The Latest Apple Scuttlebutt
daringfireball.net
daringfireball.net
Even though they must be (given the realities of software development and the time windows they want to hit), it is still mind-boggling to think of a company like Apple (with its vast cash hoard) as resource-constrained with respect to what is probably the most important component of their flagship products.
I think that the constraints are not cash, so much as bandwidth and team size.
a) a micro manager that wants to be involved in all important and medium important product and marketing decisions and
b) this micro manager as the actual CEO of the company
you will run into some limitations. There's only so much a man can review and decide on. Now, of course, Tim Cook is probably not that person, but the Jobs legacy seems to live on in how the 'second line' (Ive, Schiller,..) and everyone after them still acts.
In the longer run, from what we can see from the outside, only Ive has the potential to step into Steve's shoes when it comes to designing new product lines. I'm very curious about how he will manage iOS, at the least we're in for a few surprises in the near future I'd say.
If you take software out of the equation - Apple is pretty huge. Both in their own right & positively massive when you consider their contractors and partners.
I'd argue that you really can't do that in this case. Apple's main value proposition is hardware/software integration and if your software teams can't keep up it will limit the product lines you can manage. However, in Apple's case, most of their product lines sell so incredibly well that they still operate at a massive scale, even though they have a limited amount of chips in the game. This is of course where Tim Cook comes in, and why he's CEO now.
I'm waiting for the new CEO to make a Secret Speech denouncing the Cult of Personality and ushering in a new post-Jobs era for Apple.
They can keep the posters and statues, but maybe the anthem gets a few words changed and some unpersons get rehabilitated.
As an iOS designer and developer. I love using non-textured design as it's easier to do code wise instead of having manage multiple versions of assets.
What is commonly refereed to a flat UI is really better to do as it's mostly possible to do with code instead of images.
Go Ive!
Think using css3 instead of images on the web.
What do you mean by manage multiple versions of assets? If you use the @2x naming scheme for double resolution images, there is nothing to manage.
iOS apps don't use much more images than they did back in 2008, but the iPhone 5 has a lot more memory than the iPhone 3GS did.
Images run under cache. So images that are not currently in use usually get purged. Not using images because of memory is not a good idea.
There are just benefits, the downside is CPU cycles. But as performance improves with each iPhone, this is now negligible.
It's almost as if no other mobile ecosystem has tried, or indeed is using, a flat UI.
But I'm sure this will be lauded as a brave, revolutionary step by many in the Apple world.
Can I suggest that (apart, perhaps, for rough prototypes) that's one of the _last_ things you should be letting drive your design process.
Things that take time to implement should always be under cost benefit analysis. Design is one of them.
It matters if I can get 9/10 with 2% effort, compared to 10/10 for 90% effort.
Something many non-software engineers don't understand. Cost benefit matters.
I do think it would be good to simplify the look of some apps, like Find Friends and Game Center on iPhone, and Calendar and Contacts on iPad.
I believe the recent redesign of the Podcasts app[1] shows what we should expect from iOS 7: less textures, less color, dark gradients – but nothing that could be described as ‘flat design’.
[1] http://arstechnica.com/apple/2013/03/hands-on-apples-podcast...
Except for XP to Vista...
Except for Vista to 7...
7 to 8... I'll somewhat grant you, but a lot less so after you hit the desktop.
Vista and 7 look very different. The UI was cleaned up a lot, the taskbar was redesigned again, Live Thumbnails and multitouch support were added.
Let's compare that to OS X: most people won't be able to tell Mountain Lion (released 8 months a go) from Leopard (released in 2007), just by looking at the desktop.
Here are two screenshots. One is Mountain Lion, the other is Leopard. See if you can tell which one is which. http://i.imgur.com/VDVPvV2.jpg http://i.imgur.com/0fG7xNu.jpg
Amazing how much they've improved "under-the-hood" while keeping the basic interface the same.
PS. If you can't tell the difference between the two, look at the dock - the only way I could figure it out is spotting the new/changed app icons (Launchpad, iTunes, etc).
Not sure what relevance multitouch has to the appearance of the UI.
That's like saying that there's almost no difference between XP and 7, mere polishing, because of http://i.imgur.com/yZcifMF.jpg vs http://i.imgur.com/Z4TqGSV.png
Vista and XP looked pretty close. The real difference was the Gadgets: http://i.imgur.com/kYt9Xqm.jpg which can be turned off (and if that's a big difference, well, "Mission Control" and "Launchpad" mean a big difference for OS X).
I don't know if it's possible, but if they're constantly making changes it certainly won't be.
But the UI feels stale after a while. I would argue that a significant UI refresh that peaks the interest of your users and excites them to upgrade is better than appliance level familiarity. If the familiarity is the measure of success then why do car companies constantly redesign their interiors, or why do appliances change their colors or button layouts from year to year?
But at the same time I can't help but feel that progress can only be made with change and at this point Apple can't keep relying on minimal hardware advances to keep their marketshare.
Where is the proof of that? I feel that it's an "internet truth" where early adopters have the loudest voice. Yet Apple is full of cash earned on machines that look almost like their predecessors (iPad 1-4, iPhone 1-3GS & 4-5, similar for the Mac).
Compare 10.2 to 10.8. Gone are the pinstripes, much of the jewel-like gleams and candy coating, as well as many gradients and brushed metal. Mountain Lion is far more "flat" than when I started out with Jaguar.
You can walk through the past 12 years of OS X to see how the design language has evolved since the turn of the century: http://www.iotechie.com/macintosh-2/the-12-year-evolution-of...