engineers, and the engineers go, ‘Nah, we can’t do that. That’s impossible.’ And so it gets a lot worse. Then they take it to the manufacturing people, and they go, ‘We can’t build that!’ And it gets a lot worse.” 28
In interviews, Ive has talked about “deep collaboration,” “cross pollination,” and “concurrent engineering.” Products being developed at Apple aren’t passed from team to team, from the designers to the engineers to the programmers, and finally to the marketers. The design process isn’t sequential. Instead, the products are worked on by all these groups simultaneously, and there’s round after round of reviews.
The meetings are endless. They’re an integral part of the “deep collaborative” process, and without them there wouldn’t be the same amount of “cross pollination.” “The historical way of developing products just doesn’t work when you’re as ambitious as we are,” Ive told Time . “When the challenges are that complex, you have to develop a product in a more collaborative, integrated way.”
The design process begins with a lot of sketching. Ive’s team works together, critiquing each other’s ideas and incorporating feedback from the engineers and, of course, Jobs himself. The team then works up 3D computer models in various CAD applications, which are used to make physical models in foamcore and other prototyping materials. The team will often build several models, testing not only the outside shape of the new product, but the interior as well. Prototypes precisely modeling interior space and the thickness of the walls are sent to hardware engineers, who check that the internal components fit. They also make sure there’s sufficient airflow through the case, and that interior components like ports and battery compartments line up.
“We make a lot of models and prototypes, and we go back and iterate,” Ive said. “We strongly believe in prototyping and making things so you can pick them up and touch them.” The number of models made is exhausting. “We make lots and lots of prototypes: the number of solutions we make to get one solution is quite embarrassing, but it’s a healthy part of what we do,” Ive said. 29
Robert Brunner, a partner at Pentagram Design and former head of Apple’s Design Group, said, crucially, Apple’s prototypes are always designed with the manufacturing process very much in mind. “Apple’s designers spend 10 percent of their time doing traditional industrial design: coming up with ideas, drawing, making models, brainstorming,” he said. “They spend 90 percent of their time working with manufacturing, figuring out how to implement their ideas.”
The method is akin to a technique known to psychologists studying problem solving as “generate and test.” To solve a problem, all the possible solutions are generated and then tested to see if they offer a solution. It’s a form of trial and error, but not as random; it’s more guided and purposeful. Apple’s designers create dozens of possible solutions, constantly testing their work to see if it is approaching a solution. The process is essentially the same as techniques used in a lot of creative endeavors, from writing to creating music. A writer will often start by banging out a rough draft, spilling out words and ideas with little thought for structure or cohesion, and then go back and edit their work, sometimes multiple times. “Trying to simplify and refine is enormously challenging,” Ive said. 30
Attention to Detail: Invisible Design
Ive’s team pays attention to the kind of details that other companies often overlook, like simple on/off lights and power adapters. The power cord of the first iMac was translucent— like the computer it plugged into—revealing the three twisted wires inside. Few other manufacturers pay such close attention to seemingly insignificant details. But doing so distinguishes Apple from other companies. This kind of
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