a16z Podcast - Inside Apple Software Design
Episode Date: April 28, 2022In this wide-ranging conversation from April 2019, a16z’s Frank Chen sits down with Ken Kocienda, a longtime software engineer and designer at Apple from 2001 to 2017, who wrote a book about his car...eer there, called Creative Selection.They discuss Ken’s unconventional path from freelance photographer to software engineer at Apple, his work on many core products from Safari web browser to iPhone, iPad, and Apple Watch and features like Autocorrect, what it was like to demo new products for Steve Jobs, and more.
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What was it like to build and demo new things for Steve Jobs?
How did Apple develop the software components of iconic hardware products like iPhone, iPad, and more?
And what can we learn from these stories?
In this wide-ranging conversation from April 2019, A16Z's Frank Chen sits down with Ken Kossienda,
a longtime software engineer and designer at Apple, who was there from 2001 to 2017,
who also wrote a book about his career called Creative Selection.
They discuss Ken's unconventional path from freelance photographer to software engineer at Apple,
his work on mini-core products from Safari web browser to iPhone, iPad, Apple Watch, and features like autocorrect,
and what it was like to demo new products for steep jobs and more.
Hi, welcome to the A16Z podcast. This is Frank Chen. This episode, which is called Inside the Apple's Software Factory,
originally aired as a YouTube video. You can watch all of our YouTube video.
at YouTube.com slash A16Z videos.
Hope you enjoy.
Well, welcome to the A16Z YouTube channel.
I'm Frank Chen, and today I am so excited.
I feel like I have won the golden ticket to Willy Wonka's chocolate factory.
Because, look, if you're in Silicon Valley,
the one chocolate factory you want,
you're desperate to go visit, is Apple.
And the reason for that is Apple has consistently,
over its history turned out some of the most intuitive and delightful and just plain awesome
products that people use and people are dying to find out how is it that Apple makes such
delightful products? And so today I'm here with Ken Kashyanda and I'm so excited for him to tell us
all about the creative process that he used and his team used to create these products. So Ken,
thank you so much for coming. Well, thank you so much. It's great to be here with
Well, let's get right into it.
So maybe talk a little bit about how you ended up at Apple because, like, on paper, you
don't look like the typical software engineer.
So go back and do the long run.
Like, where were you born?
Oh, well, I was born in New York, stayed there on Long Island, downstate, grew up close
to beaches, lived there until I went away to college, I went to Yale, and got a degree
in history.
And then after I graduated from Yale, I didn't do the typical thing.
I went to motorcycle mechanics school.
Really?
All right.
Ivy League and what motivated that?
I wanted to learn how to fix motorcycles.
Well, when I graduated from college, I wanted to do something that was as different from Ivy League college as possible.
I think that qualifies.
Right, right.
This was dismaying to my parents, my father in particular, I can tell you.
I'm sure, but, yeah, so I...
At least you didn't have an Asian parent.
Well, I think my wife, my dad was pretty, pretty confused about the choice.
But anyway, so, but eventually, you know, they got behind and supported that.
And so I fixed motorcycles, and then I wasn't really quite sure what I wanted to do.
I had this degree in history, but wanted to,
you know, kind of keep following my nose and find new and interesting things to do.
I also did a lot of work in photography when I was at Yale.
I spent a lot of time in the Art and Architecture Library on the Yale campus,
just reading, reading books, learning about art.
Yeah, beautiful buildings on Tampa.
Oh, for sure, yeah.
Very interesting architecture, the Art and Architecture building in particular.
Well, anyway, so I became more interested in photography.
I wound up getting a job at a newspaper in the New York area,
I did two years there working in their editorial library with their photo archive.
But then I kind of decided that wasn't really going anywhere fast enough.
So I moved to Japan.
Wow.
And I had a three-part plan for going to Japan.
I was going to photograph myself, make a portfolio of my own work.
And I thought that it might be interesting to get some teaching experience.
So I taught English.
And I was chasing a girl.
Ha ha ha ha ha.
So that was the three-part, three-part plan, right, photograph, teach, chase a girl.
I wound up catching the girl, and so we've been married for, it's going to be 25 years.
Oh, congratulations.
Just a couple months here.
Awesome.
And so after that, I took that of the portfolio of work that I put together two years in Japan
and applied to a fine arts program at the Rochester Institute of Technology for a master
fine arts, a degree program.
But it was there
that I discovered the World Wide Web.
And so I put my plans to be a fine art photographer
or maybe a professor of photography
or putting together the teaching experience with photography.
I just set that aside.
And because I saw the web for the first time,
this is probably 1994.
And I thought it was the most amazing thing.
So a mosaic,
when
and the professor
oddly enough loaded up
one of the few websites
comparatively that was available
that Yahoo when it was text
only right right
and so to me
the interest was
I'm gonna make photos show up
on this thing
I'm gonna take my experience
my love of fine art
and liberal arts
and figure out how to make
that come alive on the web
and then just wound up getting
more and more into programming
I graduated, or I left RIT without graduating with any degree,
but by that time I learned enough to go get a job at a web development company
and wound up making websites and this startup, that startup, the next startup.
I wound up at a company called EASL.
Oh, right, of course.
Where I did Linux software development making desktop Linux.
Right.
Every year is the year of Dextop Linux.
The desktop Linux, we thought that 1999 or two,
2000 was going to be the year of desktop Linux.
It turned out not to be.
Not to be.
But you worked on the Nautilus file browser?
I actually worked on the portion of Nautilus that connected to these sort of proto-cloud services.
And interesting, our cloud, interestingly for where I am here, Andreessen Harowitz, we hosted our cloud services at LoudCloud.
Oh, thank you very much.
Yes.
And so we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we, we,
Went ahead with that project, but of course that company didn't succeed.
But of course, Ezel had this long-standing connection through some of its principles,
Andy Hertzfeld, Mike Boyge, Bud Tribble.
Yeah, the legends, right? Macromedia.
That got me an introduction to Apple.
I started Apple at 2001 and started getting into making the web browser for Apple
was my first project.
That's fantastic.
And why don't we get into that story?
because, as you tell in the book,
you sort of started experimenting
with the old Metscape code base, right?
Right.
Called Mozilla, I guess, by then.
But you ultimately didn't go that way.
Right.
Well, you see, you know, it's sort of interesting.
And maybe we'll get into this more as we talk.
The way that Apple worked in this period,
during the Steve Jobs era,
is that he would set this vision.
And so his vision was,
Apple needs its own web browser.
So at the time, when I joined in 2001, MacOS 10, the new version of the desktop operating system
replacing the old classic version of MacOS that had been shipping on the computer since the 80s.
Right. So came along with this Unix-based replacement.
But that system didn't have its own web browser.
It was still part of the agreement that had been made a couple of years earlier with Microsoft
to provide Apple with web browser.
So, Internet Explorer.
When Bill invested, he brought Office to the Mac
and then IE became the default browser.
Correct.
People don't remember this anymore.
Correct, but that was the situation that Apple was in
is that this exciting new technology, the web,
was something that wasn't under its own control.
And so the vision for Apple back then
and even still today is that Apple
wants to be in control of what it considers to be critical technology.
It's critical to its user experience.
And as all the operating system companies decided, the web browser was critical.
It wasn't an optional add-on component.
NetScape and Microsoft famously got into a legal battle over this.
So Apple arrived at the same insight.
And then interestingly, the two code bases that you consider to get Safari off the ground
were Mozilla, right, the Netscape code base,
and then Conquer, which was a Linux web browser,
and they were both open source.
And so, talk to me about what it felt like
at the time to be looking at open source inside Apple,
which is a famous sort of like,
we'll build it all ourselves.
It was interesting that the executives,
people like Avi Tavian, who was the chief software VP
at that time, and Steve, were willing to consider open source.
But just to give a brief summary of our full investigation, we considered writing a browser
from scratch.
We also considered going out and licensing from a company like Opera.
That was the company that...
There were many who would license you browsers back then.
Right, right.
And so, but we... Don Melton and I, which is the two people we joined on the same day in
2001 to begin this browser investigation.
And we looked at open source because it was, we were a team of two people.
And web browsers is a pretty complicated thing, right?
It's harder than it looks.
It's harder than it looks.
So we thought that if we could make a compelling case to use open source as a way to jump ahead in the effort, you know, stand on the shoulders of giants, right?
You know, it would get us to a point where we would have something sooner.
And that was really the goal.
being open source, if we took this software
from say another platform that neither in Mozilla nor Conqueror
worked on the Mac.
So we were gonna have this opportunity
to bring this code from elsewhere
and make it Apple Zone and really make it look and feel
like it was a native program to the Mac.
So that was, and looking at that,
it really just came down to Conqueror
was one-tenth the size of Mozilla.
And so as a two-person team, soon thereafter,
a three-person team,
this just was the easiest way
to get from where we were to where we wanted to be.
Yeah, it makes sense.
I mean, people don't remember this about the early days of the browser,
but when we ship Netscape, we had to do it on 20 platforms.
So every build was a, all right, here's the one for Arix,
here's the one for Digital Unix, here's the one for AIX,
here's the one for HPUX.
And here's, by the way, is Windows 95, Windows 98, Windows NT.
Like, it was such a cross-platform exercise.
that, you know, the code base sort of grew and grew.
Sure.
And so we only had to do that once in that we took this Linux code and brought it over
to the Mac.
Yeah.
And, of course, it was a challenge for us, so I can only imagine what it would be to kind
to keep all of these platforms going concurrently as you're trying to make improvements
and add features and make things better.
Yeah.
And so you ultimately decided on the Conquer Codebase is sort of your starting point.
And then pretty early in the development process, you ended up building a stopwatch.
PLT.
Right.
And so maybe talk a little bit about the, why did you decide to do that?
And then ultimately flash forward, like when Steve announced the browser, he would say, this
is the fastest, like, it was one of the key features.
And did you know at the time that you built the stopwatch that he was going to do that?
Or like, did you get lucky?
So no, no, we didn't, it was not luck at all.
Steve was very, very clear to us at a very early stage in, in our browser.
development process was that, well, of course, he wanted to deliver the best experience
out to customers.
That was it.
He wanted to put a smile on the user's face, right?
And so, if you think about the challenge that we had, there was this existing browser
on the platform, Internet Explorer, that people were familiar with, right?
And so now we're going to come along and we say, no, well, you had that other thing.
Here is this new browser that we want.
want you to use, it's Apple's own browser, and well, what is going to convince people
to make the change?
And so Steve thought, well, we're going to need a compelling argument.
And to be compelling, it needs to be simple.
And so his idea, his vision was, look, we need to make this thing perform fast.
Again, thinking back to the time that the network wasn't so fast.
I mean, some people were getting, you know, maybe broadband at the office, but sort of
certainly at home, you were still doing dial-up.
Right?
And so anything you could do to sort of speed up
the browsing experience was something that would be
attractive to people.
People would notice.
And so he said, browser team, you need to figure out
how to make this browser fast.
And he told us this a year plus ahead of time.
So this PLT, the page load test,
as a PLT stands for, was this performance tool
that we used during our daily development
so that every code check-in that we had,
we would run our page load test to see
that there were no speed regressions.
We had this idea that was really Don Melton's idea,
who was the manager of the team.
He had this little bit of sneaky logic
where he said, okay, team,
if we check in code and it,
it doesn't make any speed regression,
only two things can happen.
Either the code will remain the same speed
or it'll get faster, right?
And again, it's just one of these simple things
that just turns out to be this profound truth.
Because as we would go over the weeks, the months,
hundreds and hundreds and hundreds of check-ins,
that's what happened, either the code either stayed the same
it got faster. And over time, because there was this speed priority come straight from Steve,
we would look for ways to make it faster. And eventually, Safari, when it was released,
it was three times faster than MSIE at loading web pages. Yeah, that's fantastic. And the point
is, again, you know, this, you know, Steve Jobs going out on stage, you know, he has this reputation
of being this great marketer, you know, the reality distortion field, anything that Steve,
says you'll believe just because he has this through the sheer force of his personality.
But this was more of a matter of him just saying, well, we executed on this plan, we got
a great result and here it is.
So I love this idea that sort of Steve set this goal early on, ship the fastest
browser that you can ship because when I launch it, like that's what I'm going to talk about.
And as I was thinking about sort of basically the software development process, you know, it's rare for a CEO of a big,
And Apple was a big company back then to be so intimately involved in the planning process.
And sort of how important do you think that was to sort of your age of design?
Yeah, I think the way that Steve organized the company and built the teams, built the culture, was an essential part of how we did our work.
And the way I like to describe it is that Apple was this wonderful combination.
of top-down leadership and bottom-up contributions.
So Steve, the top-down part, I think is almost well-known.
Steve was very, very clear.
He could be domineering in pushing his vision forward.
So when you worked at Apple in software development,
you knew what the vision was.
That was always very, very clearly.
communicated. But it still was just a vision. Now, sometimes he would get specific, but most
of the time, he just would tell us, I want a great browser, and it's got to be fast. And so,
with that, as a brief handed over to the engineering team, it was our job to figure out
how to do it. And so then that's where the bottom-up contribution comes from. He didn't say,
I want you to make a performance test, and I want you to institute this policy where every check-in,
doesn't allow any speed regression.
It's not at a we came up with that, providing that bottom up contribution that helped
to realize the vision.
And then one of these other things, and perhaps we'll get into it a little more as we go,
because it is such an important part of Apple's culture, is that there would be demos.
So we would, periodically, I remember quite clearly there was a 0.1, there was a 0.2 demo where
we needed to demonstrate the strength and the potential of this open source idea
of the Conqueror source code that we had chosen and of our porting plan and efforts
before they would commit to going through to the project to go from 0.2 to 1.0.
And was Steve at the demo?
He would see the code very, very often.
Yeah, so that's a little unusual.
I compare that to sort of a typical Silicon Valley company where, like, you're doing these demos frequently, right?
And so in general, you sort of think of the CEO of a company, this size, not being involved in every single milestone, right?
Because you're Safari on MacOS.
MacOS is one of the many products that Apple was shipping at the time.
And so, like, it seems unusual that the CEO would be involved in this many demo points.
And how important do you think that is to sort of...
Well, see, and I'm actually going to dispute one of the things.
that you said, if I may, is that certainly during the Steve Jobs era, and I still think to today
here in 2019, Apple didn't ship a whole lot of products. Back then, Steve, quite famously,
when he reestablished control over the company, he came up with that product matrix, right,
where we're going to have a consumer product, a pro product, a desktop product, and a portable
product, right? And so we've got four products, and it's the same operating system, right, MacOS,
and so there's actually very, very few products. Now, interestingly, when I joined Apple in June of
2001, MacOS 10 had come out, and so we had that two-part product matrix that we were still
working in, and that was still four months before the announcement of the iPod, which was
just that beginning of Apple expanding out from being, well, Apple computer to being Apple
ink, right?
You get into more consumer-focused products that weren't really thought of as being computers.
But because, I mean, the point of going through all that is that since there were so few products,
Steve could keep tabs on what the software teams were doing, that there was this big initiative
to make a web browser.
So he could keep his, he could keep tabs on it.
He could find the time on his schedule to get updates on how the software was doing, and he did.
Yeah.
So it was sort of a focus thing, right?
By Steve saying, look, we're not going to have that many skews.
We're not going to have that many products.
Like, then I can put all my eggs in one back, so I didn't watch the basket very carefully.
You say the word, and it is one of the best words, perhaps the best word to describe Steve's approach, which was focus.
Focus on what?
Great products.
I mean, in those three words, focus, great products.
You get, you can distill down Steve's approach, his formula, to just a couple concepts.
So you ship Safari, awesome browser, fast, native.
You get a lot of people to switch over.
And then, at that point in your career, after having been this individual contributor that, like, ship this awesome product,
you thought, like many people in your shoes,
time to be an engineering manager.
So maybe talk a little bit about that story
of sort of how you thought about it
and then how you got the job
and then what the job was like when you got it
as your first engineering manager job.
Well, I always try to think about, well, what's next?
And I don't really have a big career vision.
It's because, especially the tech world, it changes so fast, right?
And so it always seems like you come to the end of one thing
and then that's the moment to really decide what the next thing should be.
And as you say, I mean, engineering management seemed to be like this new domain
that I didn't have a lot of experience in.
So I thought that this would be an interesting opportunity.
And so I pushed for it.
I asked for it.
And it was actually Scott Forstall, the, sorry,
software executive, really instrumental in coming up with a lot of the interesting user interface
work in the iPhone software project later, which I'm sure we'll get to.
But he was the one who was in my management chain, who gave me this opportunity.
And so I started working on the sync services software for the Mac, which at that time
was really still the software that would be up in the cloud and would, and would
help two Macs sync with each other.
I mean, we didn't really have...
There were no phones, no iPod.
Right, right.
Okay, so it's like you have a desktop computer
in the office, you have a desktop computer at home,
or maybe you have a portable and a desktop,
and it was to get those systems exchanging some data,
your contact, your dress book, things like that.
And so I thought this was an interesting challenge,
and, you know, people were going to be getting more devices.
And things like that, but I found that very soon after I got into the job that I was miserable
That I hadn't really reckoned at that point in my career with
What management really is. It's about people. I was still
Certainly at that point in my career still fascinated by the software itself
That's what was attracted to me about sync. It seemed like this this distributed computing
problem and I was enamored
of the technology and you had
client server and you know
and all of this and
not really again thinking about how
the right focus was
to build a team build a team
culture support the people so that they
could do the technology
and again at that point
in my career I wasn't really ready for that
and I found myself within just a couple
of months I was miserable
yeah it's
it's the lament of a lot of sort of
time managers, which is you think on the other side of the, of course I want a manager job.
It's the way up. It's the natural hierarchy. And then you get there and your job is about
shipping a team and not a product. And a lot of people go through that, oh, I didn't want to ship
a team. I want to ship a product. Right. So it sounds like that's what you did. You sort of went
back to being. Yeah. Well, I had a, I almost ashamed to say, you know, it was like a mini
meltdown. I went to Scott Forstall and I say, hey, look, Scott, I don't want to do this.
I led you astray, led myself astray, I quit.
I offer to resign.
And part of the thing was, it was a feeling of responsibility
that I had taken on a responsibility that now I did not want to fulfill.
And I felt like, well, the only thing for me,
there's really just two choices.
I could continue on being miserable about it.
Or I could just go and say, look, I'm done with this.
I submit my resignation.
So Scott was like, whoa, whoa, whoa.
just a second, stop there, I want to understand what's going on.
So I explained to him, what I just explained to you about really wanting to still be in closer touch with the technology.
And so he said, okay, well, just go away.
He was not pleased with me.
Yeah, yeah.
But we got you, the management job you asked for.
You said that you wanted.
Yeah, yeah.
Right, and now you're coming back and now a couple months later saying that you want something else.
What's going on?
So, yeah, he wasn't that happy.
But he had...
And at that time, you had sort of started taking calls from Google recruiters, right?
Yeah, I mean, because I thought that I was resigning, so I just need to go get another job.
So I actually did, and I went to Google.
Full interview cycle, right?
I went and did the interview process at Google, and they offered me a job.
Yeah, so you were serious.
You were ready to go.
I was serious.
Yeah.
I was serious.
But I turned it down.
Turned down to, you know, that job because Scott continued to engage with me.
And he said, you know, just, you know, kind of sit tight, you know, maybe, you know, we've got something for you.
And a couple of days later, it was actually my direct manager at the time said, you know, come here.
And he took me into this, into his office.
And he said, we want you to work on this new project, sign this paper.
and I kind of thought
there was just the barest little hint
on the grapevine
so I just like reach out, I signed the paper
and he said, yeah, we're making a cell phone
and you're now on the team.
So that's fascinating, right?
So this is a great part of Apple
that's sort of very different
than most Silicon Valley companies
which is in most Silicon Valley companies
if you get assigned to another project
there's not this level of secrecy
you're not signing papers saying
so tell me a little bit about that
Like, what did they read you into at the time?
It was purple at the time, right?
What's the code name?
You know, the funny thing is that at Apple,
I was already under this blanket non-disclosure agreement.
You couldn't say anything about it.
I mean, for the whole time that I worked there,
I was under these document retention orders.
I would get these periodic emails from the lawyers saying,
do not destroy anything because of the work that I had done
was then submitted in patents and, you know,
perhaps there was going to be patent litigation or not.
So this is just the whole mindset, the whole culture of what Apple was it.
There was secret, we were doing patentable, where we were trying to innovate, and we were interested
in treating that work as really trade secrets, something that was valuable to the company.
And so...
So already super secret culture.
Already.
And then you have to sign something, which is I'm going to introduce you to an even more secret culture.
Even more.
inside Apple, it's kind of like the, you know, when you do the logic classes, like infinite
sets can be larger than other infinite sets.
That's right.
Now you're in, that's right.
Now you're in a bigger, deeper, darker,
infinity.
That's right.
It is a bottomless well, truly.
And so, yeah, so I had to sign this additional NDA and, yeah, I got to introduce to this project.
It was called Purple, the code name for iPhone, and it was in development.
And my job was to join.
the software effort, which at that point was maybe six or eight people, to do...
It's a tiny little team.
To do what I like to term the high-level software.
The plan was that we were going to take as much of the Mac as possible and bring it over
and squeeze it into one of these, a tiny little smartphone form factor.
And so we were going to take the operating system kernel.
kernel and some of the low-level libraries, you know, the networking stack, things like this,
the graphics stack.
But above the level of core graphics, which was the, you know, the low-level graphics
library, above that, it was then I was invited onto the team that was going to invent the
touchscreen OS.
So we weren't going to take any of the, naturally the mouse tracking or handling or anything
of AppKit, which was the, you know, the user interface level software for the Mac.
we were going to make that from scratch for the phone.
So what became UI kit for people who know about the technology
for what became the iPhone software, iOS, that was our job.
And so we started with it with a clean slate.
And that slate was pretty well clean when I joined, again,
just about six or eight people on that effort at the time.
Yeah, so they tap you on the shoulder.
You're on the purple team.
It's like six to eight people.
So tell me about the people on the team.
What are the roles?
Are there product managers?
Are there U.X designers?
Right, right.
So when I say six or eight people, that was software engineers.
There was also this other team of designers, which in Apple we called the human interface team,
the H-I team, human interface.
And though that was the team of designers.
They would do graphic design, animation design, but they would also do concepts.
They would provide the thinking behind what is going to be the experience of the person that is going to be used to be using.
this product that we make.
And so there was this small team,
half dozen software
engineers and
AI designers, and then
executives, managers.
So there was a fellow named Henri
who was leading the software engineering
team. There was a fellow named Greg Christie
who was the day-to-day manager of the
high team. They both reported
to Scott Forstahl, who was
the executive, who reported to Steve.
And that's it. That was the
team. Now, eventually we
wound up adding over time more people.
We probably never had more than 20 software engineers
and maybe 10 designers.
Those two managers and the executive and Steve,
and that was it.
Yeah.
And so there were no product managers.
No product managers, no QA engineers,
until later.
Until later.
Yeah.
Yeah.
So the core of it that sort of got the whole product going
is software engineers, human interface designers,
and executives.
Yeah, we started then,
we added then a program manager.
Right.
So there were maybe like two people
in just managing the schedule,
tracking risk,
you know, looking at the bugs.
A couple of QA people joined.
But, you know, at Apple,
you know, certainly from my standpoint,
I, you know, consider them engineers.
Yeah.
You know, they're the QA engineers.
And so, but still,
that still is all encompassed
in the numbers that I gave you.
And in a way, I say there were no product managers, but if I, you know, I would say that we had one product manager.
There's two ways that I could say.
We either had one product manager, Steve.
Right.
Yes, the ultimate decider.
Right?
Or that we all were.
We all were.
It was all our responsibility to make sure that the product was going to be great for people.
We all shared commonly in that responsibility.
And that's really interesting, because you sort of distribute the responsibility.
Now it's everybody's responsibility, but a lot of companies would think, oh, I've got to have a throat to choke.
I've got to have, like, the one person.
But of course, at Apple, that one person was Steve.
Okay, but then another way, when you get down to the level of features, we had this notion at Apple of directly responsible individuals.
Oh, yeah.
So we had DRIs, right?
And so when I started working, when I was invited to join the Purple effort, because of my experience on the web browser, I started working on making, crunching down Safari, optimizing Safari so that it could fit a smartphone operating system and form factor.
But then, after a couple of months, we had a bit of an impasse with the software keyboard.
And we had what was really quite unusual, really unique in my experience at Apple, is that this was judged to be, that the development of the software keyboard was judged to be a sufficiently high risk, and that the risk was not being matched by a commensurate progress, right?
I mean, the whole thing was high risk, right?
We're going to make a whole new touchscreen operating system, right?
So the whole thing was high risk.
But the thing is that we were making good incremental progress on most of those areas.
Touchscreen and the UI Kid and Safari and messages and calendar and all of these, you know, the phone app.
But the touchscreen keyboard was lagging behind all of these other projects.
And so one day, it really, really, again, unique in my experience, Henri, who was the software engineering manager,
called all of the engineers out of our offices into the hallway.
We had a group meeting, again about two dozen people,
probably even less than that, and said, okay, you all stop.
Stop what you're doing.
Stop working on, yeah, calendar, it's phone app, you know,
the user interface, level software, everything, stop.
Starting from now, you're all keyboard engineers.
Wow, that is crazy.
Yeah.
Like the entire team.
Entire team, stop.
Everybody's a keyboard engineer.
Because the idea was that if we don't crack this,
problem we might not have a product yeah so I think we need to take people back
to that era right because this seems super counterintuitive that you'd put all
20 people yeah on one project and so the take us back in time so the most
popular phone at the time was the the crackberry yeah the rim blackberry and
it has a physical keyboard has a physical keyboard and so this was in the fall of
2005 and again to just give the time perspective Steve stood up
on stage and announced the iPhone in January of 2007.
So again, this is a really, really compressed time scale.
So we're just a little bit more than, you know, it's less than a year and a half out
from the day where we were trying to hit, you know, that target.
Yeah, 18 minutes, not a lot of time.
And we still had really nothing to show for this effort to give a solution for our phone,
would compete with the Blackberry, right?
Of course, the Blackberry had this wonderful keyboard,
the hardware keyboard, the little plastic keys,
click, click, click, click, the little chicklet keys.
And again, you said the word crackberry.
People loved those things.
Love the product.
It's a great product, right?
But we were going to provide this different vision
for what a smartphone would be,
is that it was going to be this,
that there wasn't going to be enough room
for a plastic keyboard with the keys
fixed, we were going to
give more of the front
of the display over to a screen
to software.
And so the keyboard had to
be in software. And the idea of an
all, the sort of software-based
keyboard was one of the design things
that came from Steve early. It was just
like, look, this is non-negotiable. I'm not shipping
a physical keyboard. That's right. No, his
idea was that
we need a keyboard
some of the time, but we certainly don't
need it all of the time. And so the idea of the keyboard being in software is that it could get
out of the way. It could go off the screen, which would then make the rest of that screen
real estate available for a customized user interface that was great, that was optimized for either
the phone app, or if it's the calendar, you can see more of your appointments or see more
of a month view for the calendar. So it was absolutely essential that the keyboard could get
out of the way when you weren't using it, so that the device could be opened up for these other
better, richer experiences in the apps that we were going to be shipping.
And what problems were you running into at the time?
Like, were people missing keys, where the keys not big enough?
Like, what caused the...
Yeah, okay.
You know, again, I mean, it's, in some ways, it's hard to think back, given how history
has played out.
Right.
Right.
That we have our phones now, and, you know, maybe you've got, you know, I've, you know, I've
got my phone here today and I'm, you know, two-thumb typing and I'm hardly even looking
and whatever. Back when we were working at this early stage and we were all new to interacting
with touch screens, we found that we had this real sense of apprehension. Apprehension, whenever
we were going to touch a target on the screen that was smaller than our fingertip, right?
That was actually a really interesting threshold,
a constraint that we were dealing with
when we were designing the user interface,
is that if the target that you were going for
was larger than your finger,
you could target because you could maybe move your head
a little bit out of the way
and you could see what you were going for.
If the target was smaller than your fingertip,
like did I get it?
I don't know, right?
And so we started, we didn't have tactile feedback,
we didn't have the tactile,
feedback of that Blackberry, right? You could feel the edges of the keys with your fingers. And
of course, with the touchscreen, it was just this sheet of glass. And so that's the challenge with
the keyboard, is that you needed enough keys to have a typing experience, right? But in order to give
the number of keys necessary, the keys needed to be smaller than your fingertips. So what do you
do? And so it turns out that, you know, through investigation and lots of demos and lots of
sleepless nights, right, that the way to close that gap was to give software assistance.
Yeah. And so on Reeve the Magic Wand, everybody now is a keyboard engineer. Everybody needs to
figure out how we're going to make a reliable keyboard that's delightful. And so what happened
from that point? Was it like a series of demos where people were just demo? Yeah. Yeah, we did this
series of demos. We see, again, going back to the way that it was on that hallway,
And it was just one hallway, since it was so few people,
20-ish people.
And we all had our individual offices at the time.
This was not open plan office, right?
Everybody had their office.
Mine, when I was working and thinking, I had my door closed, right?
But then, okay, so I would be in my office with my door closed,
and I would come up with a demo, an idea, right,
that could be represented in a demo.
Then I opened the door, and I go and see who else's door is open
and say, here, try this.
right and so we would have this this culture we were all demoing to ourselves all the time
and when we were set off on this thing you're all keyboard engineers now well we all just went
in our own directions some of us you know had already well-established you know collegial
relationships where I would collaborate a lot with you and some other people you know they
had maybe they worked by themselves some people had a good relationship with one of the
the hI designers or whatever so we just cobbled together our own little teams our own little
efforts and started making demos.
And again, trying to combat this problem of the keys being too small.
So one idea that we experimented with was making larger keys with multiple letters on the keys.
I started experimenting with software assistance.
Maybe there could be a dictionary on the phone that the software could consult to provide
suggestions that may be, you know, much like we have today, that
there's this bar on top of the keyboard that is updating as you're typing keys, giving you
some notion of what the software thinks you're trying to do.
Auto-correct, the author of Auto-Correct, which is now not only super useful on the phone,
but probably my favorite comedy genre.
So, you know, go watch the Facebook videos on Auto-Correct comedies.
They're fantastic.
Yeah, well, sorry about that.
So eventually, you know, the breakthrough, if you will, that, that, that, that, that, that, that, that,
that made it possible for software keyboards
to really work in a shippable product
was a software assistance to the extent
that the software may change the letters that you type.
Right, right.
That it'll change it to what it thinks
rather than what you did.
And it's actually, this phrase is really, really important.
I think really, really, one of the important
organizing concepts for so much that we did
to make the touchscreen operating system work
is because you didn't get this tactile feedback,
because you couldn't feel the edges of either keyboard keys
or any button or anything in the user interface,
is that the software had to be there working
behind the scenes to give you what you meant
maybe differently than what you did.
Yeah.
And how did you come up with this idea?
Because this is a classic thinking outside of the box idea, right?
Like if you were gonna try to solve this problem,
I bet you saw a lot of variations of sort
key sizes and you know that type of thing but like consulting the dictionary putting up
suggested words like where did the idea come from it's it's just this iterative process it just
takes a long long time you you you start with ideas maybe somebody else he does a demo that that does
an idea and and you had your idea and you think oh maybe if i can combine those two ideas and and
make a demo uh that that does the best of of everything that i see um and it was just a
this collaborative soup of ideas all swirling around and you just take the you know
all of us were there was a sense of friendly competition and it's it was both of
those yeah we we all wanted to do the best we all wanted to be the one I mean I
think we all had a sense of maybe a sense of ego that we wanted to be the one
to crack this hard problem that we were given but it's all very friendly yeah
in the end that if your idea wound up winning, proving useful,
yeah, you got a little bit of sort of geek, you know, cred for that on the hallway.
Everybody knew who it was that came up with the idea.
I want to talk to you a little bit about this sort of secrecy, right?
You got read into the Holy of Holy is it more secret than sort of other parts of Apple.
And at one point, you decided, as you were refining the autocorrect algorithm, that there were actually experts outside of the Purple team that might be able to help.
But, of course, they hadn't been disclosed.
And so, like, what was that like to try to go get their help and was it offered?
It was tough.
It required getting approval.
It's like, well, I'm going to go and talk to these people.
But there was no process, really, at that point, to get them disclosed.
I mean, really, you know, at a certain point, Steve was still personally approving every person that was submitted to get disclosed on the project.
But I did get permission to talk to them, so as long as I told them, I can't tell you why I want to know how, say, the Japanese input method works.
I'll say, you know, the way the Japanese works is that there is this input method, that there is a sophisticated way to,
take the keys that a user types and turn it into the Japanese language, a text that actually
reads as Japanese.
And so that, it just won't get into the details of that, but it seemed like it was similar
in a way, I mean, at least in the thought process, is that we have this, this, this real software
wearing away in the background other than, you know, different than say just like a desktop
keyboard where if you type the A, you get an A, right?
And so I went and talked to them, but, you know, in the end, it was just more of conceptual
help than really, you know, anything concrete that I could put into the software.
It just turns out, really, that the problem that I was trying to solve, which is really
input correction, that you weren't sure what key you hit, was a class of problem that was different
enough that it really required different solutions.
Yeah.
Looking back at it now, which is sort of the extreme secrecy, you couldn't really describe the
problem, right?
And so as a result, you got some conceptual help, but not sort of concrete design help.
Would you think of this sort of tiers of secrecy inside Apple as a feature or a bug, or somewhere
in between?
Yes.
Yes.
You know, the thing is, I think there is a really underestimated power in keeping your team small.
The cohesion, the small unit cohesion that you have where simple things, like, we're going to have a meeting, who do we invite?
Well, everybody.
Right, right.
We're going to have a team meeting.
Yeah, right.
where we're going to talk about important milestones,
or we're going to call everybody out of their office.
Henri could say, hey, everybody, come out of your offices, please.
And within 30 seconds, everybody was standing there, right?
So, you know, you get these, there are advantages
to keeping things really, really small.
And, of course, then there is the disadvantage
that when you are trying to tackle difficult problems,
you may not have all of the talent that you need.
And you may not have a sufficient amount of diversity.
Right.
Right.
That all the, you know, especially, you know, a company like Apple is trying to make products for everybody.
Well, how do you design for everybody?
Right, right.
If the design team isn't a microcosm of everybody.
And so there are these really profound challenges.
Right?
You know, back in these times we did the best that we could within the constraints.
And, you know, and we tried to then really tap into the benefits that the smallness and the secrecy gave us as well.
Yeah.
Another funny thing that I learned reading your book is the secrecy was so extreme that, like, you didn't even know what the product was going to be named.
And so, like, the word iPhone wasn't even in the dictionary.
That's right.
After Steve launched.
That's absolutely true.
So there was, we were all heading toward this, this announcement for the iPhone in January of 2007.
And so if you remember how Steve introduced the product, he said, you know, give his, you know, very dramatic introduction, you know, he said that something to the effect of, well, we've got, you know, a groundbreaking product.
and you're privileged to be involved
in a product like this
maybe once in your career
but Steve he had been involved
with the Mac and then the iPod
and he said we're gonna have
three new products
of this class today
and I'm saying like wait there were two other
secret projects that I didn't know about
I mean truly for a moment
I didn't get
and it's like oh no no no it's just how
he's going to tell the story
my product he's talking about he's
That's going to be, you know, the phone, and it's, you know, going to be the, you know, the touchscreen music player and then, you know, the Internet communicator.
Yeah.
And that how, no, this is actually all just one product, and we'll call it iPhone.
And when he said that, that's when I knew that I was going to have to go back the next day and add iPhone to the Auto Correction Diction Dictionary.
That's awesome that he fooled you, too, because he fooled me, like, click, like, and, like, you were working on it, so I don't feel quite as bad.
What, you just, I mean, again, the secret, you know, I have to admit that it was just a moment where it's just like, wait, wait a second, is there something that I don't know?
It's like, no, it can't be.
But, but yeah, it was, that was just the culture and the times and the way Steve liked to run things.
Yeah.
Now, a feature we all take for granted now actually didn't appear in iOS until several releases later, and that's copy and paste.
So I wonder, at the time, did you guys talk about that?
Did you make an explicit decision to sort of like, yep, let's ship without copy and paste?
And was that contentious?
Because on the surface it would seem like that's contentious?
Yes, yes, it was.
But one of the other things that we were really expert at, to bring back the word that we talked about earlier, was focus.
In that we were very, very good, really very, very early in the development process to say what was in and what was out.
Right, physical keyboard out.
That was super early.
That's right.
Very, very early.
And that it was clear that this was that getting the text entry system working at all was going to be one of the real challenges.
I mean, I got used to being in the team meetings where Enri, team engineering meetings, again, everybody's in the room.
So we've got 20 people in the room and Henri is up at the front of the room.
And he's got a keynote slide deck.
And he's saying, okay, big challenges, well, keyboard, of course.
And then whatever other challenge there may have been,
and those challenges came and went.
But keyboard was just a constant throughout the whole 18-month development cycle.
And so we knew that we wanted cut, copy-paste,
but we knew that there was simply not going to be time for it.
So we didn't spend any real development effort on it.
The one thing that I did implement for the first iPhone was the loop.
So you press and hold, and it would give that little magnifying glass above your finger that would show.
And the whole idea of that is that we wanted your finger to be right where the insertion point, you know, the little cursor would move.
And so then we needed to show you what, and so this was an idea that I came up with.
but then there was no time to capitalize that,
then expand on that, to do cut, copy, paste.
And it even got delayed an extra year.
That's right.
Because in the second year,
after we did the initial release of the iPhone,
and then we had that six-month delay
before we did the first customer shipments,
and then that whole next year
was taken up by making third-party APIs.
Yep.
So two releases before you...
that's right, copy and paste.
That's right.
That's right.
And so I want to get right into this because, look, Apple was famous for having exquisite
taste around the design trade-offs.
And a feature like copy and face kind of feels like, wait, you're arguing against copy
and paste?
Like that's not a great user experience.
And so like, how did the argument evolve and sort of the big setup is, look, there's taste,
taste making, making hard decisions like this.
And then there's sort of another style of decision making, which sort of Google made
super popular, which is just relentlessly
AB testing everything, right?
And so, like, maybe
the way Google would have come at this challenge
is, all right, let's give people tasks.
This one has copy and paste. This one doesn't have
copy and paste. Let's A.B. tested.
But Apple made sort of, like, what I would argue,
is a pretty courageous call, right?
That seems to fly
against the user intuition
to exclude it.
Yeah, well, it was simply
a matter of setting
the constraints and keeping them.
You know, again, you know, maybe if we had double the size of the team, we could have gotten some other things done, but maybe not to the same level of quality.
And again, once you start adding people, other things begin to break down, right?
You can't invite everybody to the team meetings.
You can't find a conference room big enough, right?
Right.
And now there's 40 people who can break the bill.
That's right.
That's right.
I mean, you start to have problems like this.
And so we just decided that, well, you know, it's like a Steve way of maybe communicating this was,
Look, this is the greatest product ever, right?
It's a touchscreen iPod.
It's the greatest iPod that we've ever shipped.
It's got all these great feeds.
It's a phone.
You've got web browsing that you can take anywhere with you now.
And there's no copy-paste.
Well, who cares?
Well, we'll get to it.
Right?
I mean, in the meantime, you've got this, you know,
the most amazing product that we've ever made.
And so that was, and Steve just was, you know, in his mind was, was,
He believed that the things that we did do were good enough to counterbalance for the things that we couldn't do.
Yeah, so that's great.
Great segue to sort of the next segment.
I'd love to sort of take us into what it was like to demo first, Steve.
Like, what was the room like who's in there?
Like, what's the emotion of it?
Everybody wants to know this, right?
It's probably the scariest room in Silicon Valley.
It was pretty scary.
Steve could be intimidating, there is, there is absolutely no doubt about it.
But to get back to this point I mentioned before of the top down and the bottom up,
as I mentioned, except for this very brief interlude where I was a manager, throughout my whole Apple career, over 15 years, almost 16 years,
I was an individual contributor.
And yet I got the opportunity to demo to Steve some of the latest work that I did at very,
at various points in my career,
because he wanted to see from the person who did the work.
And because when he would ask questions,
well, go and ask the expert, right?
Go ask a person who is the DRI, right?
The directly responsible individual,
the person who is, at least according to plan,
the person who when they lose sleep,
they are losing sleep over that thing
that they're gonna be demoing to me.
So that's what he wanted to do.
And these demos were very, very small affairs.
Now, interestingly, the demo room for Steve,
the software demo room, was this really shabby little room.
That's not what you would expect for Steve Jobs' command performance, right?
This pristine room that it's like an air, you know, air filter.
The air is clean or, you know, like the scent of redwoods or something.
like that piped in it? No. No, it was this shabby little room with this mangy old couch and just
standard issue office furniture. And that's what there was. I don't know why he didn't want
better. But the only reason that I can say is that again, it was a matter of focus. He was
focused on looking at the software and not worried about the decor. Yeah. All right. So take us
in the room. It's a mangy couch. Who's in the room? Let's do the version where you're
trading off sort of the keyboard with the big keys
of the keyboard with the little keys.
So now, so skipping ahead a couple of years
after the original iPhone
when we were then doing the original iPad.
So this is now 2009, as I recall.
So a couple years later.
And so this is actually
an original iPad right here.
It's actually a really good one
which is actually autographed by Steve Jobs.
So this was the iPad that I got at the end
of the iPad development process,
but back at the beginning of the iPad process,
you know, I would have a prototype
that looked pretty much like this.
And so we were thinking of, well,
what's the typing experience going to be like?
And so here's an original iPhone or an original iPad.
Well, we've obviously got a bigger screen.
A lot of pixels now.
Right?
So now what are we going to do
to make great use of these additional pixels that we have?
And one thing that I also noticed was
if you turn the iPad to landscape,
that screen distance is actually just about the same
as the distance between the Q key and the P key
on a laptop keyboard.
So I was thinking, hey, like, wait a minute,
we could maybe fit a full-size,
something that is a full-size keyboard
on a landscape iPad.
Now, it turns out that right around at the same time,
one of the H.I. designers,
one of my favorite,
H.I. designers that I really loved working with,
and who I had also collaborated with on the iPhone keyboard,
Basa wording, he was starting to think about iPad keyboards as well.
And so he had come up with this demo where he had all of these variations,
all of these ideas.
And so he gave me a demo where he went through,
he showed me 10, 20 different ideas.
But one of them really struck me,
which was he had a design that showed pretty much,
just a shrunk-down laptop keyboard to fit in this space.
And so what that meant is that I had two ideas,
is that maybe I could use this larger screen real estate
to make a version of the keyboard that had big keys
that was almost the same size as a laptop keyboard,
but then one that also gave you like the number row
and all of the punctuation keys
exactly where you would expect to find them
on a laptop keyboard.
And so I figured, well, you know,
and I started talking with Boss and we came up with this demo
where we would have a special key, we called the Zoom key,
that would take you from this keyboard
that had the small keys that would zoom up to the larger keys
and then back down to the smaller keys
as a kind of a complement to the gloom key
that changes the keyboard language.
So we would have this other key,
this kind of complementary key that would change the keyboard layout.
We thought this was a great idea.
And again, the idea of what are we going to do with this larger screen real estate for the iPad, right?
The idea was give the user choice.
Give the user choice.
Give the user choice.
Use these new pixels that are available on this new platform, this new form factor.
And have that be the pitch that we make to people.
And so before, of course, you can make the pitch to people.
You need to make the pitch to Steve.
To the man.
That's right.
Yeah.
And so I got to demo this for Steve.
And so the way that this worked is that there was a very small team that was like the chief demo review team,
the small group of people that Steve wanted around him as he was reviewing demos.
And this was Scott Forstall, Greg Christie, Henri.
people that I've mentioned, so, you know,
the chief managers for iOS,
and then a couple of H.I. Designers.
It's like Boss Ording, the fellow that I collaborated with
on this keyboard, was, you know,
almost always in this meeting.
Another fellow, Steve Lemay,
was another H.I. designer
was often in the meetings,
but as I recall, he wasn't in this particular one
where I was demoing the keyboard.
So half a dozen people-ish?
Half a dozen people in the room, yeah.
And so then what would happen
is that people like me
who had individual demo,
And so it's like there were circles inside of circles.
So I was in the circle of people who could demo to Steve.
But then there was this circle inside of that who would stay for all the demos.
And so my role would be that, or my, you know, how I would figure is that I would go in, give my demo and then leave.
And so, you know, think of that beforehand, is that, you know, I'm sitting there with my iPhone, you know, down the hallway, waiting for Henri to text me.
Waiting for my turn.
That's right.
Right, say, you know, and so he sends me a text, go stand outside the door, and then, you know, and then the door is going to open, and I'm going to get invited in.
So I get the text, I go stand outside the door, and, you know, now I'm waiting, and I'm waiting, and I'm waiting, and it just seemed like, well, he just texted me.
Why did he text me?
And so then the door opens, I get invited, and I figure I'm on.
I'm going to go do this iPad keyboard demo, and I come around the corner and turn into the room, and Steve is over there, and he's like this.
he's like, he's on the phone.
He's on the phone, staring at the ceiling, like, you know,
going back and forth in his office chair.
And I'm like, gulp.
I was like, what do I do?
Like, now I'm eavesdropping on Steve on his phone call.
Yeah.
Right?
And so, you know, it's pretty uncomfortable.
Yeah.
And I think, I actually do, I actually do think that he was talking to Bob Iger,
the head of Disney.
Right?
And so he's like, yeah, yeah, Bob.
Yeah, yeah.
sounds great yeah yeah i'll call you next week yeah great talking to you right so then he you know he hangs up
and and so then he does this thing he takes his iPhone he puts his you know a phone back to his pocket
and then he does this right it's like you know like the eye of saran right the lord of the rings right
you know the great eye turns to focus on you and that's what it feels like um and so it's very
very interesting than how the demos go from that point in that he didn't want a lot of words.
He didn't want a lot of, you know, use car salesman pitches, right? All he really wanted to know
was what was next. And so what happened is he hung up the phone. He turns towards me.
And then Scott Forstold was the one who then stepped up. He goes and he, the iPad was already
in the room. And so he goes and wakes it up and brings my demo.
and says, Steve, we're going to be looking
at iPad keyboard options.
Now, Ken, he did work on the iPhone
keyboard, and now he's got ideas for the
iPad keyboard. So Ken?
And so I said, yes, Steve, go
and look at the demo. It's on the screen now.
Try the Zoom button.
And that's it.
That's it. That was the intro.
And so then Steve goes,
he slides his office chair over,
and he starts like looking
at the iPad
screen and what was up was one of the two keyboards let's say it was the big key keyboard the one
that was more like suitable for touch typing and he's looking at it he took a long time to look at it
it's like he even did this little thing where he was like like turning his head to see what it
looked like in his peripheral vision it's like he's just it's just incredible to see what what does
Steve do when he evaluates product okay so this is what
And that's what he did.
And so he hadn't even touched it yet.
He's just looking at it.
Yeah.
And this is going on for a long time.
It's like one of those things where it was probably maybe 20 or 30 seconds that felt like 20 minutes.
Right?
But he took a long time to study and then eventually he goes out and touches the zoom button.
And this zoom button to change between the two keyboards, in this case shrinking the keys down to be the more laptop-like keyboard layout.
The animation that Boss Ording had designed
was one of the most beautiful things I'd ever seen.
I mean, it really looked like they were,
like the keys were just like morphing.
It was absolutely beautiful.
But Steve just was like no reaction.
He does the zoom and then he does this study again.
He's like looking at all the keys,
looking at how the screen changed,
then he does the zoom again
and it goes back to the state that it was in the beginning.
And then he studied a little bit more
and tapped the zoom button again
to see that it's like, okay,
there are just two states that we're going here between,
right?
We've got two keyboards, I see the animation,
go between one, then the other,
back to the first one.
He satisfies himself that he's seen what there is to see.
And so then he turns to me and he says,
we only need one of these things, right?
And you're like, oh, I'm on the hot seat.
I guess so.
And then he says, I mean, this is, again, the interesting part.
He asks me, which one do you think we should use?
He asks me.
He doesn't ask, you know, Scott Forstall, who is, you know, he knows much better.
He doesn't ask, you know, any of the other people in there.
He asks me, the individual contributor.
You know, just coming in, but I'm the DRI, you see, that's the thing.
He wanted the answer from me.
Now, the thing was, I had to give an answer.
You know, if I didn't give a good answer,
maybe I would never be invited back again.
Not the DRI anymore.
See, but, you know, and I had no idea
that this was what he was going to ask,
but in that moment I came up with an answer
because I thought about my experience
with these two keyboards,
and I thought that, you know,
the one with the bigger keys,
I found more comfortable.
I was getting to be, you know,
that maybe with, you know,
like four or five fingers
that I could touch type.
And auto correction was helping.
So that's why I said to Steve.
I said, well, I like the bigger one.
You know, the auto correction is kind of helping.
And I'm starting to get a feel for touch typing.
And he says, okay, we'll go with that one.
Wow.
Demo over.
Yeah.
And, you know, the interesting thing is that then that's the keyboard that chipped on the product
with the slight modification of taking away the zoom button,
which was now no longer needed.
Right.
Right?
And so Steve had this amazing ability to simplify and to rely on his people to have a good enough idea about what they were doing and to be involved enough in the work that even when you get asked difficult questions, you know, about it that you've been thinking about it.
You have this background of just context of having been thinking about the problem for weeks and weeks,
that that experience was then something he was interested in tapping into to provide a way forward for the product.
What was going through your head when you were just watching him sort of head tilt in silence?
Were you like tempted to like explain things?
Yeah, well, you just know that you're not supposed to do that.
Yeah, I mean, I would imagine that if he had done so, he would have been in no uncertain terms.
He's like, let me look at the thing.
Because now, what was he doing?
He was, in my view, I don't know what's going on inside his head, but just having seen him do that,
having at least enough experience with him and his approach to evaluating work is that he was putting himself in the position of a customer.
He was envisioning himself being in an Apple store,
as a customer walking up to a table,
seeing this new iPad thing for the first time,
what's gonna be my impression of it?
So he pictured himself as customer number one.
And so, you know, I don't want anybody,
I don't want the engineers,
the engineers aren't gonna be there
to be whispering in the ear of the person in the Apple store.
Sure, they can maybe get the help
of, you know, one of the nice people, you know,
working in the Apple store, but gosh, wouldn't it be better
if I can figure this thing out for myself
and decide for myself
and see the evidence of the care
that the engineers and designers had put into the work
that I can decide for myself, yeah, this is the thing
I want to take home with me, right?
Yeah. So obviously, if you have a leader like Steve,
that's that into being able to emulate the user
who has great taste, like you want to,
to make this person benevolent design dictator for life, right?
Now the downside of that, you know, Silicon Valley is getting a lot of criticism for these sort
of super charismatic reality distortion field generating CEOs where, like, you might not agree with
them, right? And, you know, in the sort of ultimate downside case, there's sort of just too much
worship, hero worship of CEOs. Like, do you think that ever became part of the Apple culture, right?
Sort of the blind obedience to the fearless leader?
Yeah, I think Steve's reputation and his success causes people to draw the wrong conclusions,
to take away the wrong lessons.
I think that if you go back and look at on YouTube of old videos with Steve,
maybe on stage with Walt Mossberg and Karas Swisher at their, at their, you know,
all things, D conference, or I just had,
the reason to go back and look at the antenna gate no right
I forgot about that because I and the reason that I did this is because this
I you know it's it's current now that there was a a bug in group face time
and Apple issued an apology say we're sorry that we had this problem and we're
gonna be fixing it whatever and so I wanted to go back and say well what did Steve
say about antenna gate you know which was the issue with the iPhone 4
where you're holding it wrong and
the signal strength would go down.
And I wanted to see what he said.
And it's really interesting.
This is on YouTube.
You can go and look at it.
And Steve held a little press event.
And he was just very, very clear, very, very upfront saying, our goal is to make our customers happy.
And so that's the kind of lesson that people should be taking away.
It's not that he was domineering, not that he was this absolute monar, you know, 21st,
century absolute monarch now in a company rather than a government, you know, all that, you know,
that he had this, yeah, reality distortion field personality, is that he had this focus on doing
great work and making customers happy. That's really what he cared about. Yeah. And then sort of how
did the organization morph itself to sort of reflect that you had this, you know, great tastemaker
who wanted to make these decisions at a sort of very granular level in the design? So there was
an example where you were designing
in an animation, I think it was sort of the scrunch
zooming demo, and
you got to the point where, like, Steve and
Scott Forstall actually disagreed.
So maybe tell us a little bit about
that. Yeah, and so this was
for iOS
5, so this was, you know, maybe
the second version, second or third version
of iPad software, and we wanted to come
up with multitasking gestures,
is what we called them, so that you would
have some way of interacting with your
whole hand on the screen.
Well, obviously from the beginning, even though multi-touch was something that shipped even in the first Apple product,
there was no way that you could have sophisticated gestures, multi-finger gestures on a screen that size.
But with the iPad, we thought that you could.
And so you had this idea of, well, what if you've got the home button that way?
You still maybe want some gestures to interact with the device to control going between app to app.
So I came up with this idea of using this five-finger gesture.
Like you take a sheet of paper and crumple it up and throw it away to go from an app back to the home screen.
There was then this other interaction where you would swipe side to side to just go between one app directly to some other app.
So you launch mail and then you launch Safari, well then I can just swipe to go from Safari back to mail.
So that the system would keep track of the history of apps that you launched.
So now here's the part that Scott didn't like.
So let's say you start up your iPad from nothing, right?
You take it out of the box and you bring it home.
And yeah, you launch mail and you launch Safari.
You only ever launched two apps.
So you swipe to go from Safari back to mail.
Well, what happens if you continue swiping in that direction?
Right, there's no other apps.
End of list.
End of list.
And so what I came up with was this sort of morphing, stretching, rubber
distortion of the app to show you that you were at the end of the list.
And it would kind of do this bloop, bloop, bloop sort of animation when you let your fingers
up off the screen.
And Scott Forstall hated it.
He hated it.
And his argument went like this.
He said, you know, that's not fair to the designers of the apps because they really didn't
design for what their apps would look like when you stretched them.
Oh, that's super interesting.
They didn't have a say in what it's going to look like.
That's right.
You've taken away their taste.
And it's an interesting aspect to what happens as you evolve a product.
They would then, for the subsequent version, but we would be shipping a version that added a new feature multitasking gestures,
and it would have to work with all the apps that were already in the world.
Of course, there was a huge ecosystem by that point.
So this was Scott's argument, is that the designers, you've done something to the designers that they couldn't really have accounted for in the design of their app.
apps.
Okay, so I got the chance to demo this to Steve, too.
And I remember that Steve, what he did was he had the iPad in his lap.
So he was sitting like this and doing the gestures, trying them side to side, and whatever.
And when he just discovered by himself this rubbery animation, end of list animation,
he did it, he did it again, and he didn't look up.
He said, this is Apple.
Awesome.
So it was a pretty good moment for me.
And you stop yourself in doing the victory lap.
Look, yeah, yeah, yeah, yeah.
He thought that it was, you know,
you know, sort of tapping into the, excuse me,
the little sort of whimsical aspect
that went all the way back to sort of like
the Happy Mac on the original Macintosh, right?
That it was this whimsical little animation
that showed that the system has this playful character to it,
and that was an aspect that he really loved.
And so, and it also just goes to show
that there could be disputes, even up at the highest level.
Scott knew that I was very excited about this feature
and wanted to show Steve, so he let me,
and Steve was the one who had the final vote,
and he sided with me in that instance.
And do you feel like that slowed decision-making down
at all in the org where basically we're just gonna wait
for Steve to decide, so like why bother making a decision?
See, but again, the DRIs were responsible.
You needed to bring him proposals, right?
The, you know, you might think of that keyboard demo example was,
well, we were bringing him two keyboards
and we wanted him to pick which one.
No, that wasn't it.
We were presenting him with,
a design we wanted to ship in the product.
The design was going to have these two keyboards.
He was the one who unpacked it and to say we only wanted one of these.
So no.
And the point is that if you brought him shoddy work that was like, you know, the equivalent
of a shoulder shrug, yeah, Steve, we've got five things.
We don't really know which one we think we like.
That was a way to to never get invited back to a day.
It's a way to get invited back to the demo.
And that was the way that Scott Forstall then
would have gotten blowback from Steve offline
to say, Scott, why aren't you presenting me
with solid designs?
I'm not here wasting my time.
I want to see the full result of that bottom-up process
so that he could then give his top-down approval,
disapproval, no, send this back for more work
with specific feedback on what to change.
That was the outcome of every demo with Steve, approved, not approved, bring me something different next time, or not approved, give me these specific changes.
It was one of those three things.
So Steve himself is sort of legendary for sort of fusing liberal arts and engineering thinking, right?
And if you think about the classic Silicon Valley stereotype, companies are a lot more about like the pedigreed computer science engineer, right?
Like, that's the stereotype of, like, that's what we're looking for now.
But your own background and other people at Apple
who've sort of had the valued liberal arts and engineering degree,
talk about, like, what are the advantages of sort of melding the traditions?
What's an example of a decision that got made
that was a better decision because you're sort of...
Well, I mean, it's all the process of designing experiences for people
that are useful and meaningful, right?
And I think that how do we define what's useful and meaningful?
Well, we look to literature, right?
We look to philosophy, right?
We look to art.
We look to the creative media, right, to decide what's useful and meaningful.
And so, you know, I think, and, you know, I don't know, I didn't know Steve well enough to know what he thought.
But the culture that he helped to create and that I found my.
My place in that culture was the part of the approach was that these devices are part of people's lives, right?
More and more now, to the extent that now, right, we think that there's a problem with the number of amount of time that we're spending looking at these screens, right?
That we need apps and features on the phone to help us track.
Too much screen time.
Too much screen time, right?
And so if we're going to have this object, this device, this device.
these experiences that are so important to us,
so deeply ingrained, well, then they,
it requires, I think, the care and attention
and the thought about, it's not just a technology artifact,
it's a social artifact, right?
It's a human artifact, right?
And so that's where liberal arts comes in.
Yes, you do need to have the technological background
to come up with the hardware and the soft,
and the networking and the services to get everything packed together so that a product
like this is possible.
But if you're going to ask, well, what is it good for?
Why do we do this feature rather than that feature?
I think that, yeah, that's a liberal arts process.
Tell the story, if you would, of how you guys arrived at the home screen app icon size.
There's a fun liberal arts twist to this.
Yeah.
So now, you know, going back to a phone that looks more like this, is my original iPhone that I still have.
So, you know, this is the screen size that we were dealing with.
Now, one of the, you know, again, now jumping back all the way to 2005, 18 months out from the, you know, the product announcement,
we were still in the early stages of trying to figure out, well, what is the home screen of apps going to look like and how is it?
going to work? And one of the fundamental questions that we had was, well, how big should the
icons be? And again, I mentioned before this apprehension of touching targets that were smaller
than your finger. And we were still in the phase where we didn't know how big on-screen
objects should be. And so we had some experiments, but this was still, we didn't have a good
handle on it. And so one of the engineers on the hallway had an idea. And his name was Scott Hers.
he was doing work on Springboard,
the icon launching program himself.
And so he had this idea
is that I'm going to make a game.
It's the first ever iPhone game.
Truly, because this is a point
where we didn't even have all of our units
still needed to be tethered to a Mac.
We didn't have standalone enclosures yet.
So we were still at this phase
where we had touch screens
that still needed to have a wire tether to it.
But still, we were trying to figure out, well, what the ideal size is, and the game was the solution.
And the game went like this.
You would launch the game, and there was a minimal user interface.
All it was was a rectangle on the screen.
That was a random size and a random position.
And the game was, tap the rectangle.
And as soon as you did, it didn't tell you if you succeeded or failed, because the idea was just go tap the rectangle as quickly as possible.
You tap the rectangle, the next one would show you.
up at some other random size and some other random position on the screen.
And the idea was to just go as quickly as possible without, again, being sort of weighed down
by the feedback of whether you were succeeding or failing.
And you would get then 20 of them, and then it would give you your score.
Right?
And so it was fun.
Before Angry Birds?
Before Angry Birds, we had the little angry rectangles going around.
Now, naturally what he was doing, he also wrote the software so that he was tracking.
rectangle by rectangle
whether people were succeeding or failing
and also based on where the rectangle
showed up on the screen
and within a couple of games
of course the game was actually fun
right I got to I finally got 20 out of 20
right
we determined
that if you made a
rectangle that was 57 pixels
square
that pretty much
everybody could tap it 100% of the time,
no matter where it was, again,
since you were going quickly,
you could tap it comfortably.
And that number, he just then,
since he was working on Springboard
and it was his game, it was his app,
he put that number into the app.
He made the pixel 57 pixel square.
And since that was a good number,
we never changed it.
And so that's what wound up shipping
on the iPhone.
Yeah, I love that story,
that it was sort of a game that led to it
as opposed to, all right, we're just going to do every possible pixel variation,
we're going to bring people into tested, and we'll see what works.
Yeah, no, it was, again, he was the DRI for Springboard.
It was his job to figure out how big the pixels should be,
and he came up with a good solution, so we didn't change it.
Yeah.
So let's switch gears a little bit and talk about sort of your advice for young people
who are thinking about getting into the computer industry,
sort of, you know, a broad degree, computer science theory,
computer science degree, what set of life experiences?
What's your general advice for people who want to join a tech company?
Yeah, I think it needs to be a mix.
I think if you're going to be a programmer, yeah, go write programs.
I mean, the only way to get better at things is to do them.
And one of the wonderful things we mentioned to open source a bit earlier,
the barriers now have never been lower to get involved.
I knew that when I was a young person in college,
I actually started in college in 1984,
I couldn't afford a Mac, right?
I wanted one.
Yeah, they were thousands of dollars.
Thousands of dollars.
There was no way.
There was no way that I could afford one.
And so now the barrier to entry is much lower.
So if you're interested in making projects,
well, just go out and join a community and start making them.
Or maybe you can even lurk in the community.
You can download the software and try to make something of it yourself.
So I think that, again, if you want to do something, just start doing it.
So that's one piece of advice.
And then the other piece of advice is, yeah, you do need to look at more than technology.
Again, for the reason that I said a few minutes ago, which is these technological artifacts
that we're making now have become so important to people
that if you don't know anything about people, right,
I don't think that it's, you're going to be successful
in the long term.
And so, yeah, read books.
Read books.
Study, philosophy, go to art museums,
learn about what's beautiful and meaningful.
to you, answer those questions for yourself.
I don't think, you know, if you can't answer those questions for yourself, it would be then hard
as, say, a product designer to then take on the responsibility of answering those questions
for other people, because that's what you do.
When you're a technologist and, say, a product company like Apple, you're going to be making
decisions on products, and it is then going to go out in the world, are going to be affecting
other people.
Other people are going to be putting those things and bringing them into their
lives. And so how do you know? What's good? And so that's a question that you should be prepared
to answer for yourself. What do you like? And why? What are your goals? Why do you make a choice
to make the product turn like this rather than that? And so it's this combination of learning
about the technology so that you can actually implement your ideas. But then you've got to actually
have good ideas. And again, it's the liberal arts that provides the grounding for that.
Huh, super, and that's counterintuitive in Silicon Valley, right?
The suite of interview questions you typically encounter when you're interviewing for jobs are about linked lists, and do you know TensorFlow, and can you program in Python or whatever as opposed to what's good?
Okay, and really, you know, it's unfortunate that there are so many questions like that.
Well, obviously linked lists, we're still going to have need for those as we go into the future, but, you know, the work that I, much of the work that I did in my life, there was a,
no way that I could have predicted, right?
When I was handed a piece of hardware like this and it's like making a touchscreen operating
system for a smartphone, well, there were precious few examples that we could have looked
at.
And so how do you have experience in that thing?
So again, I think getting a flexibility, being able to answer the sort of more general questions
about what you like and what's good and what your higher level goals are.
Because technology is going to change.
Yeah.
And then sort of thinking about a company, like, how important do you think it is, if you're thinking about joining a company, that there be a figure like a Steve Jobs, who has a trusted due tenant, like a Scott Forstall?
Like, is the absence of those ingredients, like, I'm not going to join that company?
Or, right, how universal is the Apple experience is another way of asking this question versus how sort of specific to a set of.
characters and a time in history.
Yeah, I, it's a hard, it's a hard question.
I mean, Steve was unique, right?
And unfortunately, he's not around anymore.
And so I think it's
kind of a fool's errand to go out
and find who is the direct successor
to Steve Jobs.
It's just, you know, it's just like the questions
are always changing.
And so I think it's a matter of
finding a place where you feel comfortable, where you feel some sort of connection to what
the organization is trying to accomplish, and that you like the people, and that you feel that
you're bringing something, you know, it's, again, this kind of this interesting contrast of
both fitting in, but then also, I think, providing more diversity.
I mean, that's an ongoing challenge for high-tech companies, is that, again, as the products
become more and more important for our culture.
I think the people who are making the products
need to be a better reflection of the world
as it is, right?
That it's not just a bunch of computer geeks
who went to maybe just a few high-powered schools
that have good computer science departments.
In your book, there's sort of a couple key ingredients
that you would sort of distilled the Apple experience down to,
like this is basically in reflection, this is what made the iPhone team so productive.
And you talk about things like collaboration and taste and decisiveness.
So we'll pick up sort of a few of these things as we sort of finish up the segment.
So collaboration, right?
Every company says we have a collaborative culture.
What do you think made Apple's unique?
Yeah.
Well, it's interesting that we were very, very good at combining,
complementary strengths, right?
So we had this human interface design team,
and I worked very, very closely over time
with a couple of the folks in there.
Of course, there were only a few folks in there in total.
And what we would do is, let's say,
the example of me working with boss ordering
on the iPhone keyboard.
And so I was coming from the project,
primarily from an engineering direction.
He was coming from the project, primarily
from a design direction, but boss was pretty good at writing code.
And I would fire up Photoshop and Illustrator.
And so we would come up with these ideas
and we would complement each other.
And to the extent, and again, whatever you think
of software patents, we got them for the work
that we did in Apple.
And one of the constraints that you have
when you apply for patents is that you need to list the inventors.
You actually need to be honest
about who contributed to the specific invention.
And so they would ask us, well, which one of you
two came up with this specific idea
so that we can write it into the claim language.
And maybe if we're gonna take that claim
and move it to a separate patent,
we have to know who to put as the inventor.
And we would, boss and I would look at each other
and we would go, I don't know, we both came up with it.
And so that's the sign of collaboration,
is that where the collaboration is so good
that you don't know where it begins and where it ends.
You're complimenting each other so well
that we did it.
And there was no other way to describe
describe it.
And part of, you know, as sort of a concrete piece of advice or maybe a way of describing that
more at Apple is that we didn't have a lot of politics.
You know, when Boss came up with an idea, I came with an idea, it just didn't matter.
It wasn't a strong attribution culture, right?
Oh, that's his idea and like, how dare you playing it?
I can't work on that.
and now my manager is going to get involved
because now I'm not going to get the credit for it
and whatever. It just wasn't like that.
But you still had to have strong DRIs, right?
Yeah, right?
But that is also one of the ways
that just made it clear about, you know,
if I was collaborating with someone like boss
or just some other engineer on the, you know,
on the iOS engineering hallway,
if I was the DRI for the keyboard,
well, I was the one making the calls.
And as long as I kept making good calls, right?
I mean, if somebody else had an idea
that they really, really thought,
they were going to go to the mat,
and they're going to say,
no, I think Ken made the wrong call on this,
yeah, they could buck that up,
the management hierarchy,
but that was relatively unusual
because, again,
part of being a DRI is recognizing
strong ideas that are coming from other people
and including them in the work.
And so that helps to describe some of the character
of the collaboration that we had.
Well, Ken, it's been a fascinating conversation.
Thanks so much for taking us inside the chocolate factory.
Look, the chocolate factory did not have very many people.
So I feel really blessed that one of those people made it out
and is willing to lead the tour and talk to us.
And maybe that'll be the last question I asked you,
which is famously secretive Apple Corporation.
did you have to get their approval
to actually write the book and tell the stories?
Well, no, I didn't.
I don't know if I was supposed to, but I didn't.
And I took a certain approach to it,
which is that
I think it's a positive take on Apple.
I loved my career at Apple.
So I didn't throw anybody under the bus
because there was nobody that I thought deserved it.
And I limited myself to the Steve Jobs era, which is now, you know, sadly, or for good or for
bad, passing into history.
And again, I was one of the few people who had this perspective, this opportunity to be there
during the time that some of these products were getting made.
And so, you know, again, with my background being in history and being in the liberal arts,
I thought that it would be good if I collected these recollections while I still do remember
them well and tell the story.
And so I thought that it was really more of a personal story.
And so, no, I didn't, I was imagining that maybe I would ask forgiveness if somehow they
didn't really approve, but I thought that I wouldn't really run into trouble.
Yeah. Well, that's great. Thank you for taking the time here and for putting the stories
down so they don't fade into the mists of history. It's been great having you.
I've had a great time. Thank you. Great. So for those in the YouTube audience, if you liked
what you saw, go ahead and subscribe. And then in the comments thread on this video, let's talk about
things that you might want to try
in your own culture now having listened
to sort of can describe what it was
Apple what Apple did
sort of what would work in your environment
and what wouldn't work in your environment
we'd love to have a conversation about
how would you implement some of the ideas that we
talked about and your own software development
lifecycle so see you next
episode