- Your product must be affordable.
- Keep a small team for agility and creativity.
- The backend and UI work together and must be developed together.
- Products must be designed with people in mind.
- Know your target user group.
- Prototype.
- Designs taken for granted today are someone's innovation (e.g. menu at top).
- Understand your contractors (e.g. manufacturing, programming).
- Think about the physical and emotional experiences of your products.
- Use beauty with function.
The Low Road or the High Road?
- GUI won out after the price point was low enough.
- Mac software was built by only a few people.
- Lisa, document-based, failed commercially but was provided important interaction design precedents.
- Mac had to sacrifice features, but made up for it in design-flare.
- Despite its own pricey hardware, Apply chose to continue developing on it rather than making its software available for the PC platform.
- Apple sued Microsoft for the use of the interface, but lost and almost went under until Steve Jobs came back to take over.
- Passion for nature photography.
- Graduate student of Neuroscience at University of Washington.
- With Apple 1978-1990, design and development of Lisa, MacPaint and HyperCard.
- Loves problem solving and aesthetic values (loved chemistry and photography).
- Talks about making this more humane (i.e. had professor buy his students bean bag chairs to the disgruntlement of the department).
- Programmed on the side.
- Led the design of the graphics and UI for Lisa.
- Bill would offer ideas and Larry would test it.
- Insisted on white background despite power drain, in order to obey WYSIWYG (What You See Is What You Get).
- Lisa was for an office worker, whereas Mac was aimed at a 14-year-old boy.
- Research at PARC had very little influence on the Lisa, contrary to popular belief.
- Bill and Larry partnered, Bill programmed at night, Larry tested in the day. Easy to get subject as few in the company had used a computer before.
- Was developed 1979-1983.
- It was a breakthrough to put the menu at the top instead of the bottom (amongst others)!
- Design team for mac was kept at 10 people (vs 100 for Lisa).
- Lots of iteration.
- With Mac, the character of the company fell into place.
- Prototyping tool that was similar to a web browsed, except it was tied to your hard drive.
- Englebart's original mouse needed considerable dexterity to master. Xerox PARC had to redesign.
- Apple outsourced the physical design of the mouse to Hovey-Kelly Design.
- Cheaper, only one button, no pad to roll on, withstand millions of clicks, more flexible cord.
- Industrial Designer
- Testing the ergonomics of mouse design with users.
- Combination of user testing and rapid prototyping key to success.
- This is not just a device that has to match the keyboard, it is a device for the human hand.
- Went to Japan to manufacture. Were able to convince the manufacturers to produce under the tight deadline by explaining the process needed - helped to have Jim, who was knowledgeable in tooling and manufacturing.
- Draws as he talks.
- PhD from MIT in man-machine systems.
- XEROX 1978-1986
- Deign consultant 1986-1992.
- Helped to establish Ivrea.
- Believes that they are 3 questions to answer as an Interaction Designer.
- How do you do? Physical movements required.
- How do you feel? The emotions that the feedback leaves you with.
- How do you know? Show a map, to understand what is happening and a path, to show them what to do.
- Intelligence
- Tool
- Media
- Life
- Vehicle
- Fashion
- Motivation - errors or ideas
- Meaning - metaphors and scenarios
- Modes - models and tasks
- Mapping - displays and controls
- Managed Human Interface Group for the design of Macintosh System Software for 5 years.
- MAC OS X was completely design driven, based on what novice users would need.
- Graduated with degree in psychology.
- Graduate studies in Industrial Design.
- 1st job was at NASA Ames Research Center.
- Arrived at Apple in 1990, who were doing well with 26 percent market share, bigger than IBM.
- Couple years later, Apple was playing catch-up with too many products and loosing its identity.
- Around this time, Cordell moved into system software development and took responsibility for the Human Interface Group for Mac OS.
- Worked with sound design company to incorporate sound into the system interactivity.
- Apple bought NeXTSTEP for the new operating system, and had to revamp the UI as a result.
- Steve Jobs came back and carried Apple away from being engineering-focused.
- As a result, Cordell was able to design a better UI, including shadows, finder etc.
- Changed the type of customers they were focusing on, allowed to push through with desired design. From developers to novice computer users.
- Cordell changed apphearance to be fresh and fun - collected magazine ads for liquor. Wanted the new UI design to complement the new Industria Design. Wanted to do so with added value.
- Believe that design should be driven first by user needs and desires.
- Ability to sort information by time.
- Windows arranged in order of last accessed.
- Trash can changing functions relevant to the object being dragged (i.e. eject).
- Search over hierchical navigaton.
- Desktop metaphor will go away.
- Perhaps an agent model.
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