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Apple is Really Bad At Design (theoutline.com)

Joshua Topolsky, writing for the Outline: Once upon a time, Apple could do little wrong. As one of the first mainstream computer companies to equally value design and technical simplicity, it upended our expectations about what PCs could be. "Macintosh works the way people work," read one 1992 ad. Rather than requiring downloads and installations and extra memory to get things right (as often required by Windows machines), Apple made it so you could just plug in a mouse or start up a program and it would just... work. Marrying that functionality with the groundbreaking design the company has embodied since the early Macs, it's easy to see how Apple became the darling of designers, artists, and the rest of the creative class. The work was downright elegant; unheard of for an electronics company. [...] But things changed. In 2013 I wrote about the confusing and visually abrasive turn Apple had made with the introduction of iOS 7, the operating system refresh that would set the stage for almost all of Apple's recent design. The product, the first piece of software overseen by Jony Ive, was confusing, amateur, and relatively unfinished upon launch. [...] It's almost as if the company is being buried under the weight of its products. Unable to cut ties with past concepts (for instance, the abomination that is iTunes), unable to choose clear paths forward (USB-C or Lightning guys?), compromising core elements to make room for splashy features, and executing haphazardly to solve long-term issues. [...] Pundits will respond to these arguments by detailing Apple's meteoric and sustained market-value gains. Apple fans will shout justifications for a stylus that must be charged by sticking it into the bottom of an iPad, a "back" button jammed weirdly into the status bar, a system of dongles for connecting oft-used devices, a notch that rudely juts into the display of a $1,000 phone. But the reality is that for all the phones Apple sells and for all the people who buy them, the company is stuck in idea-quicksand, like Microsoft in the early 2000s, or Apple in the 90s.

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  1. Re:Flamebait by vincentj7 · · Score: 5, Informative

    Like the article states: make a device that works the way I work.

    I often use my phone outdoors. Make a screen that can be viewed in sunlight.
    I sometimes use my phone in the rain. Make a device that is splash resistant.
    My hands have not grown since 2005 but phones keep getting larger. Make a device that fits in my hand.
    Even if it fits in my hand, I may occasionally drop it. Make a device that doesn't shatter when dropped.
    When I travel or go hiking, I spend less time near outlets. Make a device with a swappable battery or one that lasts days.
    When I travel, I use my phone for navigation and communication. Make a phone that works on any network.
    I don't want to replace an $800 device every other year. Make a device that is affordable and lasts several years.

    That's a good device. Many of these problems are ones that the device manufacturers introduced because they value form over function.