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	<title>Comments on: 2007 Trends : Simply Complex</title>
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	<link>http://www.psfk.com/2007/01/the_simplecompl.html</link>
	<description>Ideas &#38; Trends</description>
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		<title>By: Jörg</title>
		<link>http://www.psfk.com/2007/01/the_simplecompl.html/comment-page-1#comment-842</link>
		<dc:creator>Jörg</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
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		<description>&lt;p&gt;I totally agree. The concept of simplicity results from the 90s and expresses the desire of people to step out, take a break. But these days you can´t stop. If you stop, you are dead. So the question is to find faster, yet simpler ways for decision-making in a world that gets more complex day by day. We at Trendbuero named this &quot;Simplexity&quot;. It was the topic of the 11th Trendday in May 2006&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>I totally agree. The concept of simplicity results from the 90s and expresses the desire of people to step out, take a break. But these days you can´t stop. If you stop, you are dead. So the question is to find faster, yet simpler ways for decision-making in a world that gets more complex day by day. We at Trendbuero named this &#8220;Simplexity&#8221;. It was the topic of the 11th Trendday in May 2006</p>
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		<title>By: David Brewster</title>
		<link>http://www.psfk.com/2007/01/the_simplecompl.html/comment-page-1#comment-843</link>
		<dc:creator>David Brewster</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-843</guid>
		<description>&lt;p&gt;I don&#039;t know that anything has changed here. Simplicity for simplicity&#039;s sake has never been a going concern when it comes to product marketing. To take the point about games a step further: the best games have always been simple to learn but complex enough to provide endless variety: chess and scrabble obvious examples. &lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know that anything has changed here. Simplicity for simplicity&#8217;s sake has never been a going concern when it comes to product marketing. To take the point about games a step further: the best games have always been simple to learn but complex enough to provide endless variety: chess and scrabble obvious examples. </p>
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		<title>By: John Voelcker</title>
		<link>http://www.psfk.com/2007/01/the_simplecompl.html/comment-page-1#comment-844</link>
		<dc:creator>John Voelcker</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-844</guid>
		<description>&lt;p&gt;From a technology POV, things will look simple on the outside--and the user interfaces will be some blend of simple and intuitive, cf. iPhone.&lt;/p&gt;

&lt;p&gt;But there will be fiendishly complex software algorithms underneath to enable that simplicity.&lt;/p&gt;

&lt;p&gt;Take, for example, the process of developing an electric-drive car. A GM engineer told me 70% of ALL the development time went to programming the control logic that integrates all the &quot;drive-by-wire&quot; stuff. The end result? A car that drives so conventionally that my mum would never know isn&#039;t her Jeep.&lt;/p&gt;

&lt;p&gt;That raises an interesting side question: Will the user interface for autos ever change? We&#039;ve had 50 years of steering wheel and pedal uniformity, and even the stalks for wipers and lights are pretty consistent now. But consider how much effort goes into providing steering &quot;feedback&quot; that&#039;s 100% artificial if your wheel isn&#039;t connected mechanically to the steering arms. If they&#039;re operated by electrically-controlled hydraulic pistons, then everything you &quot;feel&quot; through your steering wheel is artificially created just like a video game. &lt;/p&gt;

&lt;p&gt;So why do we have steering wheels?&lt;/p&gt;

&lt;p&gt;Or is a century-plus of convergence so powerful that until we have full auto-piloting for cars, we hang onto the existing interface?&lt;/p&gt;

&lt;p&gt;Thoughts?&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>From a technology POV, things will look simple on the outside&#8211;and the user interfaces will be some blend of simple and intuitive, cf. iPhone.</p>
<p>But there will be fiendishly complex software algorithms underneath to enable that simplicity.</p>
<p>Take, for example, the process of developing an electric-drive car. A GM engineer told me 70% of ALL the development time went to programming the control logic that integrates all the &#8220;drive-by-wire&#8221; stuff. The end result? A car that drives so conventionally that my mum would never know isn&#8217;t her Jeep.</p>
<p>That raises an interesting side question: Will the user interface for autos ever change? We&#8217;ve had 50 years of steering wheel and pedal uniformity, and even the stalks for wipers and lights are pretty consistent now. But consider how much effort goes into providing steering &#8220;feedback&#8221; that&#8217;s 100% artificial if your wheel isn&#8217;t connected mechanically to the steering arms. If they&#8217;re operated by electrically-controlled hydraulic pistons, then everything you &#8220;feel&#8221; through your steering wheel is artificially created just like a video game. </p>
<p>So why do we have steering wheels?</p>
<p>Or is a century-plus of convergence so powerful that until we have full auto-piloting for cars, we hang onto the existing interface?</p>
<p>Thoughts?</p>
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		<title>By: David Brewster</title>
		<link>http://www.psfk.com/2007/01/the_simplecompl.html/comment-page-1#comment-845</link>
		<dc:creator>David Brewster</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">#comment-845</guid>
		<description>&lt;p&gt;You point to another interesting aspect of simplicity, John. (probably a law but I haven&#039;t got my head around it to that extent yet):&lt;/p&gt;

&lt;p&gt;Sometimes less than efficient designs and processes maintain themselves because it is simpler for things to stay the same than for them to change. &lt;/p&gt;

&lt;p&gt;The QWERTY keyboard layout is another example. Apparently there are more efficient designs for modern keyboards, but it would be just too hard to make the change.&lt;/p&gt;

&lt;p&gt;Our preference for simplicity is being demonstrated here - but it&#039;s simplicity from a different perspective.&lt;/p&gt;

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		<content:encoded><![CDATA[<p>You point to another interesting aspect of simplicity, John. (probably a law but I haven&#8217;t got my head around it to that extent yet):</p>
<p>Sometimes less than efficient designs and processes maintain themselves because it is simpler for things to stay the same than for them to change. </p>
<p>The QWERTY keyboard layout is another example. Apparently there are more efficient designs for modern keyboards, but it would be just too hard to make the change.</p>
<p>Our preference for simplicity is being demonstrated here &#8211; but it&#8217;s simplicity from a different perspective.</p>
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