A Quote by Jonathan Ive

Goal we've always had for design at Apple is to create solutions that are inevitable. — © Jonathan Ive
Goal we've always had for design at Apple is to create solutions that are inevitable.
Apple's goal isn't to make money. Our goal is to design and develop and bring to market good products.
I knew a lot about product design before coming to Apple, but I didn't understand a lot about consumer experience design, which is really Apple's forte.
Science fiction writers foresee the inevitable, and although problems and catastrophes may be inevitable, solutions are not.
Apple's goal isn't to make money. Our goal is to design and develop and bring to market good products... We trust as a consequence of that, people will like them, and as another consequence, we'll make some money. But we're really clear about what our goals are.
If I look to any company as a model, it's Apple. They're a brilliant design company working to create a lifestyle.
Stay the course and keep building an integrated Apple ecosystem of iPhone + iPod + iMac + iTunes + App Store + Apple TV. No one has yet demonstrated they understand how to create an 'experience-based ecosystem' as well as Apple.
A lot of people don't get it, but I design from the inside out so that the finished product looks inevitable somehow. I think it's important to create spaces that people like to be in, that are humanistic.
The reason why Apple computers have worked so well over time is that, unlike Microsoft, they don't bend over backward to be compatible with every piece of hardware or software in the digital universe. To code or create for Apple, you follow Apple's rules. If you're even allowed to.
We have so much Apple influence in what we do, because we love Apple. We don't want to use their products necessarily, but we want to think in design terms the way they do.
Apple's Industrial Design team is harder to get into than the Illuminati, and part of the reason is because no one leaves. In the last 15 years, not one of the 18 designers has ditched Apple for greener pastures.
Interesting - I use a Mac to help me design the next Cray.(when he was told that Apple Inc. had recently bought a Cray supercomputer to help them design the next Mac )
I'm always a great student of writers' work habits. Balzac sat at his desk dressed in a monk's robe, and he always had to have a rotten apple on his desk. The smell of the apple inspired him somehow.
I could make Halo. It’s not that I couldn’t design that game. It’s just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play.
My skills weren't that I knew how to design a floppy disk, I knew how to design a printer interface, I knew how to design a modem interface; it was that, when the time came and I had to get one done, I would design my own, fresh, without knowing how other people do it. That was another thing that made me very good. All the best things that I did at Apple came from (a) not having money, and (b) not having done it before, ever. Every single thing that we came out with that was really great, I'd never once done that thing in my life.
The goal wasn't to create a billion-dollar company. The goal was to create something useful where I could learn things.
Design is a field of concern, response, and enquiry as often as decision and consequence... it is convenient to group design into three simple categories, though the distinctions are in no way absolute, nor are they always so described: product design (things), environment design (places) and communication design (messages).
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