103: Usability-First Design
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Welcome to Under the Radar, a show about independent iOS app development.
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I'm Marco Arment.
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And I'm David Smith.
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Under the Radar is never longer than 30 minutes, so let's get started.
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So today I think we kind of wanted to, there's two sort of general but very tightly related
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topics that I think we wanted to unpack.
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And the first is coming from something that I've, some complicated feelings I've been
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navigating recently.
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And in a weird way they all relate back to the Apple Design Awards and my feelings and
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sort of whether that's a good aspiration, whether that's a good motivation, whether
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that is something that I want to pursue.
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And then sort of related to that is something that I've been, as a result of kind of becoming
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less stuck on the goal of winning a design award, I've been increasingly making more
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pragmatic choices in my design, in my development.
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And I think there's something to be said for that.
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And so I think sort of, those are the two parts that I think would be interesting to
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kind of unpack.
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And I guess to start with, with the Apple Design Awards thing, it's, it is a weird,
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I have a weird history with the design awards personally, like in the sense of, I remember
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when I started out in this community and I, no, I didn't, I don't come from a big Apple
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So it's not like, I was a Windows guy before I became an iOS developer.
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I mean, I got my first Mac mostly because at the time I was a Ruby on Rails developer
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and TextMate was like the best text editor for writing Ruby on Rails code.
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Like that was what you did.
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And so if you wanted to write Ruby on Rails code, you bought a Mac.
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So I bought a Mac.
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Like I didn't buy it because I thought a Mac was awesome or cool.
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Mostly like, and there's a little bit of that, like it was pretty, but I got into the Mac
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because of something else.
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And so I don't have this big pedigree with the Mac, but you know, sort of as I came into
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this community and I started to try and understand what makes it tick and how it works, like
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it was a time when I think Apple very strongly still had this feeling of, you know, what
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sets it apart is its design and the, an elegance and a simplicity that was very strongly lauded.
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And I mean, I remember going to the Apple design awards at my first WWDC and kind of
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it being an encouraging, motivating, like, wow, how cool would it be to make an app one
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day that aspires to that level.
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And over the subsequent years, it's been interesting to charge sort of how my feelings on that
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have changed where there was this period where that was my goal.
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Like every time I started a new app, I sort of filtered it through this feeling of like,
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how could I win an Apple design award with this app and to try and work towards that.
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And what do I need to get better at to do that?
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And then over the following years, that changed for a variety of reasons.
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And I mean, it got to a point where I stopped going to the design award session at WWDC.
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Like it stopped being something both a little bit because honestly, it was a little bit
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painful to sort of go to this thing that I sort of felt like I tried to do, but realized
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that I'm just not really the type of app that they're looking for.
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And also just because it seemed to be less of an emphasis, less of this thing that was
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quite as strongly held up in the community, or at least in my perception of the community.
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I mean, to the degree that this year, it was sort of this more side event with press, which
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ostensibly was to make it more visible, which maybe is true, but if it was to make it more
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visible, it's kind of a crazy thing that if making it more visible means putting it not
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on the main stage directly after one of the biggest sessions of WWDC, something's changed
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And it's a hard thing to unpack.
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But either way, it's this different thing that is in some ways a relief that I can kind
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of just say, "I don't think I'm ever going to win an Apple Design Award."
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And that's hard for me in some ways, but at the same time, it's somewhat liberating to
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just say, "I don't think that's what I...
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That's not the kind of app I make."
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Most of the apps that win Apple Design Awards are games, so I'm not making games.
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And the ones beyond that that do win tend to be these larger team projects with massive
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design resources that are not me either.
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And there's usually one or maybe two more small team apps that win one.
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And I always hold out hope for one day that will be me, but at the same time, I just don't
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think that's the kind of app I make.
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And so having it as a goal, having it as a motivation is ultimately kind of problematic.
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But like I said, it's a weird thing to say out loud that I don't...
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Because in the back of my head, I still want to win an Apple Design Award, and it's probably
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somewhat of an irrational thing to want when really a better goal is to make a sustainable
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living on the App Store, which I've been fortunate enough to do for so many years.
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That should be enough, but I don't know.
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It's this funny thing to always have that feels like it's just sort of hanging over
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- Yeah, I've gone through a similar transition and a similar set of feelings.
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I mean, I was in the Mac community I think a little before you, but not by much, around
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the same time.
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And before that, I was also a Windows person.
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So I came to the Mac, and I saw really what I consider to be its glory days of 2005 or
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2004 or so, really through maybe Lion.
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I would really consider a really great run where there weren't a lot of downsides on
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the Mac and an Apple Design and everything.
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It was pretty much all unqualified successes for a pretty big run.
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And I think a lot of that comes down to Steve Jobs and our desire for a design award.
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I too would love to win one.
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It always seemed like the highest honor that Apple could bestow upon a developer would
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be a design award.
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Part of why I wanted it so much was a personal incentive that I wanted recognition from Steve
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Jobs in some way, even though he was never the one giving them out or anything.
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But it was his company, and I kind of knew he would probably have some idea on what things
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got Apple Design Awards.
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It was like I felt a stronger motivation to impress Steve, because Steve was this enigma,
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this character, this incredibly powerful personality.
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And after he died, and now that we have a very different company with very different
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leadership and very different public persona, it doesn't seem like I want current Apple's
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approval as much anymore.
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I don't seek it out.
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And I don't know if that's because of a Steve thing, some kind of weird father figure
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thing or what, but I don't really care what Tim Cook thinks of me or my app.
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I don't really care about Tim Cook.
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We don't really see enough of Tim Cook or enough of his personality to care about him.
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So I don't really seek that anymore, and now it seems more like I'm seeing the Apple
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Design Awards now as maybe what they always were, but at least how it seems now is that
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it's just like here's a marketing award that our marketing department is giving you.
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And it seems, I don't want to take away from the people who win them, but it does
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seem like they're not really looking at apps like ours as much anymore.
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And again, and part of that, it could be other factors, I don't know, but certainly it
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seems like a lot of them go to games, a lot of them go to big corporate partners, but
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there are still some people like us who still do win them, but it's a very, very small
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number every year.
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It's like probably two or three people like us who win them.
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And so to be one of those two or three is just so incredibly unlikely.
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And it seems like it's chosen by criteria that might be different from what you and
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I would think ourselves would be like how it should be chosen.
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It's so tied to marketing.
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It's so tied to what are the new features that year they want to show off.
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And again, maybe to some degree it always was, but maybe we're just now realizing
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I don't know.
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But I have basically also given up on trying to win one.
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And for a while I didn't think I had a chance just because my design skills were not good
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But in recent years I thought I had a better chance than I did before.
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And in recent years I started caring more and maybe hoping a little bit more and certainly
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making design decisions in order to try to win Apple design awards or in order to try
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to appeal to Apple on those kind of marketing recognition levels and maybe to lead into
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an App Store feature or whatever else.
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But basically designing to impress Apple over some choices that would be better for usability
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or discoverability or things like that.
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And I think that's kind of the core thing of what we want to talk about today is making
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those decisions of designing for Apple or even I would even broaden it to say designing
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for what is currently trendy in app design, in visual design or interactive design versus
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what is actually usable for people and what makes your app actually better in practice.
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And when design is in a good place, there are times when those things are mostly or
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entirely overlapping.
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There are times when the design world values things that are practical.
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But design is a fad, it goes in phases and there are times when that's not the case.
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There are times when what is currently in fashion is very much not usable.
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And obviously in recent, in the last five, ten years we can point to this cycle happening
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with Apple and it goes back and forth.
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And so when or in what circumstances we should choose functionality over appealing visual
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design, I think depends a lot on what are we trying to accomplish, who are we trying
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And I think what I'm saying here and I think what you might be saying too is like in the
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past we have been trying to impress Apple quite a lot on these visual design levels
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and now I'm more willing to make the other decision and to say you know what, this is
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how things are done, this is the current trend, this is what Apple is trying to promote, etc.
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But I don't agree with this part of it and this part of it is causing problems for my
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app or for my design and so I'm going to choose not to do that.
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I feel like too there's also an element for me of, I maybe, and it's interesting what
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you're saying about the role that Steve Jobs plays in sort of the ethos of this because
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I think in some ways I agree with the, there was a time when I feel like I had a more concise
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and crystallized view of what an Apple app should look like.
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Like there was a feel and an elegance to it or whatever, that there's like, I knew what
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that looked like.
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And in some ways I do think I kind of had a bit of a filter for that was, it's like
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what's an app that I wouldn't feel embarrassed showing to Steve Jobs?
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There was a specificity to that that I think was useful that I think is not something that
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I have anymore.
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Like I don't really know what a best app would look like and I don't think the, like the
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system apps used to be a good place to go and look for that and I think they're very,
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much more varied and in some ways they don't seem to necessarily hold themselves to the
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same standard that I used to imagine that all Apple apps needed to.
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And so I think that's a trickier thing too where like as I'm trying to make these choices
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in my own apps, like I used to kind of, often I would find a point where it's like I could
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do the easy thing or I could do the Apple thing maybe.
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Like these are sort of in my mind that was the filter that I placed a lot of choices
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Like do I want to do this the easy way or do I want to do this the Apple way?
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And I feel like the perception I have now is that I don't know what the Apple way is
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to the same degree.
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That I don't know what that, like it's so unspecific now that it's much harder for me
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to do something, to make that choice and to not just want to do the easy thing or to,
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you know, rather than the easy thing and the Apple thing, be the easy thing or the usable
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thing or focus on like other metrics that are a bit more, I'm much more able to wrap
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my hands around.
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And even in a weird way this makes me think of just like how big of a document the human
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interface guidelines are now.
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Like when we started being iOS developers, like you could read the human interface guidelines
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and like in an hour probably.
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I don't think that's the case anymore.
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And especially like now you'd need to do, there's the watch one, there's an iPhone one,
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you know, like there's multiple of these things that exist and they're just becoming much
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more sprawling because apps are much more sprawling.
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In so many different ways.
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They have so many, you have extensions, which is awesome, but now you have all these other
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areas of your app that you would need to take into account.
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There's this explosion of complexity that I think makes it so hard to have this very
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concise view.
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And that makes it hard then to have something like that be the goal and to instead find
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these other things where there's easier or either it's an easier thing to build, which
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has benefits to it, or you can start to say like, well, what is the most obvious solution
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to this problem?
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What is going to make my user, it may not be visually beautiful, but it might be easier
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and more obvious because certainly one of the things that we had in the past, I feel
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like there was this beautiful, it's hard to describe in words maybe, but I can imagine
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an XY graph where you have this usability versus elegance of design.
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And as elegance of design goes up, usability starts to go down and starts to go down and
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starts to go down until you hit this magical, super elegant point where suddenly it jumps
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right back up and suddenly it becomes amazingly usable because it's so elegant and it's so
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And you imagine, in some ways that's my goal, was to build things that you hit this point
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where it's just so elegant it becomes effortless.
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In a weird way, the thing that comes to mind is slide to unlock on an iPhone where there's
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so many complicated ways that you could imagine doing that and they found this super elegant
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way to do it that is so incredibly usable and so obvious and it had this beautiful polish
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on it where anybody who looked at an iPhone knew how to unlock it.
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It had this beautiful shimmer going across it.
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There was something about it that made it, it crossed this elegance threshold where it
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became super, super usable.
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Whereas you could imagine the completely inelegant approach would just be like a button on the
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screen that you push, which is probably just as usable.
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They just have a big button that says "unlock," but it wouldn't have quite that elegance.
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And so that kind of a progression, maybe I'm just not in my mind, I don't know if it's
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worth it anymore or I don't know even what that looks like to chase after in quite the
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Yeah, I mean it's kind of, you know, one of the challenges if you're trying to make high
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quality apps for Windows is that Windows has really never, and honestly this could be out
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of date now because my Windows knowledge is 10 years old, but one of the problems back
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in the day at least was that Microsoft did not really set a strong cohesive design example
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Like you were saying a few minutes ago how back in those days it was easier to tell like
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this is an Apple app, this is what an Apple app looks like.
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Well, Microsoft never really had that cohesive example design or the main design language
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It was always kind of all over the place.
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And that reflected in Windows apps where Windows apps would also be kind of all over the place
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because Microsoft was not setting a strong example.
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And I think right now we're at that point with Apple where Apple is no longer setting
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a strong coherent example of what great app design is, partly because of different fads
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of design coming in, you know, like everything now looks like Apple Music which I think is
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a bad design actually.
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And part of that is also just, as you said, like everything is, there's so much more now,
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there's so many more devices, so many more types of apps, so many more extension points
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and places where UI happens and the interactions are more complex, now we have drag and drop
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and like there's so many different, it's such a massive world now.
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And also Apple is moving in design directions that are a little bit questionable that Apple
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is no longer setting a clear example.
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And so we are more on our own with deciding what is good design and what isn't.
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And how we prioritize usability versus design is much more in our hands now than our own
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I think it used to be.
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So one thing that I will say is somewhat liberating out of this and I think this is a good place
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to turn our discussion to is I've enjoyed recently being slightly freed from this feeling
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of, in a weird way, guilt about not making super Apple app choices or whatever.
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And instead, like I said, I love being focusing entirely on usability or obviousness, like
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trying to make things work in as clean and as straightforward a way as possible, which
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is in some ways, seems like a come down.
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I'm not building apps with quite the same, there's a different goal, but in practical
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use, it has been quite interesting to instead make apps that are super usable and have that
00:19:12
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be my goal, that be my focus.
00:19:14
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That if I was going to win, I'm going to win an app usability award.
00:19:17
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That's the filter that I'm applying.
00:19:20
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It isn't so much about what would make the app beautiful or what would make the app have
00:19:25
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this super, super elegance or be really flashy.
00:19:28
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Instead, it's like, no, I just want it to be really obvious.
00:19:32
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In so many of my designs now, they're just super straightforward.
00:19:37
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You're trying to make it as clean and obvious as can be, which in a weird way, I think,
00:19:42
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can sometimes be somewhat refreshing now.
00:19:44
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I feel like there was a period with the iOS 7 redesign and rescan where a lot of things
00:19:51
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became less clear.
00:19:54
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And I'm starting to, maybe this is the pendulum swinging back for myself, but it's like,
00:20:00
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now all my buttons tend to have round recs around them again, as a simple example.
00:20:09
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This sense of like, oh, you put a tint color on text and that lets people know it's a
00:20:14
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It's like, you know what also really works well to let people know it's a button?
00:20:18
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Putting it in a circle or putting it in a round rec because everybody knows what that
00:20:24
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And if you see something that's in a round rec in an app, that's a button.
00:20:28
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And so that's what I do now.
00:20:33
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And those types of choices, which I don't think in my mind, that's not like I'm
00:20:38
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going against the human interface guidelines in doing that.
00:20:40
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That's not what an iOS 11 app should probably look like.
00:20:44
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But at the same time, I think it works.
00:20:47
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I think it's more usable.
00:20:48
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And I'm increasingly okay with that as the tradeoff that I'm making.
00:20:54
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And ultimately that's better for business.
00:20:58
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Even if it will cost you certain opinions with an apple, we haven't been getting those
00:21:04
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What we have been getting is opinions and experiences from our users.
00:21:07
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And our users, they want things and need things to be usable.
00:21:12
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And if things are not usable enough, we will hear about it and it will cause problems for
00:21:17
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So that is what we need to really optimize for here.
00:21:20
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And another thing to consider is the apple human interface guidelines and design, just
00:21:27
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general design trends and things, we are in a shifting, changing environment here.
00:21:32
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The computers, they started out for nerds, then they became more for everybody, and now
00:21:38
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they're really, really for everybody.
00:21:41
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We went from desktops to phones to phones and tablets.
00:21:46
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Some people now only have tablets or phones, many people only have phones.
00:21:50
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And now, even within the phone world, we are going from small screens to now much bigger
00:21:58
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screens, now to screens where, like it used to be assumed that you could easily reach
00:22:02
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every part of your screen.
00:22:03
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That is no longer the case and hasn't been the case for a little while now.
00:22:06
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And it's now getting even more extreme.
00:22:08
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And we used to have screens that were about three by two, then they went 16 by nine, and
00:22:15
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now they're going whatever the heck the aspect ratio is of the iPhone 10.
00:22:18
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What is it, two to one maybe?
00:22:20
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It's something like that.
00:22:22
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- It's very, very, very, very tall.
00:22:24
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- Yeah, it's very tall.
00:22:25
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And so, like now we have these like, we're going back to the candy bar form factor again.
00:22:30
◼
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And so, throughout all these changes, Apple does update their design guidelines, and the
00:22:38
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industry does find new ways to do things, but it lags behind the pace of the hardware
00:22:42
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a lot of the time.
00:22:45
◼
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All these guidelines and documents, these are all changing, living, evolving things.
00:22:50
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And sometimes, they haven't caught up to the reality of today.
00:22:54
◼
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So when the iPhone 10 launches next week, and when we're all finally able to buy one
00:22:58
◼
►
in three years, we're gonna have this situation where we've been designing apps one way for
00:23:05
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Even Apple has.
00:23:06
◼
►
And even Apple, you know, the design guidelines Apple has laid out for the iPhone 10 are pretty
00:23:12
◼
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They basically say, "Please don't hide the notch."
00:23:13
◼
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Like, that's about all the guidance we have.
00:23:16
◼
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Now we have a phone where what you can reach is very different than before.
00:23:22
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And things you might accidentally hit are very different than before.
00:23:26
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How you need to browse and lay things out is different.
00:23:30
◼
►
Because of the design of the home indicator, we now have a very strong incentive to use
00:23:33
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►
bottom toolbars and tab bars in pretty much every screen if possible, because it looks
00:23:38
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►
really weird if you don't have one.
00:23:40
◼
►
There's all sorts of these changes now, and I feel like we have to take a lot of this
00:23:45
◼
►
into our own hands now and make decisions for what we find to actually be usable on
00:23:49
◼
►
this device, because it's so different, even if it goes against what Apple has officially
00:23:54
◼
►
said in their design guidelines.
00:23:56
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►
Because their design guidelines might not have caught up yet.
00:23:59
◼
►
- Yeah, and we just need to explore and find out what that is, like, for ourselves.
00:24:05
◼
►
Because we have to feel comfortable, I think, with whatever, even if Apple did give a guideline,
00:24:12
◼
►
it's like, we have to feel comfortable with whatever we end up with.
00:24:15
◼
►
And what I'm really curious with the iPhone X about, as a good concrete example, is clearly,
00:24:21
◼
►
even with the naming of it, this is what Apple is sort of saying is the future of the phone.
00:24:27
◼
►
We've gone through this period where there was a big phone and a little phone, and the
00:24:33
◼
►
vast majority of my users were running the iPhone 6 or 7 sized screen.
00:24:40
◼
►
And the plus was there, but I was able to treat it more as a second-class citizen.
00:24:48
◼
►
It was not the main experience of my app, and so I didn't optimize for it in quite the
00:24:53
◼
►
I needed a design that worked comfortably on a plus or on an SE, but worked best on
00:25:02
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►
And whereas now, I think, who knows what will happen next year if we'll end up with a 10s
00:25:09
◼
►
plus or who knows what, if there'll be a big version with this form factor.
00:25:13
◼
►
But even if there is, they're clearly trying to drive the world to where this will become
00:25:18
◼
►
the default.
00:25:19
◼
►
And apps are almost certainly going to have to change as a result, that I'm going to need
00:25:25
◼
►
to put controls in a different place and reoptimize things, because reaching the top of the phone
00:25:32
◼
►
is this next level of it's going to be more awkward to do.
00:25:36
◼
►
I'm going to need to make gestures are becoming a much more of a trickier thing, I think,
00:25:43
◼
►
to do as a developer, because Swipe Up was already taken over by Control Center, and
00:25:52
◼
►
we had Swipe Down for Notification Center.
00:25:55
◼
►
Now we have three of those.
00:25:56
◼
►
There's Swipe Left for Notification Center, Swipe Down for the right for Control Center,
00:26:01
◼
►
Swipe Up from the bottom to switch apps, or Swipe Sideways along the bottom to switch
00:26:07
◼
►
in between apps.
00:26:09
◼
►
In general, a lot of basically anything other than a mid-screen edge swipe to go back in
00:26:14
◼
►
a navigation bar, a navigation stack, is basically probably not a good idea now.
00:26:20
◼
►
And we have to change a lot of, if gestures were something that you were doing before
00:26:24
◼
►
because it felt elegant and kind of cool, it's probably not going to work out so well
00:26:30
◼
►
But I'm facing a huge problem with that myself.
00:26:32
◼
►
And in fact, for instance, one example of what I'm doing now is, since the beginning
00:26:38
◼
►
of the iPhone, it's been kind of convention.
00:26:40
◼
►
I don't know if The Hig actually said anything about this, but it's been convention that
00:26:45
◼
►
if you were presenting some kind of temporary window for your app, some kind of detail pane
00:26:52
◼
►
or settings screen or something like that, the convention has been to present it as a
00:26:55
◼
►
full screen view controller that comes up from the bottom.
00:26:58
◼
►
It slides it from the bottom and you dismiss it by a done button in the top bar in one
00:27:04
◼
►
of the top corners.
00:27:05
◼
►
And I had these all over Overcast.
00:27:06
◼
►
I had them for settings, downloads, ad podcasts, stuff like that.
00:27:10
◼
►
And on the iPad, they become the form sheets and everything, those kind of things.
00:27:13
◼
►
In the build I'm playing with right now privately, I have all of those for the most part, so
00:27:19
◼
►
most of those as navigation pushes.
00:27:22
◼
►
So they just slide in from the right like every other screen.
00:27:25
◼
►
And you dismiss them by swiping in from the left or hitting the back button in the corner.
00:27:29
◼
►
And the main reason why is because it is really not a good idea to put the dismiss button
00:27:35
◼
►
of anything now in the top corners of a phone that most people probably can't reach most
00:27:39
◼
►
of the time.
00:27:40
◼
►
So I want that edge swipe gesture to always work and always be the thing that people think
00:27:47
◼
►
And the only way that happens is to have everything be a navigation stack.
00:27:50
◼
►
And not everybody even knows the back gesture, but I figure at least I'll give them the
00:27:54
◼
►
best chance of knowing it by using the standard one, you know?
00:27:57
◼
►
And having everything slide in from the side instead of having things slide in from the
00:28:01
◼
►
And I still have my now playing screen coming from the bottom, which is a design problem,
00:28:04
◼
►
but I haven't solved that one yet.
00:28:06
◼
►
But this is one example of like, this has been a decade of precedent that was set, but
00:28:12
◼
►
now I'm going against it because I think it actually makes it more usable with today's
00:28:16
◼
►
- Yeah, and I love too, like with the gesture that you're setting up, it's like it is so
00:28:22
◼
►
natural and comfortable for a user to, like, they're so, I mean, every, like, say almost
00:28:29
◼
►
every app that exists has that concept of like, of the navigation push.
00:28:34
◼
►
And then you know how to get out.
00:28:36
◼
►
Like, there's nothing un-obvious or clever about it.
00:28:40
◼
►
Like any user who's used an iPhone for any amount of time is gonna know how to navigate
00:28:46
◼
►
And like that obviousness is just such a wonderful thing.
00:28:49
◼
►
- Yeah, and it's gonna look weird for people who are used to things sliding up from the
00:28:52
◼
►
bottom for these kind of like modal pains.
00:28:54
◼
►
And it feels a little bit weird at first, but like, I've been using it for about a day
00:28:58
◼
►
like this and I think it's actually the right choice.
00:29:00
◼
►
I think it actually feels, it looks a little bit odd at first, but it feels a lot better
00:29:05
◼
►
and it flows a lot better and it's more usable.
00:29:08
◼
►
And so I think kind of the theme of this episode is like, I should probably do that because
00:29:11
◼
►
more usable is more important right now to me.
00:29:14
◼
►
- Exactly, like I think the best, like the tagline for the episode is it's like, don't
00:29:18
◼
►
worry about how it looks, worry about how it feels.
00:29:21
◼
►
And that's probably a better place to end up.
00:29:24
◼
►
Thanks for listening everybody and we'll talk to you next week.
00:29:27
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[BLANK_AUDIO]