David Pierce (69:54)
stuff to be able to make it. Make it fun. Thanks, bye. Okay, I'VE actually been asking various people a version of this question for a really long time because I became obsessed with this question of, like, why aren't there more gadgets, right? Like, you go back a long time ago, and even Apple was a company that made a laptop that looked one way and a different laptop that looked completely different, right? Like a PowerBook and an iBook. Utterly different ideas about what a laptop should be. And then all of a sudden, everything converged and we have MacBooks, right? And MacBooks look slightly different, but they're all MacBooks. A MacBook is a MacBook is a MacBook, and everybody has a MacBook, and there's a MacBook for everybody. You go back to, like, the early days of phones, and there were lots of new ideas about phones and lots of different colors and lots of different styles and lots of different ways that screens would open and rotate. And then we all converged on this one idea. And you go back to, like, the early days of software, and there were lots of ideas about how software looked. And then there have been fewer and fewer and fewer over since. And I think in asking people about why this has happened, I've really come to two answers. The first is just that as something gets sufficiently popular, it becomes very hard to change it at all. Especially when something is popular and good and people like it, right? Like, look at the. The MacBook is. Is maybe a perfect example of this, right? Apple basically found a design that looks good, it works well, and it serves a lot of purposes. You can make it a little tiny bit thicker, and you can put more battery into it. You can put a fan into it to cool it down when that was necessary and useful. And. And you can make a big, powerful laptop, or you can shrink it very slightly, slim it down a little bit, and have a MacBook Air. You don't need a bunch of new ideas because you have one that kind of more or less works for everybody. This is the answer I find very frustrating, right? Because this is also the answer that leads to every other phone looks like the iPhone. Because once something becomes sort of the image in people's minds, anything you do that is different becomes a huge swing that you have to make people think differently about, right? Like, if Apple were to introduce the Ibook now, it wouldn't work. Like, I really earnestly believe that. And so when you get something like the MacBook Neo, what Apple does is take the rough outline of a MacBook, add some nice colors, change a couple of little things, right? Like, you tweak the trackpad to make it a little cheaper. But, like, that thing is still a MacBook. Nobody is going to look at that thing and think it's anything other than a MacBook. Whereas if you introduce the Ibook, which is this big, round, plastic, sort of transparent thing with a handle, you'd get a lot of people who are like, what on earth is that? And even if it was objectively better, it would still be this huge uphill battle to convince people that it's better. Because we have all this history with this sort of lowest common denominator device that people are more or less happy with. It's the same with phones, right? I think this has been a really interesting challenge with, with foldable phones and going back to flip phones, we just converged on the idea that a phone should look like this. And so every phone looks like this. It's a candy bar phone. You either have something that looks like an iPhone or something that is an iPhone. And those are essentially the two phone ideas in the world right now. That's not to say there aren't other better ideas. Like, there are lots of people out there who long for the idea of a Sidekick, which had that sort of flippy open screen. There are lots of people who miss their blackberries. There are lots of people who might actually be really well served by a phone like the LG Wing, which had a screen that flipped horizontally, which in a certain way actually makes quite a lot of sense. Like if you watch a lot of YouTube on your phone, maybe a screen that just flips horizontally would make a lot of sense. But again, it's just an uphill battle to convince people that they want that thing, to make software and accessories that support that thing, and to just push outside of the norm becomes harder and harder and harder. The other half of that is also that once people become accustomed to a certain kind of device, they get really annoyed when you change it, right? Like if. If your iPhone suddenly had a screen that flipped upwards, some people would think that's cool, and some people would find it incredibly annoying. My favorite example of this always is you look at an app like Microsoft Word. Microsoft Word is filled with buttons and ribbons and icons and stuff that like. No one thinks this is good ui. No one, including at Microsoft, thinks this is like good, beautiful, modern software UI to have just a bunch of ribbons and a hundred thousand options in a menu. But the problem is there are millions of people who have used Microsoft Word essentially, as it is professionally, for decades. It is their livelihood to know where these things are in Microsoft Word. And so if you just move a little button, button, like somebody at Microsoft has said this to us one time, and it's been stuck in my mind ever since, that every teeny, tiny feature that almost nobody uses inside of Microsoft Word is still used by millions of people. And so if you. If you move that, even if you move it to a better, simpler, easier place, you have now created a bunch of new work for people to do, and most people don't want to do that work. And that's fine. Most people have better things to do than learn where buttons are, right? This is. This is the sort of eternal struggle of any designer, is you. You build something that people like and gravitate to, and it becomes sufficiently popular that it actually becomes almost impossible to change. And so you either have to do what like Google does, which is just endlessly try to invent new things that mostly don't take off, or you just kind of let the thing slowly atrophy over time because you don't want to screw up people's workflows. The beauty of that is neither of those is the correct answer. And almost nobody is good at figuring out how to sort of slowly move people in the right direction without feeling like you're constantly making people learn new things. And I think this is true with all kinds of software. It's true with all kinds of gadgets. Basically, once we as a. As a consumer society land on an idea that works, even if it's not the best idea, it's just something that works and we get comfortable with it, changing that thing becomes very, very hard. So that's all one thing. The other thing, and this is a thing people have told me many times, is it's much cheaper to make fewer things than it is to make more things, right? So if you're Apple again, just to keep picking on the MacBook, you can make a bunch of different kinds of MacBook in roughly the same way with tiny little tweaks to your process and tooling. Pretty inexpensively, right? You have this incredible economy of scale that allows you to make tons and tons of these things. And if you want to make a Neo and all you're changing is, like, the color and a little bit of the size and a couple of parts. You don't have to, like, spin up new factories and invent new tools and teach people how to do tons of new things. You just drop a couple of new changes to the process and you're off and running with a new thing. Whereas if you want to invent an entirely new gadget category or reinvent the way a laptop works entirely. That's going to be enormously expensive, like literally in dollars expensive. To change your whole manufacturing process, you have to change the packaging process. You have to change how things like move on trucks and how they fit into things. Like think about all the times Apple has redesigned the Mac Pro and the ways that that has been weird both to fit into people's workflows. And it has actually been hard for Apple to manufacture because going from we have this rack mounted large thing to we have a trash can takes a lot of work and energy in how you make the thing, how you move it around the world, how you stock it in stores, how you sell it to people, how they install it. Like these changes are complicated and they're expensive. And so if you're Apple and you're like, well, okay, we can make either two completely different ideas about laptops that require two completely different processes from beginning to end, or we can make essentially one laptop that gets slightly thicker and slightly thinner and maybe drop in a new part here and there. Obviously, at some level of scale, the only smart business decision is just to make the one thing, especially again, if you are not 100% confident that this other new thing is going to be such a gigantic success that it makes all of it worth it. This is the challenge. And I think what you see is, you see companies take much bigger swings with the first version of something than you do anytime after that. And that's partly for sort of consumer psychological reasons like we were just talking about. But it's also for reasons of like, well, we've built the damn factory, we know how to make this thing. And it becomes much easier to go from making, you know, a hundred thousand of something to 100 million of something because it becomes very successful than it was to figure out how to make that first a hundred thousand of something. And so you, you build these systems, you build these tools, you build these supply chains and then you don't want to blow it up over and over again just in the name of having brand new ideas is going all the way back. This is one thing I actually give Apple an enormous amount of credit for. We've talked about this a bunch on the show, but there was this run where Apple announced the iMac G3, the iMac G4 and the iMac G5. And there were three fundamentally different devices, different designs, different looks, different sort of vibes to them in really interesting ways. But even that was driven by this brand new technology that was flat Screen monitors, right? So Apple is actually being forced to make these changes because there is a new technology that they want to put in your products. So that becomes the forcing function for new devices. If you want some big new thing, you should root for some important new display technology or some wild new idea about how these things can work. That's what makes redesigns happen. And in most spaces, we haven't had that in mobile in a long time. Everything has been just getting sort of steadily better. But we haven't had like a sort of breakthrough new technology that has made its way into phones in a really long time. We haven't had it in laptops either. We've just been on this sort of steady march of progress for a long time. And so there's no forcing function for everybody to say, well, okay, we have to blow up the system anyway. Let's tear this whole thing down and start over. What you have is, you could say, we want to spend an enormous amount of money to try and have a new idea about the iPhone, the most successful product ever, or you could just keep making better iPhones. And like, is that the boring choice? Is it not the choice I wish they would make, of course, but it is the obvious choice and it is the choice almost everybody makes. So if you, if you want more exciting gadgets, if you want more gadgets, root for new technology, root for new displays, root for some breakthrough new, you know, input device like Apple always talks about. What is the thing after the touchscreen? If we figure that out, I guarantee you we are set for a whole new kind of device category that will make all of this feel very fun again. Anyway, those are all my thoughts. That's what I've been talking about for a long time. I hope that helps. If you have any other ideas, if you have other things that I've missed, or if you think there is a bunch of, like, fascinating new idea innovation happening in these spaces right now. Tell me all about it. I want to hear about it. 866verge11vergecasthefererge.com for now, that's it for the show. Vote for us in the Webbies. You have until Thursday to do that. I'm eternally grateful to all of you who have already voted for us. Also, send us questions about the verge and the Vergecast. 866 verge11 is the hotline. Vergecastheverge.com is the email. There's a lot going on right now. It's just. It all just keeps happening. You know what I mean? The Verge cast is a Verge production and part of the Vox Media podcast network. The show is produced by Eric Gomez, Brandon Kiefer and Travis Larchuk. I will be back with Nilay on Friday to talk about presumably more of our weird DIY projects because I got a lot of of feedback on my dumb vibe coding stuff and I have some catching up to do. We got more news, more AI stuff, all kinds of good stuff. We'll see you then. Rock and roll.