the 12 brothers become a flock of ravens. So much of the appeal of these stories, in a preliterate, premodern culture, must have been simply in their demonstration of the power of words to defy the laws of nature. In this way, the storyteller enacts the magic powers he describes and possesses the wealth he fantasises about.

All good writing conjures up thoughts and images that go beyond the immediate realities of the story that is being told.

I recently finished reading Paul Soulellis’s essay in Issue #3 of The Manual called “Design Humility”. I’ll write about it more at some point, but for now, phrases like “walking slow, but looking hard” and “amplified vulnerability” are racing through my mind at such speed that I don’t know what to do with it all yet. I love writing like that. Writing that makes you dizzy with sudden understanding and new ideas. Writing that defies the laws of nature.

And when you get to the end: stop

I’m often amazed at how the people I follow online tend to talk about the same things, even if they are most likely not connected to each other. It happened again this week, with three articles about the value of starting (and finishing) something, even if you’re not sure how it’s going to work out.

First, there’s I cannot design or code a responsive website by Nick Jones:

I didn’t know how to do it right, so first I did it wrong. After I had done it wrong a few times, things started to work. It’s not perfect, but it works. I still don’t know the right way to do anything but I don’t worry about that anymore. Now I just hack and hack and trust that I’ll arrive at a solution. Sometimes it even makes sense.

By ignoring my doubts and trusting my instinct, I made myself vulnerable to attack. The attacks never came. They only ever existed inside my head. It turns out, the guys I was afraid would laugh at my new site, were the first to give respect. Most of my fears were a waste of energy. So are yours. What if you shut out all the noise and just got started?

Then Alex Maughan wrote a great piece called Making is Momentum:

I need to do more and self-criticise less. Critical analysis of oneself is of course important, but it needs to be done with a positive end in mind. I’ve just been beating the crap out of myself. There’s a big difference. It’s not only about replacing the stick with carrots, it’s also about constantly making sure I’m buying the right carrots from sources that prove themselves to be the most trustworthy and wholesome. […]

I need to start being nicer, both to myself and those around me. Making is momentum. Perfection is spurious and stifling.

And finally, here’s Brian Bailey in The Smallest Way Forward:

In the case of a creative project like a novel, the most important thing to do is to write another page. It will be that way every day until it is finished. To be successful, though, you have to allow for other ways to make progress. Pauses are healthy, but it’s important to pause a specific task like writing the next chapter or implementing payment processing, without pausing the project itself.

It’s not the most important thing each day; it’s anything that moves you forward, that brings this new thing a little closer to being a real thing.

That’s three essays in the space of one week, all about the same thing. About not letting the fear of failure or defeat or imperfection stand in the way of creating something. Perhaps we can sum up this whole topic using the King’s words in Alice’s Adventures in Wonderland:

Begin at the beginning and go on till you come to the end: then stop.

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