America on the Rise | Newgeography.com

For much of the past decade, "declinism" – the notion that America is heading toward a deadly denouement – has largely been a philosophy of the left. But more recently, particularly in the wake of Barack Obama's election, conservatives have begun joining the chorus, albeit singing a somewhat different variation on the same tune.

In a recent column in The Washington Post George Will illustrates this conservative change of heart. Looking over the next few decades Will sees an aging, obsolescent America in retreat to a young and aggressive China. "America's destiny is demographic, and therefore is inexorable and predictable," he suggests, pointing to predictions by Nobel Prize economist Robert Fogel that China's economy will be three times larger than that of the U.S. by 2040.

Will may be one of America's great columnists, but he – like his equally distinguished liberal counterpart Thomas Friedman – may be falling prey to a current fashion for sinophilia. It is a sign of the times that conservatives as well as liberals often underestimate the Middle Kingdom's problems – in addition to America's relative strengths.

Rarely mentioned in such analyses is China's own aging problem. The population of the People's Republic will be considerably older than the U.S.' by 2050. It also has far more boys than girls – a rather insidious problem. Among the younger generation there are already an estimated 24 million more men of marrying age than women. This is not going to end well – except perhaps for investors in prostitution and pornography.

In the longer term demographic trends actually place the U.S. in a relatively strong position. By the end of the first half of the 21st century, the American population aged 15 to 64 – essentially your economically active cohort – are projected to grow by 42%; China's will shrink by 10%. Comparisons with other competitors are even larger, with the E.U. shrinking by 25%, Korea by 30% and Japan by a remarkable 44%.

The Japanese experience best illustrates how wrong punditry can be. Back in the 1970s and 1980s it was commonplace for pundits – particularly on the left – to predict Japan's ascendance into world leadership. At the time distinguished commentators like George Lodge, Lester Thurow and Robert Reich all pointed to Europe and Japan as the nations slated to beat the U.S. on the economic battlefield. "Japan is replacing America as the world's strongest economic power," one prominent scholar told a Joint Economic Committee of Congress in 1986. "It is in everyone's interest that the transition goes smoothly."

This was not unusual or even shocking at the time. It followed a grand tradition of declinism that over the past 70 years has declared America ill-suited to compete with everyone from fascist Germany and Italy to the Soviet Union. By the mid-1950s a majority were convinced that we were losing the Cold War. In the 1980s Harvard's John Kenneth Galbraith thought the Soviet model successful enough that the two systems would eventually "converge."

We all know how that convergence worked out. Even the Chinese abandoned the Stalinist economic model so admired by many American intellectuals once Mao was safely a-moldering in his grave. Outside of the European and American academe, the only strong advocates of state socialism can be found in such economic basket cases as Cuba, North Korea and Venezuela.

So given this history, why the current rise in declinism? Certainly it's a view many in the wider public share. Most Americans fear their children will not be able to live as well as they have. A plurality think China will be the world's most powerful country in 20 years.

To be sure there are some good reasons for pessimism. The huge deficits, high unemployment, our leakage of industry not only to China but other developing countries are all worrisome trends. Yet if the negative case is easier to make, it does not stand historical scrutiny.

Let's just go back to what we learned during the "Japan is taking over the world" phase during the 1970s and 1980s. At the time Dai Nippon's rapid economic expansion was considered inexorable. Yet history is not a straight-line project. Most countries go through phases of expansion and decline. The factors driving success often include a well-conceived economic strategy, an expanding workforce and a sense of national élan.

In the 1950s, 1960s and 1970s Japan – like China today – possessed all those things. Its bureaucratic state had targeted key industries like automobiles and electronics, and its large, well-educated baby boom population was hitting the workforce. There was an unmistakable sense of pride in the country's rapid achievements after the devastation of the Second World War.

Yet even then, as the Economist's Bill Emmot noted in his 1989 book The Sun Also Sets, things were not so pretty once you looked a little closer. In the mid-1980s I traveled extensively in Japan and, with the help of a young Japanese-American scholar, Yoriko Kishimoto, interviewed demographers and economists who predicted Japan's eventual decline.

By then, the rapid drop in Japan's birthrate and its rapid aging was already clearly predictable. But even more persuasive were hours spent with the new generation of Japanese – the equivalent of America's Xers – who seemed alienated from the self-abnegating, work-obsessed culture of their parents. By the late 1980s it was clear that the shinjinrui ("the new race") seemed more interested in design, culture and just having fun than their forebears. They seemed destined not to become another generation of economic samurai.

At the time though, the very strategies so critical to Japan's growth – particularly a focus on high-end manufacturing – proved highly susceptible to competitors from lower-cost countries: first Taiwan, Korea and Singapore, and later China, Vietnam and more recently India. Like America and Britain before it, Japan exported its unique genius abroad. Now many companies, including American ones, have narrowed the technological gap with Japan.

Today Japan, like the E.U., lacks the youthful population needed to recover its mojo. It likely will emerge as a kind of mega-Switzerland, Sweden or Denmark – renowned for its safety and precision. Its workforce will have to be ultra-productive to finance the robots it will need to care for its vast elderly population.

Will China follow a similar trajectory in the next few decades? Countries infrequently follow precisely the same script as another. Japan was always hemmed in by its position as a small island country with very minimal resources. Its demographic crisis will make things worse. In contrast, China, for the next few decades, certainly won't suffer a shortage of economically productive workers

But it could face greater problems. The kind of low-wage manufacturing strategy that has generated China's success – as occurred with Japan – is already leading to a backlash across much of the world. China's very girth projects a more terrifying prospect than little Japan. At some point China will either have to locate much of its industrial base closer to its customers, as Japan has done, or lose its markets.

More important still are massive internal problems. Japan, for all its many imperfections, was and remains a stable, functioning democracy, open to the free flow of information. China is a fundamentally unstable autocracy, led from above, and one that seeks to control information – as evidenced in its conflict with Google – in an age where the free flow of information constitutes an essential part of economic progress.

China's social problems will be further exacerbated by a huge, largely ill-educated restive peasant class still living in poverty. Of course America too has many problems – with stunted upward mobility, the skill levels of its workforce, its fiscal situation. But the U.S., as the Japanese scholar Fuji Kamiya once noted, possesses sokojikara, a self-renewing capacity unmatched by any country.

As we enter the next few decades of the new millennium, I would bet on a more youthful, still resource-rich and democratic America to maintain its preeminence even in a world where economic power continues to shift from its historic home in Europe to Asia.

Paying Developers Like Sales People

I disagree. I think the difference is incentives and measurement. The output of a sales person is easy to measure. Because the output is easy to measure, we can pay them in accordance with production. Because a sales person making money is directly aligned with HubSpot making money, we actively seek sales people who are motivated by money. Greedy sales people are good sales people.

Measuring the output of a programmer is very difficult. So instead we find developers who love programming, pay them competitively, seduce them to fall in love with the company, and then hope their intrinsic motivation will produce good results. It works, more or less, but it could be a lot better.

I wonder myself, how much more could I do if my output was accurately measured? Would I spend less time dawdling over that email, and more time pumping out code? Would I spend less time over-engineering that theoretically perfect solution, and more time building stuff that delivered customer value? Would I spend less time playing with that shiny new development toy? Or would I spend more time relentlessly improving my developer environment to improve my own productivity?

After thinking some more, I started scheming out an actual system for paying developers based on performance. Here it is:

Defining a bounty for new features and improvements

The management team and/or the product team must write up a wish list and put a price on each item. An example list might read:

  • Build the minimal, working implementation of a survey application (a description would follow with five or ten bullet points defining the minimal implementation). $220,0000
  • Improve the success rate of trials from 10% to 15% (success rate being defined as contacting a sales person or logging in a second time). $75,000 per percentage point improved.
  • Improve the median load time performance of a given page from 1.5 seconds to .5 seconds. $10,000
  • Develop a new application that will be used by 500 users a week. $400,0000
  • Improve usage of a given application from 100 weekly users to 200 users a week. $50,0000
  • Reduce support calls for a given application from 60 calls a week to 30 calls a week. $1,000 for every 10 calls reduced.
  • Build small feature x. $1,000

Nailing down a set of requirements

The team of developers (2-4 developers) then pick a project to work on. It is key that the developers get to choose the project, otherwise the whole system breaks down.

After the dev team picks a project, the developers work with the product team to nail down a fuller specification. This spec includes various requirements, mockups, and wire frames. There would be some room for haggling over which features would be included.

The spec must leave room for iteration. Instead of reading, "Put this button exactly at 240px" it should read: "build this screen, and do up to two iterations of the UI".

Finally, the group will nail down the rough spec, and the developers will agree to deliver the product at the given price.

The spec should be broken up in a way that there are measurable deliverables presented within one month. The developer team should receive payment for meeting these deliverables.

Measuring results

For some bounties, the measurement would be straight forward. Measure how much the conversion rate increased, or support calls fell, and base pay on that.

The "build a new application" bounties are more difficult. The best way would likely be scoring matrix. The components would be:

10% usability testing. During the specification stage, the product owners would write a script for usability testing. If five users get through the script without needing assistance, the app scores a 10.

20% customer feedback. Before development begins, a set of beta customers should be found. These customers will grade the app when it is done. Developers should consult the customers as they build the product.

20% product owner grade. The original management team/product team sponsor of the app would grade the application based on its meeting or exceeding expectations.

20% Usage stats. During the specification stage, a usage target should be set ( 200 users within one month of launch). Based on that target the application will get a grade.

20% Defect density. Based on the number and severity of bug reports the application generates after launch, the score would go up or down.

Based on total feedback the developer team would receive anywhere from -30% to +30% of the original bounty.

In order for the application to be accepted, the app must meet the company's coding standards. A non-team member reviews the code. Backups, redundancy, and monitoring need to be in place. Unit test coverage must exceed 60%, etc.

Dividing the Bounty

The bounty is awarded to the team as a whole. But the team must divide up that bounty among its members. I can imagine two possible methods.

Method 1) the shares of the bounty are based on the developers current salaries. So if Alice makes $100K and Bob makes $80K, the shares of the bounty would be divided 55/45.

Method 2) before each sprint or iteration, the team collectively assigns hour estimates for each task. Developers then get credit based on the total hours of the tasks they complete. If the developer finishes the case faster than the original estimate, he gets credit for the original hours. If he is slower than the original estimate, then he gets credit for the hours worked. But if he goes over the original estimate the team lead may re-assign him to a different task. If extra, non-bug tasks, need to be added during the sprint, those tasks must get hour estimates.

How should the management team price features?

The Unscientific Method

Most product/management teams have some sort of road map. The road map lists various features or applications that need to be developed and allocates developer time toward those user stories. This road map can be turned into a price. Take a feature on the road map. Then ask yourself, would we still do this if the time it takes runs over by a month? Two months? Four months? Then add up the cost of the developers that would be assigned to work on it for that many number of months. That is your indifference price. But of course, management does not want to break even, it wants to make money. So knock 25% off of that price, and that is the bounty for the feature.

Based on usage

Most SAAS companies have numbers that link application usage to customer retention. Customers that use the app regularly rarely churn. Customers that do not find it valuable stop using the app and churn.

For each new part of the application, usage can be measured. That usage number can actually be turned into an expected impact on the churn rate, and a dollar value to the company.

Conversion Rate

A project to improve the setup or trial process could be measured in increased conversion rate or success rate. The management team knows how many leads are coming in, the costs of a customer, so can calculate how much an increase in the conversion rate is worth to the company.

Sales Team Demos

If your company uses sales people to sell its wares, you could measure how often each feature is shown off in a demo. If a new feature gets shown off by all the sales people, it's a smashing success.

Decreased Support Costs

Calls and emails to support kill you two ways. First is the direct cost of the support team salaries. Second is that for every call there is someone else who gets frustrated and stops using the feature. The first is easy to quantify the second is much harder.

Pitfalls

Confounding variables

For any performance based metrics, confounding variables are killer.

Let's say that the bounty offered to pay a team for every 5% it improved the conversion rate. Now imagine marketing starts a new campaign that drives tens of thousands of low quality leads. The conversion rate will plummet, but at no fault of the developers.

Conversely, if marketing starts a new campaign and drives much higher quality leads, conversion rate will rise, and the team may be unjustly rewarded.

If your measuring how much a project reduces support calls, then perhaps a person on another team might make a large mistake that drives calls up.

There are a couple ways to deal with this problem.

1) Choose measurement variables that have been predictable for at least several months. If the measurement variable is highly unpredictable, you are essentially rewarding developers based on the roll of a die.

2) Give developers complete control of the variable space. If you are measuring support calls, exclude calls on pieces of the product that other teams are currently overhauling. If you are measuring conversion rates, give the team actual control of the home page for the duration of the project.

3) Control for other factors. If there is a steady trend in the variable, then the bounty should be based on improvement over the existing trend.

Haggling over the application's grade

Once a coin operated culture takes hold, the pressure to game the system becomes intense. Sales seems straightforward, the number of customers you sold is a very hard metric. But even here there is a lot of room for haggling. What if the customer cancels? What if the sales person misleads the customer? What kind of end of month discounts are allowed? What happens if two sales people are on a call? Our CFO spends no small amount of time dealing with sales people fighting for that extra $500 in commission.

The problem is much worse for figuring out compensation for a new feature. If the feature is graded by other people at the company, developers may place a lot of pressure to get a good grade, and there could be ill will if the grade is poor.

Some of this can be mitigated by good communication. The developer and the product management team should be constantly talking. The developers should know where they stand at each iteration, and what the grade will be if they release at any point.

Losing on the iterative approach - dangers of coding to spec

In many cases the entire problem space is undefined. Let us take the case of an email application. If you are paying someone based on getting something out the door, then will code of the most basic application possible, they will code to the exact specification and not any more. But if you pay them a simple salary plus equity, and then expect them to do their best, the developers may have an idea that will make a far, far better application, even if it takes more time. They may spend the extra month to make it fast and ajaxy, because they are able to make trade-offs in his head and make the right decision about time allocation.

The consignment based coding will work best in two cases a) you have a lot of separation between your product team and development team, and so the development is mostly implementing, not designing. While perhaps not ideal, this is already the reality at many companies. Or b) there is a lot of trust and cooperation between the product team and the developers. The developer could say, "hey, we could do X, but we have to add to the price. We think it is really worth it, here is why. What do you think?"

And of course, bounty programming based on achieving metrics (like usage or conversion) rate, will enable far more developer initiative and iteration as the developers will try a number of approaches without having to cycle through a planning and specification stage.

Developer Risk

Developers assume much more risk with bounty based pay. What if no one uses the app simply because it was a bad idea? What if it takes far more hours to produce than expected? Or if it is simply impossible to produce at all?

One group of developers might make a valiant effort redoing an app to improve conversions but to no avail. They might end up making half the salary of other developers despite their efforts. Other salaries might make a few simple changes and blow out their numbers. Developer pay has the potential to become very erratic.

To mitigate this risk, developers must be able to pick and choose their user stories. Developers must work with the product team to develop the spec. If one aspect of the spec has a great deal of technical risk, the developer might force the product manager to price it separately, and then choose whether or not to implement that add-on.

Overall, the development team has incentive not to make features which are a really bad idea, or a that will end up in a twisted rat hole. That's a good thing.

Unintended Benefits

Forcing management to price improvements

When I first thought of this plan, I worried about how much work it would take to figure out a value to the company for each possible feature. But then I realized that requiring a deeper analysis was a feature, not a bug. In the early stages of a startup, a product team needs to work furiously and throw a lot of things against the wall and hope that something sticks. But in the middle stages the company has a lot of data about customer wants and needs, and the major bottlenecks hindering growth. Spending the effort to systematically judge the relative value of all possible initiatives is hugely valuable when directing a several million dollar engineering budget.

Forcing developers to work closely with product management and customers

One initial worry was was that animosity could grow between the developers and the product managers, since the product team's grade of the app will determine the dev team's salary. But a side benefit of it is that will force developers to much more closely with the product managers. For this plan to work, developers should be in contact daily with the product team, and always know where the current version of the app stands with them. Diving under water for a month and coming up with an app would be a recipe for disaster.

So what do people think? Has anyone tried a system like this? Can the impossible be done? Can a dollar a value be placed on developer productivity? Or would this plan collapse into a rancorous mess. Please offer your thoughts.

via dev.hubspot.com Posted by Patrick Fitzsimmons on Tue, Feb 09, 2010 @ 05:11 PM

SAP on the Amazon Cloud

http://www.capgemini.com/technology-blog/2010/02/a_new_landscape_sap_in_the_ama.php

The iPhone Obsession and Lying with Statistics


PPK over at the QuirksMode blog recently wrote a rant titled The iPhone Obsession where he berates developers for focusing on the building mobile sites that are targeted towards well on the iPhone. To make his point, he uses the following statistics

Stats

Let’s illustrate that last remark with some smartphone sales stats:

  1. Nokia: 39%
  2. RIM: 20% (BlackBerry)
  3. Apple: 15% (this 15% is obviously far more important than the previous 59%)
  4. HTC: 5%
  5. Other: 21% (Samsung is expected to make a major jump this year)

Source: Morgan Stanley Mobile Internet Report (48Meg PDF) p. 160

And here are the smartphone OS stats, also from Tomi Ahonen (whose blog I highly recommend, by the way):

  1. Symbian: 45% (all of Nokia plus a bit of SonyEricsson and Samsung)
  2. BlackBerry: 20%
  3. iPhone: 15% (this 15% is obviously far more important than the previous 65%)
  4. Windows Mobile: 6% (HTC, Samsung, SonyEricsson)
  5. Android: 4% (HTC, Samsung, SonyEricsson, Motorola, Google)
  6. Other: 10% (Various Linux builds, Palm, as well as really obscure stuff. Will be reinforced by Samsung Bada during this year.)

Despite the platform having only 15% sales market share we all want our mobile websites to look exactly like an iPhone app and we only want to use iPhone features.

Although these statistics seem persuasive they are actually totally useless when it comes to arguing the point of which browsers mobile developers should target. Ownership of a mobile phone doesn’t directly equate to using it for browsing the web. The important metric is the smartphone OS breakdown among people who actually use the mobile web on their phones.

You can get these stats easily from AdMob's mobile metrics report which is based on measuring ad impressions across various mobile sites across various smartphone OSes. These metrics paint a very different picture from the sales data as shown below

OS share

According to these stats, the iPhone OS is actually the major source of traffic for the mobile web in most continents except for Africa and Asia. What this tells you is that developers aren’t being stupid when they try to ensure their sites work well on the iPhone.

That said, I agree that it is a bad idea for developers to specifically target features of a particular browser versus using web standards. However that is different from making sure your site works well in the most popular platform used for browsing mobile websites in your particular market.

Now 12 year olds get virtual credit cards to buy virtual goods


The New York Times has an article on a virtual goods focused start-up in California that just defies description (and reason) -

A new payment option for anyone without a credit card or a debit card, no matter how young, has just become available. It’s initially offered by FooPets and Puzzle Pirates, online game companies that are business partners of Kwedit.com …

Minors as well as adults can buy items in the games with a “Kwedit Promise,” which can be paid off later in a number of ways — with a credit or debit card, for example, or with cash sent in a mailer that Kwedit supplies.

So – anyone can buy stuff with the promise of paying it off later. Doesn’t sound that different from a credit card that magically has no late fees and you never have to pay off. How very tempting.

Then you look at the audience they are targeting -

At FooPets, users “adopt” lifelike digitally animated pets and then buy virtual goods for them, including food, beds and chew toys.

The site’s core demographic is 12- to 14-year-old girls

“Kwedit is the first payment system we’ve used that doesn’t require getting a parent involved,”

Wow! That’s exactly what we’d want to do – get 12 to 14 year olds buying virtual things and getting trapped without their parents knowing about it.

Evil in 2 ways – Addictive Games, Targeting Minors

There are two big problems -

  1. Contrary to the name the companies give them i.e. nurturing games, these are simply games that get users addicted. They require regular investments of time and exploit the forager-gatherer instincts to get people totally locked in. At that point – to keep ‘progressing’ rapidly in the game you have to start using real money.  
  2. Users between 12 and 14 are very, very susceptible. Do we really want kids to be using their allowance to pay for virtual goods?

Another Surprising Twist

The way Kwedit is set-up makes it even more evil.

  1. You start off with free credit.  
  2. If you pay it off, your credit increases.

At least with regular credit cards you don’t get one until you have some amount of credit already.

Kwedit have managed to make something even more dangerous than credit cards – and they’re targeting it at kids.

Do we really want kids to get trapped in credit systems early?

Here’s how the company tries to spin it -

Even the company says that it’s just marketing and not an enforceable contract. But Kwedit is a way to become acquainted with credit early, while still on training wheels.

Who in their right mind would want kids to start paying things for virtual goods using a virtual credit score?

Don’t know if it makes any sense to get kids stuck in a credit card and credit score system at 12 years of age. 

What do you think – Would you let your kids use Kwedit?

Very interested in knowing what you think -

  1. Do you think targeting 12-14 year olds is OK or not?  
  2. Would you let your kids use a system like Kwedit?  

Personally – this is the most evil company I’ve ever read about. There is no amount of spin that can justify getting kids hooked on both virtual goods and virtual credit.  

Aren’t there laws against using credit cards with kids?

Actually there are – the new Credit Card Act of 2009 forces parents to co-sign for students’ credit cards.

  1. Young adults must show ability to repay credit card debts or proof of income. 
  2. Alternatively, parents or other adults must co-sign for anyone under 21 to get credit.

While we are passing laws that aim to prevent exploitation of 18-21 year olds by credit card companies we have start-ups that are trying to use credit based schemes to exploit 12-14 year olds. 


Email Marketers Want a Piece of Geolocation, Too

Well before the end of 2009, it was clear that geolocation would be one of the biggest web trends in 2010. From social services like Foursquare to location-specific trends in Twitter, location is one of the hottest new features for users, businesses and especially advertisers. While we expect the biggest push in geolocation will continue to be its integration with social services, even e-mail marketers like MailChimp are catching the geolocation bug.

Advertising has the most chance of succeeding if it is targeted, not just by demographic and interests, but location. Thanks to GPS, skyrocketing smartphone adoption and more and more geo-aware services, it’s easier than ever to get information about where someone is at any specific moment.

The real-time nature of geolocation is giving advertisers exciting new opportunities — think about the potential of letting nearby users know that you’re having a sale or the ability to offer Facebook fans offers that are specific to their location. Location has interesting potential for other forms of communication as well.

MailChimp’s goal is to let small and large businesses easily send e-mail to customers or potential clients. That’s great because it lets businesses reach lots of people at once when announcing a new product or promotion. Unless unless you specifically collate the data yourself, that database of e-mail addresses still lacks context.

If you’re a business that has a local location but also ships worldwide, you don’t want to sent a campaign about a sale in your brick and mortar store to someone who lives 3000 miles away, but segmenting users by location hasn’t been an easy task unless you ask customers for an address when they sign up for a newsletter.

Now MailChimp is introducing location-based targeting for its users that will determine location based on IP address, negating the need for address or location fields.


How it Works


In MailChimps’s case, they are tracking location based on IP address. When a customer (who has double-opted in to a subscription) clicks on a link in a newsletter sent by MailChimp, MailChimp can grab their IP address and then determine its location. IP addresses aren’t 100% accurate, but they are usually indicative of about 150 miles or so.

MailChimp will keep a database of locations that a customer uses when interacting with your mail and will average that to give you a general location idea.

MailChimp customers can then enter in an address or zip code and compare it against a subscriber list within a radius of 50, 100 or 150 miles. The limitations on specificity are important to note if you are wanting to send a truly localized campaign.


Indicative of the Future


While MailChimp’s implementation, by the nature of how it works, isn’t going to be as specific or accurate as relatime data that marketers could grab from Facebook or Foursquare, it does open up other avenues for effective targeted campaigns.

Geolocation, whether it’s in a mobile app or an e-mail service, is becoming a bigger and for effective part of how advertisers reach consumers.


The Most Efficient Way to Type

via FlowingData by Nathan on 2/2/10

The Most Efficient Way to Type

Are you using the most efficient typing technique or are your fingers jumping all over the keyboard? If it's the latter, I implore you - there is a better way. Your arms don't have to be tired after typing for ten minutes, and you just might finish that novel before the end of the decade. See these finger movement diagrams form Weather Sealed if you don't believe me.

The above shows the amount of finger movement with the two-fingered peck. The thicker the line, the more your fingers travel to and from the end points.

Here's the diagram for touch typing, the beginner technique that you learn from Mavis Beacon. You always return to that home row in the middle.

Forget the return home, and you're a typing wizard.

See the diagrams for all the other techniques over on Weather Sealed.

In other news, I just found out Mavis Beacon isn't even a real person. What the heck? I feel cheated.

[Thanks, Steve]

From MSFT evangelist to Mac enthusiast

For five years I was a Microsoft evangelist to the startup and venture capital community. That ended a couple months ago. I am now a Developer Advocate at Google and I love it. After years of defending Microsoft against the Apple fanatics I decided to go to the other side of the road to see for myself. The move from Microsoft was complete. From Windows to Mac, from Outlook to Gmail, from Explorer to Google Chrome browser, from Office to Google Apps, from Windows Mobile phone to Android, from Zune to iPod. But this post is all about the move to Mac.

Design matters – The most obvious distinction between Microsoft and Apple is design. Apple is quite simply the best hardware / software design company in the world. This video "Microsoft iPod" demonstrates in a very funny way the real differences in design attitude. While funny, it is painfully true. My MacBook is sleek, elegant, fast, and efficient. The rounded edges are comfortable and smooth aluminum finish is beautiful. My Windows machine was a Lenovo X301 with Windows Vista. It was light and small for travel, but I don’t think anyone would classify it as beautiful. You see the design ethic in everything Apple does. The Mac, iPod, iTouch, iPhone and iPad are just beautiful, elegant, and imaginative designs that provide a delightful user experience. Design is probably the reason that high end buyers choose Mac.

End to end experience – One of the major advantages Apple has is controlling the end to end user experience. This means the hardware works perfectly with the software. Networks, printers, and other peripheral devices work out of the box without lots of setup, configuration, and preferences. For years this has been a major advantage for Apple. The downside was that Apple products cost more and you could only get software and peripheral devices from limited sources. Microsoft, in contrast, was the Swiss Army Knife of the tech world. It could do anything with any vendor of any hardware, software, of game maker. All these choices from different vendors caused lots of variation in design, installation, OS requirements, and overall user experience. The Apple experience was just easier and more elegant.

Functional differences – My guess is that in the early days of the PC vs. Mac wars there were big differences in functionality, software availability, and price. There still are some differences but not as vast as before. The first things I noticed about my Mac were; the touchpad, keyboard (backlit), the screen, battery life, start-up / shut down, power cord, and appearance.

The Mac touchpad is great. The best feature is the two finger page scrolling. Dragging two fingers across the touchpad makes browsing web pages sooo much easier. One of my favorite Windows features was “right click”. I used it all the time for everything. Finally someone tipped me off that the Mac does many of the same “right click” function by holding two fingers on the touchpad and clicking. Eureka!! I’m sure there are lots of other tricks and controls I need to learn, but just mastering the touchpad made the experience much more enjoyable.

The first time I used the MacBook at night I was delighted to discover the backlit keyboard. I had no idea it was there. I guess it comes on when it detects low light conditions. The light shines through all the keys so you can type in the dark. OK, you can laugh at my backward ways, but I never had a PC with that feature. Working in low light or dark conditions is now simple. I love it.

The screen on the MacBook is gorgeous. Bright and clear. Smooth edges. Just perfect. You can get beautiful screens on a PC too, but you usually have to upgrade significantly and pay extra.

The battery life is significantly better on the Mac. The Mac also starts up and shuts down faster than the PC. My guess is that because Apple designed the hardware and software they are better able to control all the variables that effect battery life, startup and shut down, and make it much more efficient.  The magnetic power cord attachment is pretty cool too. It only takes one time where someone trips on your power cord and sends your PC crashing to the floor to appreciate this feature.

Do operating systems matter anymore? You may have noticed that most of the differences I mentioned are hardware design oriented. But what about the differences in the operating systems? Perhaps the best attribute of an operating system is that it operates silently in the background organizing everything automatically without end user involvement. Ten or twenty years ago users had to deal with the operating system to do anything on a PC. Today most people spend their time in the browser. From my perspective the underlying OS doesn’t matter much. All my applications run in the browser. Web browsing, email, documents, spreadsheets, music, photos,…everything is in the browser.

Old habits die hard – We humans are creators of habit. We get comfortable doing something and resist change. Leaving Microsoft and joining Google gave me the perfect opportunity to change everything. From a functional point of view you can do anything on a Mac that you can do on a PC…and vice versa. There are differences in approach or style, but you can get the job done with either Mac or PC. It is the edge cases that are not intuitively obvious. When things break or don’t work as expected there are very specific ways to handle it on a PC or Mac. Some would argue it is more intuitive on a Mac. Perhaps if I didn’t have 20 years of experience on a PC I would agree. My experience is that doing the routine and obvious things on a Mac are fast and easy. Trying to fix unexpected behavior on a Mac is equally idiosyncratic, and requires some experience.

My mother who doesn’t use computers, and doesn’t really understand them, asked me how the transition was going. I said “Imagine you learned to drive in the USA and had been driving a Ford Mustang for 20 years. Now imagine you moved to the United Kingdom and started driving a Jaguar on the left side of the road. The Jaguar is an elegant car, and wonderful to drive, but it takes a while to get used to the other side of the road.

 

Obama 2011 Budget

via Chart Porn by Dustin on 2/1/10

Some charts summarizing the budget proposal.

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Infographic: App-etite for Consumption

via Fast Company by Maccabee Montandon on 1/29/10

 

 

apps

You may have heard about this www.fastcompany.com/tag/ipad">little thing called the iPad, yes? And how it can supposedly master some 140, 000 apps? It's true. But it's not the only app-licable (sorry, we'll stop soon) machine out there with a serious app-preciation (really soon) for apps. In fact, a pre-iPad study found that the app explosion is well underway, so much so that, as you can see in the above graphic, worldwide we will purchase, download and otherwise acquire an average of 20.1 apps for every smartphone sold this year. And it's not so much that our app-arent (done!) lust for apps will cool any time soon--it's just that smartphone sales will soon catch up. The "gold rush for developers" that is the iPad has only just begun.

Infographic: Rob Vargas