Category Archive: Technology

Scrubbing the iPhone Scrubber

November 14th, 2007

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I thought it was a pretty bold design decision when Apple discarded the iPod’s signature feature, the scroll wheel, in the iPhone and iPod touch. But the new scrubber bar is almost useless, especially for long tracks like podcasts where it’s impossible to move the playhead any less than a few minutes per hop.

So I thought I’d just fix it, or at least show a little idea of how Apple might fix it.

For scrolling through menus and adjusting volume, the iPhone’s new UI methods are, IMHO, superior to the old iPod’s wheel. But the “jog dial” is still the ideal user interface for arbitrary positioning the playhead in audio and video tracks. It’s a hardware solution that has been in professional and consumer use for decades.

And the iPhone and iPod Touch are totally capable of doing it. Here’s how: When you touch the currently-playing album cover to reveal the scrubber interface, instead of only showing the playhead the screen shows the old iPod disc as well. You just roll your finger around the screen’s virtual scroll wheel. That’s it.

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For the time being, here’s a helpful tip for using the current UI: If you hold your finger down on the “skip to end” or “skip to beginning” buttons, the playhead will scroll quickly through the track.

Georges Seurat Dot Com

October 31st, 2007

It’s hard to understate the pride I felt on behalf of my colleagues at Behavior when I read these words in Friday’s New York Times:

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The Museum of Modern Art’s elegantly plain exhibition of Georges Seurat’s drawings begins with an unexpectedly extraordinary moment of computerized art viewing. Seurat’s four surviving notebooks have been converted to electronic versions that — with a touch of a finger — visitors can flip through, page by digital page, from cover to dog-eared cover. (The real notebooks can also be seen under glass nearby.)

Facsimiles they may be, but they instantly communicate the show’s intent, which is to clarify the way the silent, classical remove of Seurat’s impeccable, stylized paintings was distilled from an active, socially aware engagement with the world that registered most fully in his drawings.

If you haven’t guessed already, the touch-screen interfaces in question were designed and built by my studio mates at Behavior, both as kiosk installations in the MoMA exhibition gallery and viewable on the web as a gorgeous online exhibition.

Roberta Smith of the Times is one of the the most important art critics around. So when the opening sentence of Smith’s review of Georges Seurat: The Drawings focuses so enthusiastically on the interactive kiosk that my colleagues put together these past few months, it’s more than just praise for Georges Seurat and for the great curation and leadership by the team at MoMA. It’s also praise for Behavior.

Touch Screens in the Age of the iPhone

Most of the Behavior folks attended the exhibition’s lavish opening festivities last week, and we all got a chance to watch dozens of very fancy people interacting with the twin touch-screen kiosks. It was such a joy to watch the gallery-goers flip through the pages with looks of, I swear, genuine delight on their faces. No lie: I definitely heard “ooohs” and “aaahs”.

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As with any usability test situation, of course, there were also the occasional moments where a user would try to do something we didn’t think of. Of particular interest was the fairly common attempt by users to treat the traditional touch screens as if they were iPhone-style multi-touch screens. People expected to be able to smoothly zoom in by spreading two fingers apart as they can on the iPhone. As with so much of what Apple does, the bar has apparently been raised in unexpected new places in the interactive landscape.

What About the Art?

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Oh, and the show is absolutely luminous. I hope you check out the web site, of course, but if you enjoy art at all you must see the show in person. The sketchbooks are just a tiny piece of the exhibit. The rest of the show, and the online exhibition, includes drawings and paintings, historical conservation information, and of course the sketchbooks.

The exhibition is getting rave reviews from many other sources as well, and deservedly so. We’ve all seen Seurat’s famous pointillist paintings, especially the revolutionary A Sunday Afternoon on the Island of La Grande Jatte. But Seurat’s drawings reveal the intense thinking and talent that went into his painterly work.

The drawings excel in two areas simultaneously: Form and light. In a vivid metaphorical image conjured up by my wife Peggy (seen above), some drawings suggest that 19th century Paris would be transparent or even invisible if not for the industrial-era soot filling the air and collecting on any and all solid objects and forms. The charcoal on the page reflects the density of the matter in the space.

And yet other drawings emphasize light itself, with the space articulated only by where the light exists and where it does not — where traditional drawing marks like contour lines are banished. The relationship between this thinking and the daguerrotype photography of the time is hard to dispute.

The best works attack form and light at the same time, and it’s easy to see how Seurat’s eschewing of contour and lines — and embrace of volume and light — leads directly to La Grande Jatte, even without the extraordinary discoveries in color he is most famous for.

La Grande Jatte was painted when Seurat was just 26. He would die five years later, at 31. It’s staggering to imagine what he would have gone on to accomplish had he lived into the age of Matisse (born the same year as Seurat), Kandinsky, and Picasso.

Lying with (Advertising) Statistics

October 30th, 2007

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A running theme here at graphpaper.com is the debunking of shoddy research methodologies and junk science used to lend authority to and help guide decisions in the design professions. I want to encourage my readers, and the industry as a whole, to (a) stop being so gullible about the research they hear about in the press, and to (b) stop performing meaningless research themselves.

Ultimately my objective is to end the cycle of requiring designers to back up their recommendations with the kind of research or data that cannot be accurately or meaningfully collected, a cycle that forces designers and consultants to produce mountains of bad research. Either do the research correctly and make decisions based on sound science, or don’t do it at all and make your key decisions based on wisdom and experience. No research is better than bad research.

Today’s episode attacks addresses the field of advertising research.

Making Up Numbers

I am a man of very little faith in most quantitative research — not because I don’t believe in numbers, but because, usually, when you scratch the surface of a quantitative research report you will find blatantly subjective or qualitative data being used as the basis for the quantitative data.

Don’t get me wrong, I love qualitative research. But for execs who seek cold, hard numbers, qualitative research is often meaningless and untrustworthy. It is seen as fluffy psychobabble or artistic/creative posturing. So when a designer or a researcher wants their insights to be taken seriously, they often feel the need to “translate” their extensive subjective insights into objective numbers, a process that I think is just another flavor of bullshitting.

Here is a simple made-up example of what I mean by “translating” qualitative research into a quantitative report:

I conducted a study on the subway this Monday morning. I examined 50 people’s faces to see if they looked happy or sad. 15 looked happy, and 35 looked sad. Can I say, then, that 30% of the commuters in my study were happy? Sure. But only if you trust my judgement in reading people’s faces. The numbers are a smokescreen — the real insight, the real magic, is occurring in my personal examinations of people’s faces. My own opinion is the linchpin of the whole “study”. If that one part of the process is unreliable — and you have no way of trusting that it isn’t — then the final numbers are also worthless.

Advertising that “Works”

So now here’s a real-world example with similar underlying flaws: An advertising industry study released recently contends that ads that “tell stories” are more effective than those that do not. Sounds interesting. The methodology sounds pretty science-y, too:

Thirty-three ads across 12 categories—from brands like Budweiser, Campbell’s Soup and MasterCard—were analyzed by 14 leading emotion and physiological research firms. The research tools varied from testing heart rate and skin conductance of the ad viewer to brain diagnostics.

The study was looking for patterns among those ads that work better than others. Here’s an example conclusion:

One such pattern was that a campaign like Bud’s iconic “Whassup” registered more powerfully with consumers than Miller Lite low-carb ads that essentially just said, “We’re better than the other guys.” Why? Because Bud told a story about friends connected by a special greeting.

There are many bells going off in my head reading this. Who is to say that “Whassup” tell more of a “story” than the Miller Lite ads? I remember those ads, and they hardly meet my definition of “story” (a story is something in which, you know, things happen). So it begs the question of “what is a story?” We have to trust the researcher’s opinion on that, I guess.

Secondly, how do they know one ad “works better” than another (this, of course, is one of the advertising industry’s biggest existential questions, right after “does advertising work at all”)? What does “registered more powerfully” mean, exactly? Is that even measurable?

This study used “heart rate and skin conductance”, presumably to mitigate the kind of subjective judgement in my face-reading example above. But what exactly do those physiological conditions have to do with the effectiveness of an ad? If my heart rate goes up, for example, does that mean that I am supposed to be more inclined to buy something? Or is it the exact opposite, that physical excitement indicates hostility to the brand while calmness indicates receptiveness to the brand’s emotionally-compatible values?

It sounds like we’re supposed to assume that there is a meaningful correlation here, but I am extremely skeptical. We must question every little aspect of the so-called scientific studies we read, because if any single part of a study is fundamentally flawed then the whole thing is worthless.

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Fundamental to the advertising study is the theory that a person can watch an ad and that researchers can then determine if the ad “worked”, in the same way an opthamologist can put lenses in front of your eyes and determine if you can read the eyechart or not. This idea that an ad “works” when it makes you more inclined to buy something is called “purchase intent”, and it is an industry standard term:

In Campbell’s “Orphan” ad, it is about bringing together a mother and her foster child.

Ad research firm Gallup-Robinson, Pennington, N.J., found that the spot, which showed a little girl’s sadness and anxiety melt away into a soft smile once she was given a bowl of soup, generated 80% purchase intent. Most viewers measured said it was believable.

A similar study from Ameritest, Albuquerque, N.M., found it received 42% purchase intent compared to a category norm of 33%.

Okay, big alarm bell here: 33% is the category norm for purchase intent. WTF? Is that supposed to mean that 33% of people who watch the ad actually intend to buy the product? This defies all credulity. The ad industry, of course, loves to pat itself on the back, but 33%? (Maybe I’m just projecting, but I can’t think of more than one or two ads in my life that have ever succeeded in producing a “purchase intent” in me at all.)

What’s more, how do they determine “purchase intent”? Is it from simply asking the test subjects “Do you want to buy this”? If so, maybe the fact that an ad is funny increases the likelihood of answering the question positively, but ultimately has no effect on whether the purchase actually occurs. Is there any evidence that “purchase intent” has any bearing on “purchasing” at all?

Probably not. My favorite paragraph is the last one:

The study does not discuss the ROI of the ads for their marketers. Mark Truss, director of brand intelligence at JWT, New York, said the storytelling theory is correct, but the industry still lacks a way to prove it. “Without the tools to measure and link back to business metrics, marketers and advertisers are not going to embrace [this approach].”

In other words, it’s all crap. Cheers to Mark Truss for, in essence, openly arguing based on his own experience and wisdom instead of relying on the junk science. I’ll always put more trust in imperfect but honest people than in dishonest or meaningless numbers.

The User Experience Flip Mode

October 19th, 2007

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Inside cover of a book of illustrations by the British artist Rex Whistler.
It’s also interactive: Click it to flip it.

One basic assumption of good experience design is that people fundamentally don’t like change. They can’t deal with it, it’s too risky, and changes will all too often lead to failures.

Indeed, when confronted with the prospect of change, both designers and users shy away, falling back to the tools and techniques they’re accustomed to and passing up on opportunities for improvement, progress, and innovation. But the human mind’s capacity to adapt to change, sometimes rapidly and seamlessly, can be astonishing.

In 1896, a scientist named George M. Stratton, showing an ingenuity that must have seemed like madness at the time, conducted a fascinating experiment in visual perception with himself as the subject. He constructed a pair of goggles with special lenses that inverted his view of the world by 180 degrees, causing him to see everything upside down, as if he were standing on his head, continuously. He wore the goggles for many days, never once opening his eyes without wearing them (he would shower with his eyes closed, for example).

The experiment has been repeated many times, and in every case the results are nearly the same (this description is from The Phenomenology of Space by Shannon Vallor):

Day 1: The subject who puts on inversion goggles initially reports the visual spectacle is inverted, and that the things she sees look ‘unreal’. Motor actions (such as reaching for objects) are disrupted and need to be consciously corrected to be successful.

Day 2: The subject begins to report that things are no longer looking inverted, but her body seems ‘upside down’.

Day 3-5: The body begins to ‘right itself’, particularly when the subject is active. Objects increasingly take on the ‘look of reality’. By the fifth day, motor actions are consistently successful without the need for conscious attention or correction. The time it takes for this process of ‘normalization’ to occur is highly variable, and varies inversely with the subject’s activity level in her environment. When the glasses are removed, objects do not suddenly look inverted, but they look ‘unreal’ again, and motor success is once again impeded.

In other words, at some point things suddenly flip and everything works. Our brains are apparently able to thoroughly adapt to the absolutely bizarre predicament of having ones eyeballs spun upside-down, and apparently this adaptation occurs pretty quickly.

Switching (to Mac) is Flipping

I recently switched from Windows to Mac. And my experience is startlingly close to the visceral nature of the inversion-goggles flip. When I switched, I was immediately completely disoriented by the OS’s peculiar details. I would frequently move my mouse to the wrong part of the screen for the feature I wanted, or I’d stare at the screen for several seconds at a time wondering where I would find a feature that actually did not exist. And I would constantly type the wrong keyboard combinations for cutting and pasting.

But at some point within the first two weeks of using the Mac almost exclusively (I went cold turkey on Windows), suddenly everything just seemed to click. I was doing everything the Mac way. I flipped. In fact, the next time I found myself using Windows (on the Mac!) everything seemed weird again. I was still in my new flip mode, so now the old status quo was alien.

This phenomenon must be fairly common for any kind of highly-immersive user experience: the learning curve begins to rise very steeply slowly, but then has a sudden and radical flattening out ascent where mastery of the new paradigm occurs nearly instantly (and yes, I’ll argue that operating systems are immersive experiences to the extent that most of today’s white-collar professionals spend pretty much their entire days using them).

For me as a user, this means that I don’t need to fear major changes in my working environment. They might even be fun.

As a designer, however, I’m not sure what this means. Any guesses?

Ambient Intimacy, Collective Musing, Intellectual Doodling

October 10th, 2007

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Leisa Reichelt coined the term “ambient intimacy” to describe the genre of social computing apps led by Twitter, Jaiku, and Pownce. She was interested in the constant sense of closeness users feel with their circle of friends, no matter how far-flung, through technologies that informally reveal us to each other.

Jyri Engeström, co-founder of Jaiku (and newly minted Googleplexian), called this phenomenon “peripheral vision”, your ability to informally or even unconsciously know what’s going on in your social circle.

Recently, however, I’ve noticed that my Twitter stream contains a lot more than just what people are doing. They’re starting to use Twitter to express their emerging ideas and to begin tentative conversations about things they are thinking about.

In fact, even as I enjoy the ambient intimacy of having the incidental knowledge about what my friends are doing, I’m finding that the sharing of ideas is the most valuable part of Twitter. My Twitter friends send links to interesting sites, they announce their latest blog posts, and they talk about the new ideas they are reading about and hearing about, usually at the moment they first experience the idea. Or they’ll ask a provocative question (”Does anyone use friendster anymore?”) and see what it generates.

But most exciting of all is when someone shouts out their own half-baked idea (in 140 characters or less), and the rest of the group piles on to shape the idea further. Spontaneous “collective musing” occurs. This whole process is over in only a few minutes, and then the whole dialogue fades away into the ether. The ideas, however, live on in our heads, and eventually some even take more concrete form.

The Twitter medium allows these informal and impromptu communications to occur in a way that, for example, posting to a mailing list, publishing a blog post, or posting a question to a Q&A social site can never quite do. It’s something just a little bit less than a conversation.

In the same vein, Bruce Nussbaum today quotes Roger Martin from the Rotman School of management, who says “Blogging is intellectual prototyping.” If that’s the case, then Twitter is intellectual doodling.

Check your Googlepulse

October 3rd, 2007

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Every person, place, thing, and idea whose name can be found on the Internet has an existence that can be detected and measured by search engines. The relentless spiders of Google will find you and rank you (and let’s leave for another day the techno-philosophical question of whether web pages that have no incoming or outgoing links can be said to exist at all). This measurement is, to me, a kind of “pulse”, telling us how strong — how healthy — any given idea is in our collective digital mind.

So whenever we Google our own names (and you know you’ve done it!), we are in effect checking this “Googlepulse” to see how healthy we are in terms of our visibility and connectedness on the Internet. We are, in a sense, measuring our very digital existence.

This measurement will fluctuate over time as the number and freshness of the links to a particular topic varies, much as a person’s pulse will vary during their life as they grow, get in and out of shape, and undergo the natural effects of aging. In January of 2006, if you Googled “iPhone” you probably wouldn’t see much, but in January of 2007 you’d find a hell of a lot. In a sense, this measurement is like what doctors do when they take your vital signs — pulse, blood pressure, etc — and take note of how they change over time. Google is our digital doctor.

(Of course, Google isn’t the only way to do this. You can also gain insight into a concept’s digital pulse via overall site rankings at Alexa, blog tracking at Technorati (especially Technorati Mini), del.icio.us, blog trackbacks, any news web site’s internal alert systems, Neilsen’s Blogpulse metrics, news and blog aggregators, and of course any other search engine. Even Twitter now allows you to essentially measure your Twitterpulse through an alert system. I’m focusing on Google simply because it pretty much encompasses all of the above.)

Being the health nut that I am (and being highly narcissistic), I am no longer satisfied to simply Google myself every so often. I need a constant blinking light telling me my pulse. Which is why I love Google Alerts. Google Alerts is a new (?) feature that allows you to set up persistent search queries and then receive notifications in daily emails about any new activity with that keyword.

So I’ve set up some of my own Google Alerts for several variations on “Christopher Fahey” and “graphpaper.com”, and it’s fun to see them roll in every morning telling me who is talking about me and where I am showing up. My awareness of my “footprint” on the Internet (to introduce another metaphor) has gone up a bit, I think.

The ironic thing about this is that most of us probably have a better idea of our own Googlepulse than we do the pulse of our own living beating hearts.

UPDATE: I’ve set up a Google Alert for “Googlepulse” to measure the Googlepulse of “Googlepulse”. My haste to move this post from draft to live was inspired by an offhand remark I made on Twitter, and the response I got from David Armano urging me to move quickly. This meta-experiment should be fun. So far, even my original Tweet doesn’t show up on Google. Now that I’ve linked to it, I’m sure it will.

“Not Unpleasant” is Not Enough

September 28th, 2007

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An article in the New York Times the other day discusses a study that suggests that there are differences between men and women in how pleasant or unpleasant they find certain normal everyday activities. Apparently, for example, men find spending time with their parents far more pleasant then women do, while men disproportionally dislike home repair work (so much for the handyman husband!).

What caught my eye was this: Nestled between “Read books” and “Cooking” was “Computer use”. It says that 13% of both men and women find using computers unpleasant.

This is interesting for two reasons. First, it quantifies the technophobe demographic at about one out of every seven people.

But in the context of the other activities asked about, it’s interesting to note that “Computer use” actually ranks pretty low on the overall unpleasantness scale. Watching TV is more unpleasant than using computers! This suggests that most people (the other six out of seven) seem to think pretty positively about using computers.

This interpretation fits nicely with my belief that people aren’t quite as fed up with digital user experiences as the usability finger-waggers might suggest. People muddle through the difficult parts and aren’t generally aware of where or how they might not be as efficient as they could be.

But this doesn’t mean that user experience designers can rest on our laurels at all. It means we must be more conscientiously competitive, that we must try to aim a lot higher than simply being “not unpleasant”. It’s like what Todd Wilkens wrote at the Adaptive Path blog: that merely aiming to “be usable” is a low target indeed, kind of like having your cooking objective to “be edible”.

A good product must not only be easy to use, but must also be pleasant to use in order to stand out in a universe of computer products that, all told, apparently aren’t even as unpleasant as, say, cooking dinner or visiting your friends.

Naturally, since the methodology of the Times study is unclear, and since I am interpreting only a small fragment of the study’s intended data set, all of this is speculation and not solidly supported by this specific research. Still, I suspect that this interpretation is pretty close and that people in general like using computers.

The Social Web’s Coffeehouses, Nightclubs, Country Clubs, and Taverns

September 27th, 2007

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In the 17th century, a peculiar phenomenon emerged in England: men with no family or institutional ties to one another would gather informally to socialize, debate, and network with like-minded peers and colleagues, to discuss everything from politics to literature to economics, building social connections between them that hadn’t existed before. They met in taverns and coffeehouses, and they called these gatherings “clubbes”. Most famous of all was the Mermaid Tavern’s “Friday Street Club”, whose members included Sir Walter Raleigh, John Donne, Ben Jonson, and, if legend is to be believed, even William Shakespeare.

Today, of course, we take the concept of the “club” for granted, but the idea hasn’t been around forever. Four hundred years ago it was genuinely novel to see people regularly meeting for reasons other than governance, religion, defense, family, or business purposes. The club was wholly new idea in the evolution of human social relations, enabling people to connect in ways they’d never connected before.

Today we face a similar step in this evolution. We are witnessing the emergence of a new way for people to relate to each other and to meet new people using the so-called social web. What’s more, this new model has a lot in common with the clubs of the 17th century, and indeed with all the face-to-face clubs that exist today.

I’ve argued in the past that social networks are brands, where people choose to associate with the networks they identify with emotionally in the same way we choose products based on brand affinities. But today’s online communities are also clubs: they are loosely-formed private organizations akin to nightclubs, country clubs, and social clubs. Every social network will, over time, attract people with similar cultural interests and affinities, and just like in the physical world these shared interests are far more important than the amenities of the club’s meeting place. MORE…

Our Swimmer

September 21st, 2007

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This is the least humiliating frame from my whole clip.

I’ve recently started a swimming training program so I can competently complete my weakest part of the trifecta: Running, biking, and swimming. Hopefully by next summer I will be ready for my goal, to compete in the New York City Triathlon.

An interesting aspect of this swim class is the use of technology. In our very first meeting, the coach shot underwater videos of each student crossing the pool, capturing all of our flailing arms and gasping breaths. He then wrote up a critique of each student’s swimming technique and gave a CD with all of the videos and critiques to each of us, giving us all a powerful insight into what we are doing right and wrong in the water. It’s astonishing how many things I can instantly see that I need to improve, especially when I watch my own video next to that of, say, Olympian Ian Thorpe.

What’s great about this is how incredibly low-fi and accessible the whole deal was. You would think that underwater cameras as a training tool would be reserved only for competitive swimmers at the top of their game. But there I am! The video camera looked like a regular consumer model attached to a long pole with some kind of jerry-rigged periscope involved, and immersed in the water. The coach shot by simply walking along the edge of the pool and following each of us as we swam across. And because it’s digital, it was easy for him to bring 20 copies of the videos on CD-ROM to the next class a week later.

He’ll be recording us a few more times over the 12-week course, so we can track our improvement. I can’t tell you how much I look forward to the next taping. I swear, I dream about swimming now.

This blog post has been brought to you by “Our Swimmer”, by Wire:

Back to Mac, Part 1: Why I am Leaving Windows and Getting a Mac

August 27th, 2007

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As I was subtly hinting at in my last couple of posts, I have changed my Windowy ways. I have switched (back) to Mac. Finally.

This is the first in an ad hoc series of articles documenting my experiences with this transition, looking at it from many perspectives: personal and cultural observations, usability and user experience design inspirations, and technology and business considerations. And, not least of all, I hope that it will also serve as my formal introduction to the Mac community that I have for many years only been able to observe from the outside.

How I Became a Windows Addict

After college, when I landed my first real multimedia-industry job in the early ’90s, I was required to use Windows (version 3.11) as my day-to-day work machine. I had never used Windows before — in fact, I’d never even seen Windows before. I instantly found it awkward to use, and I immediately recognized it to be a lower-quality imitation of the Mac OS. Still, it wasn’t long before I owned a Windows PC at home.

Little did I know that this would be the beginning of a thirteen-year relationship with Microsoft Windows.

Earlier in my life, between the ages of twelve and twenty-three, my computer platforms were very diverse, including the Apple II, the TRS-80, the TI-99/4a, and the only computer I actually owned myself before the age of twenty-five, the Commodore 64. My father had a Mac SE, and I experimented with Hypercard on it in High School. Later, as I made my way through art school at Cooper Union, the professional platforms of the Mac and the Commodore Amiga became my tools of choice.

At college, I focused on conceptual installation and sculpture. I didn’t take any design courses whatsoever. I was cutting steel and casting plastic and reading about Marcel Duchamp, not learning how to use Photoshop or manage Suitcases. As a result, my exposure to the Macintosh was unusually light compared to that of most people who would become design professionals. What’s worse, back in the early 90’s Cooper Union’s design department owned all of the art school’s Macs, and they were very strict about who could use them. For several years you were literally not permitted to use the computers in the Mac Lab until you had completed several prerequisite courses in setting movable type in a medieval letterpress! Very old school policy, one that pretty much put the Mac out of reach for me.

And then Windows entered my life.

In all the intervening time, over a dozen different computers, four jobs, and starting my own company, I never went back to Mac. I just kept renewing my vows with Windows. Has it really been thirteen years? It’s hard for me to even believe it.

Why I Waited So Long to Switch

Computer ownership involves a lot of inertia, a comfort with the status quo that’s hard to overcome. You become invested both in your own expertise and in the tools you own. In my case, I became a bona fide Windows “power user”, and a pretty decent Windows system administrator to boot, and I accumulated an extensive collection of PC components and peripherals, piled up in drawers and toolboxes all around my home office.

My reasons for sticking with Windows for thirteen years are pretty simple:

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Games: My career began as a computer game designer. Naturally I was also a player. And all of the best and most innovative games in the mid-90’s were PC-based (this was in the console “dark ages”, the lull between the NES and Playstation eras). Desktop PCs were miles ahead of everything else, and the Macintosh was barely on the radar at all. One can only play so much Sim City, after all. From the classic graphic adventure games from LucasArts, to the great isometric sims and strategy games from Warcraft to Civilization, to the thrilling genesis of the first person genre with Doom, Quake, Half-Life, and Unreal, I was up to my knees in pixilated blood thanks to the smokin’ PC platform. The Macintosh offered me nothing.

Now, of course, the Mac has plenty of games available for it. And honestly I have less interest in games than I did five or ten years ago. And the best gaming, of course, is on the Nintendo Wii anyway.

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Tinkering: One of the things I liked most about PCs was how easy and cheap it was to open them up and experiment with the hardware guts, and how much software there was for further mucking around. It wasas if I owned a fancy sports car that I could trick out in the garage every weekend. Over the years, I’ve built dozens of PC computers from scratch, scavenging parts from older computers, discount stores, and even from the trash. I’ve also accumulated a lot of software: apps, utilities, hacks, tweaks. But in the last couple of years, I have retired from my hobby of tinkering with computers. The first step was realizing that the amount of money I save by building a PC from scratch was not worth the hundreds of hours I’d invariably spend dealing with hardware incompatibilities, OS glitches, and assorted Windows and PC bullshit.

At some point I decided that I should be using my computer for things besides playing with my computer. Getting a Mac is definitely part of this philosophy.

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Cost: In 1997, before the iMac came out, I could build three smokin’ Windows workstations for the price of a single low-end Mac. Even after the low-priced iMac came out, I really never saw the Mac as an affordable computer given my budget and salary at the time.

I’ll be frank here: The Macintosh has always been a luxury product, targeted at the higher ends of the American economic class scale. And even now that Apple’s pricing gets comparatively lower and lower, there are still millions of people who cannot justify the cost of a Mac when a powerful new Windows machine can still be had for half the price. It’s a Wal-Mart mentality, making significant sacrifices on style and even quality in favor of price, but it’s an approach that I can hardly begrudge millions of Americans for taking when the other option is economically impossible.

As much disdain as I have for the Windows PC platform, I will not stoop to berating people just because they cannot afford a fancy Macintosh computer. I’ve been there, and I know how it feels.

Which brings me to probably another reason lots of Windows users resent the Mac: It’s a class thing. For a long time, I didn’t want to identify with style-conscious and wealthy computer buyers who were willing to pay twice as much for something just because it carried a certain cachet. Conversely, there’s a certain admirable asceticism to using a PC, like wearing a hairshirt. I’ve gotten over it.

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Visio, Project, and Outlook: At various stages of my career, Microsoft Project and Microsoft Visio have been the centers of my professional computing life. As a project manager, MS Project is the essential project planning tool in the business world, and as an information architect, Visio has always been the industry standard. And Outlook has always been my dashboard for my business PIM needs. I am an expert power user of all three of these programs, and all three are only available on Windows.

The emergence of windows-compatible Intel Macs have made all of this obsolete, since now Mac owners can run Windows on the same machine via Boot Camp, Parallels, or VMWare Fusion. In a pinch, I can always run these apps in a Windows partition on an Apple machine.

But more importantly, I have come to have faith in the emergence of alternative, non-MS tools for every single application MS currently has a stranglehold on. Tools that are not only just as functional as the MS products they seek to replace, but that are already achieving an astonishing amount of adoption momentum. People are using non-MS apps more and more every day, including, surprisingly, many people within our enterprise-level clients. OmniGraffle is fast becoming the preferred alternative to Visio among my fellow information architects, for example, and tools such as Merlin and are viable MS Project replacements.

But more generally, tools that go beyond the desktop and aren’t mere feature-by-feature replacements. Google Spreadsheets, for example, is superior to Excel for much of my spreadsheeting needs: I can share it over the internet, it saves versions automatically, and it’s far easier to use than Excel. 37Signals‘ Basecamp and Backpack do a lot of things that no project management or PIM software does. Google, Yahoo!, AIM, Twitter, and Wordpress comprise a great deal of my day-to-day computing tools. None of these are anything like what Microsoft is developing for the desktop.

Down with the People: Finally, since I am a web user experience designer, it’s important that the tools I use allow me to understand and empathize with the tools my end users are using. Getting a Mac will surely decrease this empathy, but you know what? My Windows usage is so idiosyncratic that this empathy is probably minimal. Maybe I’m rationalizing, but again, I’ve gotten over this reason, too.

Why I am Switching

So clearly there are very few good reasons for me to stay with Windows, besides pure inertia. So why should I upend my entire computer life and adopt a whole new platform? That’s for next time, Why I am Switching: What I Expect and What I Fear.