Martijn Vreugde's Hangout

About this site

Hi, I'm Martijn Vreugde this is a collection of my rambling thoughts on modern media, inspirational design and... well pretty much anything I found interesting enough to share with you fine upstanding folks of the internet.

Showing 40 posts tagged Design

Fictional Interface Designs for the Avengers

UI Design always have been fascinating me, it really takes some serious skills to be able to create wonderful things and especially into big blockbuster movies. Jayse is a freelance visual artist remotely based in Las Vegas, Nevada and has a huge passion for fictional UI, data design and has been working for feature films like Tranformers III, Contagion, Rise of the Planet of the Apes and of course the one we’re presenting today the Marvel’s Avengers.

To find out more about Jayse, you can check out his Cargo Collective at carcocollective.com/jayse and follow him on Twitter@jayse_.

Designer Showcase

HI! I’m Martin Grohs, a 24-year-old ditigtal artist and designer based in Leipzig, Germany. 

I’m interested in all kinds of arts since my early childhood, particularly in digital art. The contact with photography took me to the image processing in Photoshop and Illustrator.

And now I´ve been creating digitial art for 4 years.
Meanwhile I have specialized in photomanipulation and use Photoshop, Illustrator and Cinema4D to express and visualize my Ideas.

I work for commercial clients in United States, Germany, Brazil, Greece, Singapore and India. I’m also a member of several art collectives such as Intrinsic Nature, Heartsurge, Espadon 21 and the Revuh Network.

Let’s have a look on my Folio martin-grohs.com

Lets work together! Have a project in mind?
Or can I help you with anything else?

Feel free to contact me for any questions_
www.martin-grohs.com or http://www.facebook.com/martingrohs

Paper by FiftyThree is Awesome!!
The Paper App is a new app for the iPad. It was developed by Fifty Three design studio, they say the app is “the simplest, most beautiful way to create on the iPad”. The app works very much as a sketch book, you can capture your ideas as sketches, diagrams, illustrations, notes or drawings and instantly share them across the web. Check out the video after the jump for details on this elegant app in action. Free in the app store
High-res

Paper by FiftyThree is Awesome!!

The Paper App is a new app for the iPad. It was developed by Fifty Three design studio, they say the app is “the simplest, most beautiful way to create on the iPad”. The app works very much as a sketch book, you can capture your ideas as sketches, diagrams, illustrations, notes or drawings and instantly share them across the web. Check out the video after the jump for details on this elegant app in action. Free in the app store

Massive Google+ UI upgrade!
A critical piece of this social layer is a design that grows alongside our aspirations. So today we’re introducing a more functional and flexible version of Google+. We think you’ll find it easier to use and nicer to look at, but most importantly, it accelerates our efforts to create a simpler, more beautiful Google.Navigation you can make your ownOne of the first things you’ll notice is a new way to get around the stream. Instead of static icons at the top, there’s a dynamic ribbon of applications on the left. This approach comes with lots of perks, but some of our favorites include:
You can drag apps up or down to create the order you want
You can hover over certain apps to reveal a set of quick actions
You can show or hide apps by moving them in and out of “More”
Taken together, these powers make it easier to access your favorites, and to adjust your preferences over time. We’ve also built the ribbon with the future in mind, giving us an obvious (and clutter-free) space for The Next Big Feature, and The Feature After That. So stay tuned.Conversations you’ll really care aboutOnce you’ve upgraded to Google+, it’s easy to share with your circles from just about anywhere. We’re dreaming bigger, though. We’re aiming for an experience that fuses utility with beauty—one that inspires you to connect with others, and cherish the conversations that unfold. Today’s update is an important step in this direction, including:
Full bleed photos and videos that’ll make you really proud to post
A stream of conversation “cards” that make it easier to scan and join discussions
An activity drawer that highlights the community around your content
Simply put, we’re hoping to make sharing more awesome by making it more evocative. You know that feeling you get when a piece of art takes your breath away, or when a friend stops by with unexpected gifts? We want sharing to feel like that, every single time.A new home for hanging outGoogle+ Hangouts uses live video to bring people together, and the results range from heartwarming to breathtaking to music-making. Today we’re adding a dedicated Hangouts page that creates even more opportunities to connect in person, including:
An always-updated list of invitations from the people in your circles
Quick access to every public and On Air hangout, for those times when you want to meet someone new, or watch a live broadcast
A rotating billboard of popular hangouts, pro tips and other items you don’t want to miss
By highlighting all the hangouts you can join, all over the world, it’s now easier to spend time together—even be there for each other. And with efforts like hangout apps already underway, you can expect more hangouts in more places in the future.Getting there from hereToday’s Google+ update extends beyond navigation, the stream and hangouts. For instance: there’s a new Explore page that shows what’s interesting and trending across the network. And a new profile with much bigger photos. And a new chat list that puts your friends front and center. And a whole lot more.We’re rolling out all of these improvements over the next few days, so please check back if you don’t see them yet. In the meantime, you can visit this overview to learn more.By focusing on you, the people you care about, and the stuff you’re into, we’re going to continue upgrading all the features you already know and love—from Search and Maps to Gmail and YouTube. With today’s foundational changes we can move even faster—toward a simpler, more beautiful Google.Posted by Vic Gundotra, Senior Vice President High-res

Massive Google+ UI upgrade!

A critical piece of this social layer is a design that grows alongside our aspirations. So today we’re introducing a more functional and flexible version of Google+. We think you’ll find it easier to use and nicer to look at, but most importantly, it accelerates our efforts to create a simpler, more beautiful Google.



Navigation you can make your own
One of the first things you’ll notice is a new way to get around the stream. Instead of static icons at the top, there’s a dynamic ribbon of applications on the left. This approach comes with lots of perks, but some of our favorites include:

  • You can drag apps up or down to create the order you want
  • You can hover over certain apps to reveal a set of quick actions
  • You can show or hide apps by moving them in and out of “More”




Taken together, these powers make it easier to access your favorites, and to adjust your preferences over time. We’ve also built the ribbon with the future in mind, giving us an obvious (and clutter-free) space for The Next Big Feature, and The Feature After That. So stay tuned.

Conversations you’ll really care about
Once you’ve upgraded to Google+, it’s easy to share with your circles from just about anywhere. We’re dreaming bigger, though. We’re aiming for an experience that fuses utility with beauty—one that inspires you to connect with others, and cherish the conversations that unfold. Today’s update is an important step in this direction, including:

  • Full bleed photos and videos that’ll make you really proud to post
  • A stream of conversation “cards” that make it easier to scan and join discussions
  • An activity drawer that highlights the community around your content



Simply put, we’re hoping to make sharing more awesome by making it more evocative. You know that feeling you get when a piece of art takes your breath away, or when a friend stops by with unexpected gifts? We want sharing to feel like that, every single time.

A new home for hanging out
Google+ Hangouts uses live video to bring people together, and the results range from heartwarming to breathtaking to music-making. Today we’re adding a dedicated Hangouts page that creates even more opportunities to connect in person, including:

  • An always-updated list of invitations from the people in your circles
  • Quick access to every public and On Air hangout, for those times when you want to meet someone new, or watch a live broadcast
  • A rotating billboard of popular hangouts, pro tips and other items you don’t want to miss



By highlighting all the hangouts you can join, all over the world, it’s now easier to spend time together—even be there for each other. And with efforts like hangout apps already underway, you can expect more hangouts in more places in the future.

Getting there from here
Today’s Google+ update extends beyond navigation, the stream and hangouts. For instance: there’s a new Explore page that shows what’s interesting and trending across the network. And a new profile with much bigger photos. And a new chat list that puts your friends front and center. And a whole lot more.

We’re rolling out all of these improvements over the next few days, so please check back if you don’t see them yet. In the meantime, you can visit this overview to learn more.



By focusing on you, the people you care about, and the stuff you’re into, we’re going to continue upgrading all the features you already know and love—from Search and Maps to Gmail and YouTube. With today’s foundational changes we can move even faster—toward a simpler, more beautiful Google.

Adobe unveils Photoshop CS6 beta with redesigned UI and 65 new features, download it for free today

Image

It’s been two years since Adobe unveiled a new version of Photoshop, so it shouldn’t come as a surprise that the company’s engineers have been toiling away behind the scenes on a major update. The outfit’s clearly ready to start showing off the fruits of its labor, though, as it just unveiled the beta version of CS6. All told, the outfit’s added 65 user-feedback-inspired features, including a new crop tool, expanded video editing options, auto recovery and the ability to search for specific layers. Fans of the dotted lines in Illustrator now get the same vector tools in Photoshop. Additionally, every slider for the Camera Raw 7.0 plug-in (exposure, contrast, etc.) has a freshly tweaked algorithm. And for anyone who’s ever looked on helplessly as Photoshop locked itself up during a long file save, projects can now save in the background while you work on other things. Looking for more info? A brief rundown of the beta and a full list of new features awaits just past the break.


Image


Adobe’s also made some refinements to existing features. The liquify tool, for instance, now has a larger maximum brush size, and works in real time so you can see the effect in real time. Adobe’s also added two features to complement Content-Aware Fill, which was first introduced with CS5. These include one for moving objects to different part of the image, and one for patching up a spot with content taken from another part of the picture.

Image


With change comes some potential readjusting, though. In addition to adding more functionality, Adobe’s overhauled the UI so that it has a dark background by default (this is customizable, to an extent) with a generally cleaner smattering of icons and menus. Even the setup process has been overhauled: now, users must sign in with an Adobe ID before installing the software. Though there are contingencies for people without an internet connection, the idea is that people will enjoy more efficient support if they don’t have to fumble around for a long-lost serial number.

Image


There’s one thing that hasn’t changed and that’s pricing. When this goes on sale it’ll cost $699 as a standalone product, and $999 for the extended version. For now, though, you can download the free beta (it’s only available as an English- and Japanese-language program for now). If you only have two minutes, we’ve also got the full PR after the break, along with an official list of new features and tweaks.

Billy Steele contributed to this report.

New Features


Brushes
- HUD brush resize and hardness can now change opacity
- Increase brush size to 5000px
- Change color dynamics to per stroke instead of per tip (user option for old behavior)
- Brightness/contrast slider for textures when painting
- Brush projection for static tips
- Brush cursor reflects brush dynamics for round and captured tips

Eyedropper
- Show the sample size popup for the various eyedropper tools (black point, white point,
etc.)
- Add ignore adjustment layers options bar item for the eyedropper
- New mode for eyedropper to select layers current and below

File formats
- Read common stereo image pair formats (JPS, PNS) Allow for more bit depths in TIFF files
- Read BIGTIFF format
- Give the user choices regarding how they want transparency treated in OpenEXR on file open

Grammar
- Policed throughout app
- Use consistent grammar style in the title of dialog windows (no commands such as “Choose a color:”)

Layers
- Add a contextual menu item that deletes a layer effect not just disables it
- Add dither options to Layer Styles for Gradient Overlay and Gradient Stroke
- Allow 00 or Shift 00 to work when setting layer/fill opacity (previously no way to get 0%)
- Add bicubic sharper & bicubic smoother options when free transforming layers
- Allow changing of blend modes for multiple layers at once
- Allow locking of multiple layers
- CMD+J to duplicate layers and layer group
- Allow changing color labels to multiple layers at once
- Layer tooltips to include layer name (if defined)
- Opt+click on toggle arrows (groups and effects) in layer panel should close all targets
- Show blend if/Blending Effects badge on layer
- Show correct opacity and blend mode values for hidden layers
- Tab goes to next layer on inline layer rename, SHIFT + TAB goes to previous
- New command to raster layer effect into layer, merging the selected layers into themselves
- Reorder effects in the layers palette to match the Z-­­order style/blend mode (bottom most effects in termsof blending order, drop shadow is below the other effects

Liquify
- Resize Liquify brush with shortcuts
- Increase maximum Liquify brush size Add option to load last mesh

Presets
- Add new document presets for common devices (e.g. iPhone, iPad, etc.)
- Add new Gradient Map presets for toning and split-­­toning
- Sticky reorganization of tool presets (changes persist after re-launch) Add Contact Sheet II as an Automation option

SDK
- Add the ability to return an array of guides in a document from the scripting SDK
- Add ability to access tool name associated with the tool preset name via scripting
Selections
- Make the marquee, lasso, and mask panel feather values support decimal places like the feather dialog
- Remember feather radius when showing dialog for selection from a path

Transform
- Improve dragging of vector curves
- Don’t hide smart object icon when transforming a layer
- Rotate 90 with even x odd pixel dimension to be smooth (bjango.com)
- Undo or disable auto -­­rotate on open

UI
- Remove the app bar and reduce the drag/app bar over 30%
- [Windows] New/open document to context click on a document tab (has always been on Mac, now Windows too)
- Add “Don’t show again” checkbox to Purge warnings

Miscellaneous
- Enable Split Channels for documents with layers
- Select Hex field by default and allow clipboard pastes with # in contents (i.e. #fffffff)
- Increased GPU stability by prequalifying GPUs on the fly before use
- Auto-­­select the best resample method based on the type of resize
- Enable Invert and Threshold adjustments for masks in 32 -­­bit
- Hold SHIFT during startup to disable 3rd party plugins
- Add warning message that 16 -­­bit images cannot display their file size in the Save as JPEG dialog
- Add command to insert “lorem ipsum” for type

By  

Sir Jonathan Ive: The iMan cometh
Sir Jonathan Ive, Jony to his friends, is arguably one of the world’s most influential Londoners. The 45-year-old was born in Chingford — and went to the same school as David Beckham. He met his wife, Heather Pegg, while in secondary school. They married in 1987, have twin sons and now live in San Francisco.
As Apple’s Senior Vice President of Industrial Design, he is the driving force behind the firm’s products, from the Mac computer to the iPod, iPhone and, most recently the iPad. He spoke exclusively to the Evening Standard at the firm’s Cupertino headquarters.
Q: You recently received a Knighthood for services to design - was that a proud moment?
A: I was absolutely thrilled, and at the same time completely humbled. I am very aware that I’m the product of growing up in England, and the tradition of designing and making, of England industrialising first. The emphasis and value on ideas and original thinking is an innate part of British culture, and in many ways, that describes the traditions of design.
Q: Is London still an important city for design?
A: I left London in 1992, but I’m there 3-4 times a year, and love visiting. It’s a very important city, and makes a significant contribution to design, to creating something new where previously something didn’t exist.
Q: How does London differ from Silicon Valley?
A: The proximity of different creative industries and London is remarkable, and is in many ways unique. I think that has led to a very different feel to Silicon Valley.
Q: Why did you decide to move to California?
A: What I enjoy about being here is there is a remarkable optimism, and an attitude to try out and explore ideas without the fear of failure. There is a very simple and practical sense that a couple of people have an idea and decide to form a company to do it. I like that very practical and straightforward approach.
There’s not a sense of looking to generate money, its about having an idea and doing it - I think that characterises this area and its focus.
Q: What makes design different at Apple?
A: We struggle with the right words to describe the design process at  Apple, but it is very much about designing and prototyping and making. When you separate those, I think the final result suffers. If something is going to be better, it is new, and if it’s new you are confronting problems and challenges you don’t have references for. To solve and address those requires a remarkable focus. There’s a sense of being inquisitive and optimistic, and you don’t see those in combination very often.
Q: How does a new product come about at Apple?
A: What I love about the creative process, and this may sound naive, but it is this idea that one day there is no idea, and no solution, but then the next day there is an idea. I find that incredibly exciting and conceptually actually remarkable.
The nature of having ideas and creativity is incredibly inspiring. There is an idea which is solitary, fragile and tentative and doesn’t have form.
What we’ve found here is that it then becomes a conversation, although remains very fragile.
When you see the most dramatic shift is when you transition from an abstract idea to a slightly more material conversation. But when you made a 3D model, however crude, you bring form to a nebulous idea, and everything changes - the entire process shifts. It galvanises and brings focus from a broad group of people. It’s a remarkable process.
Q: What makes a great designer?
A: It is so important to be light on your feet, inquisitive and interested in being wrong. You have that  wonderful fascination with the what if questions, but you also need absolute focus and a keen insight into the context and what is important - that is really terribly important. Its about contradictions you have to navigate.
Q: What are your goals when setting out to build a new product?
A: Our goals are very simple - to design and make better products. If we can’t make something that is better, we won’t do it.
Q: Why has Apple’s competition struggled to do that?
A: That’s quite unusual, most of our competitors are interesting in doing something different, or want to appear new - I think those are completely the wrong goals. A product has to be genuinely better. This requires real discipline, and that’s what drives us - a sincere, genuine appetite to do something that is better. Committees just don’t work, and it’s not about price, schedule or a bizarre marketing goal to appear different - they are corporate goals with scant regard for people who use the product.
Q: When did you first become aware of the importance of designers?
A: First time I was aware of this sense of the group of people who made something was when I first used a Mac - I’d gone through college in the 80s using a computer and had a horrid experience. Then I discovered the mac, it was such a dramatic moment and I remember it so clearly - there was a real sense of the people who made it.
Q: When you are coming up with product ideas such as the iPod, do you try to solve a problem?
A: There are different approaches - sometimes things can irritate you so you become aware of a problem, which is a very pragmatic approach and the least challenging.
What is more difficult is when you are intrigued by an opportunity. That, I think, really exercises the skills of a designer. It’s not a problem you’re aware of, nobody has articulated a need. But you start asking questions, what if we do this, combine it with that, would that be useful? This creates opportunities that could replace entire categories of device, rather than tactically responding to an individual problem. That’s the real challenge, and that’s what is exciting.
Q: Has that led to new products within Apple?
A: Examples are products like the iPhone, iPod and iPad. That fanatical attention to detail and coming across a problem and being determined to solve it is critically important - that defines your minute by minute, day by day experience.
Q: How do you know consumers will want your products?
A: We don’t do focus groups - that is the job of the designer. It’s unfair to ask people who don’t have a sense of the opportunities of tomorrow from the context of today to design.
Q: Your team of designers is very small - is that the key to its success?
A: The way we work at Apple is that the complexity of these products really makes it critical to work collaboratively, with different areas of expertise. I think that’s one of the things about my job I enjoy the most. I work with silicon designers, electronic and mechanical engineers, and I think you would struggle to determine who does what when we get together. We’re located together, we share the same goal, have exactly the same preoccupation with making great products.
One of the other things that enables this is that we’ve been doing this together for many years - there is a collective confidence when you are facing a seemingly insurmoutable challenge, and there were multiple times on the iPhone or ipad where we have to think ‘will this work’ we simply didn’t have points of reference.
Q: Is it easy to get sidetracked by tiny details on a project?
A: When you’re trying to solve a problem on a new product type, you become completely focused on problems that seem a number of steps removed from the main product. That problem solving can appear a little abstract, and it is easy to lose sight of the product. I think that is where having years and years of experience gives you that confidence that if you keep pushing, you’ll get there.
Q: Can this obsession with detail get out of control?
A: It’s incredibly time consuming, you can spent months and months and months on a tiny detail - but unless you solve that tiny problem, you can’t solve this other, fundamental product.
You often feel there is no sense these can be solved, but you have faith. This is why these innovations are so hard - there are no points of reference.
Q: How do you know you’ve succeeded?
A :It’s a very strange thing for a designer to say, but one of the things that really irritates me in products is when I’m aware of designers wagging their tails in my face.
Our goal is simple objects, objects that you can’t imagine any other way. Simplicity is not the absence of clutter. Get it right, and you become closer and more focused on the object. For instance, the iPhoto app we created for the new iPad, it completely consumes you and you forget you are using an iPad.
Q: What are the biggest challenges in constantly innovating?
A: For as long as we’ve been doing this, I am still surprised how difficult it is to do this, but you know exactly when you’re there - it can be the smallest shift, and suddenly transforms the object, without any contrivance.
Some of the problem solving in the iPad is really quite remarkable, there is this danger you want to communicate this to people. I think that is a fantastic irony, how oblivious people are to the acrobatics we’ve performed to solve a problem - but that’s our job, and I think people know there is tremendous care behind the finished product.
Q: Do consumers really care about good design?
A: One of the things we’ve really learnt over the last 20 years is that while people would often struggle to articulate why they like something - as consumers we are incredibly discerning, we sense where has been great care in the design, and when there is cynicism and greed. It’s one of the thing we’ve found really encouraging.
Q: Users have become incredibly attached, almost obsessively so, to Apple’s products - why is this?
A: It sound so obvious, but I remember being shocked to use a Mac, and somehow have this sense I was having a keen awareness of the people and values of those who made it.
I think that people’s emotional connection to our products is that they sense our care, and the amount of work that has gone into creating it.

Sir Jonathan Ive: The iMan cometh

Sir Jonathan Ive, Jony to his friends, is arguably one of the world’s most influential Londoners. The 45-year-old was born in Chingford — and went to the same school as David Beckham. He met his wife, Heather Pegg, while in secondary school. They married in 1987, have twin sons and now live in San Francisco.

As Apple’s Senior Vice President of Industrial Design, he is the driving force behind the firm’s products, from the Mac computer to the iPod, iPhone and, most recently the iPad. He spoke exclusively to the Evening Standard at the firm’s Cupertino headquarters.

Q: You recently received a Knighthood for services to design - was that a proud moment?

A: I was absolutely thrilled, and at the same time completely humbled. I am very aware that I’m the product of growing up in England, and the tradition of designing and making, of England industrialising first. The emphasis and value on ideas and original thinking is an innate part of British culture, and in many ways, that describes the traditions of design.

Q: Is London still an important city for design?

A: I left London in 1992, but I’m there 3-4 times a year, and love visiting. It’s a very important city, and makes a significant contribution to design, to creating something new where previously something didn’t exist.

Q: How does London differ from Silicon Valley?

A: The proximity of different creative industries and London is remarkable, and is in many ways unique. I think that has led to a very different feel to Silicon Valley.

Q: Why did you decide to move to California?

A: What I enjoy about being here is there is a remarkable optimism, and an attitude to try out and explore ideas without the fear of failure. There is a very simple and practical sense that a couple of people have an idea and decide to form a company to do it. I like that very practical and straightforward approach.

There’s not a sense of looking to generate money, its about having an idea and doing it - I think that characterises this area and its focus.

Q: What makes design different at Apple?

A: We struggle with the right words to describe the design process at  Apple, but it is very much about designing and prototyping and making. When you separate those, I think the final result suffers. If something is going to be better, it is new, and if it’s new you are confronting problems and challenges you don’t have references for. To solve and address those requires a remarkable focus. There’s a sense of being inquisitive and optimistic, and you don’t see those in combination very often.

Q: How does a new product come about at Apple?

A: What I love about the creative process, and this may sound naive, but it is this idea that one day there is no idea, and no solution, but then the next day there is an idea. I find that incredibly exciting and conceptually actually remarkable.

The nature of having ideas and creativity is incredibly inspiring. There is an idea which is solitary, fragile and tentative and doesn’t have form.

What we’ve found here is that it then becomes a conversation, although remains very fragile.

When you see the most dramatic shift is when you transition from an abstract idea to a slightly more material conversation. But when you made a 3D model, however crude, you bring form to a nebulous idea, and everything changes - the entire process shifts. It galvanises and brings focus from a broad group of people. It’s a remarkable process.

Q: What makes a great designer?

A: It is so important to be light on your feet, inquisitive and interested in being wrong. You have that  wonderful fascination with the what if questions, but you also need absolute focus and a keen insight into the context and what is important - that is really terribly important. Its about contradictions you have to navigate.

Q: What are your goals when setting out to build a new product?

A: Our goals are very simple - to design and make better products. If we can’t make something that is better, we won’t do it.

Q: Why has Apple’s competition struggled to do that?

A: That’s quite unusual, most of our competitors are interesting in doing something different, or want to appear new - I think those are completely the wrong goals. A product has to be genuinely better. This requires real discipline, and that’s what drives us - a sincere, genuine appetite to do something that is better. Committees just don’t work, and it’s not about price, schedule or a bizarre marketing goal to appear different - they are corporate goals with scant regard for people who use the product.

Q: When did you first become aware of the importance of designers?

A: First time I was aware of this sense of the group of people who made something was when I first used a Mac - I’d gone through college in the 80s using a computer and had a horrid experience. Then I discovered the mac, it was such a dramatic moment and I remember it so clearly - there was a real sense of the people who made it.

Q: When you are coming up with product ideas such as the iPod, do you try to solve a problem?

A: There are different approaches - sometimes things can irritate you so you become aware of a problem, which is a very pragmatic approach and the least challenging.

What is more difficult is when you are intrigued by an opportunity. That, I think, really exercises the skills of a designer. It’s not a problem you’re aware of, nobody has articulated a need. But you start asking questions, what if we do this, combine it with that, would that be useful? This creates opportunities that could replace entire categories of device, rather than tactically responding to an individual problem. That’s the real challenge, and that’s what is exciting.

Q: Has that led to new products within Apple?

A: Examples are products like the iPhone, iPod and iPad. That fanatical attention to detail and coming across a problem and being determined to solve it is critically important - that defines your minute by minute, day by day experience.

Q: How do you know consumers will want your products?

A: We don’t do focus groups - that is the job of the designer. It’s unfair to ask people who don’t have a sense of the opportunities of tomorrow from the context of today to design.

Q: Your team of designers is very small - is that the key to its success?

A: The way we work at Apple is that the complexity of these products really makes it critical to work collaboratively, with different areas of expertise. I think that’s one of the things about my job I enjoy the most. I work with silicon designers, electronic and mechanical engineers, and I think you would struggle to determine who does what when we get together. We’re located together, we share the same goal, have exactly the same preoccupation with making great products.

One of the other things that enables this is that we’ve been doing this together for many years - there is a collective confidence when you are facing a seemingly insurmoutable challenge, and there were multiple times on the iPhone or ipad where we have to think ‘will this work’ we simply didn’t have points of reference.

Q: Is it easy to get sidetracked by tiny details on a project?

A: When you’re trying to solve a problem on a new product type, you become completely focused on problems that seem a number of steps removed from the main product. That problem solving can appear a little abstract, and it is easy to lose sight of the product. I think that is where having years and years of experience gives you that confidence that if you keep pushing, you’ll get there.

Q: Can this obsession with detail get out of control?

A: It’s incredibly time consuming, you can spent months and months and months on a tiny detail - but unless you solve that tiny problem, you can’t solve this other, fundamental product.

You often feel there is no sense these can be solved, but you have faith. This is why these innovations are so hard - there are no points of reference.

Q: How do you know you’ve succeeded?

A :It’s a very strange thing for a designer to say, but one of the things that really irritates me in products is when I’m aware of designers wagging their tails in my face.

Our goal is simple objects, objects that you can’t imagine any other way. Simplicity is not the absence of clutter. Get it right, and you become closer and more focused on the object. For instance, the iPhoto app we created for the new iPad, it completely consumes you and you forget you are using an iPad.

Q: What are the biggest challenges in constantly innovating?

A: For as long as we’ve been doing this, I am still surprised how difficult it is to do this, but you know exactly when you’re there - it can be the smallest shift, and suddenly transforms the object, without any contrivance.

Some of the problem solving in the iPad is really quite remarkable, there is this danger you want to communicate this to people. I think that is a fantastic irony, how oblivious people are to the acrobatics we’ve performed to solve a problem - but that’s our job, and I think people know there is tremendous care behind the finished product.

Q: Do consumers really care about good design?

A: One of the things we’ve really learnt over the last 20 years is that while people would often struggle to articulate why they like something - as consumers we are incredibly discerning, we sense where has been great care in the design, and when there is cynicism and greed. It’s one of the thing we’ve found really encouraging.

Q: Users have become incredibly attached, almost obsessively so, to Apple’s products - why is this?

A: It sound so obvious, but I remember being shocked to use a Mac, and somehow have this sense I was having a keen awareness of the people and values of those who made it.

I think that people’s emotional connection to our products is that they sense our care, and the amount of work that has gone into creating it.

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