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Steve Jobs

  • The iPhone has no doubt been a crazy success since the early days. But how did the iPhone end up being such a success? Speculation, rumors and the lack of a design-first company in the market left Apple wide-open to squeeze into a already crowding market of cell phones and catalyze the smartphone industry into the behemoth that it is today. It took years of research, iteration and trial and error to produce the first iPhones. Apple was prototyping devices in secrecy with fabricators in China as early as 2005 with Foxconn and Pegatron. Looking back, we can see the design lineage and early ideas that were afoot in the company.

    Early on, there was a bet that the clickwheel, an invention of the successful iPod could be re-used in the iPhone. Thanks to @DongleBookPro, and (a few others over the years), we have some interesting images of late Acorns OS. Apple installed numerous diagnostic tools on these devices such as fabricator diagnostics, carrier and engineering diagnostic UI. Hap Plain of Cult of Mac put together this video showing just how rudimentary some of these early P-series iPhones worked here:

    The rudimentary touch-operated Acorn OS that ran on these prototypes eventually were refined and became the much beloved iOS. For further reading I recommend 9to5mac’s piece on the history behind Acorn OS and how it came to be.

  • From The Verge:

    Apple’s chief design officer Jonathan Ive is departing the company, bringing an end to a tenure spent crafting some of technology’s most influential products, including the iPhone. Ive is leaving his official role at Apple “to form an independent design company which will count Apple among its primary clients.” The company is called LoveFrom, and Ive will be joined by famed designer Marc Newsom on the new venture. Despite stepping down from his executive position, Ive and Apple both claim he will still work “on a range of projects with Apple.”

    Wow. Remarkable.

    So, right out of the gates — I don’t think this is necessarily a bad thing for Apple, nor do I think this is a bad thing for Jony (but that’s a given, more on that later). Basically, the best product design talent on Earth, just spun-off from Apple to do their own thing. Awesome!

    This of course, has happened before with Apple. I suppose there was Esslinger and Frog Design in the beginning. There was TBWA\Chiat\Day after that. Then, there was that one time when Huge founded a wholly controlled subsidiary, called Elephant whose only client was Apple. Ok, so the last one wasn’t exactly an exodus from Apple, but I suppose now, we have LoveFrom to add to the roster.

    I have a feeling that this has something to do with Project Titan, which in of itself, is a fascinating project at Apple. But allow me to elaborate. First off, Jony Ive is special to Apple. He’s not compensated the same as everyone else. His salary is a closely held secret, apparently prior to Steve Jobs passing, he insured Ive would remain incentivized to stay at Apple. So his exit strikes me as odd. Fortune writes:

    According to Apple, Ive is exempt from SEC rules because he’s not what the commission calls a “Section 16” employee. Despite his title—chief design officer—the company does not classify him as a director or officer of the company.

    The only hint I could find about how much Ive might be making comes from Leander Kahney’s 2013 biography Jony Ive: The Genius Behind Apple’s Greatest Products. Summarizing a couple of British newspaper stories published in early 2011, after Ive had reportedly threatened to quit, Kahney writes:

    “To cement his connection with Apple, the company reportedly paid Jony a $30 million bonus and offered him shares worth a further $25 million. At the time, Jony’s personal fortune was estimated at $130 million.”

    Secondly, Project Titan was/is immense. The pressures are high, the margins are low, the R&D is insane — I’m sure everyone involved on Titan are getting spread pretty thin. The acquisitions have only just begun, and there still isn’t a viable (or marketable) product yet. I’m sure there’s no bad blood between Jony and Apple, mainly because, there’s a press release from Apple. That’s pretty telling. Even more telling is that this news story didn’t leak. At all. But Titan feels like a project that exudes a lot of friction. Jony doesn’t do friction. Which is my guess as to why he’s exiting now, rather than later.

    Moreover, he couldn’t stay at Apple forever. That’s for certain, and he’s not getting any younger — so operating in a consultation capacity has its upsides: flexible goals, focused deadlines, and focused creative work. Oh yeah, not a whole lot of friction if you play your cards right. I will continue to expect nothing short of excellence from Apple in the coming years. But, I have to say I didn’t see this coming (or at least not this soon anyways). I always figured Jony would retire and run a design studio in his later years.

    But overall, I’m glad to see Alan Dye and Evans Hankey are sticking around too (I guess Cook is delegating responsibility to Jeff Williams, I wonder how long that will last, that doesn’t seem very Apple to me either) — At any rate, I would be gravely concerned if Alan left during this departure. He’s also some been around Apple for a while. I’m looking forward to see what Alan brings to this new structure, but it’s weird having a Chief of Design vacancy. So yeah, I’m genuinely excited to see what comes out of LoveFrom. Not just what it produces with Apple.

    As for Apple, I’m sure they’ll keep on spinning without Ive:

  • This was initially posted on Facebook, which is subject to link-rot. So in the spirit of preservation, I thought I would share it here verbatim:

    Steve Jobs

    My wife once asked me “Why do you drop what you are doing when Steve Jobs asks you to do something? You don’t do that for anyone else.”

    It is worth thinking about.

    As a teenage Apple computer fan, Jobs and Wozniak were revered figures for me, and wanting an Apple 2 was a defining characteristic of several years of my childhood. Later on, seeing NeXT at a computer show just as I was selling my first commercial software felt like a vision into the future. (But $10k+, yikes!)

    As Id Software grew successful through Commander Keen and Wolfenstein 3D, the first major personal purchase I made wasn’t a car, but rather a NeXT computer. It turned out to be genuinely valuable for our software development, and we moved the entire company onto NeXT hardware.

    We loved our NeXTs, and we wanted to launch Doom with an explicit “Developed on NeXT computers” logo during the startup process, but when we asked, the request was denied.

    Some time after launch, when Doom had begun to make its cultural mark, we heard that Steve had changed his mind and would be happy to have NeXT branding on it, but that ship had sailed. I did think it was cool to trade a few emails with Steve Jobs.

    Several things over the years made me conclude that, at his core, Steve didn’t think very highly of games, and always wished they weren’t as important to his platforms as they turned out to be. I never took it personally.

    When NeXT managed to sort of reverse-acquire Apple and Steve was back in charge, I was excited by the possibilities of a resurgent Apple with the virtues of NeXT in a mainstream platform.

    I was brought in to talk about the needs of games in general, but I made it my mission to get Apple to adopt OpenGL as their 3D graphics API. I had a lot of arguments with Steve.

    Part of his method, at least with me, was to deride contemporary options and dare me to tell him differently. They might be pragmatic, but couldn’t actually be good. “I have Pixar. We will make something [an API] that is actually good.”

    It was often frustrating, because he could talk, with complete confidence, about things he was just plain wrong about, like the price of memory for video cards and the amount of system bandwidth exploitable by the AltiVec extensions.

    But when I knew what I was talking about, I would stand my ground against anyone.

    When Steve did make up his mind, he was decisive about it. Dictates were made, companies were acquired, keynotes were scheduled, and the reality distortion field kicked in, making everything else that was previously considered into obviously terrible ideas.

    I consider this one of the biggest indirect impacts on the industry that I have had. OpenGL never seriously threatened D3D on PC, but it was critical at Apple, and that meant that it remained enough of a going concern to be the clear choice when mobile devices started getting GPUs. While long in the tooth now, it was so much better than what we would have gotten if half a dozen SoC vendors rolled their own API back at the dawn of the mobile age.

    I wound up doing several keynotes with Steve, and it was always a crazy fire drill with not enough time to do things right, and generally requiring heroic effort from many people to make it happen at all. I tend to think this was also a calculated part of his method.

    My first impression of “Keynote Steve” was him berating the poor stage hands over “This Home Depot shit” that was rolling out the display stand with the new Mac, very much not to his satisfaction. His complaints had a valid point, and he improved the quality of the presentation by caring about details, but I wouldn’t have wanted to work for him in that capacity.

    One time, my wife, then fiancée, and I were meeting with Steve at Apple, and he wanted me to do a keynote that happened to be scheduled on the same day as our wedding. With a big smile and full of charm, he suggested that we postpone it. We declined, but he kept pressing. Eventually my wife countered with a suggestion that if he really wanted “her” John so much, he should loan John Lassiter to her media company for a day of consulting. Steve went from full charm to ice cold really damn quick. I didn’t do that keynote.

    When I was preparing an early technology demo of Doom 3 for a keynote in Japan, I was having a hard time dealing with some of the managers involved that were insisting that I change the demo because “Steve doesn’t like blood.” I knew that Doom 3 wasn’t to his taste, but that wasn’t the point of doing the demo.

    I brought it to Steve, with all the relevant people on the thread. He replied to everyone with:

    “I trust you John, do whatever you think is great.”

    That goes a long way, and nobody said a thing after that.

    When my wife and I later started building games for feature phones (DoomRPG! Orcs&Elves!), I advocated repeatedly to Steve that an Apple phone could be really great. Every time there was a rumor that Apple might be working on a phone, I would refine the pitch to him. Once he called me at home on a Sunday (How did he even get my number?) to ask a question, and I enthused at length about the possibilities.

    I never got brought into the fold, but I was excited when the iPhone actually did see the light of day. A giant (for the time) true color display with a GPU! We could do some amazing things with this!

    Steve first talked about application development for iPhone at the same keynote I was demonstrating the new ID Tech 5 rendering engine on Mac, so I was in the front row. When he started going on about “Web Apps”, I was (reasonably quietly) going “Booo!!!”.

    After the public cleared out and the rest of us were gathered in front of the stage, I started urgently going on about how web apps are terrible, and wouldn’t show the true potential of the device. We could do so much more with real native access!

    Steve responded with a line he had used before: “Bad apps could bring down cell phone towers.” I hated that line. He could have just said “We aren’t ready”, and that would have been fine.

    I was making some guesses, but I argued that the iPhone hardware and OS provided sufficient protection for native apps. I pointed at a nearby engineer and said “Don’t you have an MMU and process isolation on the iPhone now?” He had a wide eyed look of don’t-bring-me-into-this, but I eventually got a “yes” out of him.

    I said that OS-X was surely being used for things that were more security critical than a phone, and if Apple couldn’t provide enough security there, they had bigger problems. He came back with a snide “You’ve’re a smart guy John, why don’t you write a new OS?” At the time, my thought was, “Fuck you, Steve.”.

    People were backing away from us. If Steve was mad, Apple employees didn’t want him to associate the sight of them with the experience. Afterwards, one of the execs assured me that “Steve appreciates vigorous conversation”.

    Still deeply disappointed about it, I made some comments that got picked up by the press. Steve didn’t appreciate that.

    The Steve Jobs “ hero / shithead” rollercoaster was real, and after riding high for a long time, I was now on the down side. Someone told me that Steve explicitly instructed them to not give me access to the early iPhone SDK when it finally was ready.

    I wound up writing several successful iPhone apps on the side (all of which are now gone due to dropping 32 bit support, which saddens me), and I had many strong allies inside Apple, but I was on the outs with Steve.

    The last iOS product I worked on was Rage for iOS, which I thought set a new bar for visual richness on mobile, and also supported some brand new features like TV out. I heard that it was well received inside Apple.

    I was debriefing the team after the launch when I got a call. I was busy, so I declined it. A few minutes later someone came in and said that Steve was going to call me. Oops.

    Everyone had a chuckle about me “hanging up on Steve Jobs”, but that turned out to be my last interaction with him.

    As the public story of his failing health progressed, I started several emails to try to say something meaningful and positive to part on, but I never got through them, and I regret it.

    I corroborate many of the negative character traits that he was infamous for, but elements of the path that led to where I am today were contingent on the dents he left in the universe.

    I showed up for him.