The only problem with Microsoft is they just have no taste. They have absolutely no taste, and what that means is — and I don’t mean that in a small way, I mean that in a big way — in the sense that they don’t think of original ideas, and they don’t bring much culture into their product. And you say “well why is that important?” Well, you know, proportionally spaced fonts come from typesetting and beautiful books, so that’s where one gets the idea. And if it weren’t for the Mac they would never have that in their products.
And so I guess I am saddened, not by Microsoft's success — I have no problem with their success. They have earned their success — 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 don’t have that spirit either. But the way that we’re 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 McDonald’s.
So that’s what saddens me — not that Microsoft has won, but that Microsoft’s products don’t display more insight and more creativity.
"Artists need to be in there from the start, making the argument for quality. The key to this thing is, for example, if you give an engineer a set of criteria which does not include a quality quotient, as it were—that is, if this sense of the quality, the character of the place, is not a part of his original motivation—he will then basically put the road straight down the middle. He has no reason to curve it. But if I can convince him that quality is absolutely a worthwhile thing and we can work out a way in which the road can be efficient and also wander down by the river, then we essentially have both: he provides his sort of expertise in that the road works, I provide quality in that it passes by the river. In that way, art gets built into the criteria from the beginning rather than being added on afterward."
In all this focus on volume metrics, estimation, and churning work through the pipeline, the concept of what’s actually valuable or successful is easily lost. It’s often assumed that more work shipped out the door must be “value”, even if the experience of the product is actually suffering and users are not benefiting from the additional features.
Tea is a work of art and needs a master hand to bring out its noblest qualities. We have good and bad tea, as we have good and bad paintings—generally the latter. There is no single recipe for making the perfect tea...each preparation of the leaves has its individuality, its special affinity with water and heat, its own method of telling a story. The truly beautiful must always be in it. How much do we not suffer through the constant failure of society to recognize this simple and fundamental law of art and life.
A collector is anxious to acquire specimens to illustrate a period or a school, and forgets that a single masterpiece can teach us more than any number of the mediocre products of a given period or school. We classify too much and enjoy too little. The sacrifice of the aesthetic to the so-called scientific method of exhibition has been the bane of many museums.
"Quality is only there," Irwin explained, "if you pursue it all the way to the last bolt." Consequently, how joints are finished must be specified in the contract. "And believe me," he added ruefully from experience, "there is a real discrepancy here. The difference [in] how we interpret the word finish or this word quality is really disparate."
"When you bring them in and get them to be part of it," he noted, "the workmen themselves start to take pride in it. And when they start taking that pride in this idea of quality, ...it starts becoming theirs, something important to them, that they in fact do know what we are talking about."
I couldn’t seem to convince my writers that I was genuinely ok working with a super rough first draft — i.e., that I’d harbor no hidden judgment about their intelligence, commitment, or excellence at their craft.
So I came up with a new word. “Just give me a v0.crap.” (Pronounced “version zero dot crap”.)
v.0.crap works because it’s attuned to the psychology of the situation. It’s punching through our innate desire not to “look bad”, plus years of corporate conditioning that tells us not to share less-than-polished work. It’s easier for people used to delivering exceptional work to feel they’ve exceeded the goal of “crap”; they can sit comfortably in “good enough for the current purpose.”
Learn what excellence is, how to identify it...This is not a big reading assignment – excellence is scarce, lognormal, long-tailed. Acting on this knowledge is liberating, freeing oneself from vast piles of triviality, knock-offs, petty connoisseurship, over-publishing, and the short-sighted, trendy, greedy. Excellence is long-term knowledge, even forever knowledge.
Excellence, like good taste, is perhaps a universal quality. Analytical thinking is about the relationship between evidence and conclusions, and is fundamental to all empirical work, regardless of field, discipline, specialty. Thus it is possible at times to assess credibility of nonfiction work without being a content expert. Thinking eyes may well have an eye for excellence, regardless of field or discipline.
To arouse the aspiration for quality and make good on it, the organization itself has to be well crafted in form. It needs, like Nokia, open information networks; it has to be willing to wait, as Apple is, to bring its products to market until they are really good.
Eating your own dog food or “dogfooding” is the practice of using one's own products or services. This can be a way for an organization to test its products in real-world usage using product management techniques. Hence dogfooding can act as quality control, and eventually a kind of testimonial advertising. Once in the market, dogfooding can demonstrate developers confidence in their own products.
The bottom line is certainly of concern, both to those seeking profit and to those seeking value, but neither of these can be measured solely by the amount of dollars spent on production or product. The nonquantitative word "quality" conveys countless ways in which a more expensive thing might be more profitable and yet a better buy as well. The advantages of thicker metal in an automobile body can clearly be argued from various points of view, including resistance to denting and even simple snob appeal. Whereas the manufacturer can use these as selling points and also as justification for a higher price tag, the buyer can easily justify spending more for a car that will keep its appearance longer and provide a status symbol.
I've been doing this for decades, so I've found tools that can't get any better. Tools by a good blacksmith cut well for the entire day, as well as the next; occasionally, even on the third day. I'll think, maybe I should sharpen soon, even though it's still cutting okay.
So that's what it's like — it's all about how good your tools are.
Jobs's father had once taught him that a drive for perfection meant caring about the craftsmanship even of the parts unseen. Jobs applied that to the layout of the circuit board inside the Apple II. He rejected the initial design because the lines were not straight enough.
In an interview a few years later, after the Macintosh came out, Jobs again reiterated that lesson from his father: "When you're a carpenter making a beautiful chest of drawers, you're not going to use a piece of plywood on the back, even though it faces the wall and nobody will ever see it. You'll know it's there, so you're going to use a beautiful piece of wood on the back. For you to sleep well at night, the aesthetic, the quality, has to be carried all the way through."
A primary cause of complexity is that software vendors uncritically adopt almost any feature that users want. Any incompatibility with the original system concept is either ignored or passes unrecognized, which renders the design more complicated and its use more cumbersome. When a system's power is measured by the number of its features, quantity becomes more important than quality. Every new release must offer additional features, even if some don't add functionality.
…in so many of the best product companies there is an additional dimension that goes beyond individual empowered product teams, and even goes beyond achieving business results.
It has to do with ensuring a level of what I’ll refer to here as “excellence” although that is clearly a very ambiguous term.
Over the years, this concept has been referred to by many different names, always necessarily vague, but all striving to convey the same thing: “desirability,” “aha moments,” “wow factor,” “magic experiences,” or “customer delight,” to list just a few.
The concept is that an effective product that achieves results is critical, but sometimes we want to go even beyond that, to provide something special.
Maybe it’s because we believe this is needed to achieve the necessary value. Maybe it’s because the company has built its brand on inspiring customers.
Often this dimension shows up most clearly in product design, where functional, usable but uninspiring designs can often achieve our business results, but great design can propel us into this realm of the inspiring.
The mandate from above is clear, just get it done! Avoid everything that's in the way: all advice, all expertise, all discovery efforts that detract from hitting the Date™!
What these organizations don't realize is that all software change can be modeled as three components: Value, Filler and Chaos. Chaos destroys Value and Filler is just functionality that nobody wants. When date pressure is applied to software projects, the work needed to remove Chaos is subtly placed on the chopping block. Work like error handling, clear logging, chaos & load testing and other quality work is quietly deferred in favor of hitting the Date™.
Users are accustomed to a minimum of quality, and they expect that of all new products.
If our product does not [meet basic expectations of quality], people will automatically believe that it is a bad product and they will not take it seriously. It is not what they expect.
Hence my suggestion that the MVP has died and the MAP: Minimum Awesome Product was born.
"Feature complexity is like surface area and quality of execution is like height. I want a base level of quality execution across all features. Whenever I commit to building or expanding a feature, I'm committing to a baseline of effort on the user experience."
There’s a distinction to make: The set of features you choose to build is one thing. The level you choose to execute at is another. You can decide whether or not to include a feature like ‘reset password’. But if you decide to do it, you should live up to a basic standard of execution on the experience side.
Features can be different sizes with more or less complexity, but quality of experience should be constant across all features. That constant quality of experience is what gives your customers trust. It demonstrates to them that whatever you build, you build well.
A ‘pro tip’ for evaluating the quality of a piece of gear is to look at the small details, such as zippers and stitching. Cheap-minded manufacturers will skimp on those details because most people just don’t notice, and even a cheap component will often last past a basic warranty period, so it’s an easy way to increase profits without losing sales or returns.
If a designer does bother to invest in quality components, that’s a tried-and-true sign that the overall product is better than the competition.
The McNamara fallacy, named for Robert McNamara, the US Secretary of Defense from 1961 to 1968, involves making a decision based solely on quantitative observations (or metrics) and ignoring all others. The reason given is often that these other observations cannot be proven.
The fallacy refers to McNamara's belief as to what led the United States to defeat in the Vietnam War—specifically, his quantification of success in the war (e.g., in terms of enemy body count), ignoring other variables.
The first step is to measure whatever can be easily measured. This is OK as far as it goes. The second step is to disregard that which can't be easily measured or to give it an arbitrary quantitative value. This is artificial and misleading. The third step is to presume that what can't be measured easily really isn't important. This is blindness. The fourth step is to say that what can't be easily measured really doesn't exist. This is suicide.
Craftsmanship is about thoughtfulness and care in the work we do. It means being deliberate about what we build and how possible it will be to maintain and extend in the future. A solution that will require revisiting in a month — because it’s not scaling, because it has a ton of bugs, because it doesn’t support all the use cases it needs to — is not useful to us and ultimately will generate pain for our users.
What we trade off by living this value is (sometimes) day-to-day speed. It’s easy to imagine an engineering team that emphasizes moving fast over keeping things stable and bug-free -- like a team building a product that isn’t responsible for important user data and doesn’t support anyone’s livelihood. But given the role the Figma product plays in the lives of our users, we feel it’s worth it to ensure we hold a high quality bar for them. And in the long run, being thoughtful about how we build often reduces the complexity of ongoing development and new features regardless.
Scale refers to how we perceive the size of an element or space relative to other forms around it. All things – a tea cup, a building, language, entire eco-systems – consist of smaller components. It is the relationship of the smaller elements which determines the character and degree of life of the whole.
Objects which contain a high degree of life tend to contain a beautiful range of scales within, which exist at a series of well-marked intervals and have clearly recognizable jumps between them. To have good levels of scale, it is extremely important that the jumps between different scales of centers not be too great or too small.
The idea of a center is at the heart of all that creates life within an object. But rather than the traditional view of an isolated geometry in space, a true center is defined not only by its internal cohesion, but by its relation to context. A strong center can only occur when other centers are intensifying it.
Like levels of scale, the concept of strong centers is recursive. In something which is alive, a strong center is made of many other strong centers, at different levels, which in turn make us aware of the whole they compose.
The articulation of a form depends to a great degree on how its surfaces are defined and meet at edges. The effect of a strong boundary is twofold: First, it focuses attention on the center, further intensifying it; and second, the boundary unites the center which it surrounds with what is beyond.
For the boundary to accomplish both of these tasks – to separate and to unite – it must have a degree of presence as strong as the center which it bounds.
The principle of repetition orders recurring elements in a composition according to their proximity to one another, and by the visual characteristics they share. Elements need not be perfectly identical to be grouped in a repetitive fashion; they must merely share a common trait of size, shape, or detail characteristics allowing each element to be individually unique, yet belong to the same family.
When the repetition within a group of elements occurs parallel on a number of different levels, an alternating rhythm of centers forms, one series of centers intensifying the other.
Positive space refers to shaped space. Where an element occurs in space, the element not only exists with its own shape, but it also acts to define the shape of the space around it. For something to be whole, both the element itself and the space around it must engage one another, each intensifying the other. When this occurs, every single part of space has positive shape as a center – there are no amorphous, meaningless leftovers.
Every shape should be a strong center in itself, which is in turn made up of other, smaller centers.
Shape is the principal identifying characteristic of form, resulting from the specific configuration of a form’s surfaces and edges. Good shape happens when the surfaces and edges of a form have strong centers in every part of themselves.
A good shape, even if complex, can usually be broken down easily into more simple shapes. A good shape tends to contain a high degree of internal symmetries, an overall bilateral symmetry, and a well-marked center. The good shape also creates positive space around it, is very strongly distinct from what surrounds it, and has a feeling of being closed and complete.
Symmetry, or the balanced distribution of equivalent forms or spaces about a common line or point, can organize elements in architecture in two ways: an entire organization can be made symmetrical, or a symmetrical condition can occur in only a portion of the building or object, at any scale. The latter case is what we refer to as local symmetry.
Overall symmetry in an object tends to look mechanical and lifeless, usually due to the fact that local symmetries are absent within the overall form. However, when there are local symmetries, centers tend to form and strengthen the whole.
Forms which have a high degree of life tend to contain some type of interlock – a “hooking into” their surroundings – or an ambiguity between element and context, either case creating a zone belonging to both the form and to its surroundings, making it difficult to disentangle the two.
The interlock, or ambiguity, strengthens the centers on either side, which are intensified by the new center formed between the two.
Works of art which have great life often have intense contrast within: rough/smooth, solid/void, loud/silent, empty/full. It is the difference between opposites which gives birth to something. Contrast is what often gives other principles their degree of life – the intensity of the boundary, the markedness of the alternating repetition.
Contrast strengthens centers by making each a deeper entity of itself, and thereby giving deeper meaning to both. It is, at its simplest, what allows us to differentiate. But meaningless contrast remains meaningless. It is only when centers are actively, mutually, and meaningfully composed that it acts to deepen the whole.
Gradients must arise simply because in the natural world, things vary in size, spacing, intensity, and character. All living things tend to have a certain softness. One quality changes slowly, not suddenly, across space to become another.
In something which has life, throughout the whole there are graded fields of variation, often moving from the center to the boundary or vice-versa. We are able to read the character of a larger center often because of the gradation of smaller centers across the larger form.
Roughness is the odd shape, the quick brush stroke, the irregular column size or spacing, the change in pattern at the corner – it is adjusting to conditions as they present themselves with meaning, but without ego or contrived deliberation.
Though it may look superficially flawed, especially with human perception accustomed to mass-produced regularity and perfection as a goal, an object with roughness is often more precise because it comes about from paying attention to what matters most, and letting go of what matters less.
When echoes are present within a design, all the various smaller elements and centers, from which the larger centers are made, have a certain sameness of character. There are deep internal similarities, or echoes of one another, which tie all the elements and centers together at various scales to form a cohesive unity of being.
Objects or elements which have the greatest depth, which actively draw the senses in, have at their heart an area of deep calm and stillness – a void bounded by and contrasted with an area of intense centers around it.
When an element becomes all detail, its own constant buzz tends to dilute its overall strength. Like a musical wall of sound, it pushes against our perception to produce a flat field-like state. Conversely, it is the pause which allows us to interlock with a piece of music and feel its depth. The presence of void, at many scales, provides a contrasting calm to alleviate the buzz and strengthen the center.
Living things tend to have a special simplicity, an economy developed over time in which all things unnecessary, or not supporting the whole, are removed. This does not preclude ornament, as even in nature ornament has its very necessary place. What simplicity does is cut away the meaningless attachments to an element, the things which often distract and confuse its true nature. When this is done, an object is in a state of inner calm.
Not-separateness is the degree of connectedness an element has with all that is around it. A thing which has this quality feels completely at peace, because it is so deeply interconnected with its world. There is no abruptness, no sharpness, but often an incomplete edge which softens the hard boundary. The element is drawn into its setting, and the element draws its setting into itself.
Not-separateness is a profound connection occurring at many scales between a center and the other centers which surround it, so that they melt into one another and become inseparable.