Metaphor on the iPad

When the iPad was released last April, sev­eral appli­ca­tions on the device were derided by designers for their “kitsch” use of real-world inter­face metaphors, a prac­tice pro­moted in the company’s Human Interface Guidelines for devel­opers.1Designing for iPad: Reality Check by Oliver ReichensteinThe Digital World: Interface Metaphors by Noah ReadEmbracing the Digital Book by Craig Mod However, the back­lash did not account for the goals asso­ci­ated with releasing a product with a novel inter­ac­tion expe­ri­ence. In making a com­par­ison between appli­ca­tions on the iPad and movies as Noël Carroll describes them in his essay “Toward a Theory of Point-of-View Editing: Communication, Emotion, and the Movies”, we can come to see that Apple was com­pletely jus­ti­fied in sug­gesting designers use inter­face metaphors in their iOS appli­ca­tions. The inter­face metaphors are simply a mass design tool used to imme­di­ately famil­iarize the user with a com­pletely new expe­ri­ence and to make the user want to interact with the iPad in the first place.

However, before Carroll’s thesis can be applied to the iPad, its arti­fi­cial bar­riers need to be expanded to encom­pass dif­ferent audi­ences. Carroll’s thesis hinges upon the claim that the “innate human ten­dency to follow glances” and the ability to deci­pher facial expres­sions account for point-of-view editing’s suc­cess,2Toward a Theory of Point-of-View Editing: Communication, Emotion, and the Movie by Noël Carroll (pp. 123–141) which I find lim­iting and unnec­es­sary. If we think of Carroll’s target audi­ence of the entire human pop­u­la­tion as the extreme of mass design instead of the norm, his thesis can be adjusted to the Fishian idea of “inter­pre­tive com­mu­ni­ties”. With the entire human pop­u­la­tion as a target audi­ence, it makes sense that only innate human ten­den­cies would be effec­tive tools. However, when aiming at a smaller target audience—but not so much smaller as to no longer be a can­di­date for mass design—such as Apple’s target audi­ence of the middle and upper class American pop­u­la­tion, cul­tur­ally spe­cific tools become appro­priate for use. With this new under­standing, it fol­lows that innate ten­den­cies are not the only methods by which mass infor­ma­tion can be trans­ferred, but that learned ten­den­cies, such as those of reading a book or writing on a note pad, are also effec­tive. While Carroll refers to the area as “mass art”,3Toward a Theory of Point-of-View Editing: Communication, Emotion, and the Movie by Noël Carroll (p. 124) I will refer to it as mass design, as “design” alludes to the deci­sions made in crafting the expe­ri­ence for the audi­ence and allows us to apply the con­cepts out­side the realm of art. It is my goal to show that the inter­face metaphors Apple employs and advo­cates in their appli­ca­tions are a tool suc­cess­fully used to achieve mass design.

To eval­uate Apple’s pro­mo­tion of real-world inter­face metaphors, we must first estab­lish what their goals were for the iPad. As with any com­pany, Apple’s pri­mary goal is to max­i­mize its profits, which requires engaging as many con­sumers as pos­sible. The iPad itself has to be imme­di­ately com­pelling to be able to con­vert “tryers” to buyers. To do that, it has to be easy not only to show its fea­tures in use, but also for con­sumers to under­stand how to use an iPad right away. What is more is that the uncharted ter­ri­tory that comes with releasing a brand new type of product means that get­ting the users to acknowl­edge its neces­sity in the first place is a goal unto itself. For this reason, although it may not be to the liking of designers, Apple would stand to gain from designing for the short-term “wow factor” at the cost of long-term user expe­ri­ence on the iPad as a way to increase adop­tion rates. With this goal, Apple attempted to make the iPad “con­sum­able by the max­imum number of people employing the min­imum effort”, just as Carroll’s movie-makers did with their movies.

Even before Apple designed the inter­face for the appli­ca­tions on the iPad, the inter­ac­tion on the device was geared towards real-world metaphors. The “multi-touch” ges­ture input that Apple has patented is doing exactly what inter­face metaphors do, only in a phys­ical sense: taking real-world inter­ac­tions and applying them to user input on the iPad. Before multi-touch, tablets used styluses—or worse: touch screens with pointers. In the model, where you actu­ally swipe to turn the page of a book, it makes to extend the metaphor into the inter­face as well and ani­mate the turning page. The two go hand-in-hand, and they do so bril­liantly to create a very enticing first encounter with the device, exactly what Apple was aiming for.

One fea­ture of the iBooks appli­ca­tion that has been met with sig­nif­i­cant crit­i­cism is the book­shelf metaphor used to dis­play your col­lec­tion of e-books. Critics argue that as soon as your col­lec­tion is greater than a handful of books, the view becomes increas­ingly harder to nav­i­gate.4How Real by Neven Mrgan And they are absolutely right, but it does not mean the system was poorly designed by Apple, as it does not take their goals for the inter­face into account. It doesn’t take a genius to con­clude that the system would fall apart with larger col­lec­tions, but Apple didn’t need to design for larger col­lec­tions. The book­shelf view was designed to elicit imme­diate pos­i­tive reac­tions, not to orga­nize infor­ma­tion in the most effi­cient way. Seeing rep­re­sen­ta­tions of phys­ical books that glide into place and ani­mate unfolding when opened is much more appealing to a user than a plain-text list of book titles. Neven Mrgan rightly asks, “If your book­list was also avail­able as a boring (and useful) black-and-white table, would that be the screen you’d show your friends?”5How Real by Neven Mrgan Apple chose to do exactly what Carroll argues that movie-markers do; they “favor design ele­ments that render their nar­ra­tives acces­sible to large audi­ences”,6Toward a Theory of Point-of-View Editing: Communication, Emotion, and the Movie by Noël Carroll (p. 137) even if the ele­ments don’t appeal to the avant-garde. So inter­ac­tion designers can com­plain all they want about the expe­ri­ence with larger col­lec­tions, but Apple wasn’t tar­geting that expe­ri­ence, they were tar­geting first time users, and they did so extremely well. Think of it this way: after being enticed into buying the iPad to read books, are you going to throw it away when you realize it doesn’t handle large col­lec­tions well? Sure Apple could have added a “list view” that allowed for easy browsing of many books—and they did in a sub­se­quent appli­ca­tion update—but for the iPad’s release, the fea­ture wasn’t a top priority.

Apple’s release method also accounts for why they strongly rec­om­mended devel­opers use inter­face metaphors in their Human Interface Guidelines. Because of the secrecy sur­rounding Apple’s product releases, devel­opers often don’t know there is a new plat­form to develop for until very shortly before it is released to the public. In the iPad’s case, there was only just over two months to build appli­ca­tions between its announce­ment and its public release.7Apple Launches iPad by AppleiPad Available in US on April 3 by Apple Not only that, but devel­opers had no way of receiving an iPad to test their appli­ca­tions on before the public release date, so any­thing they built was built “blind”, in other words without being tested on the actual device.8Designing for iPad: Reality Check by Oliver ReichensteinFor this reason, the rec­om­men­da­tion to use real-world inter­face metaphors in iPad appli­ca­tions was also a pre­cau­tion by Apple, as it knew all appli­ca­tions would be devel­oped blind. Instead of guessing on new inter­ac­tion methods that might not func­tion as expected on the real device, it was safer to sug­gest falling back on the tried-and-true use of metaphor.

While the use­ful­ness of strong inter­face metaphors may not appeal to inter­ac­tion designers who see the iPad as a com­pletely novel device requiring novel inter­face solu­tions, the use­ful­ness of real-world metaphors should not be over­looked. Apple did not decide hap­haz­ardly that inter­face metaphors were the way to go on the iPad. They did so because the metaphors pro­vide the user with imme­diate infor­ma­tion about how the appli­ca­tion is struc­tured and because they create an inviting first encounter. When designing for a com­pletely novel device you can’t expect mass-adoption if you employ what Carroll calls “class-specific” tech­niques, only under­stand­able by inter­face elites. Instead, you have to seek to make the expe­ri­ence “acces­sible by large num­bers of untu­tored audi­ences” in the same way that movies are. That is exactly what Apple did, and, after a year’s worth of sales, we can look back and see that it worked.

This is an essay I wrote while taking Dan Cavicchi’s “Audience” class at the Rhode Island School of Design that I thought was worth repub­lishing here.