There are very few articles which seem to capture the notion of the “Apple Magic” product design as well as this one by CounterNotions - Why Apple Doesn’t Do “Concept Products”. The article examines the notion of concept products and questions it’s organizational necessity, citing Apple’s boo-design concepts approach as an example.
Showcasing Nokia’s someday-we’ll-have-flying-cars high concept wearable phone designs, the author dispels the myth that designing without technological limitations produces quality concepts years later, when ‘the technology has caught up’. Indeed, great and (more importantly) true design emerges from real world constraints, and real designers work within those constraints.
Some highlights…
Pretenders vs. Designers
There has been a good deal of off-and-on discussion within our design school about constraints, specifically how many to consider and what to consider. I urge for more understanding of technical constraints within projects while our faculty generally undertake a more concept-based approach. Philosophy aside, out of constraints come great design. I believe the MeToo! iPhone app our team designed first semester is a good example of constraints breeding creativity.
Pretenders don’t quite understand that design is born of constraints. Real-life constraints, be they tangible or cognitive: Battery-life impacts every other aspect of the iPhone design — hardware and software alike. Screen resolution affects font, icon and UI design. The thickness of a fingertip limits direct, gestural manipulation of on-screen objects. Lack of a physical keyboard and WIMP controls create an unfamiliar mental map of the device. The iPhone design is a bet that solutions to constraints like these can be seamlessly molded into a unified product that will sell. Not a concept. Not a vision. A product that sells.
Technology Constraints Don’t Disappear With Time
Why designing concepts for “10 years in the future” might not be such a good idea in practice. I personally believe this to be a good academic exercise, though a poor way to approach design in the real world.
Designers shouldn’t be encouraged to simply assume somehow constrains magically will disappear: mobile devices, for example, will somehow be powered by Herculean power sources that then make possible most of the other flights of imagination found in a typical concept phone.
Internal Design Iteration vs. Public Release
Obviously Apple creates concepts (everyone iterates) or else they wouldn’t produce fantastic designs. The difference is Apple doesn’t parade it’s concepts to the world each time they fart out a good idea.
There is some great advice for companies and for designers. For companies, why releasing your early concepts to the public might not be such a great idea. For designers, why putting that messy, first iteration sketch on your portfolio alone might not be such a great idea.
Apple is likely generating more concept products and visions than any other technology company for internal use. When Apple wanted to get into retail stores, for example, Jobs had Ron Johson build a fully-functioning, real-size prototype and tore it down at the last minute to rebuild a new one. Why didn’t Apple release the “concept store” to the then-deeply-skeptical press in order to “demonstrate visionary leadership”? In a similar situation Microsoft likely would have.
Product design, above all, is a bet. Apple understands this better than any other company. In iPhone: The bet Steve Jobs didn’t decline, I explained just what a huge bet the iPhone project was to Apple in 2005. It was a bet-the-company kind of bet. One that Nokia, which has sold hundreds of millions of phones over many years, never took. Neither did Microsoft. They would just as well release annual concept products to the public in order not to go through the pain of taking a bet.