A Triumph of Commercial Innovation
by
Stephen W. Carson
by Stephen W. Carson
DIGG THIS
You'll
know what a triumph the design of the iPhone is when you hear people
say: "I hate computers, but I love my iPhone!"
Here's the
main thing you need to know about the iPhone: Apple's done it. They've
figured out how to bring the power of a personal computer to a handheld
device. After this, it is all details.
Subsequent
iPhones, and iPhone competitors, will add features, get cheaper,
faster, etc. But we'll look back to the release of the first iPhone
as the moment when the power of the personal computer moved off
of our desks and into our pockets – not just the pockets of technology
nerds, who have been carrying PDAs for decades, but into the pockets
(and purses and backpacks) of the otherwise gadget-wary public.
The irony will
be not just that the iPhone is in fact a computer, but that it runs
a variant of OS X, the same operating system in the Macintosh and
AppleTV. The significance of this to non-geeks is that the sky is
the limit for what the iPhone can do. Now that Apple has brilliantly
solved the user interface challenge, it will just be a matter of
building more applications in the iPhone style.
Why is Commercialization
a Dirty Word?
In "The
Mouse and the Market" I told the story of the invention and
commercialization of the mouse. The main point is that the mouse
was invented in the 1960s, but sat in the lab as an impractical,
expensive prototype until Apple poured capital into designing a
mouse useable by the masses in the early 1980s. Furthermore, this
process of commercialization was not trivial but involved creativity
and innovation equal to the original conception of the mouse.
Yet, very typically
when people speak of something being "commercialized" they mean
that some pure and lofty thing is cheapened, vulgarized, and exploited.
The iPhone
is yet another example of what a creative, innovative process commercialization
can be. For commercialization is exactly what Apple excels at. Just
as with the design of the original Macintosh, Apple has taken features
that have been around for years and done the hard design work to
make those features useable by non-geeks. (And speaking as a professional
computer geek, let me say that I, for one, don't prefer for things
to be hard to use. Just because I can puzzle out lousy computer
interfaces doesn't mean I want to spend my time doing so.)
Apple takes
its interface design very seriously as described in this Time
article on the iPhone:
Unlike most
competitors, Apple also places an inordinate emphasis on interface
design. It sweats the cosmetic details that don't seem very important
until you really sweat them. "I actually have a photographer's
loupe that I use to look to make sure every pixel is right," says
Scott Forstall, Apple's vice-president of Platform Experience
(whatever that is). "We will argue over literally a single pixel."
As a result, when you swipe your finger across the screen to unlock
the iPhone, you're not just accessing a system of nested menus,
you're entering a tiny universe, where data exist as bouncy, gemlike,
animated objects that behave according to consistent rules of
virtual physics. Because there's no intermediary input device
– like a mouse or a keyboard – there's a powerful illusion that
you're physically handling data with your fingers. You can pinch
an image with two fingers and make it smaller.
As hinted at
in that excerpt, the iPhone dispenses with many of the interface
conventions that Apple itself popularized with the original Macintosh:
windows, scroll bars, menus, cut/copy/paste. In its place they have
developed a new user interface language more suitable to a small
handheld device. For example, instead of clicking on a scroll bar
to move down a web page, you merely flick your finger up the display
and the page moves up. It creates the illusion that you are manipulating
the web page like a physical object.
Many, if not
most, of the things the iPhone can do have been done before in handheld
devices. Phones have been incorporating non-phone features for some
time now. For example, it
is claimed that the camera phone was invented in 1997. But just
because a phone is technically capable of doing something doesn't
mean that people are actually wading through the manual, figuring
out how to do it and regularly making use of the feature. With the
iPhone, ordinary people will make use of advanced features like
web browsing, maps, music and video, and fully powered e-mail that
they would have dismissed as "only for people good with computers"
before.
Innovating
For the Market
Why is this
sort of innovation, the kind that affects millions of people, so
often given short shrift? Perhaps it is because it is so clearly
a market phenomenon. What curse word is worse from the intellectual
class than "commodification"?
Typical of
this sort of innovation, Apple's development of the iPhone has been
marked by capital investment with an eye towards profits, and therefore
a merciless control of costs. Apple CEO Steve Jobs isn't just interested
in neat technology for his personal amusement. He is clearly driven
to lead the development of devices that will be both fun and practical
for millions of people.
Somewhere along
the way, innovating for the market came to be considered a low,
uncreative activity. The cultural elite considers only those who
follow their personal muse without regard for money, popularity
or even comprehensibility to be original and creative.
They can have
their naked performance artists covered in chocolate ironically
singing the Star-Spangled Banner. I'll be playing with my iPhone.
July
2, 2007
Stephen W.
Carson [send him mail]
works
as a software engineer, occasionally writes about political economy
and is the proud father of three children. See his reviews of Films
on Liberty and the State. More articles are available at his Web
Site. He blogs at Radical Liberation.
Copyright
© 2007 LewRockwell.com
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