“Design is a funny word. Some people think design means how it looks. But of course, if you dig deeper, it’s really how it works. The design of the Mac wasn’t what it looked like, although that was part of it. Primarily, it was how it worked. To design something really well, you have to get it. You have to really grok what it’s all about. It takes a passionate commitment to really thoroughly understand something, chew it up, not just quickly swallow it. Most people don’t take the time to do that."
“Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and synthesize new things. And the reason they were able to do that was that they’ve had more experiences or they have thought more about their experiences than other people."
“Unfortunately, that’s too rare a commodity. A lot of people in our industry haven’t had very diverse experiences. So they don’t have enough dots to connect, and they end up with very linear solutions without a broad perspective on the problem. The broader one’s understanding of the human experience, the better design we will have. "
The history of the visual design of user interfaces can be described as a gradual change towards more realism. As computers have become faster, designers have added increasingly realistic details such as color, 3D effects, shadows, translucency, and even simple physics. Some of these changes have helped usability. Shadows behind windows help us see which window is active. The physicality of the iPhone’s user interface makes the device more natural to use.
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"Harold Kerzner’s variant of a process seen on the wall of the Greater London Council Architects Department in 1978:1. Project Initiaton
2. Wild Enthusiasm
5. Search for the Guilty
6. Punishment of the Innocent
7. Promotion of Non-Participants
8. Definition of Requirements"
"Pretenders don't quite understand that design is born of constraints. Real-life constraints, be they tangible or cognitive: Battery-life impacts every other aspect of the iPhone design - hardware and software alike. Screen resolution affects font, icon and UI design. The thickness of a fingertip limits direct, gestural manipulation of on-screen objects. Lack of a physical keyboard and WIMP controls create an unfamiliar mental map of the device. The iPhone design is a bet that solutions to constraints like these can be seamlessly molded into a unified product that will sell. Not a concept. Not a vision. A product that sells."