In 2008, a presentation by Apple's Senior Engineering Manager Michael Lopp at a South by Southwest conference (SXSW.com) provided some insight into the oft-mysterious design processes at Apple. They illustrated the extent of the care and thought that goes into Apple's products, as well as each individual feature. Although, given more limited resources and budgets, exactly adopting the following methodologies isn't practical for most companies, each of the insights does provide a glimpse into how Apple is able to foster unusually tight design decisions that, most of the time, work well both functionally and aesthetically.
The takeaway here is that, as much as possible, putting care and thought into each aspect of your app can usually catapult it, regardless of its “ideal-ness,” somewhere above average for an app in your niche.
From the earliest Macintosh home computer, Apple has aimed to create as-simple-as-possible, refined, and intuitive user experiences, both for hardware and software.
Our DNA is as a consumer company — for that individual customer who's voting thumbs up or thumbs down. That's who we think about. And we think that our job is to take responsibility for the complete user experience. And if it's not up to par, it's our fault, plain and simply.
— Steve Jobs
As an example, compare two different approaches for productivity software: Microsoft's Office Suite (Figure 9-1) and Apple's iWork Suite (Figure 9-2). Not to knock the PC giant — the newer ribbon interface is pretty easy to work with, and the software is both capable and powerful — but let's face it, Microsoft does throw every option under the sun into the interface.
That's perfect if you know what you're doing, but as an experience or for casual word processing, the more user-friendly and aesthetically pleasing of the two is fairly obvious. Their markets are different, and so is their approach to user experience, though let it be said that Microsoft, on the whole, continues to improve. You can simply look at the improvements in Windows 7, the Zune HD interface (Microsoft's portable MP3 player), completely overhauled Windows 8 interface, Windows Phone, and its search engine, Bing.
The type of transformation by Apple of most computer tasks to user-friendly design has a lot in common with Google's simplistic/minimalistic approach, and, in general, to the established Web 2.0 movement that began several years ago (and continues to evolve). It can be said that Apple paved the way for this type of simplicity, and for reasons mostly not software-related, did not get adopted by the mainstream until the iPod took off. Today, because there is real momentum behind the user experience “movement,” it is best if apps start adopting many of the approaches people are starting to accept as standards in mediums such as web design, app design, software, and hardware.
One of the most essential reads for creating an app can be found at none other than the Apple Developer Site's library (http://developer.apple.com/library/ios/navigation/). It is called the iOS Human Interface Guidelines and embodies all of Apple's prior standards of app design, while providing specific examples using the iOS interface.
Within these guidelines, there is a lengthy and practical section on user experience, which does a good job of summarizing not only Apple's approach, but overall knowledge gained in the user experience (sometimes called UX) industry as it applies to app design. If you can implement some of the following approaches, you'll at least be able to keep pace with your competition, and perhaps move ahead of them in terms of user experience, which will reflect in reviews.
Although Apple hasn't always succeeded at every step (especially in the area of mainstream adoption of its computers), there can be no denying that it consistently endeavors to further the user experience. Figure 9-3 shows just how far back Apple's influence has gone.
User experience is based on minute details, or the sum of the parts that make the whole experience seem intuitive and engaging. If one thing is missing, it can throw off the entire user experience, especially if that one thing is used often. In fact, apps that don't wrestle with the user for getting things done are often successful because users don't have anything to complain about. In other words, it just works.
Getting apps to that stage, however, requires some extreme attention to detail. Consider this quote from the iOS Human Interface Guidelines:
A great user experience is rooted in its attention to detail. It's essential to keep the user experience uppermost in your mind as you design every aspect of your app, from the way you enable a task, to the way your app starts and stops, to the way you use a button. Discover the guidelines that influence the look and behavior of your app, in matters both general and specific.
Let's look at a great example of a native iPhone and iPad app that features Apple's attention to detail: iTunes. Whether browsing for new music or movies, iTunes features a highly graphical, user-friendly experience with amazing feedback for your actions, as shown in Figure 9-4. In other words, when you browse using iTunes, you're not using an app, but are engaging in a great experience.
Here are some fantastic examples of what Apple does to accomplish this:
As indicated with the number 2, tapping the category's right and left arrows doesn't just bring up a new list of albums. The button highlights, and the entire set of six albums scrolls to the left as a new set scrolls into view. It's more intuitive this way, because if a new set instantly appeared, it would require the user to keep an eye on album artwork or prices (or something in that category) to notice any change at all.
And, as indicated by the number 3, tapping on any price animates the button to change color (green, as in “go,” which is a subtle cue), shape (it elongates to the size of text needed), and text (buy song, buy app, and so on — a strong call to action).
When creating an app, try to put your own finishing touches on a few elements that allow you to engage the user in a different way than your competitors. This is a way for you to increase the value per action or session. In the next section you see how and why Apple further increases value by homing in on customer needs and expectations.
Barring bugs and technical problems that inevitably creep up (hopefully in QA rather than post release), customers stop complaining about your product (for the most part) when they feel the value presented matches their expectations, and these, of course, rise with price. This can be a balancing act, unfortunately, because customer expectations vary widely.
One way to tackle this value challenge might be to use the 80/20 rule — add enough value to satisfy 80 percent of the customers, while leaving the remaining 20 percent with at least partially unfulfilled expectations. In terms of value, however, this technique won't work because the “vocal minority” can actually have significant influence on your app when its rating starts to falter, and negative reviews appear.
Two things Apple does in its design process help to solve the problem.
First, it focuses. In the iOS Human Interface Guidelines, Apple suggests an overall “definition statement” for the same reasons provided in Chapter 5 for your controlling idea. Under this umbrella, and in order to help build this definition, Apple provides three important steps:
Apple suggests narrowing this list to the three most important characteristics before moving on, because in the next section, it explains that “great iOS applications have a laser focus on the task users want to accomplish.”
Second, as stated earlier in this chapter in the section, “The Little Things Matter…More Than You Think,” Apple considers. It takes the small (seemingly insignificant) things and turns them into engaging user experiences, which, in turn, are value-adds for the app or piece of software.
For example, many users enjoy browsing for new music using iTunes on iPhone and iPad simply because of its elegant and well-thought-out little touches. Contrast this with the Amazon MP3 downloads area (www.amazon.com) in which Amazon offers a great selection (and no digital rights management), but the interface for sampling songs is still somewhat embedded in old web design, and leaves much to be desired aesthetically. User experience is part of the choice users make as to whether to continue using an app, despite a potential practical benefit advantage of a competing app.
If you hone in on user expectations for the bulk of the value, as well as take the time to consider how these features are implemented as Apple does, you're much less likely to have the odd reviewer put a dent in your app's reputation. Don't focus on how many features you have. Instead, focus on implementation in accordance to the primary user expectations of your app.
Let's now look at one of the most important aspects of any top consumer goods (virtual or real), and one in which Apple has had to evolve. After all, a poor reputation for caring about customers doesn't go well with a top product you want customers to buy.
Apple's reputation for customer service didn't used to be stellar or geared toward friendly Apple Store clerks who took appointments and concerns on a one-to-one basis. Times have changed. Just visit any Apple Store these days, or contact Support (as a customer, not a developer), and you'll find (for the most part) they've learned to shift their overall brand image and public perception to that of a friendly neighbor.
In May 2008, Consumer Reports released a report indicating Apple was at the top of both desktop and laptop tech support. Its in-store Genius Bar was said to have “the best troubleshooting by far.” In 2009, Forrester Research ranked Apple Number 1 in customer service versus all other PC makers, according to its index. Good customer support is paramount to maintaining an app and keeping loyal customers, and will also be discussed in detail in Chapter 11.
Apple's retail stores go a long way toward maintaining the customer experience. In a Wall Street Journal Online (www.wsj.com) video interview in June 2011, Apple's 326 stores at the time had more visitors per quarter than Disney's top four theme parks get in a year. Breaking that down further, roughly 80 Apple Stores were getting the same amount of traffic that Disney's top four parks were getting. To top that off, sales per square foot per year were $4,400, compared with Tiffany's $1,100.
According to the interview, it's all planned to the smallest detail. Apple's core customer service approach is based off the A-P-P-L-E acronym:
This is not to say Apple doesn't have a thing or two to learn. In 2007, roughly ten weeks after the launch of the iPhone, Apple announced the discontinuation of the 4 GB model and reduced pricing by $200 for the larger-capacity version. This caused enormous customer backlash from those who recently had forked out $599, and resulted in Apple shares declining 6 percent. As a Band-Aid, Steve Jobs announced a $100 Apple credit to loyal customers, and, if the prior iPhone was purchased within 14 days, customers were getting a full $200 refund.
While this move somewhat alleviated the problem after the fact (though that $100 was still going to Apple), it's indicative of something that should have been done outright — that of rewarding customer loyalty. If Apple had announced a rebate and support of its existing customers at the time of the price drop, much of the damage could have been averted. In the same way, if you have an app with long-time customers, rewarding them for their loyalty from time to time can help retention and positive image for your brand.
When you set up shop on your web page or even within your app, follow Apple's example and offer top service and support, because, all other things being equal, good word of mouth on support can bring in more customers. Chapter 11 discusses more on how to maintain effective support.
Apple also does one other thing exceptionally well — converting apps to the proper device. Let's go over some of Apple's core design methods for porting apps to iPad, which supports higher-priced apps, but also comes with different user expectations.
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