John Arlidge scores a very rare sit-down interview with Apple design chief Jony Ive for Time magazine.
He spent "months and months and months" working out the exact shape of the stand of the desktop iMac computer because "it's very hard to design something that you almost do not see because it just seems so obvious, natural and inevitable". When he has finished a product, even one as fresh and iconic as the white headphones that came with the first iPod, he is haunted by the idea: could I have done it better? "It's an affliction designers are cursed with," Ive frowns.
It was an affliction he shared with Jobs, although he seemed to apply it to everything, with -- almost -- funny consequences. Ive recalls traveling with Jobs. "We'd get to the hotel where we were going, we'd check in and I'd go up to my room. I'd leave my bags by the door. I wouldn't unpack. I'd go and sit on the bed and wait for the inevitable call from Steve: 'Hey Jony, this hotel sucks. let's go.'"
Would have preferred more of the actual interview -- lots of biographical filler in this to make it accessible for the general public -- but there are good bits here and there.
On Medium, an excerpt of Leander Kahney's book on Jony Ive about how the iPhone came to be developed at Apple.
Excited by Kerr's explanation of what a sophisticated touch interface could do, the team members started to brainstorm the kinds of hardware they might build with it.
The most obvious idea was a touchscreen Mac. Instead of a keyboard and mouse, users could tap on the screen of the computer to control it. One of the designers suggested a touchscreen controller that functioned as an alternate to a keyboard and mouse, a sort of virtual keyboard with soft keys.
As Satzger remembered, "We asked, How do we take a tablet, which has been around for a while, and do something more with it? Touch is one thing, but multitouch was new. You could swipe to turn a page, as opposed to finding a button on the screen that would allow you turn the page. Instead of trying to find a button to make operations, we could turn a page just like a newspaper."
Jony in particular had always had a deep appreciation for the tactile nature of computing; he had put handles on several of his early machines specifically to encourage touching. But here was an opportunity to make the ultimate tactile device. No more keyboard, mouse, pen, or even a click wheel-the user would touch the actual interface with his or her fingers. What could be more intimate?