Jonathan Ive

Jonathan Ive
Sir Jonathan Paul "Jony" Ive, KBE is a British industrial designer who is currently the Chief Design Officerof Apple Inc. He oversees the Apple Industrial Design Group and also provides leadership and direction for Human Interface software teams across the company. Ive is the designer of many of Apple's products, including the MacBook Pro, iMac, MacBook Air, Mac mini, iPod, iPod Touch, iPhone, iPad, iPad Mini, Apple Watch, and iOS...
NationalityEnglish
ProfessionDesigner
team people important
And I said couldn't we be more moderate? And he said why? And I said because I care about the team. And he said, 'No Jony, you're just really vain. You just want people to like you. I'm surprised at you, because I thought you really held the work up as the most important and not how you are perceived by people.' People misunderstand Steve because he was so focused.
caring goal trying
Being superficially different is the goal of so many of the products we see... rather than trying to innovate and genuinely taking the time, investing the resources and caring enough to try and make something better.
philosophical apples design
Apple's Jony Ive describes his "fanatical" approach to design in new interview
simple design absence
The absence of clutter is just a clutter-free product. That's not simple.
design reason innovative
To design something really new and innovative you have to reject reason.
design pushing failing
We shouldn't be afraid to fail- if we are not failing we are not pushing.
jobs people designer
One thing most people don't know is that Steve Jobs is an exceptional designer.
way exciting feels
It feels like each time we are beginning at the beginning, in a really exciting way.
design enemy really-great
Really great design is hard. Good is the enemy of great,
design form acknowledge
The best design explicitly acknowledges that you cannot disconnect the form from the material--the material informs the form,
simplicity hard
Simplicity is really hard.
giving people missing
In our quest to quickly make three-dimensional objects, we can miss out on the experience of making something that helps give us our first understandings of form and material, of the way a material behaves--'I press too hard here, and it breaks here' and so on. Some of the digital rendering tools are impressive, but it's important that people still really try and figure out a way of gaining direct experience with the materials.
thinking way care
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.
design looks levels
We have always thought about design as being so much more than just the way something looks. It's the whole thing: the way something works on so many different levels. Ultimately, of course, design defines so much of our experience.