homeabout kottke.orgarchives + tagsmembership!
aboutarchives + tagsmembership!
aboutarchivesmembers!

kottke.org posts about Ian Bogost

The myth of Apple’s great design

posted by Jason Kottke   Feb 13, 2017

In the Atlantic, Ian Bogost takes on the accepted view that Apple has great design, calling it “the biggest myth in technology today”.

At base, such a claim seems preposterous. In 1977, the Apple II made the microcomputer useful and affordable. In 1984, the Macintosh made the computer more usable by the everyperson thanks to the graphical user interface. In 2001, the iPod fit a music library in a pocket. In 2007, the iPhone made computing portable (and obsessive).

But if Apple designs at its best when attending closely to details like those revealed in the construction of its spaceship headquarters, then presumably the details of its products would stand out as worthy precedents. Yet, when this premise is tested, it comes up wanting. In truth, Apple’s products hide a shambles of bad design under the perfection of sleek exteriors.

While I find this piece to be hyperbolic, it hints at where Apple’s design is weakest. Apple is great at designing products but less good at designing the connections between these products and the rest of the world.1 iPhones, iPods, and iPads are great, but you have to go through iTunes to manage their contents. As Bogost notes, the power cords and chargers for their products are often bulky and awkward…you can’t even charge the newest iPhone using the newest Macbook Pro without a separate adapter. Who makes all the apps that people want to use on their iPhones to chat/connect/flirt/collaborate with their loved ones? Facebook, Snap, Google, Slack…not Apple, who initially wasn’t even going to provide a way for 3rd parties to build apps for the iPhone. Almost every attempt by Apple to build services to connect people — remember Ping?! — has failed. Even iCloud, which promised to unite all Apple devices into one fluid ecosystem, was plagued for years with reliability problems and still isn’t as good as Dropbox. How devices, apps, and people interconnect are far more important now than in 1977, 1984, and even 2007, when the iPhone was introduced, and Apple could stand to focus more of their design energy on that experience.

  1. Another way of saying this is when it comes to design trade-offs, Apple prioritizes the integrity of the device over other considerations.

We Work Remotely

Limits are fun? Limits are fun!

posted by Jason Kottke   Aug 12, 2016

Play Anything

Play Anything is a forthcoming book by game designer and philosopher Ian Bogost. The subtitle — The Pleasure of Limits, the Uses of Boredom, and the Secret of Games — provides a clue as to what it’s about. Here’s more from the book’s description:

Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances — like grocery shopping, lawn mowing, and making PowerPoints — as sources for meaning and joy. We can “play anything” by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears.

Reading this little blurb, I immediately thought of two things:

1. One thing you hear from pediatricians and early childhood educators is: set limits. Children thrive on boundaries. There’s a certain sort of person for whom this appeals to their authoritarian nature, which is not the intended message. Then there are those who can’t abide by the thought of limiting their children in any way. But perhaps, per Bogost, the boundaries parents set for their children can be thought of as a series of games designed to keep their lives interesting and meaningful.1

2. This recent post about turning anxiety into excitement. Shifting from finding life’s limitations annoying to thinking of them as playable moments seems similar. Problems become opportunities, etc.

3. Ok, three things. I once wrote a post about bagging groceries and mowing the lawn as games.

Two chores I find extremely satisfying are bagging groceries and (especially) mowing the lawn. Getting all those different types of products — with their various shapes, sizes, weights, levels of fragility, temperatures — quickly into the least possible number of bags…quite pleasurable. Reminds me a little of Tetris. And mowing the lawn…making all the grass the same height, surrounding the remaining uncut lawn with concentric rectangles of freshly mowed grass.

What I’m saying is, I’m looking forward to reading this book. See also Steven Johnson’s forthcoming book, Wonderland: How Play Made the Modern World.

  1. I don’t know about other parents, but 75% of my parental energy is taken up by thinking about what limits are appropriate for my kids. (The other 25% is meal-planning.) What do they need right now? What do they want? What can I give them? How do I balance all of those concerns? What makes it particularly difficult for me sometimes is that my instincts and my intellect are not always in agreement with what is appropriate. What is easiest for me is not always best for them. This shit keeps me up at night. :|