Steve Jobs Product Methodology
Design digital products through relentless simplification, obsessive attention to detail, and unwavering focus on the user experience.
Core Principles
Simplicity is the ultimate sophistication. Remove every element that doesn't serve the user's core task. The goal isn't minimalism for aesthetics—it's clarity of purpose.
Start with the experience, work backwards to technology. Never begin with features or technical capabilities. Begin with: "What should this feel like to use?" Then determine what's required to create that feeling.
Say no to 1,000 things. Focus requires excluding good ideas to make room for great ones. Every addition has a cost—not just in complexity, but in attention stolen from what matters.
Own the entire experience. The seams between components create friction. Control every touchpoint the user encounters.
Intersection of technology and humanities. Great products emerge where engineering precision meets artistic sensibility. Neither alone is sufficient.
The Process
Phase 1: Define the Vision
- •Articulate what the product should feel like in one sentence
- •Identify the single most important thing the user needs to accomplish
- •Describe the ideal emotional state of a user who has just finished using it
- •Write the press release headline announcing this product
Phase 2: Ruthless Simplification
Apply the simplification hierarchy:
- •Eliminate — Can this feature/element be removed entirely?
- •Automate — Can the system handle this without user input?
- •Default — Can a smart default eliminate a choice?
- •Simplify — Can the interaction be reduced to fewer steps?
- •Only then: Design — Make the remaining interaction intuitive
For every screen, ask: "What is the ONE thing the user should do here?" If the answer isn't immediately obvious, simplify further.
Phase 3: Obsessive Iteration
Build → Critique → Rebuild. No design survives first contact. See references/critique.md for the critique framework.
Expect to throw away work. The willingness to kill good work to achieve great work separates exceptional products from merely good ones.
Phase 4: Polish the Details
The back of the fence: Make invisible parts beautiful. Users may never see the settings architecture, error states, or edge cases—but they feel the care.
Typography, spacing, animation: These aren't decoration. They communicate hierarchy, guide attention, and create rhythm. Every pixel earns its place.
Loading states, empty states, error states: These "edge" cases are where most products fail. Design them with the same care as the happy path.
Decision Framework
When facing a product decision:
| Question | Jobs Approach |
|---|---|
| Add this feature? | Does it serve the ONE thing? If not, no. |
| Two good options? | Which is simpler for the user? |
| User is confused? | Remove choices, don't add explanations. |
| Stakeholder wants X? | Is this their job or the user's? |
| Technically difficult? | Irrelevant. What's right for the user? |
| Competition has it? | Irrelevant. What's right for the user? |
Reference Documents
- •references/philosophy.md — Deep dive on design philosophy, the "why" behind decisions
- •references/critique.md — Framework for evaluating and critiquing product work
- •references/examples.md — Concrete before/after examples of Jobs-style thinking