Kathy Tafel

Projects, Persuasions, Perambulations

Strategy

Preface: Nobody gets anything done at a company the size of Apple without the cooperation and accomplishments of others.

I joined Apple in April of 1998 to work with game developers and ensure quality fun titles for Mac. I really joined, though, because I didn’t want the company I grew up with to die. When I joined, the company was near bankrupt, but there was hope the company would rebound after buying Steve Jobs and his NeXT operating system. He’d launched a wonderfully artsy ad campaign to keep the core customers hopeful, but nobody knew what would happen.

Only solutions here, no problems

I didn’t know it then but I also joined one month before the announcement of iMac. Soon disclosed on its existence, I couldn’t talk about the computer until it was announced, but had discussions with several companies about what it would take to get them to release software again on the Mac. It became clear that there were two blocking issues: technology and market share.

Companies needed Apple to sell a certain number of Macs each quarter to make a game profitable, as there was a direct relationship between hardware and software sales. Mind share is a bit of market share. Apple also had no visibility at major consumer trade shows. Unsurprising given that the company was hemorrhaging money and more focused then on educators than leisure time. Developers wouldn’t publish into a sector it didn’t see Apple bothering with.

In the trenches

Moreover, they couldn't even write Mac titles because of technical obstacles. I spent the first two years at Apple helping remove these barriers in both hardware and software. I'm proud those decisions and that dedication are still having effects on the product lineup. I spent the next six years in marketing on market share. I managed the content for the Mac OS X web site from 10.1 through 10.4, and contributed heavily to the web sites that supported both the Switch and Get a Mac ad campaigns.

Specifically, I wrote the first version of "Why You’ll Love a Mac," which was used by Chiat as a creative brief for Mac vs. PC. "Reasons you’ll love a Mac" showed up on web banner ads and Apple retail employee T-Shirts. Previously I had pulled some punches. There were some reasons earlier, really, not to consider a Mac, and when I didn’t have something nice to say, I didn’t say it at all. This time around, I truly felt that at that time Apple had the strongest product lineup it had ever had.

Growthx

Today, Apple sells nearly 4 times as many Macs per quarter as when I joined 10 years prior. It also gives me great pleasure to play EA’s Spore on my laptop. And to design a home in 3D. And have all the building reference materials to hand in a portable.

I wrote this to contextualize my portfolio, and give some background to my motivations as well as showcase my dynamic range. From high performance grid computing to pro audio, from operating systems to iPod nano, from persuading stakeholders to delighting customers, I kept the big picture in mind while arranging pixels day by day. By no means should it be read as anything other than a personal account, though I occasionally try for some historical analysis, mostly to balance an overly long sidebar in 2001. At the same time, I think it would be fair to say that just about every Apple employee from the top down buys into the company's mission statement, striving to advance the art and science of technology and make products that people love and love to use.

And each has a personal take on it. I hate it when people say "Oh, I'm not a creative person," or get frustrated by software and the computer itself. I love art and creation. I want it to be easier for people. I also think that when anyone loses themselves in the creative moment, they actually find themselves, and that contributes both to individual health and the vibrancy of culture. Likewise I think games are great, not only to have fun, but to explore various options and learn, and have a way of doing something that lets you save and do-over, unlike life. I wouldn't say that these are the be-alls of civilization, but they are important constituents thereof. That's the long view of why creative force is something to develop and encourage. Sometimes though, the long view won't happen at all if a short term crisis overtakes it.

Did I mention you should vote?