Model 035
Multi-touch might have been new to Jony’s design team, but it wasn’t new in academia. The origins of the technology stretched back to the sixties, when researchers worked out the first crude electronics for touch-based sensors. Systems that could detect multiple touches simultaneously were invented in 1982 at the University of Toronto, and the first workable multi-touch screens appeared in 1984, the same year Steve Jobs launched the Macintosh. The marketplace didn’t see multi-touch products until the late nineties. Among the first were a gesture-based input pad for computers and a touch-sensitive keyboard-cum-mouse, from a small Delaware company called FingerWorks.
Early in 2005, Apple quietly acquired FingerWorks and immediately pulled its products from the market. News of the buyout didn’t leak for more than a year, when the two FingerWorks founders, Wayne Westerman and John Elias, started filing new touch patents for Apple.
After Chaudhri and Ording’s crude mock-up showed that a finger-controlled tablet would work, Jony’s industrial design team set about building more finished prototypes. Bart Andre, who also has a mechanical bent, and Danny Coster led the design work. One of the prototypes they created, known internally as “Model 035,” formed the basis for a patent filed on March 17, 2004.
Model 035 was a large, white tablet that looked like the lid of one of Apple’s white plastic iBooks from the time. Though it lacked a keyboard, it was based on iBook components. The 035 had no home button and a significantly thicker and wider base than would the 2010 iPad. But the two devices share rounded edges and a black bezel surrounding the screen. It ran a modified version of Mac OS X (the mobile version of the software, iOS, was still years away).
While Jony’s team worked on several tablet prototypes, Apple’s executives were worrying about the iPod. It was flying high: Apple sold two million in 2003, ten million in 2004, and forty million in 2005. But it was becoming clear that the mobile phone would one day supersede the iPod. Most people were carrying around both an iPod and a cell phone. At that stage, cell phones could store a few tunes, but it was becoming clear that, sooner rather than later, someone, perhaps a competitor, would combine the two devices.
In 2005, Apple teamed up with Motorola to release an “iTunes phone” called the ROKR E1. It was a candy-bar-shaped phone that could play music purchased from the iTunes Music Store. Users could load songs through iTunes and play them through an iPod-like music app. But the limitations of the phone doomed it from the start. It could hold just one hundred songs, transferring songs from a computer was slow and the interface was horrible. Jobs could barely conceal his disdain for it.
On the other hand, the Motorola ROKR phone made it apparent to all concerned that Apple needed to make its own phone. Customers wanted the experience of a full iPod on their phones, but, given Jobs’s insistence on Apple standards, another company could hardly be trusted to get it right.
Precisely how the project that had produced Model 035 got re-tracked into making the iPhone is a matter of dispute. During an appearance at the 2010 All Things Digital conference, Jobs took credit for having come up with the idea for a touch-screen phone.
“I’ll tell you a secret,” Jobs told the crowd. “It began with the tablet. I had this idea about having a glass display, a multi-touch display you could type on with your fingers. I asked our people about it. And six months later, they came back with this amazing display. And I gave it to one of our really brilliant UI guys. He got scrolling working and some other things, and I thought, ‘My God, we can build a phone with this!’ So we put the tablet aside, and we went to work on the iPhone.”4
Others at Apple at the time have a different recollection of the beginnings of their iPhone pursuit. They say the idea came up during one of the regular executive meetings. “We all hated our phones,” recalled Scott Forstall, a software executive. “I think we had these flip phones at the time. And we were asking ourselves, ‘Could we use the technology we were doing with touch that we’d been prototyping for this tablet and could we use that same technology to build a phone, something the size that could fit in your pocket, but give it all the same power that we were looking at giving to the tablet?’”5
After the meeting, Jobs, Tony Fadell, Jon Rubinstein and Phil Schiller went over to Jony’s studio to see a demo of the 035 prototype. They were impressed by Jony’s demonstration of the 035, but expressed doubts that the technology would work for a cell phone.
The crucial breakthrough was the creation of a small test app that used only part of the 035 tablet’s screen. “We built a small scrolling list,” said Forstall. “We wanted it to fit in the pocket, so we built a small corner of it as a list of contacts. And you would sit there and you’d scroll on this list of contacts, you could tap on the contact, it would slide over and show you the contact information, and you could tap on the phone number and it would say ‘Calling.’ It wasn’t calling, but it would say it was calling. And it was just amazing. And we realized that a touch screen that was sized, that could fit into your pocket, would work perfectly as one of these phones.”
Years later, Apple attorney Harold McElhinny would describe the immense amount of work the project required. “It required an entirely new hardware system. . . . It required an entirely new user interface and that interface had to become completely intuitive.” He also said Apple took a huge leap of faith moving into a new product category. “Think about the risk. They were a successful computer company. They were a successful music company. And they were about to enter a field that was dominated by giants. . . . Apple had absolutely no name in the [phone] field. No credibility.”6
McElhinny also said he firmly believes that had the project gone wrong, it could have destroyed the company. To mitigate the risk, Apple’s executives hedged their bets. They would develop two phones in parallel and pit them against each other. The secret phone project was code-named Purple, shortened to just “P.” One phone project, based on the iPod nano, got the code name P1; the other phone, led by Jony, was a brand new multi-touch device based on the 035 tablet, code-named P2.
The P1 project was led by Fadell; his group had the idea to somehow graft a phone onto a current iPod. “It was actually a natural progression of taking the iPod, which we already had, and morphing it into something else,” said the former executive.
Matt Rogers, a hotshot young iPod engineer who worked for Fadell, was given the job of creating the software for the device. As an intern, Rogers had previously impressed Fadell by rewriting some complex testing software for the iPod. As usual, the research was a big secret. “Nobody in the company knew we were working on a phone,” said Rogers.7It was also a lot of extra work. At the time, the iPod team was also working on a new iPod nano, a new iPod classic and a Shuffle.
After six months of effort, Fadell’s team produced a prototype iPod-plus-phone that worked, more or less. The iPod’s click wheel was used as a dialer, selecting numbers one at a time like an old rotary phone. It could make and receive calls. Scrolling through an address book and selecting a contact to call was—unsurprisingly—its best feature. Apple filed a couple of patents from their experimentation. One of them suggested that the iPod-plus-phone could create text messages with a predictive text system. Jobs, Forstall, Ording and Chaudhri, among others, were named as inventors.
But the P1 had too many limitations. Just dialing a number was a pain, and the device was too limited. It couldn’t surf the Net; it couldn’t run apps. Fadell said later that the iPod-plus-phone was a “heated topic” of discussion at Apple. The biggest problem was that it had forced the team into a design corner. Using the existing device limited their design options in a way that was not optimal to the task. “[The P1] had a little screen and this hardware wheel and we were stuck with that . . . but sometimes you have to try things in order to throw it away.”8
After six months of work on the iPod-plus-phone P1, Jobs killed the project. “Honestly, we can do better, guys,” he told the team. Fadell was loath to admit defeat. “The multi-touch approach was riskier because no one had tried it and because they weren’t sure they could fit all the necessary hardware into it,” he said. And Fadell had been skeptical of touch screens from the start, based on experience of devices like Palm Pilots, which were clunky and awkward.
“We all know this is the one we want to do” Jobs said, referring to the P2. “So let’s make it work.”9
Two years later, during the iPhone introduction at Macworld, Jobs jokingly flashed an image of an iPod with a rotary dial pad on its screen. This was how not to build a new phone, Jobs said, as the audience laughed. Few knew the company might well have produced just such a phone.
A New Team Takes Charge
After the decision to move forward with the P2, Jony was put in charge of industrial design, Fadell of engineering and Forstall, previously responsible for Mac OS X, was given the job of adapting the computer operating system into a brand-new operating system for the phone.
Jony’s design team worked on the iPhone without ever seeing the operating system. They initially worked with a blank screen and later, a picture of the interface with cryptic mock icons. Likewise, the software engineers never got to see the prototype hardware. “I still don’t know what the lightning icon means,” one of the designers later remarked, referring to one of the icons on the fake iOS screen.
Jony himself wasn’t left in the dark: He was kept up to speed on the latest developments in Forstall’s new operating system, and was constantly talking to Jobs and other executives. He’d give feedback and direction to the design team. Within the design studio, designer Richard Howarth was designated the design lead of the P2.
At the beginning, few of those involved were confident they would be able to develop a phone. “It was fundamental R&D in all directions,” said a former executive. It meant ramping up probably the most difficult project in the company’s history and, all the while, continuing to develop products like the MacBook and the iPod line. Important staffers were moved off their current projects, delaying some products and canceling others.
There were potentially dire consequences for the company if the project did not succeed. “Had it not succeeded, not only would we have had the detriment of the lack of those products shipping, we wouldn’t have had something else to fill in at the same time,” Forstall explained.
Jobs told the executives they could recruit anyone they wanted within the company to work on the project, but they absolutely could not go outside. “That was quite a challenge,” Forstall recalled. “The way I did it is I would find people who were true superstars at the company, just amazing engineers, and I would bring them to my office and I would sit them down and I would say, ‘You are a superstar in your current role. Your manager loves you. You’re going to be incredibly successful at Apple if you just stay in your current role and keep on doing what you want to do. I have another offer for you, another option. We’re starting a new project. It’s so secret, I can’t even tell you what that new project is’ . . . and amazingly, some tremendously talented people accepted that challenge and that’s how I put together the iPhone team.”10
Forstall commandeered an entire floor in one of the buildings at Apple HQ and had it locked down. “We put doors with badge readers, there were cameras, I think, to get to some of our labs, you had to badge in four times to get there,” he said. It was nicknamed the “Purple Dorm.”
“People were there all the time,” Forstall said. “They were there at night. They were there on weekends. You know, it smelled something like pizza.
“On the front door of the purple dorm, we put a sign up that said ‘Fight Club’ because the first rule of Fight Clubin the movie is you don’t talk about Fight Club, and the first rule about the purple project is you do not talk about that outside of those doors.”
Over in IDg, Jony began, as usual, with the iPhone’s story. As he later explained, it was all about how the user would feelabout the device. “When we are at these early stages in design, when we’re trying to establish some of the primary goals—often we’ll talk about the story for the product—we’re talking about perception. We’re talking about how you feel about the product, not in a physical sense, but in a perceptual sense.”
Jony believed the iPhone would be all about the screen. In their earliest discussions, the designers agreed that nothing should detract from the screen, which Jony likened to an “infinity pool,” those high-end swimming pools with an invisible edge.
“What that did was make it very clear in our minds that the display was important, and we wanted to develop a product that featured and deferred to the display,” he said. “Some of our early discussions about the iPhone centered on this idea of . . . this infinity pool, this pond, where the display would sort of magically appear.”11The team made a point in exploring design ideas to avoid any approaches that would diminish the importance of the display.
Jony said they wanted the display to be “magical” and “surprising.” These were his high-end goals for any eventual design. “In the earliest stages of this design, this seemed—this was very new, and it felt there was real opportunity to develop a design story based on those sorts of preoccupations,” he later explained.12
Late in the fall of 2004, Jony’s design team began work on two distinct design directions. One, called Extrudo, was led by Chris Stringer, and it resembled the iPod mini. It was made from a flattened tube of extruded aluminum and could be anodized in different colors. Apple already had big production lines making and anodizing iPod cases in huge numbers. That was one advantage of that direction, along with the fact that Jony and team loved what could be done with extrusion.
The other design, called Sandwich, was led by Richard Howarth. Made mostly of plastic, with a plastic screen, the Sandwich design was rectangular with evenly rounded corners. It had a metal band running around the midpoint of its body, a centered display on the front face, a menu button centered below the screen and a speaker slot centered above the screen.
Jony and his team preferred the Extrudo look and gave it the most attention. They tried cases that were extruded along the x-axis, and some along the y-axis. But problems surfaced immediately. Extrudo’s hard edges hurt the designers’ faces when they put it up to their ears. Jobs especially hated this.
To make the hard edges softer, plastic end caps were added, which also helped with the radio antennas. The iPhone would have three radios: Wi-Fi, Bluetooth and a cell radio. But radio waves won’t pass through a metal shell, so the plastic endcaps became essential.