the real meaning and future of apple's mantra_ designed in california
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DESIGN
The Real Meaning and
Future of Apples Mantra:Designed in CaliforniaDavid Galbraith
Apple is a hardware design company. I t
owns ideas not factories. And because it runs
its own operating systems, an intrinsic part
of the design of its products is software. But
this crucial area is showing signs of weakness as com petitors copy its innovations.
1. Design is not hardware.
Announcing the launch of his hardware incubator at London's Royal College of Art, this month,
James Dyson (the vacuum cleaner guy) said something which may seem obvious but is
nonetheless very controversial: "Apple's success as a technology company is built on hardware.
The current fixation with digital is misplaced."
There you have it, the Internet bubble is a vacuum, as stated by the man who made billions
selling them. Apple is not like Google or Facebook, Yahoo, Ebay or Oracle or the other Silicon
Valley stars because it primarily ma kes physical things. And things, according to Dyson, employ
people and have a proven business model: You sell them.
Although, even in its beleaguered state, Facebook is worth significantly more than G eneral
Motors, it doesn't have a clearly defined business model and employs 3,000 people vs GM's
200,000. Stand outside an Apple store, on the other hand, and you'll see the equivalent of the
price of a Porsche fly out the door every minute in little $500 brick sized packages. This,according to Dyson, is the success of Apple as a hardware company. And it's certainly true that
people will pay for hardware. A book is a gift, an ebook not so much.
But is Apple really a hardware com pany in the sense that Dyson is championing, or is it a design
company? Its products don't say made in America, they say "Designed in California" and are
made in China. Apple employs 47,000 people in the US (mostly in stores) but 250,000 are
employed in China assembling its products. On the other hand Apple's success means indirect
jobs in the US. I ndependent estimates put these between 300,000 and 400,000. About 40-
percent of these are IOS developers, so this doesn't pertain to Dyson's argument that we must
focus on physical design. Even the Germans, who do make things, make a substantial portion of
their money making machine tools for China to make more things that are then not made in
places like Germany.
Design consists of the ideas that make things; it's not much different from software in that it
isn't tangible. By being a design rather than a manufacturing company, Apple is actually more
like a software company than a traditional manufacturing one.
2. Apple's design history.
OCT 17, 2012 2:24 PM 51,911 127
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[ I n the late 90s it was cool to suggest that Wozniak was the real genius behind Apple ]
Apple has a history of design, but that is what almost killed it. At its nadir in the mid 90s, Apple
was relegated to making niche products for graphic designat a time when design did not have
the prestige that it does in today's more mature computer industry. In mature markets,
qualitative value add becomes more important, and good design is measured qualitatively
whereas technology is measured in terms of num bers. Today, people care more about the
ergonomics of a laptop than how much RAM it has, but that was not always the case. And
when Steve Jobs returned to Apple, people would still talk about Steve Wozniak's technical skills
being the real genius behind Apple.
[ technical specs used to matter a lot more than design ]
In many ways, the transition to today's design culture at Apple came about through it
embracing a more geeky side. Before OSX, Apple's operating systems did not provide access to
the command line, and there was a certain elegance to the packaging of software into three
monolithic pieces: executables; control panels, and extensions. System 7 was conceptually more
like IOS than OSX in that you couldn't tinker under the hood.
-
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[IOS shares the organizational simplicity of original Mac OS]
What w as under the hood mattered, however. By m igrating to the NeXT machine's Unix-based
operating system, Apple had a solid and robust engine that would appeal to developers, even if it
was at the expense of some user experience complexity. While the workings of OSX w ere
unselfconsciously techie, its look and feel was much less sober: the 'aqua' styling with its liquid
metaphor. Reflections and glossy highlights were perhaps seductive, but they weren't restrained
or minimalistterms that are often applied to Apple because of its style elsewhere.
[ the aqua' user interface style of OSX with its glossy buttons and liquid reflections was hardly
minimalist ]
At the same time as the operating system overhaul, Steve Job's return to Apple was signified by
the playful design of the candy colored iMac. But this wasn't the product that really kickstarted
the Apple of today, which is associated with monochrome m odernism (even the logo ditched its
color) rather than bright colors and postmodern whimsy. In 2001 Apple launched the Titanium
Powerbook, a laptop that had both the outer and inner beauty of a sports car; if you spent much
of your day in front of a machine, this was the one to own. Throughout the early 2000's the
illuminated Apple logo became more and more ubiquitous at technology conferences as people
switched from their company-owned desktops to these highly personal luxury devices.
-
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[The Titanium Powerbook, the product that rooted Apple's modernist design among tech
influencers - source]
If the Titanium Powerbook was the device that signified Apple's rebirth, two other portable
productsthe iPod and the iPhonewere the other pillars on which the world's largest company
was built. And both of these were equally modernist, designed in the style of Dieter Rams'
seminal work for Braun in the 60s and 70s.
[ Dieter Rams' work at Braun is the direct inspiration behind Apple's product design - source ]
3. Apple design today.
Apple's hardware is still best-of-breed. An iPhone is the best designed phone at any price, but in
terms of raw specification, products like the Samsung Galaxy SIII beat it in several respects.
Maybe Apple will produce a new groundbreaking device, such as the iPod or iPhone that has no
equivalent and gives it a huge lead again, but for now it looks like the touch screen phone is a
ubiquitous product w hich has many com petitors.
As the hardware standardizes, increasingly much of the value a dd in Apple hardware design is
software. From its beginnings, Apple chose the opposite path to I BM and Microsoft, making
both the operating system and the hardware. This allows it to integrate the two without
requiring inter-operable standards. I t also implies that where the hardware has to integrate with
the software (e.g. what's happened with default maps on a phone), the software is made by
Apple and often has to be better than people who specialize in whatever that thing is. This do
everything' approach is obviously a difficult and risky thing to pull off, but the potential payoff is
great. Software is important for Apple.
[ Apple Maps showed that even if you are the world's biggest company, its difficult to do
everything yourself ]
The 3 tiers of Apple software design
Apple's software design exists on three levels: the OS, the proprietary apps, and the
infrastructure that pulls together third party apps and content. At each level it must be w orld-
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beating, but increasingly, it is not best of breed, and products often show signs they have come
from the world before cloud computing.
Design Tier 1: the new OS that's more similar to system 7
IOS is a return stylistically to the pre-OSX days of an operating system that was focused on ease
of use at the expense of technological tinkering. You have to void the warranty to get access
under the hood, and the model of non-m ultitasking applications rather than browser based
software is in many ways a throwback to pre-web days. The difference between IOS and System
7 however, is that it works. The reliability of the Unix engine shows. At the same time, the both
OSX and IOS are more elegant than rival products. The IOS interface is controlled and well
designed in a w ay the Android simply isn't, from small details such as keyboard layouts and icon
designs, Apple's product is a qualitatively better.
[ Does your granny use vi? OSX brought back the command line access, while IOS went back
to one which didn't even multi-task ]
Design Tier 2: the apps
All of Apple's default applications, Safari, Mail, iPhoto, calendar, and utilities are not necessarily
best of breed. Is Mail better than G mail, Safari better than Chrome? Chrome is more fluid, has
some nice minimalist touches that it innovated before Apple (no separate search and url box)
but is architecturally similar.
Other apps such as the iPhoto are fundamentally different, however. They stem from designs in
a previous era where cloud computing did not exist and the belt and braces approach of local
syncing rather than caching was the norm. Nowhere is this more apparent than Spotify vs
iTunes: rent access to all the world's music in the cloud, streamed and cached locally, vs buyingand downloading music. G oogle's applications, on the other hand, were designed for cloud
computing from the start.
Apple still differentiates iPhone models based on storage capacity. A 64 GB iPhone costs $200
more than a 16GB one, for something that on Android involves buying a memory card for less
than half thatbut this differentiation becomes completely moot when you have access to
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unlimited GB via the cloud, and your phone's memory is merely a cache.
There are a handful of apps on the periphery of Apple functionality, however, that show that
Apple's design control is not total, since they belong to a completely different aesthetic than the
house style.
[ Apple takes the Dieter Rams influence into its calculator interface ]
Two of the utilities that come standard with the iPhone are the calculator and compass apps.
The calculator shows a direct reference to the designer who most influenced Apple's hardware,
Dieter Rams. It has an interface which is an almost exact replica of a vintage Braun calculator,
produced when he w as head of design there. It is vintage but modernist nonetheless. If this were
merely a direct copy of something physical, the only argument for defending the calculator
would be that it is somehow more appropriately modern. The reason this is not pastiche is that
the braun calculator was designed with an easy to read keyboard, with clear but subtle color
coding and well laid-out keys. This translates into the digital realm to produce something
ergonomic.
[ Apple's wayward, fake brass and lacquered wood, compass app ]
The compass, however, is designed to look like a historical nautical one. The bevel is fake brass
and the background luxurious polished hardwood that's made up of 1s and 0s. Digital brass and
polished wood doesn't cost any more than digital plastic, so the luxury is false. The effect suffers
from the same thing that plagued American industrial design in the 70's. Jim Rockford's wood
effect answer phone, teak-encased TVs or vinyl wood paneled cars. It carries across to other
Apple products such as the ebook reader and Gamecenter.
Note that BOTH of these designs are skeuomorphs, one taking plastic and reproducing it
digitally and the other polished wood and brass, but the difference is that the Braun plastic
design has some ergonomic use. There is nothing intrinsically wrong with skeuomorphs, the
whole of classical architecture (w ood represented in stone) is based on skeuomorphism, as is
most software interaction (ie, the fake metal of chrome buttons). Microsoft has swung violently
against skeuomorphism, away from the visual clues that fake metal achieves with Windows 8 in
a w ay that is sure just to confuse people who may be unable to differentiate between buttons
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and content.
[ Technologists have suddenly learned the word skeuomorph, using it entirely pejoratively, but
there is nothing wrong with skeuomorphism per se, all of western architecture and almost all
successful interaction design is based on it - source]
The problem of fake w ood and leather in digital design is not skeuomorphism, but realism vsabstraction. If you try a nd make things literally look like objects in the real world you end up in
the realm of something which is trying to be something else. There is a lack of honesty and self
awareness about this approach and everything ends up looking like a video game.
Video game design often imitates something in the real word because it is drawing you into a
fantasy world. Interaction design is supposed to help your real world experience rather than
immersing you in something else, and so abstraction is more ergonomic.
[ game UI - design to immerse me in the idea of being in control of something important and
complicated, like flying a spaceship ]
Interaction design is something you should be able to look at and understand, rather than
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something that should conjure up an emotional association which stimulates your imagination.
[ Nest's excellent interaction design - a dial with a number - source ]
As a rule, interaction design should be something you look at for w hat it is in its own right, not
what is is associated with. There should be noNaked Lunch moment where you realize what's
there is deceptively off putting.
While it's true that Apple design has never been as amateur as, say, Microsoft's Windows gam es
Solitaire and Minesweeper had all the design flair of a slot machinethese were clearly
afterthought apps, but Apple's oddly incongruous software design aesthetic extends right into
some of its core products.
[ the tacky and non-luxurious design of iCal where the stitching is supposedly based on the
interior of Job's private jet. ]
Because people hero worshipped Jobs, people have often assumed that it w as Jobs that w as the
principal arbiter of Apple taste and that where it w as lacking, he mustn't have been involved.
Just as people would whisper in the 90s that Wozniak w as the genius behind Apple as a tech
company, people now a ssume that Jobs was the genius behind Apple as a design one.
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[ Jobs dressed like an architect from the waist up and like someone who couldn't care less about
design from the waist down. Like his clothing, his design sensibility was probably divided
unequally. - source]
But in a recent article by Austin Carr, at Co Design, several people who worked at Apple claim
that Jobs wa s indeed involved in some of the faux-realist products that don't sit well with the
rest of Apple.
According to Carr, for the design of the I OS gam e center, "Steve pushed very hard to have
everythingthe felt-cloth table, the game chipslook like they would in real life"
The heavily skeuomorphic design of some of Apple's software products may not have been
because Jobs wasn't interested in them, but more likely because the teams that had brought
modernist design to hardware w ere not the same for software. Jobs never claimed to be able to
design or even articulate what he wanted from design, but he said he knew it when he saw it.
Perhaps software teams at Apple, didn't bring him an alternative.
Perhaps what Apple needs, above all, is a Jonathan Ive for software.
[ Apple needs one of the above for software ]
Design Tier 3: Infrastructure.
There is a third level of design problem at Apple. It has to do with the platform. The product that
is the lynchpin of them all iTunes and the App Storeis a product w hich is a platform. In
some ways it's just as important as an operating system because it's the gateway to all of the
content and applications that help make Apple's hardware so vibrant. Unfortunately, it's one of
Apple's worst offerings.
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[ Apple's cloud initiatives feel like they are about syncing (beaming information) to different
devices, rather than creation in one place in the cloud, which is the model of Google's products]
4. Total control of the User Experience, Apple retail design.
So Apple is a design and retail company that designs and sells hardware. Of the 3 components to
a manufacturing business: design, build and sell, Apple does the stuff at both ends but not in the
middle, but where it takes most control is in selling. Most of its employees are involved in retail,
and the company focus is on supply chain, from design to fulfillment. Which is why the CEO
that Jobs chose to replace him, Tim Cook, has a background in supply chain management. But
even at the retail end, Apple is more about design than logistics.
Apple has redesigned the retail experience. Stores are not stores in the literal sense of being
warehouses of products; they are modernist gallery spaces for modernist products that are
displayed in a way that is more reminiscent of precious items in a museum that the aisles of a
supermarket.
[ Total Control Retail, by design ]
Perhaps the most revolutionary product Apple has ever designed is its retail store environment.
Most retail design is about artifice, scenery design as a backdrop for products that try and sell
you an idea, Apple retail design is about authenticity and customer service. Apple stores use solid
wood tables, shot blasted steel, stone floors and toughened glass, and they devote a large
percentage of space to education via the theater and support via the genius bar. If the design
inspiration for Apple products is Dieter Rams, the inspiration for these high tech temples is the
high priest of High Tech architecture, Norman Foster.
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[ I f Dieter Rams is the influence behind Apple products, Norman Foster is the influence behind
Apple retail design - source]
Foster designed the form that became the inspiration for the most iconic of Apple's early flagship
stores, creating a glass stair through a central atrium in a box like building, for the Carre D'Art
in Nimes, France. This is the architectural precedent which indirectly influenced retail spaces
such as NY's Soho Apple store, which were created by a variety of architectural firms a decade
later. Apple's headquarters takes this design influence full circle: I t wa s designed by Foster
himself.
[ Foster's Carre D'Art in Nimes is the inspiration for the glass stair Apple stores - source]
5. Apple's future design strategy.
Apple's uncompromising control is a mixed blessing. The software industry has operated for
many years by balancing open source with proprietary systems. Google is the principal
challenge to Apple here, from the Android Operating System to a suite of cloud based
applications such as G mail, Drive, and Maps. Google's approach is more open. As Twitter,
Facebook and LinkedIn exert increasing control over their social graphs, people forget that these
were built on invites via Gmail.
Apple has the edge on design excellence, the keyboard on IOS is just that bit better designed than
Android's which overall feels mess, but the biggest current advantage is vulnerable. Like
Microsoft's platform dominance in the late 80s there are far more applications on I OS than on
Android, and the App store is far better stocked than Google's equivalent, 'Play'. But you can't
help feeling that Apple's centralized control over the apps ecosystem lacks the richness of a
comm unity driven effort. The App store is Encyclopedia Britannica and it's vulnerable to a
Wikipedia.
The future for Apple is to increase the leverage of software vs hardware design advantage for the
devices that become difficult to differentiate from competitors such as Samsung. But a radical
option to the best way of doing this may come from what Apple are already indirectly doing and
Gillette made famous.
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7/30/2019 The Real Meaning and Future of Apple's Mantra_ Designed in California
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Gillette realized that if you give people a really nice razor, cheaply, you could keep charging
them a premium for refill blades that fit it. This is the way that the inkjet printer business works
cheap hardware and expensive refills. Nespresso does it too.
[ Giant backdrops of coffee capsule refills at the Nespresso store in Barcelona with it's Apple like
control over retail experience and Gillette-like business model of subsidized hardware and refills
- source]
Apple doesn't quite do this with iTunesthe software is still there to sell hardware, but the
carriers sell Apple phones. You sign a two year contract w ith a cell phone provider and get an
iPhone for $200 rather than $700. This the Gillette model, but without the control that they
usually exert by doing it themselves.
Perhaps the logical end game for Apple is to become a netw ork or content provider, collecting
rent via the Gillette model of subsidized hardware.
Although this is very unlikely to happen, if Apple were a carrieror even an MVN Oit would
have a complete offering that would give it strategic leverage to do a good job where it is weak
(cloud) and w here others offer a service which is inferior to the usual Apple level of quality.
Regardless of the outcome, elegant design will become an increasingly important part of Apple,not just for hardware, and it may need the design sensibility of Jonathan Ive in other areas.
David Galbraith is a designer and co-founder of several Internet companies
including Yelp. He used to be an architect, working for Norman Foster. He's designed of all
sorts of things from skyscrapers to software applications, but specializes in designing the
obvious. He created the visual bookmark concept behind Pinterest, the one-line bios used by
Twitter and Facebook, and co-created RSS.
Photo by flickr user geekjustin, used under Creative Commons license.
38 discussions in response to David Galbraith
Reply
You are following optiplex991s comments
optiplex991and 13 more Reply 5 hours ago
" you'll see the equivalent ofthe price of a Porsche fly out the door every minute in little $500 brick sized
packages."
$500 Porsches anyone? Anyone?
You are following Cherokee_59s
comments
Cherokee_59and 19 more Reply 4 hours ago
The whole article is just stupid. Simply COMPARE
all Apple products with everything else on the market
and you will know how good it is. Three hours ago I
met a guy who asked me if I could show him where
the SETTINGS for the camera of his Samsang
Galaxy xy are ... that was one of the first times i held
one of these things in my hand. After dealing with it
for three minutes i knew (again) how well Apple
products are designed. And whenever i start my
office PC with W7 i feel like I am going back in time,
compared to OSX on my several Macbooks.
You are following KinglyCitruss comments
KinglyCitrus and 1 more Reply 3 hours ago
This guy has a lot of trouble making his points, but I think I agree with him, so I'll take a shot at clarifying what
I think he meant: Skeumorphism has a place in good design. Bad skeumorphism doesn't. People don't have
leather calendars, and they certainly don't have leather maps (Find My Friends). Also, skeumorphs that are
iterative and merely evoke real-world objects- abstraction, as the author calls it- are generally better than
trying to copy the form of a real-world object to the letter.
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7/30/2019 The Real Meaning and Future of Apple's Mantra_ Designed in California
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The Real Meaning
and Future of
Apple 's Mantra:
Designed in
California
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Day One is an example of an app with a design I absolutely love. It has flashes of the real world strewn
throughout- a ribbon, a few cross-hatched surfaces, noise textures to create the feeling of brushed aluminum,
and even their beautiful thick book icon combine to create an emotional connection that makes you feel like
you're writing in a journal, notjust putting text into a word processor. More
You are following slaws comments
slawand 6 more Reply 5 hours ago
Having grown up with "programs" and "applications",
for some reason the use of "apps" to refer to desktop
software bothers me. I can't explain it.
You are following vygr-1s comments
vygr-1and 1 more Reply 3 hours ago
I'll tell you like my high school English teacher told
me: What is your thesis?
You are following LordFarquads
comments
LordFarquadand 3 more Reply 5 hours ago
Jesus H. Fuck, you came so close to not pulling the
skeuomorphism card that nobody gives a shit about.
But, alas, you did it anyway.
Yes, I know that Gizmodo didn't originally write this,
but publishing something that perpetuates the bullshitis as good as doing so.
You are following sunhawks comments
sunhawkand 4 more Reply 4 hours ago
"built by child slave labor in china" - apple
You are following Matthew VanAndels comments
Matthew VanAndeland 1 more Reply 4 hours ago
On the subject of skeumorphism, by and large I'm indifferent about Apple's use. On one hand, it helps you
distinguish what it is you are using in an almost physical, congitive-associative way... and with that being the
goal, I'd call it a success. However, there are aspects of the skeumorphic designs themselves that I really
dislike (not the skeumorphism itself, but the execution of it).
For instance, the Reminders app looks like a piece of trash someone bought at a 99c store and I don't want
that crap on my phone or anywhere else in my possession. I intentionally avoid that app because every time I
open it I feel like I'm using a cheap plastic-faux-leather piece of bargain store junk. More
You are following leimeisei10s
comments
leimeisei10and 1 more Reply 2 hours ago
This guy is an idiot. He doesn't make any arguments
for his points other than presenting them as "they must
be true, Apple's just simply better". He leaves you at
too many places saying "wait a second... says who?"
but he never answers the "says who" part.
Also, "UNIX Engine"... made me lol. Typical Applefanboy who probably doesn't even know what Unix
actually is, they just know that "it's the best ever
because Apple uses it and it's not Windows so it must
be great." It doesn't matter what you start with. If you
take a Picasso and dump elephant shit all over it, is it
still worthy of a spot in an art museum?
You are following ActionBlacksons comments
ActionBlacksonand 4 more Reply 5 hours ago
How much are they paying you guys? This is embarrassing nuthuggery.
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