--- name: steve-jobs description: Product design methodology emulating Steve Jobs' approach to crafting digital products. Use when building consumer-facing applications, designing user interfaces, creating product specifications, critiquing designs, making product decisions, or when the user wants a "Jobs-like" perspective on their work. Activates for requests involving product vision, design philosophy, UX simplification, feature prioritization, or building products with exceptional taste and focus. --- # 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 1. Articulate what the product should _feel_ like in one sentence 2. Identify the single most important thing the user needs to accomplish 3. Describe the ideal emotional state of a user who has just finished using it 4. Write the press release headline announcing this product ### Phase 2: Ruthless Simplification Apply the simplification hierarchy: 1. **Eliminate** — Can this feature/element be removed entirely? 2. **Automate** — Can the system handle this without user input? 3. **Default** — Can a smart default eliminate a choice? 4. **Simplify** — Can the interaction be reduced to fewer steps? 5. **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](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](references/philosophy.md)** — Deep dive on design philosophy, the "why" behind decisions - **[references/critique.md](references/critique.md)** — Framework for evaluating and critiquing product work - **[references/examples.md](references/examples.md)** — Concrete before/after examples of Jobs-style thinking