Macworld’s organizer IDG assembled a thick lineup of pundits for an Industry Forum on the day before the Macworld Expo 2011 opened with all the new products and solutions. Among the more interesting was a speaker who in 25 minutes worked to explain how your vendor behaves, in product design, release, and even killing favorites.
Apple is a pretty consistent and rational company, said Macworld’s chief editor Jason Snell. Despite legends like the Reality Distortion Field that has surrounded the company’s product activities here in San Francisco over the last quarter-century of Januarys, there are fundamental rules to guide a customer in understanding what’s coming next — and maybe more to the point, why Apple kills and creates the way it has for the last 15 years.
Snell focused on the period since 1996 because that’s the Steve Jobs era, the time when he returned to the company he founded and molded it with his image. The less said about the Apple of pre-’96, the firm that made the Newton and a raft of mistakes, the better. Comparisons to that Apple without Jobs and today’s company are ill advised.
Rather than viewing the Apple of this year, sans Steve, as an echo of that John Sculley-Gilbert Amelio mess, the 2011 Apple is a company that even without Jobs on the campus runs in his image. He’s not a cult leader, “but a man who has created a strong corporate culture.” Snell went so far as to describe Jobs not as Apple’s MVP, but more like a Michael Jordan,” leading a hand-picked team.
The rules in Snell’s rundown felt simple and familiar for How Apple Does It.
1. Build technology so you can control your destiny: the Safari browser.
2. Release no feature that isn’t perfect: the user interface of the iPhone, long after the world was littered with cell phones.
3. Let design lead you in creating products (see below).
4. Make engineering serve the needs of design: simple to use products are harder to engineer, but that’s success for you, the customer.
5. It’s better to get rid of a feature too early, than too late: floppy drives on the first iMacs, or Firewire ports on laptops.
6. Timing can be everything; don’t release before a product’s technology and its market is ready.
7. All products need showmanship as part of their release, whether it’s an industry event like last year’s iPad rollout or the ongoing push from Apple retail stores.
Snell admitted that summing up Apple in a 20-minute talk was daunting. But the details he chose to prove the rules above rang true. He showed a photo of thee Rio MP3 music player, released in 2000. the iPod arrived and blew away the Rio, because it had storage enough for thousands of songs, not the album-full of the Rio’s. The technology was timed right.
Apple is driven by design and not engineeering as a philosophy, Snell said, and that’s no dig at the company’s technical chops. Design is also a place where the company gets misunderstood most often.
“Design isn’t about making it look pretty; that’s one of the fatal mistakes its competitors make,” Snell said. “Most products are bad, and the reason they’re bad is that the more complex a product is to make, the more you have to rely on very technical people focused on details — who are trained to build very technical products. They make decisions based on their world, rather than the user’s world. Apple’s corporate philosophy is to design a product, and challenge their engineers to create the product that the users want.”
Recent Comments