Loading
Apple are indisputably a leader in intuitive design—on many occasions raising the bar for how a product feels, and delivering some of the best user experiences I've ever seen.
But after spending a few weeks using AirTags, I'm disappointed.
I also noticed that the majority of the reviews I'd read online used stock imagery, whilst demoing the tags in a controlled office environment. It's likely that the rush to release reviews quickly—for relevancy—meant that very few people tested them thoroughly.
But to appreciate the intricacies of a world-class UX, you need to really get 'into the weeds' of a product. Which is what I've done.
This isn't a review of the Apple AirTags, but rather an intimate analysis of how they could improve very specific parts of their user experience.
Even Apple misfire from time to time.
🗺
1. Why you need real-time positioning
🔇
2. Your AirTag isn't reachable
😱
3. The most stressful notification ever created
💬
4. The issue with custom messages
⏱
5. The search for milliseconds
If any Apple device gets within range of a lost AirTag (approximately 100 meters), then it silently—and unknowingly to the passer by—pings its location through the 'Find My' network, telling the owner where the item is.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points
Apple are indisputably a leader in intuitive design—on many occasions raising the bar for how a product feels, and delivering some of the best user experiences I've ever seen.
But after spending a few weeks using AirTags, I'm disappointed.
I also noticed that the majority of the reviews I'd read online used stock imagery, whilst demoing the tags in a controlled office environment. It's likely that the rush to release reviews quickly—for relevancy—meant that very few people tested them thoroughly.
But to appreciate the intricacies of a world-class UX, you need to really get 'into the weeds' of a product. Which is what I've done.
This isn't a review of the Apple AirTags, but rather an intimate analysis of how they could improve very specific parts of their user experience.
Even Apple misfire from time to time.
🗺
1. Why you need real-time positioning
🔇
2. Your AirTag isn't reachable
😱
3. The most stressful notification ever created
💬
4. The issue with custom messages
⏱
5. The search for milliseconds
If any Apple device gets within range of a lost AirTag (approximately 100 meters), then it silently—and unknowingly to the passer by—pings its location through the 'Find My' network, telling the owner where the item is.

A behind the scenes look at how I redesigned the Built for Mars sign-up flow, and iterated from early feedback.
The two "obvious" fixes that did nothing
Why you shouldn't always force an input
Why limiting the user's choices can be beneficial
Hinge built its reputation on a single promise: it's the dating app that wants you to leave. This is a breakdown of how the interface is actually engineered to make sure you don't.
How dating apps keep you engaged (not romantically)
The design equivalent of clickbait headlines
How Hinge leverages social scarcity
The challenge for a navigation app isn't to efficiently show you the best route, it's to make you believe that you've found the best route.
How strategy influences design
Waze is cornered, and slowly shrinking
What Apple's strategy appears to be

From rat mazes to coffee apps: why the motivation to reach a reward increases the closer your users get to their goal.
How to use the Goal Gradient Effect
Spinning the flywheel of purchases
Why your rules need to be clear
Sometimes, the best onboarding is no onboarding, and simple products get bogged down with unnecessary explanations. This case study on Waitrose, Sainsbury's and Asda demonstrates when to just let the user try it for themselves.
Sometimes the best onboarding, is no onboarding
“Show, don’t tell” often beats education
Data can’t always tell you when onboarding is wrong

An analysis of Monzo’s 1p challenge, focusing on the middle slump, where progress slows and motivation quietly fades.
Delight can replace progress, but only temporarily
"The middle" is the real retention problem
Motivation needs contextualised reference points