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4 Myths About Apple Design, From An Ex-Apple Designer

4 Myths About Apple Design, From An Ex-Apple Designer
Apple is synonymous with upper echelon design, but very little is known about the company's design process. Most of Apple's own employees aren't allowed inside Apple's fabled design studios. So we're left piecing together interviews, or outright speculating about how Apple does it and what it's really like to be a designer at the company. Enter Mark Kawano. In an interview with Co.Design, Kawano spoke frankly about his time at Apple—and especially wanted to address all the myths the industry has about the company and about its people. Myth #1 Apple Has The Best Designers "I think the biggest misconception is this belief that the reason Apple products turn out to be designed better, and have a better user experience, or are sexier, or whatever . . . is that they have the best design team in the world, or the best process in the world," Kawano says. "It's actually the engineering culture, and the way the organization is structured to appreciate and support design. Myth #2 Myth #3 Myth #4 1. Related:  jose.montesInnovation mythsVeille Sociale/Scientifique

Why Exactly Does The Government Suck So Badly At Software? Earlier this month the Senate Subcommittee on Financial Services and General Government held a hearing in which they called on Steven VanRoekel, the nation’s top chief information officer, to explain why the federal government is so bad at developing and managing IT projects. This wasn't just about the rollout of Healthcare.gov last year, but also the other 200 major government IT programs that are delayed, over budget, or at risk of catastrophic failures. 1Reaction These 200 programs currently have a whopping $12 billion total budget that most startups--even established companies--would kill for. And that $12 billion is just a fraction of the $82 billion the government will spend on IT projects this year alone. If the government clearly has the financial resources why are citizens more likely to see federal digital services launches go the way of Healthcare.gov instead of blooming like Facebook? The answer is twofold, according to the people I spoke to. “In short? OpenGov To The Rescue

Top 10 Innovation Myths Geoffrey A MooreTCG Advisors If you are worrying about innovation, take heart. Only successful companies do. By contrast, unsuccessful companies either aren’t around to do any worrying or are consumed with more pressing concerns, like meeting payroll or paying their bills. At the other end of the spectrum, venture-backed startups have lots of worries, but innovating isn’t one of them – they actually worry more about not innovating, as in let’s not waste our scarce resources reinventing wheels that others have already developed. But you are not a startup. You have some success, some momentum, and therefore some inertia, and it is the inertia that has you worried. By design inertia resists change. This is a good thing, as long as you are headed in a direction you want to go. But when the market changes, inertia acts against your future interests. Now you are right to be worried. So you raise the topic of innovation in hopes of getting some insight. Good luck. 10. Baloney. 9. And whose fault is that?

La culture du design d'Apple racontée par un ancien Ancien designer d'interfaces chez Apple, Mark Kawano a démythifié au travers d'un article de Co.Design, quelques croyances bien ancrées autour de son ancien employeur. Il a quitté Apple en 2012 pour créer l'application et le service StoreHouse (lire Storehouse met en scène vos images sur l'iPad). Entre 2006 et 2012 il a travaillé sur les interface d'Aperture et d'iPhoto. Puis durant deux ans il a occupé l'un des postes d'évangélistes sur le sujet de l'expérience utilisateur dans les applications OS X et iOS. Une activité de conseil auprès de développeurs et d'autres designers, par exemple ceux travaillant au sein de grandes entreprises qui sollicitaient l'aide d'Apple. Première idée erronée, celle selon laquelle la qualité des produits d'Apple est simplement due à la présence de designers à tous points exceptionnels ou d'une organisation parfaitement huilée. Les embauches prennent en compte ce critère.

How Cities Use Design to Drive Homeless People Away Saying "you're not welcome here"—with spikes. Anti homeless floor studs. So much for community spirit :( pic.twitter.com/Yz8VF7Ryid — Ethical Pioneer (@ethicalpioneer) June 6, 2014 Earlier this month, someone tweeted a picture of a series of metal spikes built into the ground outside a London apartment building. The spikes were intended to discourage homeless people from sleeping in the area, and their presence sparked a public outcry. It has been encouraging to see the outrage over the London spikes. An example of an everyday technology that’s used to forbid certain activities is “skateboard deterrents,” that is, those little studs added to handrails and ledges. The point is that it’s easy to imagine a non-skateboarder walking by skateboard deterrents every day and taking no notice of them at all, remaining entirely unaware of the social role of these devices. An example of a pervasive homeless deterrence technology is benches designed to discourage sleeping.

Countries that excel at problem-solving encourage critical thinking ©Getty OK computer: a unique table method helped pupils learn maths in the UK in 1960 Maths lessons have changed since Tom Ding was at school. So he was surprised to enter a classroom as a trainee maths teacher to find the textbooks on a shelf while pupils grappled with questions such as: “Does speaking a different language mean you count differently?” How 15-year-olds score at problem solving Scores in Asian countries/region Ding, who gave up a career in advertising to train as a teacher with the UK state school chain Ark, says that such questions are a way for students to move beyond rote learning. Education is under pressure to respond to a changing world. The origin of the word computer is an indication of the shift. As computers have grown more powerful, humans are no longer needed to crunch the numbers. As the rise of tech companies shows, there are high salaries for those most able to organise the world’s messy information. And they had to cope with surprises.

The Ten Myths of Innovation: the best summary I wrote the bestselling book The Myths of Innovation to share the truths everyone should know about how big ideas really change the world. Far too much of what we know about creativity isn’t based on facts at all, and my mission is to change this. Since its publication I’ve seen bloggers summarize the book into simple lists (or cheezy videos), but here’s a version written by my own hand. You can also see my compilation of 177 innovation myths others have written about. The book was heavily researched with 100s of footnotes and references, but here’s the tightest summation: The myth of epiphany. If you liked this summary, please get the book.

Les lead users qu’est-ce que c’est ? | Stratégies d'innovation Le concept de lead users a été développé par Von Hippel, économiste et professeur à la célèbre MIT Sloan School of Management. Dans son esprit, un lead user (ou utilisateur pilote) est une personne qui, face à un besoin qu’il exprime dans sa vie de tout les jours, va développer une solution (produit) pour répondre à son besoin spécifique. Ce besoin va ensuite se généraliser dans la société et sera exprimé par un grand nombre d’autres personnes, créant ainsi un marché pour la solution développée. Les principales caractéristiques d’un lead user sont : d’être à l’avant garde d’une tendance, ils expriment très tôt un besoin que beaucoup de gens ont mais pour lequel il n’existe pas de solutionavoir un fort intérêt à innover par eux-même, ils ont les compétences pour développer eux-mêmes la solution à leur besoin Les lead users sont considérés comme une des sources de l’innovation. Sources : Like this: Like Loading...

How to Design Our Neighborhoods for Happiness, by Jay Walljasper Biology is destiny, declared Sigmund Freud. But if Freud were around today, he might say “design is destiny”—especially after taking a stroll through most modern cities. The way we design our communities plays a huge role in how we experience our lives. You don’t have to be a therapist to realize that this creates lasting psychological effects. Of course, this is no startling revelation. One of the notable solutions being put into practice to combat this problem is New Urbanism, an architectural movement to build new communities (and revitalize existing ones) by maximizing opportunities for social exchange: public plazas, front porches, corner stores, coffee shops, neighborhood schools, narrow streets, and, yes, sidewalks. But while New Urbanism is making strides at the level of the neighborhood, we still spend most of our time at home, which today means seeing no one other than our nuclear family. The benefits of a living in such a community go farther than you might imagine. YES!

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