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Apple’s Design Process Through a Keyhole

by Dan

Michael “Rands” Lopp, a senior engineering manager at Apple and the author of the great book Managing Humans, let slip in a talk at SxSW a little about Apple’s design process. Since, up until now, their design process has mostly been such a black box, even this tiny view (as reported by BusinessWeek) is pretty interesting.

What struck me most was this:

10 to 3 to 1
Apple designers come up with 10 entirely different mock ups of any new feature. Not, Lopp said, “seven in order to make three look good,” which seems to be a fairly standard practice elsewhere. They’ll take ten, and give themselves room to design without restriction. Later they whittle that number to three, spend more months on those three and then finally end up with one strong decision.

While it is standard practice in visual design to come up with three strong concepts to present and choose from, I’ve found that it is rare to do so in interaction design. And especially to the level that Apple seems to do it, down to pixel perfect mockups. For months. This also echos what both Alan Cooper and especially Bill Buxton had to say at Interaction08, with both urging interaction designers to plan to throw several designs away. Obviously, if Apple is any indication, this is sound advice.

4 Responses to “Apple’s Design Process Through a Keyhole”

  1. Apple and the enigma of innovation « The Restless Mind Says:

    [...] the press and bloggers continue to disambiguate what enables companies to innovate, they invariably point to Apple and [...]

  2. Daniel Szuc Says:

    This “may” suggest a culture that supports failure?

    If people can design in environments that encourage lots of ideas, the ability to critique earlier and refine many designs as you go – it will probably provide a higher chance of people coming up with something better? And better again and again!

    Problem is most companies to do not encourage trying and failing (loop) and because of their past understanding of or work with “design houses” where they expect nice visuals and pretty stuff that attempts to solve world problems in one go (just not possible IMHO).

  3. Trevor Davis | Blog | Weekly Link Round-Up #22 Says:

    [...] Apple’s Design Process Through a Keyhole [...]

  4. Interactiondesign Blog » Blog Archiv » Apple’s Design Process (or better - an excerpt) Says:

    [...] adaptivepath respectively [...]

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