Some bits about apple

Wherefore art thou Macintosh?

The key to the Mac therefore becomes that which the iPad/iPhone isn’t: an indirect input device. The keyboard and mouse/trackpad are what define the Mac. The operating system, the apps, the UX, are all oriented around the indirect input method. The iPhone’s capacitive touch brought about the direct input method, a third pivot in input methods (first was mouse, second trackpad/scroll wheel). Each pivot launched a new set of platforms and the Mac is the legacy of the second. (…)

The touchbar coupled to the other two inputs is a totally new way to interact with computing products. It’s not an “easy” interface as it’s not direct manipulation. It remains indirect, a defining characteristic of the second wave. Indirect inputs are powerful and lend themselves to muscle memory with practice. This is the way professional users become productive. The same way keyboard shortcuts are hard to learn but pay off with productivity, touchbar interactions are fiddly but will pay off with a two-handed interaction model. They are not something you “get” right away. They require practice and persistence for a delayed payoff. But, again, that effort is what professionals are accustomed to investing.

Horace Dediu perfectly nails the purpose of the Touch Bar: an indirect, context-aware input method that perfectly fits into the existing UI model, while enabling a whole new class of interactions.

via asymco.com
November 3, 2016

3D Touch: Enhancement, Not Requirement

Although the actual implementation of the 3D Touch is somewhat problematic, the approach taken to the functionality assigned to this feature is the correct one: 3D Touch should be an enhancement to the user experience, not a requirement to achieving a user task. Indeed, so far, all the functionality provided by 3D Touch, whether in quick actions or peek-and-pop mode, is redundant: users who don’t have the latest iPhone or have trouble with the 3D Touch can still do their tasks without using it and achieve the same kinds of actions, albeit in a more roundabout way. This redundancy is the right solution to the problems that gestures pose: lack of affordance and memorability, as well as difficulty in performing them.

Great in-depth analysis of 3D Touch by Raluca Budiu, Nielsen Norman Group. Adding a whole new dimension of interaction can be a double-edged sword, but Apple seems to have nailed it by encouraging the adoption of microsession-oriented patterns focused on efficiency, like “Quick Actions” and “Peek and Pop”.

via nngroup.com
November 2, 2015

Marginalizing the auto industry by looking inside

The modern day automobile is not intuitive. Drivers need to learn to operate an automobile. Passengers have to conform to a car’s existing seating arrangement with only marginal modification. Software has the potential to change all of these limitations.

While Tesla has become a pioneer in electric vehicles and BMW continues to slowly build momentum in the space, both companies have not actually altered the automobile’s fundamental purpose.

Great piece by Neil Cybart on how Apple uses design as an asset to marginalize industries.

via aboveavalon.com
October 14, 2015

TSMC’s A9 Chip Outperforming Samsung’s in Early iPhone 6s Battery Benchmarks

“Remember a week ago when everyone was saying they were going to return their TSMC devices for Samsung devices?”

via macrumors.com
October 7, 2015

Samsung profits bounce back, boosted by chips

Samsung Electronics on Wednesday called for its operating profits to rise in the third quarter, putting an end to an almost two-year decline — though the recovery is reportedly based mostly on chip sales.

Apple components business is more of a Samsung-saviour than any Galaxy phone has ever been an iPhone-killer.

via appleinsider.com
October 7, 2015
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