Susan Kare: Designing Icons & Graphics For the Original Mac
- 01Design Constraints as Creative Catalyst
- 02Simplicity and Universality as the Core Principle of Visual Communication
- 03Metaphor Over Literalism in Interface Design
- 04The Verb-and-Noun System Architecture of Icons
- 05Icons as a Historically Rooted Visual Language
- 06The Small Team Threshold as an Operating Principle
1. Key Themes
Design Constraints as Creative Catalyst
Kare repeatedly frames limitations not as obstacles but as generative forces. Working in 16x16 black and white pixels forced elegant, universally legible symbols. She notes that color, when it arrived at Microsoft, was additive rather than essential.
"Usually I think you can be creative in any constraints. You can make some pretty fun art with beach trash while you're walking around... it's good to understand what the constraints are and then be excited about that as opposed to being upset that you don't have a thousand colors." 00:07:11
Simplicity and Universality as the Core Principle of Visual Communication
Kare draws on Scott McCloud's insight that reduced detail increases universality — the less specific an image, the more people can project themselves onto it. This governed everything from the Happy Mac face to toolbar icons.
"When a face in particular has a lot of detail it looks like somebody else but if you make it really simple everyone can project themselves onto it... the less detail you have the more universal something is, which is why I think like a simple drawing of a pencil can stand for writing in some ways better than a chrome pen with a particular kind of pen that not everybody might write with." 00:16:27
Metaphor Over Literalism in Interface Design
The Mac team deliberately used metaphors — the desktop, the trash, the watch cursor — to make computing emotionally legible without manuals. Kare's regret about the printer icon is a precise case study in why literal product depictions age badly.
"In general I think it's not good in icons to show pictures of a particular product design because like the 3.5 inch floppy for save even though there's still a few of those kicking around but obviously it didn't age well. Better to use a metaphor." 00:21:32
The Verb-and-Noun System Architecture of Icons
Kare describes a deliberate icon grammar she developed: applications were verbs (active, process-oriented), documents were nouns (resembling their parent app). This gave the interface a consistent visual logic.
"Since it was a process it looked kind of active and then it could be paired with a document that resembled it so our system was kind of a verb and a noun and it seemed like this could hold up pretty well." 00:20:03
Icons as a Historically Rooted Visual Language
Kare situates pixel-based design within a multi-millennial tradition — hieroglyphics, medieval castle symbols, mosaic street art — arguing there is very little truly new in visual communication, only new constraints to work within.
"You study art history, you know there's not much new under the sun. People have been making little symbols for a long time." 00:25:01
The Small Team Threshold as an Operating Principle
Kare identifies a specific team-size inflection point — around fifteen people — where consensus hiring and shared vision remain possible, beyond which organizational complexity compounds.
"I know a couple companies I've worked for we kind of decided that fifteen people you could still have consensus hiring and everybody in a room and be on the same page and then you start to get more people and there's an upside and a downside." 00:48:44
User Dignity as a Design North Star
The Mac team's primary stated goal was that no user should feel stupid. Kare recalls the emotional stakes of this explicitly — the experience of watching someone struggle and the design imperative to protect their self-esteem.
"There was great joy because they could feel smart or they wouldn't feel dumb if you said it was easy and they still had trouble with it." 00:47:13
Iterative Showing to Difficult Stakeholders
Andy Hertzfeld's tactical advice on managing Steve Jobs — always show multiple options, never one — reflects a broader principle about preserving momentum under opinionated leadership.
"Don't show him one thing because he'll say he doesn't like it because it maybe forces you to go try and do it again and be better. But if you show a few things then he can be involved and say that something is terrible but still pick something." 00:49:14
2. Contrarian Perspectives
Design Contests Are a Poor Way to Get Great Creative Work
Against the instinct toward competitive pitches (even Steve Jobs's instinct), Kare implicitly endorses Paul Rand's ultimatum model: one solution, full fee, full confidence. The contest framing devalues creative judgment and produces compromise.
"Steve hadn't really heard of him and he thought we should have a contest... we could hire five people or firms and pay them each 15k and then we would pick the best. I invited some people and then I invited Paul Rand and he said: you will pay me a hundred thousand dollars, I will do one logo, and you will like it. And that is actually what happened." 00:38:29
Abstract Logos That Require Massive Spend to Associate Are Wasteful for Most Companies
Paul Rand's critique of AT&T's globe logo — that it requires unlimited marketing budget to mean anything — is a contrarian argument against the trend toward minimal, abstract brand marks that dominated corporate design for decades.
"He said if you can spend a ton of money to make some random symbol associated that doesn't really mean anything much... whatever you want, but most people don't have unlimited money." 00:40:10
The Best-Selling Digital Gift Was a Kiss Mark, Not a Premium or Luxury Item
Kare's Facebook Gifts data directly contradicts the intuition that prestige signals (diamonds, Rolex) drive willingness to pay in micro-transaction contexts. Emotional simplicity — hearts, penguins — outperformed aspirational luxury every time.
"I thought maybe if you made something that cost thousands of dollars like diamond earrings and Rolex and did fancy things that it would seem more worth a dollar because it was so expensive but... the kiss mark was the best seller of all time. And I would say if my life depended on selling a drawing for a dollar I now know I would draw a penguin." 00:33:01
Don't Put an Apple on the Apple Key
Steve Jobs's intervention to remove the Apple logo from the command key — because overuse dilutes brand meaning — is an anti-intuitive brand discipline lesson: restraint in logo placement protects equity better than ubiquity.
"Steve came in one day at the end of the day and said you cannot do this, I think he called it an apple farm, and said our key... I was told that key was a command key or a feature key." 00:22:02
City Names Are Fine, But Aim for World-Class
Jobs's offhand insistence on renaming Mac fonts from local Philadelphia suburbs to world-class cities (New York, Geneva) encodes a non-obvious product philosophy: the naming of even minor components should signal ambition and aspiration.
"Steve Jobs came by one afternoon... and said, well city names aren't bad but at least call them world-class cities. So that's how we ended up with New York and Geneva instead of Paoli and Wynwood and Rosemont where our high school was." 00:11:04
3. Companies Identified
Apple / Macintosh Group
The original personal computer team. Mentioned as the foundational design environment where modern GUI conventions — proportional fonts, icons, the desktop metaphor — were invented under extreme constraints.
"We were trying to make a computer that anyone could use... it should be friendly because there were so many people there who in the Mac software group were just passionate about computers and kind of wanted to be evangelical about that." 00:06:42
NeXT
Steve Jobs's post-Apple company. Mentioned as the context in which Paul Rand was commissioned for the famous cube logo — a landmark in design procurement.
"I of course wanted to hire Paul Rand for the logo because he was my hero and Steve hadn't really heard of him." 00:38:00
Microsoft (Windows 3.0)
Mentioned for giving Kare her first color design environment — 16 colors — and as context for the Solitaire game that became culturally embedded.
"After I worked at Apple I did a job for Microsoft on Windows 3.0 and color, even if 16 colors and some of them weren't very good colors, but it was still so nice to have to be able to use red for alerts and to differentiate at a glance a little easier when you had color as another option." 00:28:59
Facebook (Gifts)
Facebook's virtual gifts program, for which Kare designed a new digital gift every day for nearly four years. Mentioned as a rich real-world dataset on what people actually pay for in micro-transaction digital goods.
"We could kind of tell by maybe quarter after if it was going to be a successful best seller by just how many sold in that first 15 minutes." 00:32:32
Kare designed icons for Pinterest with a focus on subtle motion that wouldn't become irritating over time.
"I did some icons for Pinterest where a terrific animator helped me with these. I thought just a little bit of motion so that it wouldn't get really irritating over time." 00:34:01
General Magic
Early mobile/personal communicator startup. Kare designed the logo and a more literal desktop metaphor featuring hallways and doors. Noted as a visionary but ultimately premature product.
"I worked on a project for General Magic, I did the logo, and we had a different kind of desktop metaphor that was a little more literal, and hallways with doors... it kind of made me feel like gifts, you could send postcards but it didn't quite anticipate email." 00:30:58
Ledger
Crypto hardware wallet company. Kare recently designed badges for their personalizable device, described as having a retro aesthetic.
"I just did these badges for a fairly new ledger crypto wallet and it has a little attachment opening in the front so that you can personalize it and they really wanted to have something a little bit retro looking." 00:36:00
Swatch
Kare designed alarm icon options for Swatch, illustrating the iterative icon design process — from literal clock to abstract noise symbol.
"This is just a super quick run through of some icon options that I did for Swatch and they wanted an alarm so of course I started with a clock and made it noisier." 00:27:30
Pikmin Bloom / Paradox (game)
Kare did logo studies for the Pikmin Bloom game and a Paradox game, described as a close match to her final submitted work.
"I was an artist doing studies for the logo which is pretty close to this for Pikmin Bloom game and Paradox game." 00:35:31
4. People Identified
Paul Rand
Legendary American graphic designer; created logos for IBM, UPS, ABC, and NeXT. Mentioned as Kare's primary design hero and a direct collaborator at NeXT. His philosophy — do something meaningful to the product name, avoid arbitrary symbols, master a few fonts deeply — is cited as core to Kare's practice.
"You will pay me a hundred thousand dollars, I will do one logo, and you will like it." 00:38:59 "Morningstar has a rising sun and IBM is pinstriped and business like... he said when he was doing the UPS logo and reportedly she said 'it's a present daddy' and he thought that was such great justification." 00:40:41
Andy Hertzfeld
Apple system software programmer, co-creator of the original Macintosh software. Kare's high school friend who recruited her to Apple. Credited with writing the icon editor that made her work possible and with tactical wisdom about managing Jobs.
"Andy wrote an icon editor... you could just toggle the bits and you could see a greatly enlarged image as well as what the icon looked like at 72 dpi... it automatically generated the hex code for an icon which I could then type in and see the image on the screen." 00:12:31
Bill Atkinson
Apple programmer who wrote MacPaint. Kare's primary technical collaborator on icons and patterns, and credited with developing an early scanner that brought the geisha woodcut image into the Mac.
"Bill Atkinson was the programmer who wrote MacPaint and that was my favorite program of course and was happy to collaborate on the icons and the patterns and he developed an early scanner." 00:11:32
Steve Jobs
Apple and NeXT co-founder. Portrayed as a daily presence in the Mac software group — an exacting taste-maker whose interventions (no Apple Farm, world-class city names, contest vs. sole-source for Paul Rand) shaped the product's identity.
"Steve came in one day at the end of the day and said you cannot do this, I think he called it an apple farm." 00:22:02
Alan Kay
Computer scientist and pioneer of object-oriented programming and the GUI concept. Cited approvingly by Kare for his philosophy on layered interface design — not everything at the same level — and for personally validating the Mac's proportional fonts.
"Alan Kay said this to me and I thought that was... I took great joy hearing that because he just said yeah it's like who knew proportionally spaced fonts can actually look pretty good." 00:45:10
Scott McCloud
Author of Understanding Comics. His framework — that reduced detail produces universal identification — is cited as the intellectual backbone of Kare's icon philosophy.
"Happy Mac is a play on the title of this excellent book by Scott McCloud which is about comics but really has so many good insights about user interface too." 00:15:58
Evan Sharp
Co-founder of Pinterest. Cited for design philosophy on restraint and consistency, particularly around not tampering with established logos.
"Evan Sharp and Ben Silberman who started Pinterest and they had a lot of good ideas but Evan used to say this..." 00:49:44
Ben Silbermann
Co-founder and CEO of Pinterest. Mentioned alongside Evan Sharp as a source of sound design-and-product philosophy.
"Evan Sharp and Ben Silberman who started Pinterest and they had a lot of good ideas." 00:49:44
Dennis Wang
Computer scientist and artist; started at Google as a Stanford undergrad. Cited for Google's internal philosophy of logo restraint — don't mess with it.
"Dennis Wang who started working at Google when he was an undergrad at Stanford and he's a terrific computer scientist and artist and he told me this that was the prevailing wisdom at Google and I would probably preach the same thing like don't mess around with the logo." 00:49:44
Dave Morin
Entrepreneur and friend of Kare. Called on a Friday requesting a complete logo, t-shirts, and hats by Monday — cited as an example of rapid-turnaround creative work.
"Dave Morin a friend called and said on a Friday I think and wanted to have an image and t-shirts and hats like by Monday." 00:36:30
Paul Saffo
Futurist. Cited for a memorable quote about the gap between creative vision and execution timelines.
"This is a futurist named Paul Saffo and I just love this quote that he mentioned one day and I kind of get this in a metaphorical way... optimistically think you know exactly what you want to do but it's still allow extra time." 00:41:40
Bud Tribble
Apple software engineer on the original Mac team. Cited for relaying Alan Kay's principle on interface hierarchy and nested complexity.
"This is Bud quoting Alan Kay as a kind of tenet about user interface and maybe not having everything at the same level and nesting things so that things can just appear that ease of use seems possible." 00:44:40
Steve Capps
Apple programmer. Collaborated with Kare on sewing and painting the pirate flag raised over the Mac building in direct response to Jobs's "it's better to be a pirate than join the Navy" speech.
"A programmer named Steve Capps and I, Steve Capps sewed a black flag and I painted a skull and crossbones on it and put a striped apple as the eye patch and we went to work in the middle of the night and we flew that flag." 00:46:13
Jay Chiat
Founder of Chiat/Day advertising agency. Referenced in the context of a film Jobs showed visiting executives to inspire the Mac team's work culture.
"Jay Chiat started the... and everybody I worked with in the software group had a sleeping bag in their cube." 00:48:13
5. Operating Insights
Show Multiple Options to Opinionated Decision-Makers — Never Just One
When presenting creative work to a strong-willed leader, showing a single option forces a binary accept/reject. Showing several gives them agency, makes them feel involved, and almost always produces a decision rather than a stalemate.
"Don't show him one thing because he'll say he doesn't like it because it maybe forces you to go try and do it again and be better. But if you show a few things then he can be involved and say that something is terrible but still pick something." 00:49:14
Use a Placeholder to Unlock Your Own Thinking
Kare describes using whatever a programmer would throw in as a placeholder — not dismissing it, but using it as a generative starting point to refine from. This low-fidelity first draft technique breaks creative paralysis.
"I what a programmer might have used as a place holder because I've gotten so many good ideas that way and then maybe refine them a little bit." 00:28:30
Read Early Sales Velocity as a Leading Indicator of Hit Products
From four years of daily digital gift launches, Kare developed a precise early-signal heuristic: fifteen minutes of sales data after midnight launch was predictive of whether something would be a bestseller. This is a transferable pattern for any digital goods business with real-time transaction data.
"We could kind of tell by maybe quarter after if it was going to be a successful best seller by just how many sold in that first 15 minutes." 00:32:32
Design for International Use by Eliminating Text from Interface Elements
The Mac control panel was intentionally built without text — using animation, speed, and sound — so that it required no localization. This is a durable product principle: visual and behavioral affordances scale globally; text does not.
"We tried not to have any text so that it could be international without having to make a different version." 00:12:31
6. Overlooked Insights
The Facebook Gifts Micro-Transaction Dataset Is an Untapped Blueprint for Digital Goods Pricing
Kare ran what amounts to a four-year, daily A/B test on what people will pay one dollar for in a social context — with real transaction data, limited editions, celebrity collaborations, and price-signal experiments (luxury goods vs. simple emotional imagery). The finding that hearts and penguins beat diamonds is non-obvious and directly applicable to anyone building digital collectibles, NFTs, in-app purchases, or social gifting features today. This was mentioned almost in passing but represents a rare empirical dataset on micro-transaction consumer psychology at scale.
"I thought maybe if you made something that cost thousands of dollars like diamond earrings and Rolex and did fancy things that it would seem more worth a dollar because it was so expensive but... the kiss mark was the best seller of all time. And I would say if my life depended on selling a drawing for a dollar I now know I would draw a penguin because we had multiple limited editions of penguins and they all sold out." 00:33:01
The Command Key Symbol Predates Computing by 800 Years — and Was Already in Public Signage
Kare's discovery that the command key symbol (⌘) is a stylized aerial view of a 12th-century Swedish castle (Borgholm, circa 1200 AD) — and was already in use on Swedish road signs to denote points of interest — suggests that the most durable interface symbols are ones that tap into pre-existing cultural or perceptual grammar. This is a design research principle with direct implications for anyone building visual languages for new platforms today: search existing signage, cartography, and historical symbol systems before inventing new ones.
"I went to Sweden and I was so excited to get off the plane in Gothenburg and there there's the feature key... someone from Sweden said actually that symbol that's on the signs is taken from a 1200 AD castle called the Borgholm castle and it's a ruin but when you see it from above you see that it's like a castle with four turrets." 00:24:01