Simplicity is not a simple concept
raganwald.posterous.com
raganwald.posterous.com
Einstein spent the last 30 years of his life chasing a simple equation, "perhaps no more than one inch long," that would explain all physical phenomena. One of his famous quotes is, "If you can't explain it simply, you don't understand it well enough."
Rick Hickey recently gave a talk entitled "Simple Made Easy" (http://news.ycombinator.com/item?id=3135185) where he contrasts simple and easy.
In Steve Jobs' memorial, he was quoted as saying, "Simple can be harder than complex. You have to work hard to get your thinking clean to make it simple" (http://www.youtube.com/watch?v=nPUsuY8JZJI).
I like that -- "Rube Goldberg" would be a good moniker for initial releases :)
Here are some intressting things to look at all about Simplicity and maybe programming.
Stuart Halloway: "Simplicity Ain't Easy" (https://blip.tv/clojure/stuart-halloway-simplicity-ain-t-eas...)
Again from Stuard Halloway but thistime more about programming less about what Simplicity is.
Radical Simplicity (http://skillsmatter.com/podcast/java-jee/radical-simplicity)
Simple Made Easy by Rich Hickey (http://www.infoq.com/presentations/Simple-Made-Easy)
The "small number of affordances" point in the post seems equally silly: I count 20 (!) icons on that screen and five hardware buttons, only three of which have anything at all to do with making a phone call.
Now, it's a great device. And it's far more than a phone. And maybe there's a so-subtle-it-isn't-even-made-in-the-post point to be made about the "scalability" of simplicity. But as it stands I don't follow this at all.
But of course it's not the iphone only as much as it is the touchscreen. That is the game changer, Apple was just the best company to take advantage of that.
The touchscreen is great because it can expose only the controls relevant for the action you want to perform. However, the UI's organization is not flat anymore. Instead it's a tree. And older people that have problems coping with modern devices usually rote learn the path they have to take for the common use-cases ... and in the case of iPhones or Android phones that complexity has grown exponentially.
The touchscreen is also quite annoying for me at times. On my older Nokia I could dial a number or answer a phone call or hang-up without looking at the screen. Now I have to look at that screen every time, otherwise I need extra help, like voice recognition, which doesn't work so well for me as these things are optimized for people who's native language is English.
A rotary phone is a simple telephone, so it's an example of Economical Design. The iPhone is not a "simple telephone", so it's an example of Elegant Design.
I use it a lot and will cut back on it now because, as the author makes clear, people have pretty different notions of what simplicity means.
This is especially important on cross-functional team.
Anyone who touches product design would benefit from reading this article and being much more careful in their use of the term "simple."
Stuart Halloway: "Simplicity Ain't Easy" (https://blip.tv/clojure/stuart-halloway-simplicity-ain-t-eas...)
This Talk is all about what simplicity acctually means. He compares what people think it means and he looks at the words origin to find out what it acctully means. Then he shows a quick example.
“Fools ignore complexity. Pragmatists suffer it. Some can avoid it. Geniuses remove it.” – Alan Perlis
“Making the simple complicated is commonplace; making the complicated simple, awesomely simple, that’s creativity.” – Charles MingusAlso, I take exception to the idea that old rotary phones were in any way shape form or fashion simpler than a more modern landline phone. In particular, a modern phone is able to take a lot of what you as a person used to have to remember about its state, and instead echo it back to you. (Specifically, what were the last X buttons I pressed? How did you do this in the rotary days, you hung up and started over.)
Also "there's a way to do that, even if you have to hunt for it and it's weird" isn't necessarily simpler than "don't do that."
2. You simply have a different idea of “simple” than other people, which is why I said that the rotary phone AND the modern handset AND the iPhone are all simple, just simple in different ways.
And that’s the premise of the OP: There is more than one kind of simple, therefore yes, a handset is simpler than a rotary phone but also yes, a rotary phone is simpler than a handset.
So, I think I can accept "simple is what you are comfortable with, even if you are ignorant of many details." How do you keep stuff cold in your house? Simple, put it in the fridge. How does the fridge work? Well...
This is similar to the subset approach of the first case (Economical Design), but it might not be a subset (i.e. it might overlap with other uses), and it might not serve only one user scenario, perhaps not even the most common case. It requires a wider perspective. For this to actually be useful, it needs to interact with other solutions to other problems. That is, it refactors the set of problems, shifting different aspects to different places, in such a way that it changes the information required from the user, to make a simpler mental model possible.
IMHO the key questions are:
- What information is needed from the user?
- How can we arrange things to minimize that?
Surprisingly often, it can be reduced to zero - automation.BTW: The iPhone doesn't have a "small number of affordances". You can touch the display in 1,000's of distinct places, with many simultaneous touches registered distinctly. What the iPhone has is flexibility and power: instead of a specific grammar of interaction, it enables the specification of many arbitrary grammars of interaction. IOW it's programmable.
From then it is easier to know what you want: capabilities and ease of use are good, at least in the short term. But simplicity (both of interface and implementation) is likely to lead to even more capabilities and ease of use in the long run: a simple system is easier to modify or expand, and a simple interface is potentially easier to use once you get past the initial learning curve.
A final advantage of simplicity is that we can give it a more formal definition than ease: it is the part that doesn't depend on us messy humans.
If it were the first time I saw an iPhone and a multi-use phone, I'll figure out faster how to use the iPhone for sure. Elegance should be the goal to achieve for every developer.
Imagine you consult with two colleagues asking for an explanation of a problem.
Colleague 1 begins, "Well, it's complex, ...." Colleague 2 begins, "It's simple, ..."
All else being equal, just based on how they introduced their explanantion, which one seems the more appealing one to listen to?