Discuss this episode in the Muse community
00:00:00 - Mark McGranaghan: Uh, so I, I imagine something like that
from you where you can pick, you know, your favorite black ink, your
favorite highlighter, your favorite accent pen, put them in your little
toolbox, and you have this small, very curated palette that you can
swipe in and out when you’re actively working on a document, and
you’re not confronted with like the Photoshop style 200 buttons, most
of, most of which you don’t know what they do.
00:00:33 - Adam Wiggins: Hello and welcome to Meta Muse. Use the
software for your iPad that helps you with ideation and problem solving.
But this podcast isn’t about Muse the product, it’s about Muse the
company and the small team behind it. My name is Adam Wiggins and I’m
here today with my colleague, Mark McGranahan. How are you doing, Mark?
00:00:52 - Mark McGranaghan: Doing all right. You know, it’s uh
interesting times over here in Seattle with the virus, but otherwise
doing pretty well.
00:00:56 - Adam Wiggins: This is a good moment to be on an all remote
team, right?
00:00:59 - Mark McGranaghan: Indeed.
00:01:00 - Adam Wiggins: So the topic we wanted to talk a little bit
about today is tool switching.
And so this is the idea that if you take your stylus, your Apple pencil,
and you touch to the screen, what happens? You know, what color is it
inking? Is it erasing? Is it something else? What color is the ink? Is
it something else totally different, like a a lasso or a scissor tool?
And this is a a deeper topic than it might seem. Uh, because it comes to
some values that I think Muse has or that we try to fulfill some
principles, perhaps you could say in our design, including things about
modelessness and things about sort of on-screen Chrome. But it also
touches maybe on our journey from being a prototype in a research lab
through to a sort of an MVP of beta and hopefully on our way to a
publicly released, uh, commercial product that anyone can use.
00:01:51 - Mark McGranaghan: Yeah, it it’s been a really challenging
problem, much more so than I thought it would be coming in. Uh, one does
not simply ink on the iPad, it seems.
00:02:01 - Adam Wiggins: Indeed, yeah. And there’s a whole set of
technical challenges that maybe one of these days we can get Julia on
here to talk about would be great. Um, but yeah, maybe we can go back to
the beginning. Can you, can you frame up the problem for us a little
bit? What, what were we trying to accomplish? Uh, why, why not just sort
of have a toolbar at the top, you tap on the thing like you would in
Photoshop or any procreator or something to pick a tool and then off to
the races.
00:02:24 - Mark McGranaghan: Yeah, so as a reminder just mechanically
what we’re trying to do here is when you touch the uh Apple Stylist to
the screen, do you get ink, do you get Eraser, what type of ink are you
seeing, things like that.
And the very standard way to do this in iPad apps is you have a
persistent toolbar, often at the top of the screen or some other
palette, where if you want to erase, you tap the erase icon and if you
want to red ink, you tap the red ink icon. If you want to highlight, tap
the highlighter and so on. And that’s a sort of mode where that is
persistent until you go back to the toolbar and tap it again.
Uh, so there are two main problems with the standard approach. One is
that you have that toolbar in your face all the time, uh, which is a
pretty big deal on the iPad. It’s a relatively small sized device and
you want, uh, we want as much space as possible for your content and for
your work, and to not always be looking at like Chrome and toolbars and
buttons and other stuff that isn’t what you’re actually trying to
think about and do deep work on. So that’s kind of the the chromeless
goal. Uh, the other thing is modelessness. So a mode is um a property of
an interface whereby when you go to do some physical action, The result
depends on some hidden state of the app. So in this case, that that
mode, that state is like what um inking button you have pressed in your
palette toolbar or whatever. And the problem with that is that these
toolbars, they tend to be off to the side of the device away from where
you’re working, so you have to basically have your attention in two
different places. It’s you’re looking and thinking about your, your
work, the text that you’re highlighting, for example, but then you got
to remember constantly what’s the actual thing that I’m currently
working with. Uh, this is subtly different to, for example, if you have
a physical highlighter. So you have a physical highlighter and you’re
going to highlight like the highlighter is thicker, it’s bright yellow,
it’s very obvious what you’re doing because you’re looking at the,
your hand and your instrument and your work, which are all in the same
place. But again, that’s not the case with a typical toolbar. Um, and
so we wanted to try to find an interface that didn’t have this modeful
property that wasn’t moded like this, uh, as well as it didn’t have,
um, all this chrome in your face all the time.
00:04:33 - Adam Wiggins: And a great articulation of this uh modes
concept is in the Humane interface by Jeff Roskin. And he talks about
the, I think the really classic example there is the caps lock. This is
just confounded many, many generations of computer users where when caps
lock is on, different things happen when you press keys, specifically,
you get the upper case rather than the lower case. And of course, this
is really confounding for something like a password field where you
can’t even see that feedback immediately. But even in a uh another case
where you can see what you’re typing. You type a word or two and then
you realize everything’s upper case because the caps lock indicator
that being on or not, you either have to remember it, or you have to
kind of look down and see an LED or some kind of indicator, and you tend
not to do that because your attention isn’t there, your attention is on
what you’re writing as it should be.
00:05:23 - Mark McGranaghan: Yep, this also points to a third issue with
the standard moded interfaces, which is that you actually need to
physically do the action of moving your hand away from your work to the
toolbar and back again. And if you’re constantly switching between
inking and erasing or different types of inks, that actually becomes
quite troublesome.
00:05:41 - Adam Wiggins: So let’s go back in the story a little bit and
kind of Work through the product or design problem.
So we started from this place of let’s, let’s do the Raskin thing and
try to be modeless and also that we don’t want a bunch of junk on the
screen or we want as little stuff on screen as possible, be focused on
the user’s content, keep all the, keep all the space for your stuff and
not for the applications, uh, administrative debris. And so, uh, back
when we were working on this in a research context, which probably
explain what that means a little bit, but Uh, we set out with this set
of goals and, and how did we first approach that or what what were some
of the first things that we tried to see if we could fulfill these,
these goals while still letting you, of course, do lots of things with
the stylus.
00:06:23 - Mark McGranaghan: Yeah, well, so I don’t think we, we fully
knew what we were getting ourselves into.
Pretty early on we had these two goals. We don’t want to have any
Chrome and we want it to be modeless, but if you If you do both of those
things in any obvious way, you basically can only have one thing that
the stylist does. um, so for a while our solution was you can only do
black ink, that’s it, uh, which actually got us surprisingly far, um,
but then we need to try some other things and, and then we did a whole
uh litany of experiments.
We, we did try some standard toolbars and palettes. We tried to make
them as small and minimal and nonobtrusive as possible. Uh, we tried
using various uh quasi modes, which is a term that I want to introduce
here. So, uh, a standard mode is when You kind of do an action to
trigger the mode and then you go and do your work and then you go back
to the, the mode switcher to switch it again, whereas a quasi mode is
when there’s something that you’re basically holding down, it’s like
when you use the shift key or the command key or holding down some other
control button, you know, that sort of thing while you’re doing the
action with your other hand, basically.
00:07:28 - Adam Wiggins: Yeah, so going back to the capslock example,
Caps Lock and shift do the same thing. But the difference is that with
shift, you are not likely to forget you’re in the mode because you’re
physically holding the button down. And if you ever get confused about
how to leave the mode, you basically just release, stop doing things,
and you sort of go back to your default state, exactly.
00:07:47 - Mark McGranaghan: So, we, we tried all kinds of quasi modes,
uh, we, we didn’t necessarily have a keyboard, which is the obvious
place to invoke a quasi mode with some kind of control key, but I think
we tried, um, Using a physical keyboard, which you can sometimes get
with tablets. We tried pressing like the volume button on tablets, we
tried putting your thumb over the camera so that it registers a black
image. Um, we tried pressing on various special places on the screen
like press in the bottom left corner if you’re a right-handed anchor.
Um, so there was various experiments with quasi modes.
00:08:21 - Adam Wiggins: Also worth noting there that in many cases, so
Muse runs on the iPad, but In the context of the research lab, we were
building for a number of different tablet stylus platforms, including
the Microsoft Surface, Google’s ChromoS, and, um, I think we might have
even done something with Android at one point.
And so those actually platforms have different affordances or different
hardware capabilities. So notably the Surface, for example, has this
reversible stylus where the back is a quote eraser, which actually is
really nice because again, You know, you, you have that physical
reminder, just like your highlighter, um, example, you’re holding the
thing in your hand in a reverse position. That’s clear, you can see it,
you can feel it. And so you you flip the thing around to erase and flip
it back. Fortunately, the iPad doesn’t have that. Uh, yeah, other,
other platforms like ChromoS, for example, have a barrel button, all of
that has certain restrictions tied into the operating system. So, we
tried quite a lot of crazy stuff on this.
00:09:15 - Mark McGranaghan: Yeah, uh, we also tried some stuff just
using the stylist differently.
So one experiment that you had done was using the stylist to write
special symbols. You called them glyphs, and it was something like if
you draw an X then it’s cut or something like that and if you draw a
downward V then that’s paste. um, so we did that experiment.
Uh, we also tried. Um, using the stylus with different attitudes towards
the tablet.
So typically when you’re using a stylus, it’s like pretty vertical
with respect to the tablet, uh, but you can by holding a different way,
you can make it almost uh parallel with the tablet, sort of like you’re
doing a a pencil shading motion, uh, and there, there are sensors in
most devices to detect that altitude. Um, so we actually use that angle
to trigger different behaviors of the stylus.
00:10:06 - Adam Wiggins: Yeah, notably, that one was the one that we
kind of found most promising. I think we published maybe our Muse design
article included that as well as Yuli’s. Yuli gave a talk at a
conference last year with that approach where basically when you would
hold the stylus overhand, it would allow you to move cards. Uh, or
resize them, but when you held it in the, uh, more the, the standard
writing grip, that would give you ink. And I, I really loved that. It
worked really well, uh, in a lot of ways. It was very intuitive and, uh,
you know, different grips is something that comes naturally to humans
and it was pretty hard to get confused between them.
But ultimately actually that one was. Killed by a technical challenge,
which was the iPad, and I wouldn’t be surprised if other platforms have
the same problem. I suspect it’s a hardware thing, but as you get close
to the edge of the screen, for us, it was, I don’t know, 50 to 80
pixels, which maybe is, I don’t know, yeah, a couple centimeters. Uh,
it would basically start to produce bad values.
We did a bunch of digging on this and filed some bugs and some other
things, but ultimately and and saw that this is just behavior that’s
systemwide, but I think no one else ran into it because who the hell
cares about the exact, uh, you know, why is it critical to hold the
pencil at a certain altitude when you’re near the edge of the screen?
Even like typically the only apps that really make use of this data are
art kind of art drawing apps, Procreate or. by 53 or something like
that, and you can see when you use them, if you move towards the edge,
you lose that that sensitivity or the data gets bad about the position
of the stylist, but it doesn’t really matter because it just changes
fairly subtly what’s happening with the brush. But for us, the
difference between moving a card, which could even have the effect of
deleting it if you flick it off the screen and inking is huge. And so
that ended up being a To a total non-workable thing for us, and we had
to step back from it.
So where did we land? So, so we went through this whole process of
trying different things on different platforms, again in the research
context, and then later, once we had kind of resolved onto the iPad as a
platform and the prototype of what would eventually become a spin out
product of Muse, by the time we went, went to make this transition from
the lab to A commercial product we had actually settled on this, uh,
position of the stylus as the solution, but then I think it was the
early MVP and the early beta testing with with real users, not the
initial usability tests. I think those, you know, if you got someone and
to just try the thing for 20 minutes and and taught them how to use this
different grip, that worked fine. It was more in practice over longer
use in the real world where the edge of the screen problem became. Uh,
basically a show stopper. And so now we’re in this mindset of, OK, we
need to make this more reliable for real world use and we, we had to
make the transition.
So what did we eventually do on that?
00:12:55 - Mark McGranaghan: So we ended up with two mechanisms. Uh, the
first is for erasing. If you press on the screen with your non-writing
hand, say your left hand, while writing with the stylist in your right
hand, that will actually do an erase. So while you, while a finger is
pressed down on the screen, You have a quasi mode to do a race with a
stylus, and then when you let go of your, of your finger, then the
stylus goes back to inking.
And then for selecting which ink you use, currently we have three
options, a standard black ink, a sort of accent, purple ink, and a
highlighter in yellow.
Uh, we have this uh flow where you can drag from any edge of the iPad
screen. With the stylus, and when you drag out from the edge, it reveals
a small subtle um ink palette where you have those three options, and
then you can select among those inks like a standard ink toolbar.
Uh, and then optionally you can swipe back from that toolbar back to the
edge of the screen and hide it again.
So this is basically the best, uh, set of compromises that we can come
up.
We really like the quasi mode or you’re fairly limited on the iPad with
much hardware options you have.
Uh, so for now we’re just using the one finger down and that works
quite well for racing, but that only gives you one, you know, degree of
freedom. And so for the other inks, we have this, this toolbar that you
can slide out, and it is still a mode, but you have the option, but not
the obligation to kind of see what mode you’re in by uh swiping the
toolbar out. And if you want to just, you know, go into pure note taking
mode or pure highlighting mode, you can just hide the toolbar and you
have 100% of your content again. And there are also other subtle
benefits to this approach. So like, for example, you can bring out the
toolbar wherever you want. So if you’re making a note in the bottom
right hand corner of your document, you can just swipe out the toolbar
there, pick whatever ink you need and hide it again. Right?
00:14:49 - Adam Wiggins: And I think this is a great example of the, I
guess, rectifying the big ideas or the dreams or the just fulfilling
these principles which create constraints in trying to make something
interesting, special, unique, solves a problem in a way that hasn’t
been solved before.
But then you need to rectify that against the real world.
And in some cases, even though we set out to make a fully modeless
interface, the color of your ink or the type of ink is in fact a mode.
Uh, but I think maybe that one feels a little less dramatic, or a little
less problematic by comparison to the The much um more diverse modes
that you have in like a Photoshop, for example, where the difference
between a selection tool and the fill tool is huge. And so you’re gonna
maybe, you know, in that case on the desktop, uh, program, you’re gonna
click on the screen somewhere and something’s going to happen, and it
could be completely fill the screen with a color when you’re expecting
to do some selection, and that’s extremely surprising and disorienting.
With ink colors and ink types, OK, getting the wrong color ink is not
desirable, and you go, OK, I’m gonna undo that, go back and and switch
to the ink I want. But it’s all making a mark on the page. So the level
of surprise and confusion the user feels, uh, if they don’t get what
they’re expecting, I think is far more minimal compared to the classic
full fledged toolbar.
00:16:08 - Mark McGranaghan: Yeah, and this actually reminds me of a
subtle reason why modes are more viable on the desktop than tablet,
which is on desktops, when you switch in a mode in the app like
Photoshop or Final Cut Pro, it usually changes the cursor. So if you go
into a fill mode on a photo editing program, it probably gives you like
a bucket with paint flowing out or something like that. Uh, where
obviously you don’t have a cursor on a tablet. So that’s another
reason why you have to think more carefully and more creatively on
tablets about modes.
00:16:35 - Adam Wiggins: And that comes back to that where your
attention is, your locus of attention, which is you’re looking at your
cursor because that’s where you’re about to do whatever you’re
doing.
And so if that’s in the shape of a particular tool, obviously it’s not
as nice as the holding the big yellow highlighter versus holding the
pair of scissors, but it, it achieves some of that purpose.
Now, maybe we could talk a little bit about that kind of path from uh
prototype to early product to maybe production product. Um, which might
beg some more fundamental questions of why were we trying all these
weird things? Uh, why, you know, why, why didn’t we just sort of go
with the status quo? If we wanted to make an app that is good for
collecting together research and pulling together some excerpts and
making a few notes, there are some very well established human interface
guidelines from Apple and just general UI, um, paradigms that exist both
in the desktop world and, uh, increasingly in the sort of the
touchscreen world.
And we could just, I guess, like any other app maker, make an app based
on those standard paradigms and just put it through the the channel of
what what our users want to accomplish. Uh, what, why weren’t we doing
that here?
00:17:47 - Mark McGranaghan: Well, we, we have a very specific vision
for how these tablet creative apps should look and feel, and we can go
into what that is. Uh, as for why we haven’t just copied other tablet
apps, I, I think there actually hasn’t been. A ton of original thought
on tablet interfaces. Most tablet interfaces that I see are actually
transliterated from either the desktop or the phone. Uh, especially see
this with, um, like casual apps. They’re usually transliterated from
the phone, by which I mean the app just kind of assumes you have a big
phone and you’re still using it with like one finger at a time, for
example, on one hand, uh, which we think is totally not, you know, the
right way to think about tablets, or for creative apps, often they’re
transliterated from there. The desktop cousins and you get things like,
you know, toolbars which don’t necessarily make the same amount of
sense on a tablet.
We think that the tablet interface is unique because it, it feels very
natural to do a certain type of work, work where you’re reaching in
with both of your hands like directly into the content and manipulating
it.
So certainly things like inking but also things like, you know,
arranging content um very directly on an interface. And so a lot of what
we try to do with our interface design is make something that’s that’s
true to that ideal. So one of my favorite examples here is moving
something on a tablet. The standard way to do that on iOS is you press
and hold and wait and then move and then maybe uh the app like snaps it
into some box or grid or whatever, whereas surely the more natural thing
to do is you just move your finger over the thing and it moves, right?
Um, but that actually is requires quite a bit of technical and product
work to actually make work correctly. Um, so we had a similar set of,
you know, requirements if you will, with, uh, inking. It needs to be as
modeless as possible, it needs to be incredibly responsive, it needs to
not get in the way of your work and this process of going from a
prototype to a production app, we basically maintain. Our same vision
and goals, that’s been constant throughout. It’s more like
understanding the limitations and the challenges that we’re going to
have on the platform and confronting all the realities of getting apps
in the wild with with users and uh finding something that’s still true
to our vision, but that can really work in production.
00:20:09 - Adam Wiggins: Yeah, the typical paradigm for applications is
you got the desktop world, which is you’ve already Mentioned is tends
to be mouse cursors, keyboards, command keys.
There’s usually multi-winded Gy gooey stuff, and that is where powerful
professional applications tend to be today. They’re obviously very well
established, and you’ve got all your video editors and audio editors,
and programming editors and word processors and architecture tools and
and so on.
Uh, then you’ve got basically, new generations are growing up with
touch screens. The touch screens are where most of the innovation is
happening, but clearly a phone is not the place to edit a spreadsheet or
write a long email or write a book or something like that.
Um, and so part of what we were, uh, researching as part of this, this
lab, which is called Iot Switch, maybe a topic for another day, but was
this kind of question of what does computing look like in 5 to 10 years
and specifically for these kind of productive creative apps.
And productive and creative apps have the qualities that you described,
which is you need to move very fast. For example, but you also need like
a rich command vocabulary. You need to be able to do a lot of things.
And so that kind of led us down this path of like, OK, we live in a
world where touchscreen interfaces have become both the most dominant
platform, but also where all the innovation is happening and yet
they’re very restricted for doing more serious professional. Uh, type
work. And so, that led us down this path of, OK, how can touch screens
get more expressive? That leads you to tablets pretty naturally, cause
they’re bigger, because you can use two hands, because there’s often a
stylist that goes with it, um, and that kind of took us down this, took
us down this road.
00:21:51 - Mark McGranaghan: And the endgame that I envision here is
that you actually have 3 devices and 3 environments for creative work.
So, your phone is used for on the go, reading, quick note capture, take
a picture of something, save a tweet that you saw, that sort of quick
action.
Your desktop, I imagine is still used for the most sophisticated and
complex authoring environments, things like uh editing a big video,
writing up a big paper in law tech with a ton of references, um, just
the amount of, of real estate that you have, the richness of the
controls with keyboard and mouse, um, I think that’s here for a while.
The place that I imagine for tablets is the sort of intermediate step.
Where you’re, you’re reading, you’re annotating, you’re
brainstorming, you’re forming ideas, you’re sketching outlines,
you’re rearranging concepts and materials, and that seems really well
suited to the tablet form factor.
You have a, a moderate amount of space, you have this direct
manipulation where you can move things around with your hands, you can
use a stylus which is very natural for freeform ideating and annotating.
Uh, and it’s very flexible. You can take it on your couch and your
chair, which is better for like, you know, reading and brainstorming
than, you know, sitting at your, you know, stiff desk. Uh, but if that
vision is going to come to reality, we have to treat the tablet as a
third and unique environment. It can’t be designed like a desktop and
it. Can’t be designed like a phone. It needs to be its own thing.
00:23:19 - Adam Wiggins: Do you think it’s asking too much for people
to buy, maintain, and carry around 3 devices or I guess they would be
carrying 2, although potentially 3 if you count the, for a lot of
people, a laptop computer, clamshell laptop is really their desktop
computer.
00:23:33 - Mark McGranaghan: Yeah, I think that’s a fair question.
When we’ve talked to users, and we’ve done a lot of user research for
Muse and previously in the lab, a lot of people bought an iPad already,
like on their own volition, because they had the same intuition, even if
they didn’t quite have the words for it, they were like, I, I feel like
I should be able to use my iPad for this like creative work, for
reading, for note taking.
You know, it’s kind of, I want to be doing that. um, so they, they were
already halfway there, but they consistently found that the software
wasn’t there, you know, they had their social media apps and they had
their, um, you know, transliterated desktop apps, but it wasn’t that
they weren’t very satisfying. Um, so, so I, I think you guys actually
are already well on their way to having this 3 device set up. What’s
missing is the really good tablet specific software.
00:24:23 - Adam Wiggins: What do you think about other kinds of larger
Touch screens or just touch screens in different, um, I guess, forms. So
there’s the uh the Microsoft Studio Surface studio, I think it is,
which is kind of a drafting table. They’ve got these additional
accessories like this um this little puck control dial thing, or
there’s something like Google Jam board. I think Microsoft has a, has a
bigger one like that. There’s a few of these where they’re basically
very large touch screens that go on the wall. You can kind of interact
with them the way you would interact with the whiteboard, for example.
00:24:53 - Mark McGranaghan: So I think that’s very interesting. I
think there’s a hypothesis that you move to uh 3 or maybe 4 devices,
but they’re all slate style. They’re all touchscreen style. Um, I
suspect that’s further off for a few reasons. Uh, one is there’s just
a huge library of desktop. Software, and this is the most sophisticated
software. This is where you have your most complex authoring and editing
environments, things like, you know, Final Cut Pro. Uh, it would be hard
to rewrite all of those from scratch, but you know, perhaps we do it at
some point. Uh, another reason is just the hardware is not there yet.
If, if you want to get a sufficiently high resolution times a
sufficiently large physical area that that’s a huge amount of pixels.
Our GPUs can’t handle it yet, obviously we don’t have the screens for
it. The the touch resolution isn’t there yet. The touch latency isn’t
there yet. Um, I, I would say we just got there for tablets in the last
few years with the iPad Pros. Those have sufficiently high resolution
and sufficiently quick response times that they can be used, uh, with
your hands and it and it feels good enough, like the latency is low
enough and the resolution is high enough. We’re not, we’re not quite
there yet with these bigger surfaces, but I think if we get there with
the hardware, which I hope we do at some point. Uh, then we could follow
with the software and you would have a more unified, uh, touch base
environment just with different form factors.
00:26:14 - Adam Wiggins: The makers of those operating systems are
actually very actively working to try to merge them together.
The surface platform I previously mentioned runs Windows as an operating
system and it uses, it also offers a trackpad and a keyboard, so it’s a
totally standard, you know, desktop operating system in addition to
being a tablet.
And then, of course, Apple’s taking baby steps in this direction with,
for example, mouse support on the iPad. There’s rumors now that there
will be a trackpad in the next folio keyboard, uh, but whether or not
that’s there, you also have things like Catalyst to bring iOS apps to
the Mac desktop, and so you just see this, uh, this, um, these efforts
to try to blend or bring these, these two platforms together.
00:26:55 - Mark McGranaghan: Yeah, for sure. No, I do think there is a
risk here of transliteration gone awry, uh, either on the app level or
the OS level. So for example, if you just made a really big iOS that ran
on a desktop, I, I think that would be totally inappropriate for
professional apps. You don’t have the input richness, you don’t have
the arbitrary processes, you don’t have the plug-ins, um, so I, I, I
think we, I think Apple and others need to be careful there, but
there’s definitely a world where they’re able to create, uh. Touch,
um, touch OSs across uh the three form factors. This does remind me
though 11 other thing I forgot about, uh, the, the bigger touch form
factor is text input. This is something we’ve thought a lot about in
the lab and as far as I know there’s no good answer for this, uh, onto
devices yet.
00:27:42 - Adam Wiggins: So by this you mean you want to like enter in
two paragraphs of text for an email or something and you’ve got a touch
screen. What do you do?
00:27:50 - Mark McGranaghan: Yeah, and actually just like typing out a
two paragraph email is the relatively easier case on desktop, there’s
also a lot of like uh random access editing, like where you’re editing
an email or you’re editing a document or you’re writing code and
jumping all over the place.
And keyboards are also used very heavily as control devices, like people
who are good at like Photoshop and Final Cut Pro, they do tons of stuff
on the keyboard, they have all these shortcuts, all these control keys,
and that requires like a very, you know, precise uh mechanism where you
can do it without looking at your hands and you know exactly what
you’re doing and you hear the click when you actually go to do it,
things like that.
Um, so I think we actually have quite a bit of work to do on the, the
input, the text input, the control input front for. Um, these devices to
work and it may be that you actually don’t want to have a pure flat
piece of glass. You actually want to have some, some physical devices
like a keyboard or something else, um, to allow really rich, precise
input for these, these bigger devices.
00:28:46 - Adam Wiggins: Yeah, for me, I think of the kind of the folio
keyboard and the stylus as being required accessories for my iPad. With
those, it ends up being a big phone. Which is fine, but I have a small
phone that fits in my pocket.
00:29:01 - Mark McGranaghan: So, yeah, I think it depends more with the
tablet on your use case, like I think there’s a use case where you’re,
you’re reading a PDF for example, and you’re annotating it. I think
you can get away without, with just a stylus in that case.
00:29:12 - Adam Wiggins: So as a sort of a a closing topic, can we talk
generally about the research mindset versus the production product
mindset you mentioned here that like the the text entry problem. I think
it is very much a research problem.
00:29:26 - Mark McGranaghan: Yeah, well, the thing about research is
it’s OK not to come up with a an answer or the correct answer. So I
mentioned with the ink switching problem for our original research work.
Our conclusion was like, we don’t know, sorry, you can only use black
ink for now, it’s too bad. Um, that’s not an acceptable answer for
people who are paying to use Muse, for example, they need to be able to
select an ink. Um, so sometimes you have these problems where you just,
you have to come up with something for the production app. Um, so by
default, you would start with a, a non-research answer or a non-research
approach.
00:30:01 - Adam Wiggins: For me, it’s really important in My work and
on teams that I’ve been on to understand where something is on that
spectrum.
So at Hiroku, for example, we did a lot of pretty innovative things. So
this is a company both you and I, um, we’re working on some years
back.
We did a lot of really innovative things, uh, in our space, but it was
often important, I think when someone was working on something that was
a truly novel problem, literally no one had ever, no one in the history
of the universe had ever tried to solve it. Uh, or, or had solved it
successfully.
And then you’re in there trying to, to, to solve that.
It requires a longer time horizon, a much more divergent set of ideas.
You need to really break out of the constraints of the box that you’re
operating in day to day, and that’s totally at odds with what I would
call like the operational mindset, which is exactly what you said like
you have to. You’ve got customers, things are on fire for them,
metaphorically speaking, and you need to deliver them some kind of
solution and it doesn’t do to say, let me go into my ivory tower and
think deeply about this for the next 3 years and eventually publish a
paper that said this is a problem that can’t be solved right now that
that doesn’t work, but. The operational mindset naturally keeps you on
shorter time horizons. It keeps you sticking to things that are more
known quantities as much as possible. You want to look at what are other
people doing. Uh, what, what are other similar, uh, applications or
software packages or companies do to to solve similar problems and
borrow from that as much as you can because those are known paths.
Whereas research is all about this total unknown discovery thing, and
that can be very rewarding in in the sense of stumbling across novel
inventions, but uh it’s it’s not super practical for production.
00:31:51 - Mark McGranaghan: Yeah, exactly. And because these domains
are so different, the constraints, the requirements, even the people who
tend to like working on them, um, it’s often best for them to be in
quite different, like different different organizational setups and like
that’s one of the reasons why I think the Ink & Switch lab plus Muse
is so interesting. Muse is inherently more industrial, commercial
focused. Uh, the lab is inherently more research and exploratory
focused.
00:32:18 - Adam Wiggins: Yeah, the the typical set up there and actually
some of our inspiration for how we did set up I can Switch was the
corporate R&D lab.
So this is something, uh, Xerox PARC is probably one of the most famous
ones in the computing. Um, industry. So there you had Xerox, which is
this big company that makes copiers and has money to spend and wants to
think about, uh, what their future facing products are going to be in
PARC being the small band of misfits that are working on basically
inventing what came to become the desktop computer. Uh, but there’s
other examples of this. Bell Labs is another very venerable, famous,
successful, uh, lab that works this way.
And the idea is that you, you actually need and want to If not, uh,
isolate, then at least partition people who are doing research, the kind
of wild mad scientists thinking way outside the box stuff from the
people who are responsible for the, the, the product that you’re
selling today. And hopefully people can move back and forth between them
and hopefully there’s mutual respect, but they just require completely
different modes of operation.
So going forward from here, there’s more tool switching problems to
solve. For example, a some kind of selection blasso thing is probably
something that’s needed. Uh, do you have an inkling of how we’ll go
about kind of solving that problem that stays consistent with our
values, but also knowing how much we’ve grappled with the with how hard
that problem faces?
00:33:43 - Mark McGranaghan: Yeah, so I have 3 ideas here. One is, I
suspect we’ll move from ink selection to instrument selection. So
again, if you go back to the physical world, you think about how you use
your hands. You don’t only use it for inking, you use it for erasing,
you might pick up an exacto knife, you might pick up a brush, uh, you
might pick up a ruler. Um, and I think that’s, that’s a powerful
metaphor. So I can imagine, for example, if you have a lasso, that
becomes a sort of sibling to the inks that you can pick in the same way
from the same sort of palette.
00:34:15 - Adam Wiggins: Now does that bring us back to, you know, where
we started, which is basically the, you know, the on-screen toolbar that
has all your tools, the Photoshop, the Procreate, and that sort of
thing. Are we essentially have we, have we worked our way around backed
ourselves into what is for good reason, a standard pattern?
00:34:31 - Mark McGranaghan: Well, I think that could happen. Um, but,
you know, for one, we have this thing where you drag it out from the
edge so you can hide it if you want. Um, but the, but the other idea I
have here is going to a model where you have a small number of
instruments that you’re actively working with.
So again, to go back to the physical metaphor, if you’re working on
some projects on your desk, you don’t have like 100 pens, you know,
strewn all over your desk, which is what happens when you have a toolbar
on desktop app which has a And buttons, right? You are working on
something, you know that for this project, I need like a black pen, an
exacto knife, and an eraser. So you go to your shelf, you bring those
three things to your desk, and then it’s very easy to switch among
those for this current project, and then when you want to, you know,
change your project, you go and you get different instruments from your
shelf.
Uh, so I, I imagine something like that from you where you can pick, you
know, your favorite black ink, your favorite highlighter, your favorite
accent pen. And put them in your little toolbox and you have this small,
very curated palette that you can swipe in and out when you’re actively
working on a document and you’re not confronted with like the Photoshop
style, 200 buttons, most of most of what you don’t know what they do
type experience.
00:35:43 - Adam Wiggins: Although Muse probably also has the benefit that
we’re not a drawing tool. So you look at something like concepts, for
example, a really great iPad app with really sophisticated tool
selection, and that’s appropriate there. Because that it is supposed to
be a drawing app, technical drawing app with a lot of, you want a lot of
options in terms of things like pen thickness. Muse is a thinking,
scribbling, sketching app, and just as it would be inappropriate to have
50 different thicknesses of markers in front of your whiteboard, uh, it
would be also inappropriate to have a huge amount of choice, I think
for, uh, for the Muse use case.
00:36:16 - Mark McGranaghan: Yeah, and I think that’s true both for
kind of in the moment, you know, so we have this, this. palette, small
active palette that you’re choosing from, but also when you go to uh
load out your palette, um, I think we’re going to be quite deliberate
about how we present those choices.
So sometimes you see these interfaces where you can, you know, choose
like basically put in a float for how thick you want your pen to be. I
think that’s basically not coherent because the difference between a,
you know, 1.71 pen and a 1.72 pen doesn’t really make any sense. It’s
not useful. Uh, and indeed, if you go to a high-end pen store and you
look at like the technical pens, there’s a very specific way that
they’re sized. They’re basically size in increments such that if it
was a much smaller increment, it would kind of wouldn’t make a lot of
sense. It would be too small to be really noticeable or or obviously
differentiable, so they’re kind of there’s a set of. Of sizes such
that you can cover the full spectrum, but they’re not uh too finely
degraded, right? Uh, so I can imagine for choosing sizes, for choosing
colors, you have a, a carefully thought out, um, set of options such
that you have choice, uh, but you’re not confronted with more choice
that makes sense. Well, I think those were the main three things. So
curated load out, uh, the, the swipe from the side, and what I call the,
the high-end pen store where you’re, you’re given a set of options
that kind of makes sense versus putting in floats.
00:37:40 - Adam Wiggins: And do you imagine that then, um, having
grappled with all of this and, you know, Azimuth or uh altitude rather
of the stylus is probably out for a while and quasi modes don’t have
enough, um, dimensionality, uh, and there’s probably not going to be
some kind of extra hardware button or controller or something we can
make use of that the. Uh, hidden by default, small tool palette, uh, is
basically the, the solution we’ve landed on for the, let’s say the
medium term.
00:38:08 - Mark McGranaghan: Yeah, I think probably for the medium term.
I, I, I do think quasi modes are actually very good.
Uh, so I, I definitely think we’ll continue to do the press to hold.
Uh, I, I could imagine extending that slightly. So for example, maybe
you press two fingers and you get a secondary option.
Um, I can imagine that that is configurable. This is a pretty common
pattern in professional tools like you can choose what the shift key
does. You can choose what the command key does, and there’s a, there’s
an obvious default, um, but if you want to set that up, you can do it.
And lastly, I could imagine as a sort of optional set up for people with
a physical keyboard, you know, holding down 123, quasi mode engages your
ink or your instrument 12, and 3, and so on.
00:38:50 - Adam Wiggins: Yeah, or having some kind of optional
accessory. I think I saw this with uh Loom. It’s a cool little um iPad
animation app that came out pretty recently, and they have the optional
ability to use the teenage engineering MIDI controller, which is a
little dial thing, and you wouldn’t want to require that obviously,
but, uh, but maybe that is something that enhances the power of the
tactility of the app.
00:39:12 - Mark McGranaghan: Yeah, exactly, and uh now this gets beyond
a little bit the medium term, but Uh, one idea that I’m excited about
is using the phone as a sort of sidecar control panel. So everyone has a
phone, they always have it on them. What if you could just put it on
your desk and like, you know, you link your tablet and your phone, and
then your phone becomes your palette. So you could, you have 4 or 5
buttons there, you could have a finger cording there, you could have a
little slider there, um, and that would give you a lot more degrees of
freedom. On, you know, quasi modes without requiring a secondary
dedicated hardware.
00:39:45 - Adam Wiggins: And is the benefit there, you know, that that
in that case it’s not a tactile thing like an eraser you flip over or a
dial you turn, it’s another touch screen. What’s the, uh, what’s the
benefit other than I suppose just more screen real estate of having it
on a separate touch screen?
00:39:59 - Mark McGranaghan: Yeah, well, it’s uh more screen real
estate, it’s kind of separately programmable. Um, you can have it in a
physically different place. So if you think about how you use a keyboard
in your mouse, it’s if you’re right handed and you have your mouse in
your right hand and you have your control keys on the left side of your
keyboard, there’s 12 or 18 inches because that’s kind of the, the
correct and natural spread of your hands, um, if you’re in a very
neutral position, whereas if you’re, you know, have your hands right
next to each other, it’s a little bit artificial. Um, so it’s, it’s,
it’s an exploratory idea we to see, but I think there’s some promise
there.
00:40:30 - Adam Wiggins: And certainly the idea of having your offhand,
you see this with um Wacom tablets, often in professional like graphic
designers, artists, types, uh, or you see it even in something like um
uh people who play competitive video games, something like a. Um, yeah,
these first person shooters where you need to, uh, be very fast and
responsive, and you tend to use the mouse in one hand, which is kind of
your move, shoot, aim, uh, thing.
But then you also have the keyboard which you end up kind of putting
your, uh, fingers on certain keys that activate, I don’t know,
switching, switching weapons or something like that. And the important
thing is you don’t need to look at that hand because your fingers are
in a particular position and they stay there.
So I could picture that for the phone, which is you kind of have your
hand, your, your offhand, that’s left or, you know, left hand if
you’re right-handed positioned over the phone in a way where you, you,
you don’t really need to look at it. You can press to activate
different things, uh, and just go completely by feel, even though the
touch screen feels, of course, not like tactile buttons, but the shape
of the phone and the position of the phone is something that you sense
or feel even without looking at it.
Yeah, exactly. Very nice.
Well, anything else we should talk about on the topic of tool switching?
I don’t think so. And if any of our listeners out there have feedback,
feel free to reach out to us at @museapphq on Twitter or hello at museapp.com
via email. I’d love to hear your comments or ideas for future episodes.
All right, it was a pleasure chatting with you. Likewise, Adam.