We had active folders, so we had to have passive folders; the folder that 
wasn't active was passive. Now look at the bottom. Who has ever seen Mac
OS8? And when you drag a window to the bottom of the screen it just kind of
pops, and becomes just a tab, and then you can click it and it will slide
open. Guess what? That was in the original design, in August 1980, that we
were going to do on the Lisa. And it only took 17 years to implement.
[Laughter] [Comment: Microsoft's doing a similar thing.] Microsoft did
something sort of similar, but not really the same, in between. There are
some differences, but I won't comment right now.

So what happened if the window was narrow? Well, if the window was narrow,
this shows that the menu wouldn't fit; it would stick out. And if it was
over on the right, it couldn't stick out on the right. It would stick out to
the left. If it was too close to the bottom of the screen, then it would do
this. And so, Bill showed all the cases, and a lot of us weren't too happy
with this. So I went back to Bill again, and I said, "Bill, the top of the
screen -- top of the screen!" None of us liked the idea of a two-line menu,
which is the way Microsoft solved it, in some version of Windows.

Here's an example of a menu item being selected. Notice that he's now got
highlighting of the menu title, and he's got highlighting of the menu item.
Bill had a long night one night and came back with that. And we had the help
menu in here.

The way we operated was, that Bill spent every night programming, and the
next day we would do testing and arguing. I don't know when he slept,
actually. Did he sleep? And then he would do it again, every night.

Here's a memo from Gail Pilkington in Publications. The people writing
manuals for the Lisa were key in commenting on the user interface design,
had a lot of suggestions and a lot of good criticisms. And Gail actually had
been at Xerox before. So, she said, "I don't like pull-down menus. [I] think
they're ugly, and they cover things up." So, you know, I'm trying to cut
something, and the first thing that happens is the menu comes down, and
covers the thing I'm trying to cut. No good.

And then Bill had this feature, that you could -- which he still has -- you
could drag the mouse along the menu bar, and the menus would pop up one at a
time. And we thought this is great: the user can see all of the available
commands in one swoop. Well, she thought it was terrible, that you had to do
that to see all the commands. I didn't understand, because in UCSD Pascal
you had to hit keys for 10 minutes to see all the commands. So, I didn't
quite get that.

She also didn't like the idea of dim highlighting. She thought we should
just suppress the items altogether. So we had dissent in the group. And we
always had dissent in the group. I just chose that because it's a memo that
I had, illustrative of dozens of people who had dissent over every issue.
Nothing specific about Gail. In particular, she said, "Last version the
spec, I thought we only had one issue, which was when that little menu bar
at the bottom was full, we didn't know what to do about it, and you should
have just solved that, instead of moving it to another place, adding
drop-downs, and all these other things. You over-designed to solve the
problem. And besides, I don't like Z for Cut and X for Paste." She had her
own proposal that was mnemonic.

September 22nd. It was now a month after I first said, "Bill, why don't you
try at the top of the screen?" Bill had a very long night, and came back
with the menu at the top of the screen, with command keys, check marks,
everything -- he had everything. In one night he invented the entire
mechanism of the menu bar at the top of the screen. To me it was just a
place to put what he already had, but once he realized it was there, he
could do a lot of other things. And he implemented an amazing amount in one
night.

So he wrote a memo to justify it, and said, "There are some problems with
it. You have to go way further to reach the menu, that's a problem." But we
decided, since there were command keys, and he made it very easy to have a
single-stroke command key in this version, this all-night version, that
okay, if you really wanted to go to that menu item a lot, you could hit the
command key on the keyboard instead and you wouldn't move the mouse at all.
So that solved that problem. The other problem was, that if there were a lot
of windows open, you wouldn't really be sure which menu applies to which
window, and sure enough, that's still true today. But, tradeoffs, you know.
Why was it good? It was good because you got rid of all those ugly cases of
sticking out menus, and also, the dialog box that came up when you had a
command with parameters, could always go in the same place. And we had a
problem before, with the dialog box coming up and covering up the menu, half
the window, and so on. And so we could put it in a standard place under the
menu bar.

So this was all the result of his long night of invention. And then, a
couple more examples, we could put some global commands in the menu. Before,
we didn't -- we hadn't figured out yet where to put the global commands.
They didn't really go anywhere, because every menu was in a window, but now
having a menu at the top, we could have global commands like shutting down
or whatever. And then we could widen the title tabs, because the menu didn't
take up room at the top of the window.

Now we're in February '81, so we've leapt ahead now several months, where
all the programmers are busy implementing stuff. They're designing an
operating system, telling us that we're holding up the project when they're
still designing the operating system. I was in charge of the Applications
Group, and we're the reason the project is behind schedule, even though they
still were designing the operating system.

So I wrote a memo for other people who were going to help out with user
testing. I made guidelines for user interviews. So, never argue with each
other in front of the interviewee. After they leave, you can shoot each
other, it doesn't matter, but not while the subject's there. Don't patronize
the subject -- don't show off your knowledge. I wrote this because I would
be bringing engineers into the room, and I'd sit them in the back. And the
user would struggle to do something, and the engineer would run forward,
jump out of the chair and run forward, grab the hand of the person, and say
"It's easy. You just do this." [Laughter] And I'd go, "Naw, naw naw. You
don't get it." So, we tried gags, we tried all kinds of things. [Laughter]
Finally I said, "Look, I'll let you in the room if you observe these rules:
Don't plant the answer. Take turns asking questions, if there are several of
us there, so we get different -- we may each see different things. And
mainly, try to get them to do the talking. This is not a lecture by you,
this is a test of them, and you want them to verbalize all they possibly
can."

[The] typical thing that would happen is, we'd bring somebody in, to prove
that the user interface thing they put in was absolutely right and we were
totally wrong, and then the end user would usually prove we were both wrong:
both the things were hard to use, and then we'd have to go back and redesign
it. Or, half the time, the user would say, "Well, why doesn't it just work
this way?" And we'd look at each other sheepishly, and fix it.

Now here was an interesting one, for those of you who do user testing. You
don't -- if you don't name things, you don't just say, "What would you call
this?" People paralyze, like "Oh, you're asking me to invent a name." They
just get totally paralyzed, they can't thing of any. But if you say
something like "If someone were to bring you this, if you wanted someone to
bring you this, what would you say? Bring me the ...." And then people would
come up with something. It actually worked pretty well. People have similar
techniques, I've heard, for other things.

April 3rd, '81. Well, at this point they were starting to get very nervous
about the schedule. The operating system design was done, I think, and so we
were holding things up. And they decided the problem was that these
engineers, instead of just writing code like good sheep, were going and
worrying about whether it was usable or not. So they decided to take all
power away from us, and put all the decision making into a council. So who
was on the council? [The] first person was the Division Comptroller, from
Finance. Second one was the V.P. of Sales, who was always on airplanes.
Third one was head of Publications for Lisa, which was a good idea. Fourth
one was kind of the architect of the group; that was a good idea. And the
fifth one was somebody in Product Marketing, who you saw had made comments
before, that were pretty good ones. So, I was looking at this, going "Umm,
okay, maybe we can live with this." But the main thing they did that was
very good is, we instituted a process for what to do if you had a user
interface issue. Don't spend eight hours arguing with each other. Write it
up, make your points, get back to work. And then we have a process for
dealing with it. But, the council would rule by majority vote. So, I think,
"What a way to design a user interface, by majority vote of the Comptroller,
the Sales V.P., okay." [Laughter]

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