Making & Creating
Its place in the web of nature
- ââCrafting repairââ
Entropy
The way it has been made
Follow the brush
- ââThe Age of the Essayââ
- ââGame feelââ
v0.crap
- ââWriting, Brieflyââ
The discoveries you make in the making
Expressing ideas helps to form them
Between the two spaces
The game discovering itself
The act of creation
No more than a sketch
I'm reminded of their faces
The patience of a craftsman
So that its destruction cannot begin
Some secret stirring in the world
Embracing the mess
Less, but better
Tracing paper into palimpsest
Blueprints
Blueprints lead to the making of things that are abstract, not always based on reality. Once something becomes abstract, it breeds disconnectedness â separation and the inability to connect with our surroundings. People buy houses from blueprints, but then don't like the actual house: "What on earth is this? I had no idea it was going to be like this...etc."
Freedomless freedom
The beauty of kasuri is received as a gift. As long as the laws of nature are upheld, the beauty of kasuri remains intact. This demonstrates the curious principle that the artisan is deprived of technical freedom but works in the freedom of nature.
In this sense, kasuri can be said to be created in a state of freedomless freedom.
From body to body
During the design process, the architect gradually internalizes the landscape, the entire context, and the functional requirements as well as his/her conceived building: movement, balance and scale are felt unconsciously through the body of the observer, the experience mirrors the bodily sensations of the maker. Consequently, architecture is communication from the body of the architect directly to the body of the person who encounters the work, perhaps centuries later.
Modularity
One of the most pervasive features of these buildings is the fact that they are âmodular.â They are full of identical concrete blocks, identical rooms, identical houses, identical apartments in identical apartment buildings. The idea that a building can - and ought - to be made of modular units is one of the most pervasive assumptions of twentieth-century architecture.
Nature is never modular. Nature is full of almost similar units (waves, raindrops, blades of grass) - but though the units of one kind are all alike in their broad structure, no two are ever alike in detail.
The same broad features keep recurring over and over again. And yet, in their detailed appearance these broad features are never twice the same.
Holistic and prescriptive technologies
Holistic technologies are normally associated with the notion of craft. Artisans, be they potters, weavers, metal-smiths, or cooks, control the process of their own work from beginning to finish. Using holistic technologies does not mean that people do not work together, but the way in which they work together leaves the individual worker in control of a particular process of creating or doing something.
The opposite is specialization by process; this I call prescriptive technology. Here, the making or doing of something is broken down into clearly identifiable steps. Each step is carried out by a separate worker, or group or workers, who need to be familiar only with the skills of performing that one step. This is what is normally meant by "division of labor".
Skill vs. knowledge
We should say that anybody has skill enough to build a good dry-stone wall but that few know how to design one, for the placing of the stones is a matter of knowledge and judgment, not of dexterity.
More real than living man
He will watch from dawn to gloom
The lake reflected sun illume
The yellow bees in the ivy-bloom
Nor heed, nor see, what things they be;
But from these create he can
Forms more real than living man.The Idea
The design is thus the mental formulation, which Sayers calls âthe Idea,â and it can be complete before any realization is begun. Mozartâs response to his fatherâs inquiry about an opera due to the duke in three weeks both stuns us and clarifies the concept.
For most human makers of things, the incompletenesses and inconsistencies of our ideas become clear only during implementation. Thus it is that writing, experimentation, âworking out,â are essential disciplines for the theoretician.
Needs more love
He held the phone to his chest, looked at me, and simply said, âNeeds more love.â He pushed the portfolio back across his desk, smiled warmly, and shooed me out of his office.
I still think about this advice, and what exactly he might have meant when he said my work needed more love. At the time, I took it to mean that I should improve my craft, but Iâve come to realize that he was speaking of something more fundamental and vital. My work was flat, because it was missing the spark that comes from creating something you believe in for someone you care about. This is the source of the highest craft, because an affection for the audience produces the care necessary to make the work well.
We have been given a standard
We have been given a standard to use. It is there, handy daily: things as they are, or Nature itself. This makes good sense, the only sense reallyâNature should be our model.
Process vs. product
...more concerned with process than with product, with the actual construction of a self than with self-expression.
The categories of good
We need to turn to a fresh page. We can do so simply by askingâthough the answers are anything but simpleâwhat the process of making concrete things reveals to us about ourselves. Learning from things requires us to care about the qualities of cloth or the right way to poach fish; fine cloth or food cooked well enables us to imagine larger categories of 'good'.
The narrative of its making
Getting things in perfect shape can mean removing the traces, erasing the evidence, of a work in progress. Once this evidence is eliminated, the object appears pristine. Perfection of this cleaned-up sort is a static condition; the object does not hint at the narrative of its making.
A pattern of understandings
The clock has no finished design and it has been made without any careful drawings or mathematical calculations. The pieces are only made if I can hold their details in my head as I make them, without reference to any set of external measures. I do make rough sketches of some parts as a path to understanding them, but never use these during the making of the parts. The clock gradually grows through trial and error and lots of physical work with metal, but out of this has come a set of principles of making that were not clear to me before doing the clock. I have finally realized that what I am actually making is a pattern of understandings of the process of making rather than the things that are actually being made. â Richard Benson
What's the difference?
I well remember an occasion in 1962 when in a remote Iranian village I asked a blacksmith famous for his superior penknives to tell me the difference between iron and steel. âWhatâs the difference?â he replied. âWhatâs the difference between an oak tree and a willow â they have different natures and one must adapt to them.â He did not accept the suggestion that some material absorbed from the fireâs charcoal might have something to do with it, and he would not have understood a word of any lecture I could have given him on diffusion, crystal structure, and phase transformations; yet he could make a good knife and I could not.
Reproduction
The success of a mechanicâs, or a machineâs, reproduction of a thing depends on his, or its, sensitivity to whatever qualities are important, just as the skill of the designer lies in the proper appreciation of surface qualities in terms of structure and shape variation that come from the intended means of production.
Flurry and lapse
"The process in creating that kind of canvas was likeâwhat?â10 percent action and 90 percent ass scratching. First you prepared yourself, cleaning up and arranging your palette and tools, sweeping the floors, and then finally, when you were ready, you faced the empty white expanse of white canvas and made your first stroke."
Oil
Irwin even disdained artificial products when polishing the wood frame, confining himself solely to the natural oils of his hands, his forehead, the sides of his nose, and so forth.
Perfection
It seems that perfection is attained not when there is nothing more to add, but when there is nothing more to take away.
The center of the way
The advice Iâve received from those who are close to the center of this timeless way of building is to start small. Like with a piece of tile, or a tea tray. And to then imagine along with Christopher Alexander:
What it would be like
to live in a mental world
where oneâs reasons
for making something
functionally
and oneâs reasons
for making something
a certain shape,
or in a certain
ornamental way
are coming
from precisely
the same place
in you
.Asking yourself some questions
All of the moves that we make in space will tend toward being in accord with this phenomenon of wholeness / beauty / life if weâre willing to bring the requisite level of care to the doing of our work.
Alexander says that each of us possess the means for accessing this order within ourselves and â hereâs where he loses most other architects and many in the so-called sciences in academia â he contends that what weâre connecting with inside of ourselves is an objective criterion for what good means.
Applying the criterion is easy: you ask yourself some questions:
With any action you might take with regard to placement, and with regard to the situatedness of things in space you ask yourself: does this move increase wholeness / beauty / life?
Does the intervention youâre taking intensify the feelings of wholeness in you as the maker when you are performing the work?
How does your work on this one part enhance whatâs going on among wholes at the system level?
A Search for Structure
AÂ Book by Cyril Stanley SmithThe Timeless Way of Building
AÂ Book by Christopher Alexander- ââMind of no mindââ
- ââThe quality without a nameââ
- ââAn objective matterââ
- ââBitternessââ
- ââThe most precious thing we ever haveââ
The Design of Design
AÂ Book by Frederick P. Brooks, Jr.The Nature and Art of Workmanship
AÂ Book by David PyeThe Craftsman
AÂ Book by Richard SennettInventing on Principle
AÂ Talk by Bret VictorIn Praise of Shadows
AÂ Book by Jun'ichirĆ Tanizaki & Thomas J. Harper- ââThings that shine and glitterââ
- ââA naked bulbââ
- ââThe Japanese toiletââ
- ââEmpty dreamsââ
- ââMost important of all are the pausesââ
A Place of My Own: The Architecture of Daydreams
AÂ Book by Michael Pollan- ââbarnsoutbuildingsââ
- ââHere Be Dragonsââ
The Nature and Aesthetics of Design
AÂ Book by David Pye- ââAny imaginable shapeââ
- ââUseless work on useful thingsââ
- ââPresentableââ
- ââThe principle of arrangementââ
- ââThe minimum conditionââ
Einmal Ist Keinmal
An Article by Dan Klyn- ââJacked inââ
- ââImmer wiederââ
- ââBut what if it is?ââ
Write the books you want to read
An Article by Austin KleonA few nights ago, I was looking at the moon and I thought, âIâd like to read a cultural history of the moon.â I googled, and there it was. My friend Matt said, âIdeally, that is exactly how one should find everything they readâŠand write.â
Itâs really that simple. You find the books you want to read⊠and if you canât find them, you write them.
Stop Drawing Dead Fish
AÂ Talk by Bret VictorBackground textures of work
An Article by Lucy KeerOne thing I've been enjoying about working as a technical writer is that the minute-by-minute texture of the work feels right. Something about formatting text, faffing about with SVGs, trying to rewrite a sentence more clearly... it's just enjoyable in itself, and I feel at home with it.
...Working as a programmer was very much not like that. There's something in the rough vicinity of professional dev work that I do like, which I could probably label as 'iterative hobbyist tinkering with websites'. I like working on something with a strong visual component, and I like to be inside of a fast feedback loop, and I'm mostly interested in just somehow bodging through until it works. I'm not very interested in either the computer-sciencey side of programming â data structures, algorithms â or the software-engineerey side of making things run reliably at scale in a maintainable way. So maybe it's not surprising that the minute-by-minute texture of professional programming was just... kind of bad. Occasional fun bits when I got into something, but the background experience was not fun.
Say yes and never do it
AÂ Quote by Mel BrooksYou have some wonderful stories of basically getting away with stuff at the studios.
Iâd learned one very simple trick: say yes. Simply say yesâŠYou say yes, and you never do it.
Thatâs great advice for life.
It is. Donât fight them. Donât waste your time struggling with them and trying to make sense to them. Theyâll never understand.
Make Free Stuff
At its very core, the rules of the web are different than those of ârealâ markets. The idea that ownership fundamentally means that nobody else can have the same thing you have just doesnât apply here. This is a world where anything can easily be copied a million times and distributed around the globe in a second. If that were possible in the real world, weâd call it Utopia.
âŠResource Scarcity doesnât make sense on the web. Artificially creating it here serves no other purpose than to charge money for things that could easily have been free for all. Why anyone would consider that better is beyond me.
Makers and Making
An Article by Alan JacobsThe [Silmarils] are good; their making was at least potentially innocent; but afterward arose a lust for owning and controlling that led to great tragedy⊠The aspect of humanity which the elves represent most fully â both for good and ill â is the creative one.â
And this is why âmakingâ in and of itself is not the answer to our decadent moment. âLove of things, especially artificial things, could be seen as the besetting sin of modern civilisation, and in a way a new one, not quite Avarice and not quite Pride, but somehow attached to bothâ â and this is the FĂ«anor Temptation. It is in light of this temptation that I advocate repair, which is a mode of caring for what we have not made, but rather what we have inherited. We will not be saved by the making of artifacts â or from the repair of them, either; but the imperative of repair has these salutary effects: it reminds us of our debt to those who came before us and of the fragility of human constructs.
- ââThe Silmarillionââ
- ââRethinking Repairââ
How I Build
An Article by Pirijan KetheswaranIn 2014, I wrote about my belief that design and engineering are best when tightly woven together. Thatâs truer now than ever.
If Iâm feeling confident, Iâll jump right into my text editorâŠFrom here, more functionality is added and the code is tweaked until the feature looks and feels right to me. Whether itâs something simple like this, or prototyping a new interaction like multi-connect, thereâs no substitute for designing with real code.
In rare cases when I have ideas or plans that Iâm less confident about, itâs time to break out the paper, pens, and markers,
Because the Kinopio interface elements and aesthetic are full-grown, I almost never use traditional design software anymore.
Primitive design
An Article by Matt Webb- I want it to feel intuitive
- I want any new features to be platform features, not one-offs.
And the second of those is weird, right? Itâs like sketching out a toy spaceship, having a list of rules about play, and attempting to simultaneously invent the shape of the Lego brick.
Thatâs platform design I suppose. Redesigning a newspaper will mean bouncing between comps and style guides, designing both. Inventing the iPhone user interface will have seen apps and app paradigm evolving together.
Weinberg's Law
AÂ Quote by Gerald WeinbergIf builders built buildings the way programmers wrote programs, then the first woodpecker that came along would destroy civilization.
How can we develop transformative tools for thought?
AÂ Research Paper by Andy Matuschak & Michael NielsenConventional tech industry product practice will not produce deep enough subject matter insights to create transformative tools for thought.
...The aspiration is for any team serious about making transformative tools for thought. Itâs to create a culture that combines the best parts of modern product practice with the best parts of the (very different) modern research culture. You need the insight-through-making loop to operate, whereby deep, original insights about the subject feed back to change and improve the system, and changes to the system result in deep, original insights about the subject.
When I was 22
AÂ Quote by Nicholas Ashe BatemanWhat's really challenging for me working on something on an idea level for close to 8 years, it's really hard to not look at yourself. The decision-making process includes a conversation with myself: sometimes I'm going to side with 2015 version of Nick, sometimes the 2017 Nick isn't the right guy for this, etc... So much of the process of making the movie has changed the movie. I really just tried to make the movie I wanted to make when I was 22. When I serviced that, it worked really well.
Everything has been composed
AÂ Quote by Wolfgang Amadeus MozartEverything has been composed, just not yet written down.
- ââThe Ideaââ
- ââSeventeen Yearsââ
Game feel
An Article by Dave RupertHow do you make a game thatâs fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this æćżă (tegotae), which is often translated as âgame feelâ. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.
- ââFollow the funââ
- ââFollow the brushââ
The tools matter and the tools don't matter - Austin Kleon
An Article by Austin KleonThough you might not think it from the comic, Iâm actually sympathetic to questions about tools and process, as I myself am a kind of process junky. I love hearing about how other writers work.
Iâm also not someone who dismisses questions about tools with the line âthe tools donât matter.â In fact, I think tools matter so much that if you donât talk about them correctly you can do some damage.
...What I love about John Gardner and Lynda Barry is that they believe that the tools you use do matter, but the point, for them, is finding the proper tools that get you to a certain way of working in which you can get your conscious, mechanical mind out of the way so that your dreaming can go on, undeterred.
You have to find the right tools to help your voice sing.
Designer, implementor, user, writer
AÂ Fragment by Donald KnuthThus, I came to the conclusion that the designer of a new system must not only be the implementor and the first large-scale user; the designer should also write the first user manual. The separation of any of these four components would have hurt TeX significantly. If I had not participated fully in all these activities, literally hundreds of improvements would never have been made, because I would never have thought of them or perceived why they were important.
Jacob Leech, Digital Craftsman
AÂ Profile by Jacob LeechI'm Jacob â a designer and coder who creates things with computers (Fig 1) 'Digital Craftsman' best describes my skill set.
Digital projects thrive when designers understand how they will be built. Just as an architect understands how a structure is created, the same should be true on the web.
Designer + Developer Workflow
An Article by Dan MallThe way designers and developers work together today is broken. Itâs too siloed and separate; âcollaborationâ is a fantasy that few enjoy.
The state of advertising in the 1940s was similar. All of that changed when copywriter Bill Bernbach met art director Paul Rand. Their collaborative working style led to the birth of the idea of âthe creative team,â the mutual respect and partnership between art director and copywriter that tended to yield unique results. Bob Gage, an art director that worked for DDB, the agency Bernbach co-founded, described it like this:
âTwo people who respect each other sit in the same room for a length of time and arrive at a state of free association, where the mention of one idea will lead to another idea, then to another. The art director might suggest a headline, the writer a visual. The entire ad is conceived as a whole, in a kind of ping pong between disciplines.â
Isnât that what we all strive for in our jobs? True collaboration with equals and partners? Ideas that build off one another? Why does this seem so far away for some of us?
The saddest designer
An Essay by Chia AmisolaI am tired of the premise that creation means productivityââespecially in the laborious sense...Creation has become mangled with labor in a world that demands man to monetize all of their hobbies and pursuits. In return, it seems empty, almost sad, reallyââto be the designer spending weekends again on the screen.
To tell you what I like to do in the weekends, I like to do the sad thing...The âgoodâ people tell you to detach your life from your workspace, but this summer, I think Iâve just realized how much I adore what I have the luxury of working on everyday.
In the weekend, I make. I make not because itâs the only thing I have ever known, but because itâs the most certain way forward.
Enjoying the garden together
AÂ Quote by Brian EnoAnd essentially the idea there is that one is making a kind of music in the way that one might make a garden. One is carefully constructing seeds, or finding seeds, carefully planting them and then letting them have their life.
What this means, really, is a rethinking of oneâs own position as a creator. You stop thinking of yourself as me, the controller, you the audience, and you start thinking of all of us as the audience, all of us as people enjoying the garden together. Gardener included.
Two types of work
An Article by Jorge ArangoThere are two types of work: growth work and maintenance work.
Growth work involves making new things. It can be something big or small. In either case, growth work often follows a loose process.
Maintenance work is different. Maintenance work involves caring for the resources and instruments that make growth work possible. This includes tools, but also body and mind.
Maintenance is ultimately in service to growth. But effective growth canât happen without maintenance. As with so many things, the ideal is a healthy balance â and it doesnât come without struggle.
1,000 True Fans
An Essay by Kevin KellyTo be a successful creator you donât need millions. You donât need millions of dollars or millions of customers, millions of clients or millions of fans. To make a living as a craftsperson, photographer, musician, designer, author, animator, app maker, entrepreneur, or inventor you need only thousands of true fans.
A true fan is defined as a fan that will buy anything you produce. These diehard fans will drive 200 miles to see you sing; they will buy the hardback and paperback and audible versions of your book; they will purchase your next figurine sight unseen; they will pay for the âbest-ofâ DVD version of your free youtube channel; they will come to your chefâs table once a month. If you have roughly a thousand of true fans like this (also known as super fans), you can make a living â if you are content to make a living but not a fortune.
When we were all together in-person
AÂ QuoteâWe believe that in-person collaboration is essential to our culture and our future,â said Deirdre OâBrien, senior vice president of retail and people, in a video recording viewed by The Verge. âIf we take a moment to reflect on our unbelievable product launches this past year, the products and the launch execution were built upon the base of years of work that we did when we were all together in-person.â
Poioumenon
AÂ DefinitionA specific type of metafiction in which the story is about the process of creation (sometimes the creation of the story itself).
- ââBo Burnham: Insideââ
How am I doing, wonder?
AÂ Quote by Louis KahnForm comes from wonder. Wonder stems from our 'in touchness' with how we were made. One senses that nature records the process of what it makes, so that in what it makes there is also the records of how it was made. In touch with this record we are in wonder. This wonder gives rise to knowledge. But knowledge is related to other knowledge and this relation gives a sense of order, a sense of how they inter-relate in a harmony that makes all things exist. From knowledge to sense of order we then wink at wonder and say How am I doing, wonder?
The care and feeding of software engineers (or, why engineers are grumpy)
An Article by Nicholas ZakasWe do say ânoâ very quickly, not just to designs, but to everything. That led me into thinking about the psychology of software engineers and what makes us the way we are.
Are We Really Engineers?
An Essay by Hillel WayneWhat the prototype tells you
AÂ Fragment by Matt WebbAs soon as I make something, I think of the 100 things I want to have next. Thatâs why prototyping is good. You donât need to have much imagination, you just listen to what the prototype tells you.
Steve Jobs: The Lost Interview
- ââOn Valueââ
- ââOn Businessââ
- ââOn Programmingââ
- ââOn Successââ
- ââOn Processââ
On Value
It was clear that [Hewlett-Packard] recognized that its true value was in its employees.
On Business
How do you learn to run a company at 21 with no business experience?
Throughout the years in business I found something, which is, Iâd always ask why you do things, and the answers you invariably get are âoh thatâs just the way itâs done.â Nobody knows why they do what they do, nobody thinks about things very deeply in business. Thatâs what I found.
Iâll give you an example. When we were building our Apple Is in the garage we knew exactly what they cost. When we got into a factory in the Apple II days, accounting had this notion of a âstandard cost.â Where youâd kind of set a standard cost and then at the end of the quarter youâd adjust it with a variance. And I kept asking, âwhy do we do this?â And the answer was just âwell thatâs the way itâs done.â And after about 6 months of digging into this what I realized was the reason you do it is because you donât really have good enough controls to know how much it costs, so you guess, and then you fix your guess at the end of the quarter. And the reason you donât know how much it costs is because your information systems arenât good enough.
But nobody said it that way. And so later on when we designed this automated factory for Macintosh we were able to get rid of a lot of these antiquated concepts, and know exactly what something costs, to the cent. And so in business a lot of things are what I would call âfolklore.â Theyâre done that way because they were done that way yesterday. And so if youâre willing to ask a lot of questions about things and work hard you can learn business pretty fast. Itâs not the hardest thing in the world. Itâs not rocket science.
On Programming
I think everyone in this country should learn a computer language because it teaches you how to think. Itâs like going to law school â I donât think anyone should be a lawyer, but going to law school could be useful because it teaches you how to think in a certain way. So I view computer science as a liberal art.
On Success
The technology crashed and burned at Xerox.
What happens is, like with John Sculley, John came from PepsiCo, and they at most would change their product maybe once every ten years. To them a new product was like a new size bottle. So if you were a product person you couldnât change the course of that company very much. So who influenced the success of PepsiCo? The sales and marketing people. Therefore they were the ones that got promoted and they were the ones that ran the company.
Well, for PepsiCo that might have been ok, but it turns out the same thing can happen in technology companies that get monopolies, like IBM and Xerox.
If you were a product person at IBM, or Xerox, so you make a better copier or a better computer? So what? When you have a monopoly market share, the company isnât any more successful. So the people that can make the company more successful are sales and marketing people, and they end up running the companies. And the product people end up getting driven out of the decision marking forums. And the companies forget what it means to make great products. The product sensibilities and the product genius that brought them to that monopolistic position gets rotted out by people running these companies who have no conception of a good product vs. a bad product. They have no conception of the craftsmanship thatâs required to take a good idea and turn it into a good product. And they really have no feeling in their hearts, usually, about wanting to really help the customers.
So thatâs what happened at Xerox.
On Process
People get confused, companies get confused. When they start getting bigger, they want to replicate their initial success, and a lot of them think that somehow thereâs some magic in the process that theyâve created. And so they start to institutionalize process across the company. And before very long people get very confused that the process is the content.
In my career Iâve found that the best people are the ones who really understand the content. And theyâre a pain in the butt to manage. But you put up with it because theyâre so great at the content. And thatâs what makes great products. Itâs not process, itâs content.
On Greatness
Whatâs important to you in the development of a product?
One of the things that really hurt Apple was that after I left John Sculley got a very serious disease. And that disease â Iâve seen other people get it too â itâs the disease of thinking that a really great idea is 90% of the work, and if you just tell all these other people âhereâs this great idea,â then of course they can just go off and make it happen.
The problem with that is that thereâs just a tremendous amount of craftsmanship in between a great idea and a great product. And as you evolve that great idea it changes and grows. It never comes out like it starts, because you learn a lot more as you get into the subtleties of it, and you also find there are tremendous tradeoffs you have to make, there are just certain things you canât make electrons do, there are certain things you canât make plastic, or glass, or factories, or robots do. And as you get into all these things, you find that designing a product is keeping 5,000 things in your brain, these concepts, and just fitting them all together and continuing to push to fit them together in new and different ways to get what you want. And every day you discover a new problem or a new opportunity to do it a little differently. And itâs that process that is the magic.
On Teamwork
What Iâve always felt that a team of people doing something they really believe in is like, is like when I was a young kid, there was a widowed man that lived up the street. He was in his 80âs, and a little scary looking, and I got to know him a little bit â I think he paid me to cut his lawn or something â and one day he told me, âcome into my garage, I want to show you something.â
And he pulled out this dusty old rock tumbler. It was a motor and a coffee can and a band between them. And he said âcome out here with me,â so we went out to the back and we got some rocks, just some regular old ugly rocks and we put them in the can with a little bit of liquid and a little bit of grit powder, and he turned the motor on and said âcome back tomorrow,â as the tumbler was turning and making a racket.
So I came back the next day and what we took out were these amazingly beautiful and polished rocks. The same common stones that had gone in â through rubbing against each other, creating a little bit of friction, creating a little bit of noise â had come out as these beautiful polished rocks.
And thatâs always been my metaphor for a team working really hard on something theyâre passionate about. Itâs that through the team, through that group of incredibly talented people bumping up against each other, having arguments, having fights sometimes, making some noise, and working together, they polish each other, and they polish their ideas. And what comes out are these really beautiful stones.
On Criticism
People are being counted on to do specific pieces of the puzzle. And the most important thing I think you can do for somebody whoâs really good and whoâs really being counted on is to point out to them when their work isnât good enough, and to do it very clearly, and to articulate why, and to get them back on track. And you need to do that in a way that does not call into question your confidence in their abilities, but leaves not much room for interpretation.
On Help
Microsoftâs orbit was made possible by a Saturn V booster called IBM.
On Taste
The only problem with Microsoft is they just have no taste. They have absolutely no taste, and what that means is â and I donât mean that in a small way, I mean that in a big way â in the sense that they donât think of original ideas, and they donât bring much culture into their product. And you say âwell why is that important?â Well, you know, proportionally spaced fonts come from typesetting and beautiful books, so thatâs where one gets the idea. And if it werenât for the Mac they would never have that in their products.
And so I guess I am saddened, not by Microsoft's success â I have no problem with their success. They have earned their success â I have a problem with the fact that they just make really third-rate products. Their products have no spirit to them, no spirit of enlightenment about them. They are very pedestrian. And the sad part is that most customers donât have that spirit either. But the way that weâre going to ratchet up our species is to take the best and to spread it around to everybody so that everybody grows up with better things, and starts to understand the subtlety of these better things. And Microsoft is McDonaldâs.
So thatâs what saddens me â not that Microsoft has won, but that Microsoftâs products donât display more insight and more creativity.
On Technology
As we look back 10 years from now, the web is going to be the defining technology, the defining social moment for our generation.
I think itâs going to be huge.
On Tools
I read an article when I was very young in Scientific America. It measured the efficiency of locomotion for various species on the planet â you know, for bears and chimpanzees and raccoons and birds and fish â how many kilocalories per kilometer did they spend to move? And humans were measured too. And the condor won, it was the most efficient. And mankind, the crown of creation, came in with rather an unimpressive showing about a third of the way down the list.
But somebody there had the brilliance to test a human riding a bicycle, and it blew away the condor, all the way off the charts. And I remember this really had an impact on me, I remember thinking that humans are tool builders, and we build tools that can dramatically amplify our innate human abilities.
And to me â we actually ran an ad like this, very early at Apple â the personal computer is the bicycle of the mind. And I believe that with every bone in my body, that of all the inventions of humans, the computer is going to rank near if not at the top as history unfolds and we look back. It is the most awesome tool that we have ever invented, and I feel incredibly lucky to be at exactly the right place in Silicon Valley, at exactly the right time where this invention has taken form.
On Theft
How do we know whatâs the right direction [for computers to take]?
Ultimately it comes down to taste. It comes down to trying to expose yourself to the best things that humans have done, and then trying to bring those things in to what youâre doing.
Picasso had a saying: âGood artists copy, great artists steal.â And we (at Apple) have always been shameless about stealing great ideas. And I think part of what made Macintosh great was that the people working on it were musicians and poets and artists and zoologists and historians who also happened to have been the best computer scientists in the world. But if it hasnât been for computer science, these people would all be doing amazing things in life in other fields. And they brought with them â we all brought to this effort â a very liberal arts air, a very liberal arts attitude, that we wanted to pull in the best we saw in these other fields into ours.
On Expression
There was a germ of something there. And itâs the same thing that causes people to want to be poets instead of bankers. I think thatâs a wonderful thing, and I think that same spirit can be put into products, and those products can be manufactured and given to people and they can sense that spirit. If you talk to people that use the Macintosh, they love it. I mean you donât hear people loving products very often. But you could feel it, there was something really wonderful there.
So I donât think that most of the really best people that Iâve worked with have worked with computers for the sake of working with computers. They work with computers because they are the medium that is best capable of transmitting some feeling that you have that you want to share with other people. And before they invented these things, all these people would have done other things. But computers were invented, and they did come along, and all these people did get interested in them, either in school or before school, and said âHey, this is the medium that I think I can say something in."
On Talent
I observed something fairly early on at Apple, which I didnât know how to explain then, but Iâve thought a lot about it since. Most things in life have a dynamic range in which [the ratio of] âaverageâ to âbestâ is at most 2:1.
For example, if you go to New York City and get an average taxi cab driver, versus the best taxi cab driver, youâll probably get to your destination with the best taxi driver 30% faster. And an automobile; whatâs the difference between the average car and the best? Maybe 20%? The best CD player versus the average CD player? Maybe 20%? So 2:1 is a big dynamic range for most things in life.
Now, in software, and it used to be the case in hardware, the difference between the average software developer and the best is 50:1; maybe even 100:1. Very few things in life are like this, but what I was lucky enough to spend my life doing, which is software, is like this.
So Iâve built a lot of my success on finding these truly gifted people, and not settling for âBâ and âCâ players, but really going for the âAâ players. And I found something⊠I found that when you get enough âAâ players together, when you go through the incredible work to find these âAâ players, they really like working with each other. Because most have never had the chance to do that before. And they donât work with âBâ and âCâ players, so itâs self-policing. They only want to hire âAâ players. So you build these pockets of âAâ players and it just propagates.