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Revolutionizing Computing: The Impact of QuickTime on Technology

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How the invention of QuickTime changed computers forever

This is part of our package about Apple’s 50th anniversary, read more here.

Back in 1989, the landscape of playing videos, listening to songs, or displaying photos on a desktop computer was vastly different. It required expensive hardware from different companies and diverse software, lacking standards, portability, and sharing capabilities.

Tyler Peppel, Apple product marketer: It seemed like a natural area for Apple to explore, but we were starting from scratch. Apple’s CEO John Sculley acknowledged the need to venture into this territory, but the path was far from easy.

John Worthington, audio engineer: There were skeptics within the company who doubted the idea of people ever consuming music or videos on a computer.

A small group of twelve individuals at Apple decided to change this narrative. They transformed computers into creative tools accessible to millions of users.

The journey began with a modest project within Apple’s secretive Advanced Technology Group (ATG). Principal scientist Steve Perlman had developed a black-box device named QuickScan, enabling video playback on a Mac for the first time. While the demonstration of horses running across the screen astonished onlookers, it necessitated an expensive separate chip for video compression and decompression.

Steve Perlman, principal scientist: Apple was not keen on disruptive products.

After QuickScan was scrapped, Perlman, alongside senior scientist Eric Hoffert, pursued a cost-effective software-only approach to multimedia. They aimed to achieve their goals without additional hardware.

Perlman: Most people, both at Apple and elsewhere, believed that multimedia always required specialized hardware and was inherently costly. A few of us held a different perspective.

Among the few who believed otherwise was Gavin Miller, a research scientist in Apple’s Graphics Group. Alongside Hoffert, they cracked the software compression and decompression challenge, known as codec.

Gavin Miller, research scientist: During a lunchtime stroll, we conceptualized a model encompassing constant color blocks and 2-bit per-pixel interpolating blocks. This innovation allowed us to trade quantization artifacts in large flat areas for enhanced detail in textured regions. The outcome was an improvement in quality and performance, making the codec viable for compact video sizes.

Eric Hoffert, senior scientist: We extensively experimented with various color block factors within the compression algorithm to optimize it, pursuing a solution with great determination.

Perlman: Eric, Lee Mighdoll, and Dean Blackketter further refined the technology through simulations, enabling real-time software video playback without additional hardware.

While Lee Mighdoll, an ATG intern, and Blackketter, a senior programmer, contributed to alternative coding techniques, Mighdoll humorously admitted regret over the project’s final codename, “Road Pizza.”

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Hoffert: The name “Road Pizza” originated from the imagery of animals compressed on roads, which we aimed to apply to images and videos – albeit without the morbidity, to maintain visual appeal.

Lee Mighdoll, intern: The choice of the name “Road Pizza” for the method was a tongue-in-cheek reference to lossy compression, a decision I later regretted, but it was too late to change.

Despite the unconventional name, this breakthrough was monumental. The team successfully condensed all aspects of QuickScan into software.

Perlman: Road Pizza’s capability to decompress and playback video windows entirely via software revolutionized the industry. Every Mac, and potentially every PC, could now inherently support video playback, incentivizing creators to invest in producing compressed video content. Road Pizza sparked a wave of innovative thinking and execution.

Engineer Mark Krueger then pushed the codec’s boundaries even further.

Mark Krueger, engineer: I managed to condense the iconic Ridley Scott 1984 commercial into a small video playable on the Mac desktop. Bruce found it impressive.

Bruce Leak, QuickTime lead developer: Mark’s optimized demos showcased the possibilities beyond conventional systems software. Once the potential was evident, it was merely a matter of engineering to overcome challenges and achieve the vision.

Building on the success of Road Pizza, a group of engineers and scientists who had previously worked on media projects at Apple initiated an informal project named Warhol.

Unbeknownst to most, a determined Tyler Peppel made a bold move to pitch the multimedia product to Don Casey, Apple’s head of Networking and Communications. Peppel believed that Apple needed to expedite the development of Warhol and Road Pizza into a product to avoid losing ground to Microsoft.

With Microsoft Windows 3.0 set to debut on May 22, 1990, Casey took action. He tasked Peppel with creating a product plan to announce at Apple’s Worldwide Developers Conference on May 7th.

On that day, Casey unveiled QuickTime to a shocked audience, declaring, “Apple is committed to developing real-time software compression/decompression technology for today’s modular Macintosh systems. A system-wide time coding feature will enable synchronization of sound, animation, and other time-sensitive processes.”

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Casey outlined that Apple’s new multimedia architecture would be available by year-end, without disclosing that QuickTime lacked a budget, dedicated staff, or office space.

Worthington: We were taken aback by the announcement.

Konstantin Othmer, QuickDraw engineer: Standing next to Bruce Leak, I asked him, “What just happened?” Even he was caught off guard.

With Perlman departing the company, Bruce Leak, leveraging his experience with Color QuickDraw, and John Worthington, known for leading Apple’s MIDI endeavors, were appointed to oversee the daily development of QuickTime.

Worthington: QuickTime was a culmination of extensive deliberation, collaboration, and testing from previous endeavors, but now faced with a deadline, we were thrust into action.

Tom Ryan, senior manager: The direction for QuickTime was initially unclear. Leak, Worthington, and Jim Batson had to define the project’s scope. I recall numerous discussions where Jim pondered, “Should it focus on controlling home video systems?” John then proposed expanding on the ATG audio engineers’ work, a decision that, in retrospect, seemed obvious.

Steve Milne and Mark Lentzcner had previously developed AIFF, establishing a principle at Apple that media should be stored in a standardized, portable format compatible across various systems, independent of specific hardware.

Toby Farrand, senior engineer: Audio was the driving force behind QuickTime’s development above all else.

The objective was clear – QuickTime would revolutionize how a Macintosh managed media encoding, decoding, synchronization, and delivery to users without requiring additional hardware.

Andrew Soderberg, product manager: While QuickTime is predominantly associated with video and audio, its inception focused on temporal or time-based data. Events unfold sequentially over time, an aspect often overlooked. QuickTime could have easily been recognized for managing event triggers, akin to HomeKit or iPhone notifications. The software responded to events on tracks as programmed at specific time points, irrespective of the content on those tracks.

Soderberg: We likened video codecs to fonts for word processing – choosing the codec best suited for the task at hand.

The initial steps involved creating a standard set of software codecs and a user-friendly media player accessible to Macintosh users and third-party developers alike. The QuickTime Media Player would serve as the focal point of the user experience.

Hoffert: Jim, Mike Mills, and I devised prototypes outlining the Media Player’s functionality. The first time I witnessed it play a snippet from The Wizard of Oz, I knew this technology was poised to revolutionize the industry. No doubt about it.

Simultaneously, the Human Interface Group pioneered digital video workflow innovations.

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Leak: Today, it’s challenging to envision these hurdles. With hard drives being costly, physical content distribution for QuickTime was unfeasible, compounded by the absence of internet connectivity. QuickTime had to align with existing physical media platforms like CD-ROM. At the project’s inception in 1990, the prevailing notion was that content would be mailed on discs!

Mike Mills, lead designer: We developed scanning, editing, and logging prototypes for digital movies on the Mac, exploring integration with applications like PowerPoint and email.

Chris Thorman, programmer: Our goal was to make QuickTime operations as intuitive as text manipulation in PageMaker. Advanced features were concealed from users, accessible only through option-clicking. Our decisions stood the test of time, remaining unchanged for a decade.

Leak: Users needed the ability to step frame-by-frame, scan, scrub audio, and view movies at accelerated speeds – features we take for granted today but were both a passion project and a technical challenge back then.

As coding and testing progressed, product managers Doug Camplejohn, Andrew Soderberg, and Duncan Kennedy facilitated collaboration between external developers and QuickTime.

Duncan Kennedy, product manager: Early on, we decided to engage with developers differently. Instead of dictating a rigid API like Microsoft, we invited them to Developer Kitchens, fostering an open exchange of ideas.

Sean Callahan, programmer: Many late nights were spent coding frantically before Developer Kitchen sessions with just a handful of us. It was a dream job for me, especially being young and having no family commitments nearby.

Ryan: After Doug, Duncan, and Andy distributed beta copies and conducted Developer Kitchens, the project’s potential became even more apparent. Developers crafted claymation animations, parallel storylines, and training videos – pushing creative boundaries beyond our initial vision. It was truly awe-inspiring.

Leak: To be candid, it felt like the inmates were running the asylum. With Steve Jobs gone, the team was energized about shaping the future. It was the era of “Apple who could change the world” for that generation. We were all in it together, and those were glorious days.

As word of the project’s progress spread within Apple, more engineers sought to contribute. Leak managed to enlist in-house experts to address challenges.

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