Minding The (Apple) Store
mondaynote.com
mondaynote.com
I'd like to talk about that for a second. Apple Store employees will be happy to brag to you that they aren't on commission to put you at ease, and it is technically true. However, there are a number of "metrics" that they are expected to live up to, which are basically percentages of attachments to sales, like extended warranties (whoops, I mean "AppleCare" which is definitely not an extended warranty and is something totally different), etc. The corporate doublespeak is that these are "goals" and certainly not quotas. Of course, they can call them whatever they like; employees who don't meet them get just as sacked either way.
At least that's how it was a few years ago. I don't know about more recently.
The point is, when one of these employees tells you that they're "not on commission", they're trying to give you the impression that they aren't under pressure to get you to buy stuff you don't want or need, and that's simply not true. The pressure is just a stick rather than a carrot.
This isn't exactly objective feedback (personal anecdote) but I've never been pressured to buy extended warranties, aka Apple Care, from an Apple store. They explain what Apple Care does and without sounding like my new purchase will explode before its utility expires.
Regarding the article - would installing anechoic panels underneath the tables result in a meaningful reduction of noise? If they want to preserve the look of the store, it would be the simplest solution.
Well, there are two possible reasons for that. One is that a lot of Apple Store employees just aren't very good at keeping their attachment metrics up, or don't care enough about keeping the job to trade their soul for a paycheck.
The other is that a good salesperson can apply psychological pressure to you without your being able to tell that that's what they're doing. I may have used up my quota for mentioning Robert Cialdini's Influence: Science and Practice in HN comments, but seriously, everybody needs to read that book.
[0] http://render.otoy.com/gallery.html
[1] http://www.chaosgroup.com/en/2/galleries.html?catID=8&pr...
[2] http://www.gametrailers.com/videos/rsaomx/cryengine-2-cryeng...
That's probably more of a feature than a bug since they have different purposes and different. That said, there are a variety of acoustics simulation (including auralization) software designed to be used with CAD packages, included EASE/EASERA, CATT Acousics, Bose Modeler, BASTIAN, SONarchitect and so on.
These packages aren't at a point where they can be used by non-acoustics experts which is probably why they aren't integrated directly into CAD software (although I remember reading once about an auralization package for AutoCAD, but I can't find it right now) due to limitations in the algorithms that might be ignored by folks that don't know acoustics.
You could add "speaker" objects that produce sound, just like "lamp" objects currently produce light, and allow a "microphone" object to receive the sound waves. Microphones could be tested in multiple places of the model space.
Useful environment spaces and materials could be provided, such as cathedral, studio room, creeks and outdoors, etc.
A smell simulator would be nice too.
http://www.ted.com/talks/julian_treasure_why_architects_need...
Way easier for me than the mall store, and I support a local business. Good for everyone.
I'm glad to hear there's still some life in the authorized Apple repair network, though.
Visually displeasing roofs serve a core purpose -- sound absorption, ventilation, heating, air conditioning, security, smoke detection, and fire prevention. With an all glass roof and glass walls, that store must be like a giant echo chamber, not to mention really smelly and stuffy after a full day of foot traffic. Really surprising oversight by everyone involved, or a classic case of "launchpad chicken" like mentioned in the article.
I think Apple's "design-first" philosophy works great in some circumstances. They spend millions of dollars [1] on lasers to poke holes in aluminum so light will shine through, all for the beauty of a seamless surface. Unfortunately their building design needs some check and balances
[1] - http://gizmodo.com/5856402/how-apples-supply-chain-dominance...
But yes, the sound level was very unpleasant.
Isn't "ensuring functionality is complete /and/ beautiful" the sorta corner piece of design? I mean, it sounds like you're describing 'design' here as aesthetics, and saying Apple's problem is that they went for pretty, while ignoring function. The latter part is true, but the real problem here is that it's not well designed. And had Apple's "design-first" philosophy been followed ... this whole thing might not have happened.
(back to Xcode...)
Looking at the photo of the store, the top halves of the two side walls seem to be flat and empty. Maybe they could put some nice-looking sound-absorbing materials on those walls?
Perhaps they have some leftover material now that the iPod socks are EOL :)
http://appleinsider.com/articles/12/09/26/apple-removes-ipod...
Customers walking in experience a punishing wall of noise and flesh, but most employees can socially read the room and communicate without trouble.
Gassée's hypothetical NASA example (he talks about a moon launch) is actually pretty bad. What you really need is a scenario where the potential problems are not catastrophic, but incredibly inconvenient.
(and author of the article being commented upon)