When something's made in the smallest volume - as a one-off couture piece - or in large quantities, deep care is critical to determine authentic, successful design and, ultimately, manufacture.
Jonathan IveRead
It is sad that so many designers don't know how to make. CAD software can make a bad design look palatable! It is sad that four years can be spent on a 3D design course without making anything! People who are great at designing and making have a great advantage.
Interpretation
Design skills are essential, and practical experience is often overlooked in education.
Jonathan Ive emphasizes the importance of hands-on experience in design, suggesting that mere technical skills in software can make poorly conceived designs appear attractive. He points out a troubling gap in design education, where students may spend years learning without actually creating anything tangible, potentially hindering their ability to innovate and succeed in the field.
In practice
During a design workshop, you can use this quote to spark conversation about the practical aspects of design education.
When something's made in the smallest volume - as a one-off couture piece - or in large quantities, deep care is critical to determine authentic, successful design and, ultimately, manufacture.
I find that when I write, I need things to be quiet, but when I design, I can't bear it if it's quiet.
I'm always focussed on the actual work, and I think that's a much more succinct way to describe what you care about than any speech I could ever make.
One of the hallmarks of the team is this sense of looking to be wrong. It's the inquisitiveness, and sense of exploration. It's about being excited to be wrong, because then you've discovered something new.
We say no to a lot of things so we can invest an incredible amount of care on what we do.
Goal we've always had for design at Apple is to create solutions that are inevitable.
Design should not dominate things, should not dominate people. It should help people. That's its role.
Form must never trump function. Some objects are made to look so smooth, you don't know where to pick them up or how to turn them on. If I'm designing a garlic press or cheese grater, I need my hand to fit comfortably on it. I like to know, instinctively, how to use it.
Confusion and clutter are failures of design, not attributes of information. And so the point is to find design strategies that reveal detail and complexity - rather than to fault the data for an excess of complication. Or, worse, to fault viewers for a lack of understanding.
Good design should be available to everyone - and I do mean everyone. What I spent on the wheelchair I'm in could buy a small Mercedes. It's not only unfair to me; it's unfair to someone who's indigent but has the same needs. My goal is to make all objects affordable.
It is not how much empty space there is, but rather how it is used. It is not how much information there is, but rather how effectively it is arranged.
My goal is to omit everything superfluous so that the essential is shown to best possible advantage.
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