Design

Interactive map shows history of San Francisco place names

The linked map is interesting, both for the specifics on San Francisco’s history, and for the interface itself. I’d love to see this concept spread to other cities.

To use the map, zoom in, then tap/click on any highlighted road or feature. Nicely done.

[H/T Eric Vitiello]

Naomi Campbell interviews Jony Ive

This British Vogue interview starts slow, with some pretty softball questions, but does ease down an engrossing path, especially so if you are interested in design.

Two callouts. This first, on designer Azzedine Alaïa:

> He was the consummate craftsman. I loved the physical studio in which he worked, I loved the way, and how directly, he worked – his process. I was in utter awe watching him, and I loved that he let me watch. I thought that was so generous. It was incredible to see the way that he understood material, and the way he would be frustrated with material and so create new ones. And then these beautiful forms would emerge.

And this, from the very end, on hiring a new team member:

> The main thing is how they see the world. Ultimately, Steve’s legacy is a set of values and, I think, the belief in trying. Often the quietest voices are the easiest to overlook, but he was brilliant at lis-ten-ing as well as leading and speaking. A lot of com-munication is listening – not just lis-ten-ing to figure out what you want to say in response.

Good read.

The tragic story behind the man who helped create Tetris

Damien McFerran, Nintendo Life:

> Chances are, you know the name Alexey Pajitnov. Arguably the most famous game designer to come out of Russia, he gave the world Tetris, which is regularly referred to as one of the greatest video games of all time.
>
> However, the name Vladimir Pokhilko might be less familiar – despite the fact that he is often credited as co-creating the game alongside Pajitnov, and would later work with him on other video games. While Pajitnov continues to live off the fame of his most famous creation, Pokhilko has faded into history.

A quick read, well worth your time if you are interested in the history of video games. Tragic indeed.

It’s time for a complete Home App makeover

John Voorhees, MacStories:

> Home is both too complex because of the way it splits things into rooms, zones, groups, scenes, and automations and too simple because it lacks features like robust state awareness and, in some places, timers. However, the problems with the Home app run even deeper. They are compounded by a generic UI and complex navigation.

Read John’s post to really get a sense of his point. Or just spend some time trying to edit the HomePod’s now playing queue.

All this said, it is early days still, both for HomeKit and HomePod. Even though HomeKit dates back to iOS 8 (a bit more than two years ago), I see it as still early in the adoption cycle, still in its infancy. As more and more people start using HomeKit compatible gear, the use cases are becoming better defined.

John makes the case that it is time for Apple to re-roll the interface.

Apple puts up gorgeous, animated WWDC graphic

Take a look, on the highest resolution screen you have. Beautiful work.

What’s it all mean? Are there clues in this art? The most common thing I’ve heard (and what sprang to mind for me, instantly) is a design language for Augmented Reality.

This from John Gruber:

> Now, if we want to play Cupertino-ology, does the graphic offer any hints about planned announcements (like, say, a unified cross-platform set of UI frameworks for Mac and iOS) or it just a cool graphic?

That’s an interesting take.