Categories
design

Apple User Experience

Apple has struggled on the UX design front over the last few years. You can see some of the problems in both the hardware and the software across a number of products but I’m going to go deep on just one feature that you use every day the lock screen…

The iPhone lock screen and it’s overall design was part of the original launch of the iPhone, but the simplicity of the original design has eroded over the years.

The original design was:

  • Hard to trigger by accident
  • Simple and intuitive (even for a baby)
  • Could be done with one hand and taking the phone out your pocket couldn’t cause an accidental gesture
  • There was nothing to confuse you

As the iPhone grew in popularity there was a lot of interest in having more functionality quickly available. The iPhone was the most popular camera and quick access to the camera was added to the lock screen in iOS 6.

All the way through iOS 8, there were two primary gestures… Swipe across to unlock and a new gesture to swipe up to get the camera. The camera was hard to trigger by accident and gave a hint if you tapped it.

In iOS 10 things started to get more complicated.

  • The home button had become a fingerprint reader
  • The home screen was now the primary way to view notifications and act on them.
  • Apple was also experimenting with HandOff allowing you to launch or hand off applications from your computer to your phone.

That brings us to iOS 12 & 13. With the elimination of the home button, FaceID, 3D Touch, Control Center, Widgets and Notification Management… the functionality of the home screen got confusing and the original simplicity and vision were lost.

Apple introduced gestures from every edge of the screen and even used 3D-Touch to overload additional actions. The obvious on-screen gestures were gone and in it’s place were a large collection of ways to access secondary functionality.

  • The time is harder to read – thinner font
  • No on-screen instruction or obvious visual area to drag to unlock.
  • Camera no-longer bounces to show the direction of camera bounce/hint.
  • If you drag up to show notifications, you can’t drag down to hide them.
  • If you drag right you end up in widgets (unused by most people)
  • If you drag to the left you get locked in the camera area with no obvious way to get out

None of these things is a show-stopper but combined they clutter the simplicity of the original design. While the new design has more features it’s not necessarily better for the majority of people. While it adds features that 5-10% of folks may care about it complicates the experience for the other 90%.

When Apple originally released the iPhone they also released the Human Interface Guidelines (HIG). Over the years the HIG has gotten diluted and much of the advice on simplicity, legibility, texture, and usability has been diluted or removed.

As Apple continues to grow and evolve, I’m hoping they re-focus on the simplicity and elegance of the user experience. While there’s no doubt that Apple has been successful from a financial perspective the quality of their products have been declining. I’m hoping Apple’s able to re-focus on the core experiences and bring back the simplicity and delight that made the first generations of the device so magical.

Categories
design startups

How to Sell Design

We all know design is important but if your a designer trying to grow your design business, or you’re an entrepreneur trying to buy design services, you could be selling yourself short.

We all know that design is a key product differentiator:

  • Well designed products and software can be sold for a premium.
  • Products that are designed to be easy to use have fewer customer support issues and higher satisfaction.

But if your a designer trying to sell the value of your designs you may often hear that design is too expensive or that things like research seem unnecessary steps.

Designers and entrepreneurs aren’t always speaking the same language. While we know design is valuable, designers often have a hard time explaining or selling this value.

Three key principals:

#1 – Don’t Sell Design


When I first started my business I would try to sell the value of design. The problem with this is that no one wants to buy design. They don’t. You don’t want to buy the design for an iPhone, you want the iPhone. Most people don’t separate the value of design from the thing itself.

We were designing products, websites and mobile apps and similarly, the founder and entrepreneurs didn’t want the design of an app or a website they wanted the outcome, the result.

Design is just one of the ingredients that goes into building a product, but typically the person buying it is interested in the product, not the ingredients.

And as an entrepreneur, try to be specific about the results you’re looking for. Results can be based on metrics such as conversion, retention, bounce rate… Or it can be based on aesthetic qualities: professional, friendly, quirky, stark, colorful…

  • Do you want something easy to use?
  • Do you want it to look friendly or attractive?
  • Do you want thoughtful designs for the setup experience, the error experience or more.

Often times design isn’t just what happens on the screen, sometimes it’s the decisions of the business itself.

#2 – Don’t sell the design as a phase.

It’s common for designers to propose the incorporation of design as a discrete step in a larger project. Try not to do this.

Design work tends to happen through the entire continuum of a product life-cycle so if you propose a discrete phase you’re doing a disservice to yourself and your customers. If design issues can be introduced late in a product life cycle they can also be corrected. By treating design as a continuum you’re less likely to be without a designer when you need one.

Secondly, phased design means your designers will have less or sometimes no overlap with your engineering team. Great products are the combination of design and engineering and it’s only through shared time that hard problems get solved. If you sell your design as a phase you’re creating a scenario where it’s easy to cut or trim the phase and end up with something functional but not usable.

#3 – Great Design is about solving business problems

When showing your work, it’s about outcomes and benefits more than the pixels on the screen. You’re selling yourself and your team. You’re building trust and at the end of the day you’re selling your ability to deliver on specific business results.

Your character, charisma and ultimately your confidence are key to solving a design problem.

The ways things look and feel are important but put as much or more emphasis on your ability to drive business metrics.

Categories
personal finance

How to negotiate a raise

Over the last ten years, I’ve hired hundreds of people and the vast majority of people don’t know how to position or negotiate their salary. This puts them at a significant disadvantage.

Getting a fair market salary is a key step to freedom for both financial independence and entrepreneurship. Key steps:

  • Negotiate from a position of strength (if you can)
  • Use positional negotiation. This means you negotiate the position, not the specific number.
  • Negotiate not just the salary but all other aspects of the offer.
  • Don’t discuss your past salary. It puts you at a disadvantage for getting to a fair outcome and it may be illegal for the employer to ask. 17 states explicitly ban this.
  • Get to a Win-Win. Negotiation of salary is about finding a fair market value. Look for opportunities to increase your value to the organization, not just your salary.
Categories
Uncategorized

Tesla after two year

After driving an EV for two years there are a number of key takeaways:

  1. Electric car charging infrastructure is getting really good
  2. The range is improving and should serve most people’s daily/yearly needs
  3. Price is coming down and the money saved on maintenance and fuel adds up
  4. Tesla is more of a software company and that sets it apart, they sell a computer/gaming console on wheels
  5. It’s hard to find a better value for FUN in a car