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  <title><![CDATA[tapsquare]]></title>
  <link href="http://blog.tapsquare.com/atom.xml" rel="self"/>
  <link href="http://blog.tapsquare.com/"/>
  <updated>2012-02-13T09:18:39-07:00</updated>
  <id>http://blog.tapsquare.com/</id>
  <author>
    <name><![CDATA[tapsquare, llc]]></name>
    
  </author>
  <generator uri="http://octopress.org/">Octopress</generator>

  
  <entry>
    <title type="html"><![CDATA[Zero out the Interface]]></title>
    <link href="http://blog.tapsquare.com/blog/2012/02/13/zero-out-the-interface/"/>
    <updated>2012-02-13T08:54:00-07:00</updated>
    <id>http://blog.tapsquare.com/blog/2012/02/13/zero-out-the-interface</id>
    <content type="html"><![CDATA[<p>Last Friday, the entire tapsquare team piled into Sam&#8217;s Honda Pilot and made
the ninety minute drive to Phoenix to attend <a href="http://www.edwardtufte.com">Edward Tufte&#8217;s</a>
one-day course, <a href="http://www.edwardtufte.com/tufte/courses">&#8220;Presenting Data and Information.&#8221;</a></p>

<p>The course content was skewed towards making presentations (as one would expect
from a course entitled &#8221;<em>Presenting</em> Data and Information&#8221;) but there were some
excellent ideas for those of us who design software.</p>

<p>Here are some of the highlights and my thoughts on how they apply to the design
of touch software.</p>

<h2>&#8220;The information <em>is</em> the interface.&#8221;</h2>

<p>Alternatively, <em>the content is the interface</em>. Tufte repeated this emphatically
many times throughout the day. He gleefully quantifies how much screen real
estate is taken up by &#8220;computer administrative debris,&#8221; e.g., &#8220;The scroll bars
take up fully 8% of the available real estate and convey no information!&#8221; (See
his <a href="http://www.youtube.com/watch?v=YslQ2625TR4">video on iPhone Resolution</a>
for an example at 3:55.)</p>

<p>The idea that the interface should fade away and let users directly manipulate
their content echoes the <a href="https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/Characteristics/Characteristics.html#//apple_ref/doc/uid/TP40006556-CH7-SW6">iOS Human Interface Guidelines section, &#8220;The Display Is Paramount, Regardless of its Size&#8221;</a>
where Apple points out that the user&#8217;s focus is on the content. I like Tufte&#8217;s
phrasing better though, because it drives home the point that, ideally, there
is no interface beyond the content itself.</p>

<p>Design isn&#8217;t crafting a beautiful, textured button with breathtaking animation.
It&#8217;s figuring out if there&#8217;s a way to get rid of the button altogether.</p>

<p>Or, as Tufte said, &#8220;No matter how beautiful your interface is, it would be
better if there were less of it.&#8221;</p>

<h2>&#8220;Focus on content and understanding, <em>not</em> display.&#8221;</h2>

<p>Tufte is delightfully obsessed with the moral and ethical obligation of
presenting content in such a way that enhances the user&#8217;s understanding.
Our goal is to &#8220;Make the user smart.&#8221;</p>

<p>As software designers, it&#8217;s easy to get fixated on the aesthetics of our
content design and forget to step back and ask ourselves &#8220;does this help the
user accomplish what they want to accomplish? Does it make them
smarter/safer/better/happier?&#8221; When we design our apps&#8217; content, we should
remember that both we <em>and</em> the user have a goal. The design of the content
should support those goals and the display of that content should <em>never</em>
interfere.</p>

<h2>&#8220;Don&#8217;t get it original, get it right.&#8221;</h2>

<p>Or, perhaps my favorite quote from the entire course, &#8220;Talent imitates, genius
steals.&#8221;</p>

<p>Tufte points out that many data presentation problems are either solved
problems (e.g., maps) or can be solved once and used over and over (e.g., table
templates).</p>

<p>Good design is abundant on the app store[<sup>1].</sup> Play with tons of apps. Do design
reviews. Ask yourself: What works? What doesn&#8217;t? Develop a design vocabulary
using the best of what came before you and avoiding everything else. Steal.
Save the hard work of being original for solving difficult problems that
haven&#8217;t been solved well before.</p>

<h2>&#8220;Cultivate a sense of the relevant.&#8221;</h2>

<p>Also expressed by Tufte as &#8220;Have good taste.&#8221;</p>

<p>I like the idea that &#8220;good taste&#8221; is just the ability to figure out what&#8217;s
important (in an app, in a meal, in life) and focus your efforts on it.  This
neuters the idea that &#8220;good taste&#8221; is something that only Warby Parker-wearing
artisan-coffee-swilling neckbeard hipsters are born with.</p>

<p>On the other hand, there&#8217;s probably no way at all to learn what is and isn&#8217;t
relevant without spending some time on irrelevant things.  There are entire
categories of mistakes you can&#8217;t avoid without making them at least once, so
it&#8217;s best to go ahead and get started on making them as soon as possible. Make
mistakes, just don&#8217;t spend too much time on them.</p>

<p>Most bad design&#8211;indeed, most bad ideas&#8211;probably come from laziness: Somebody
ran with their first and only idea. The problem with this approach is that your
first and only idea never had to defend itself. It&#8217;s weak. You <em>can&#8217;t</em> know
whether it&#8217;s the best solution because you haven&#8217;t generated any alternative
solutions to compare it to. The first and only idea came in first place because
nobody else ran. Not exactly a rigorous test of fitness.</p>

<p>Don&#8217;t be afraid to mock-up every single bozo design idea you have. You probably
won&#8217;t hit on the &#8220;right&#8221; solution without exhausting all the &#8220;wrong&#8221; ones and
as long as you can spot the one good idea in a sea of mediocre ones[<sup>2]</sup> and
spend your time on <em>that</em>, everyone will think you have <em>impeccable</em> taste.</p>

<h2>Book Porn!</h2>

<p>Finally&#8211;and admittedly, this has little to do with software design&#8211;Tufte
showed off two truly incredible books from his collection.</p>

<p>The first was a first edition, first printing of the first English translation
of Euclid&#8217;s &#8216;Elements&#8217;, circa <em>1570</em>, originally owned and signed by William
Shakespeare&#8217;s contemporary Ben Jonson. <img src="http://blog.tapsquare.com/images/tufte_01.jpg"
alt="First English translation of Euclid's 'Elements'" /></p>

<p>The second was a first edition, first printing of Galileo&#8217;s &#8220;Letters on Sunspots,&#8221; circa 1613.
<img src="http://blog.tapsquare.com/images/tufte_02.jpg" alt="First edition, first printing, Galileo's 'Letters on Sunspots'" /></p>

<p>[<sup>1]</sup> Not nearly as abundant as bad design, but studying bad design helps, too.</p>

<p>[<sup>2]</sup> In fact, I think most people can do this: It&#8217;s much easier to spot a good
idea in a pool of mediocre ones.</p>
]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[By The Numbers - 1Q 2012]]></title>
    <link href="http://blog.tapsquare.com/blog/2012/01/25/by-the-numbers-1q-2012/"/>
    <updated>2012-01-25T09:23:00-07:00</updated>
    <id>http://blog.tapsquare.com/blog/2012/01/25/by-the-numbers-1q-2012</id>
    <content type="html"><![CDATA[<p>Apple <a href="http://www.apple.com/pr/library/2012/01/24Apple-Reports-First-Quarter-Results.html">released their staggering 1Q 2012 results yesterday</a> and in what&#8217;s quickly becoming a <a href="http://blog.tapsquare.com/post/746187113/by-the-numbers/">tradition</a> around these parts, I thought I&#8217;d break down the numbers.</p>

<p>Apple sold 37.04 million iPhones in the 14 weeks ending December 31st. That works out to 377,959 iPhones per day or <em>4.37 iPhones per second, every second.</em></p>

<p>The company sold 15.4 million iPads&#8211;That&#8217;s an average of 157,143 per day or <em>1.82 iPads every second of every day of the quarter.</em></p>

<p>So, setting aside iPod Touches (Apple doesn&#8217;t break down iPod sales by model) that&#8217;s over half a million iOS devices sold each day, or over six devices per second. I&#8217;ve <a href="http://blog.tapsquare.com/post/238608345/numeracy-and-iphone-sales-figures/">said it before</a>, but the sheer logistical feat of manufacturing and delivering <strong>anything</strong> at this velocity is mind-blowing.</p>

<p>When I talk to companies that are interested in iOS development, I&#8217;m inevitably
asked about the size of the installed base. My answer is always the same: &#8220;Who
cares?&#8221; With new devices being sold at this clip, you can have an app with
insanely great reach without a single download from the &#8220;installed base.&#8221;</p>
]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[Share This!]]></title>
    <link href="http://blog.tapsquare.com/blog/2011/12/26/share-this/"/>
    <updated>2011-12-26T15:35:00-07:00</updated>
    <id>http://blog.tapsquare.com/blog/2011/12/26/share-this</id>
    <content type="html"><![CDATA[<p>You know what? If you create something awesome people <em>will share it</em>. In fact,
if you create something awesome, you will have exactly zero luck <em>preventing them</em> from sharing it.</p>

<p>Just ask the music industry. Or the film industry. Or the software industry.</p>

<p>So take the effort you were going to put into your “social strategy”—to adding
sharing buttons and Facebook integration and Twitter integration and Google+
integration to whatever you’re creating—and spend that effort on making
something <em>shareworthy</em>.</p>
]]></content>
  </entry>
  
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