Conference PaperPDF Available

What You See, Some of What's in the Future, And How We Go About Doing It: HI at Apple Computer

Authors:
  • Rivendel Consulting and Design
CHI ’95 MOSAIC OF CREATIVITY May 7-11 1995 Organization Overviews I
What You See, Some of What’s in the Future, And How
We Go About Doing It: HI at Apple Computer
Don Nonnan Jim Miller Austin Henderson
Apple Computer, Inc. Apple Computer, Inc. Apple Computer, Inc.
1Infhite Loop 1 Infinite Loop 1Infinite Loop
Cupertino, CA 95014 USA Cupertino, CA 95014 USA Cupertino, CA 95014 USA
E-mail: dnorman@apple.com E-mail: jmiller@apple.com E-mail: henderson@apple.com
ABSTRACT
In this organizational overview we cover some of the
critical aspects of human interfaee research and application
at Apple or, as we prefer to call it, the “User Experience.”
We cover what we do, where we are going (as much as we
are permitted to say in public), and how we are organized.
Some of our innovations in the product process and in the
transfer of research from the laboratories to product should
be of special interest to the HCI community.
KEYWORDS: Organizational overview, organizational
structure, technology transfer
THE PRESENTATION
Apple Computer is known for its innovation in the field of
human interface. This is aresult of considerable research
effort and attention to detail in the execution of products. In
addition, Apple’s HI groups play aprominent role in
product development. In this organizational overview, we
cover some of the critical aspeets of human interface
research and application at Apple or, as we prefer to call it,
the “User Experience.” Much of the success and failures of
HI at Apple as elsewhere depend upon organizational
factors, so we discuss the structure of HI at Apple and its
role in the product process. Some of our innovations in the
product process and in the transfer of research from the
laboratories to product should be of special interest to the
HCI community.
The role of HI within the product process is certainly not
perfect within Apple, and the quality varies within divisions
and from product to product. But the company is sensitive
to and supportive of the needs of human interfaee work, and
continurd changes are being made in the product prmess.
The structure will probably never be perfect, but it will be
instructive to review Apple’s process and some of its major
successes and failures.
We show examples of the role of HI in research and
product, including QuickTime VR and the Star Trek: The
Next Generation Interactive Technical Manual, and Kid
Sire, avisual programming language for young children.
Permission to copy without fee all or part of this material is
granted provided that the copies are not made or distributed for
direct commercial advantage, the ACM copyright notice and the
title of the publication and its date appear, and notice is given
that copying is by permission of ACM. To copy otherwise, or to
republish, requires afee and/or specific permission.
CHI’ Companion 95, Denver, Colorado, USA
@1995 ACM 0-89791 -755-3/95/0005 ...$3.50
Two products that had considerable user experience
emphasis from the very product conception OpenDoc
and Apple Guide will be discussed and demonstrated,
with an emphasis on the impact that HI had on the product
cycle. If possible, we will discuss some of the new
imovations soon to come from Apple.
We demonstrate the complexity of the product design
process by discussing illustrative examples, including a
rather trivial, but incredibly complex issue determining the
location and function of the on-off switch for Apple’s
computers. We describe the role of the “User Experience
Architect’s Office”, which works across the divisions,
helping to harmonize the human interface and industrial
design process across the divisions of Apple and ATG. This
office has introduced anew procedure for products, which
starts with the creation of a“User Experience Requirements
Document” (UERD). We discuss the UERD’S impact on
the product cycle and, most importantly, the positive
attitude it has created within the engineering and marketing
community toward human interfaee.
APPLE’S ORGANIZATIONAL STRUCTURE
Apple is made up of four different product divisions, Claris,
and the Advanced Technology Group (ATG), which is the
research arm. The largest human interfaee group working in
the product groups is within AppleSoft, the software arm of
Apple. This group, the Human Interface Design Center,
also provides HI support for Apple PC, the home of the
hardware side of Apple the desktop Mats, entry-level
Mats, portables, and imaging (printers, displays, and
cameras). Apple’s industrial design group is
organizationally located within Apple PC, and it works
closely with the HI groups throughout the company. In
addition, there are HI groups in Apple Business Systems,
Personal Interactive Electronics, and Claris.
Considerable research on HCI-related topics takes place
within ATG, some of which will be discussed in the
presentation. And, finally, there is considerable cross-
fertilization between ATG and the product side of the
company: the best technology transfer takes place when
ideas are jointly developed and by transferring people, not
just ideas.
155
... User experience has a long history that can be tracked back to late 1800s or early 1900s. The term UX was brought to wider knowledge by Donald Norman in the mid-1990s [75]. UX involves all aspects of users' interaction with a product or service [4]. ...
Article
Full-text available
Nowadays, visualization is becoming an essential part of data analysis. Business Intelligence Visualization (BIV) is a powerful tool that helps modern business flows faster and smoother than ever before. However, research on BIV evaluation is severely lacking; most evaluation studies for BIV focus on usability, which have limited aspects covered for customers’ needs. The purpose of this research is to develop a UX framework that evaluates BIV (UXBIV), including decision-making experience and interactivity. First, we did a literature survey for good understanding of research progress in related fields, and established a conceptual framework. Second, we performed a case study that implemented this framework to demonstrate how our framework can be used in real business. Our analysis shows that this UXBIV framework is quite reasonable, and it can capture the differences among various BIV designs from the users’ standpoints. This UXBIV framework can help design BIV and promote better decision-making on business affairs.
Chapter
User experience (UX) evaluation can improve product quality, which has been confirmed in many studies. In recent years, the Chinese government has continued to promote the digitalization, intelligence and standardization of automobiles and the high-quality development of the intelligent automobile industry. However, there is still space for progress in production standardization and quality standardization, and mechanisms have not yet been designed to comprehensively measure the UX of intelligent vehicles. Therefore, the purpose of this paper is to develop a comprehensive framework for the evaluation of UX in intelligent vehicle human-machine interface (HMI) from the perspective of literature research and industry research. The framework was determined after a review of related literatures to analysis and summary existing evaluation approaches and was analyzed and organized according to the following components: UX evaluation object, the type of evaluation performer, HMI UX metrics, the most frequently applied evaluation methods, and UX influence factors. Through this method, it is possible for developers to obtain the theoretical knowledge and practical experience required for the evaluation of UX of HMI of intelligent vehicles, to carry out the evaluation to ensure the consistency of product quality, and then promote the high-quality development of the intelligent vehicle industry.
Book
Provides latest research on methodologies and intelligent systems for technology enhanced learning Covers result of 13th International Conference on Methodologies and Intelligent Systems for Technology Enhanced Learning Focuses on the increasing role of intelligent systems to shape Technology Enhanced Learning for knowledge societies
Chapter
The purpose of this paper is to shed light on the new E-recruitment trend that is pervading the lives of job seekers, included students, and job offers. A semi-systematic literature review on digital job searching and recruiting platform in the last five years was conducted with the aim to develop a preliminary conceptual framework. Following a replicable research process, a final sample of 37 publications was located in five subdimensions - Web Application Framework, Use of Artificial Intelligence technologies, Use of Blockchain Technologies, Type of User, User Experience - grouped by two dimensions of analysis: “Technical implementation of the platform”, “Platform usability analysis”. From our findings it emerges that the first one received strong attention, specifically with regards to subdimensions Web Application Framework and Use of the Artificial Intelligence Technologies; the subdimension Use of the Blockchain Technologies started to attract scholarly attention only from 2020. The second dimension of analysis has received a fair amount of attention over the last five years, but it seems that in 2021 the sub-dimension Type of User is perceived as the most attractive from scholars from different field of studies.The contribution of this work is twofold. Firstly, it tries to shed lights on the main characteristics of the studies about the job searching and recruiting platforms as derived from the publications included in our review identifying appropriate dimensions and sub-dimensions of analysis that could be useful to analyze these platforms in the future. Secondly, for each sub-dimensions we identified the major challenges that authors have set out to address. This specific aspect will be helpful to identify the future research agenda for the topic investigated.KeywordsDigitalPlatformE-recruitmentJob SearchLiterature Review
Chapter
Gen-Z students' learning styles have recently changed significantly due to inquiry-based learning and rapid information technology development. Physical libraries have to surrender bookshelves to learning commons to attract student visits. This study analyses the effectiveness of the learning commons at the Hong Kong University of Science and Technology (HKUSTLC) as a case of the library as a third space based on the third space theory of Oldenburg through using the 5Es usability model (effective, efficient, engaging, error tolerant, easy to learn) based on its publication, website information, and email inquiries with its manager. These finding indicate that HKUSTLC has been well-received, effective, efficient, and attractive. Yet, based on the limitations and shortcomings, the authors suggest solutions regarding activity delivery, space re-engineering, regular feedback collection, and environmental improvements. This study also provides insights for constructing learning commons in physical libraries as a third space for Gen Z students, which scant studies have covered, especially in Asia.
Article
From a managerial point of view, a company that puts user experience at the heart of its strategy is evaluated as an entity that enhances its product or service offering.One way to differentiate from the competition or at least follow the strategy implemented by the competition is to offer a user experience of quality. Indeed, differentiation through the user experience allows the conquest of new customers and the conquest of more market shares (Beauregard and Corriveau, 2007). This article aims to provide a general literature review of user experience (UX). This is a continuously evolving concept that can be adapted to different research contexts. Our research has a theoretical scope. It focuses on the key dimensions of user experience and is intended as a synopsis describing the progress of UX research.
Chapter
A good “user experience” (from using digital products) is highly desirable. A good user experience arises from the easy coping with the product which we find aesthetically attractive and effectively pleasing.
ResearchGate has not been able to resolve any references for this publication.