Bhooshan's Blog

The Design-First Principle: How Apple Builds What You Didn’t Know You Needed

“A lot of times, people don’t know what they want until you show it to them.” — Steve Jobs [BusinessWeek (1998)]

It was September 7, 2016, at the Bill Graham Civic Auditorium in San Francisco. In attendance at the in-person Apple event were journalists, Apple employees, developers, and industry partners. Globally, there were viewers watching the event live on YouTube, waiting in anticipation to see the new iPhone features and the design, including myself.

Apple’s CEO Tim Cook took center stage to open the show with a “good morning” to loud applause. He announced a slate of new updates for Apple’s system of products and services. Almost an hour into the keynote, it was finally time for him to introduce the device but not before building the tempo. A clip played on the jumbo screen with Jony Ive in his characteristic calm voice describing the intricacies of the device, before Phil Schiller (SVP of Worldwide Marketing) took the stage. Amid all the revelations from the device he announces that this was the first ever water and dust resistant iPhone 7 & iPhone 7 Plus to a rousing applause. But there was a catch. Among the major hardware and software updates, Schiller announced that the iPhone 7, and the iPhone 7 Plus, would move on to Lightning for the EarPods and any other audio accessory connectivity — i.e. the Lightning port would serve a dual purpose of charging the iPhone and connecting cables. In literal terms, this meant that Apple was moving on, and all future iPhone iterations would not have headphone jacks! This wasn’t a design-first decision alone but a bargain for the water and dust resistance feature that Apple had designed keeping long-term innovation as its guiding principle.

The announcement took the world by storm, with social media reactions sharply criticizing Apple’s controversial design decision. Two months before the iPhone 7 launch in July 2016, retail tracking service The NPD Group released a widely cited report on the state of the headphone market with the following disclosures:

Bluetooth headphones accounted for 54 percent of headphone dollar sales in the U.S. in June [2016]... however, Bluetooth headphones accounted for only 17 percent of the units sold in June.”1

It had confirmed that 83% of consumers were still purchasing wired headphones at the time the decision to remove the headphone jack from the iPhone was taken. Yet Apple did what Apple has always done — abruptly removing features from its devices and replacing them with an innovative solution. This uncanny approach of prioritizing aesthetic vision over urgent user needs appears contrary to the idea of enhancing the customer experience by understanding the user needs. However, many product companies have adopted this method of ‘design first’ thinking where it sets the definition of the experience of the product and then builds an entire ecosystem around it.

Before I take you into the topic of design-first innovation framework, let’s look at how different it is from a user-first approach, and bring clarity to the terms itself.

Design-First and User-First Philosophies of Innovation

There are two philosophies which drive product development teams to bring innovation into mainstream usage, a user-first and a design-first approach.

A user-first approach tends to prioritize existing user needs and expectations and considers that as a primary driver of product innovation. It takes into account the behavioural patterns through user research and usability feedback mechanisms like testing and more. The central idea of this strategy is to promote innovation in product development around user needs and preferences which is how traditionally products have been designed and launched.

The perks of the user-first approach lead to a better designed product with minimal user frustrations and smoother interactions, however, it may not cater to the future requirements. In addition, a product conceived from a user-first initiative would have integrated the trends and current user behaviours and feedback however it would lack strategic foresight and planning for the next wave of generation of users and technology.

In contrast, an organization that follows a design-first model approaches product development from visionary thinking and technological foresight — one of the reasons why Apple opted for HTML 5 over Adobe Flash for animations on their first generation iPads. These organizations have their vision firmly set on moving the users to the next level of experience & behavioural transformation which cannot happen with static use of technology and interactions. Moreover, their users may not have a grasp on their needs and requirements until they encounter them in reality. These innovations tend to create a market niche for themselves and for others that follow their path.

In the design-first approach, the design acts as an instrument of strategy and foresight, many times involving systems thinking to get a holistic view of the trends, systemic failures, and user annoyances, as opposed to the user-first approach where design is limited to optimizing user interface, user journeys, and aestheticism which is commonly rooted in user research and feedback. A design-first approach follows a future-oriented thinking by constantly observing emerging behavioural patterns and technological innovations across the horizon for which the organization will have to prepare itself in order to ride the next wave of product design & innovation.

One of the biggest pitfalls of a design-first approach is to invest prematurely in an innovative idea without realizing the market readiness or harbouring the arrogance of solving a latent problem when there’s none due to poor judgement. Another pitfall is that a future-driven product can cannibalize its own product line, which Apple is known to deliberately do repeatedly. For instance, they launched the iPhones which eventually justified ending the iPod lineup, and they did the same with the iPads that diminished the use-cases of its MacBooks and desktops. The difference is that Apple swears by its innovative capabilities and thrives on conviction-driven bets on technologies which are on the upswing. Not to mention it has significant financial resources to sustain blunders or lapses in the long term. Lastly, products which are borne out of a design-first philosophy invite user alienation like in the case of iPhone 7. The disruption it brings about in the initial stages of the user’s experience is unfathomable but users tend to accept the advantages subsequently.

The Basis of Product Design

IDEO’s Tim Brown described desirability, viability, and feasibility in detail as the main components of their design thinking framework in his seminal book ‘Change by Design’. These components are used to judge the character of a product in its prototyping phase allowing the designers to gauge its success, while I take these points further to explain the ‘design-first’ philosophy from a designer’s perspective.

A product is based upon three key factors such as (i) user needs, (ii) technology & material, and (iii) aesthetics combined. To simplify it, before a customer buys a product they must be assured that (i) it will solve their problem, (ii) it will have the features necessary to solve the problem and the durability of the product, and (iii) it should be personable and pleasing to the eye. The user requirements make the product viable for the consumer for purchase, because in the end the product is a tool to achieve their goals — for instance, a vacuum cleaner saves time in cleaning the house. The technology and the material used to build that product is a deciding factor in making it feasible — for instance, the features of a device and the durability of the material used. The product material is almost always contextual to its application in the environment — a vacuum cleaner has to be lighter to carry and it’s unlikely to be made of stainless steel. However, the reviews of the iPhone 5C which was a plastic iPhone were divisive. Lastly, the aesthetics connects with the purpose of desirability. The form factor, the texture, the colours, all that makes the product likeable considering the other two factors combined are aligned with the user goals.

When companies apply the ‘design-first’ thinking they tend to go beyond the traditional approach of fulfilling requirements by making the product not only aesthetically pleasing but technologically desirable & innovative. The iPhone 7 was an example of removing the standard headphone jack and then trading it for a water resistant body since customers dropped their phones in the most unexpected of places. Rather than focussing on the issue of ‘needs’ Apple turned their focus on the issue of device deterioration, took that as a strategic challenge to eliminate an extensively used attribute of the iPhone. Furthermore, the elimination of the headphone jack from the device architecture created space to improve the battery life by about 2 hours!

Case Studies — Design-First Thinking Products

The iPod classic

The original iPod classic is a purer expression of a design-first thinking by Apple much before the iPhone existed, which defined an experience and went on to create an ecosystem around that consisting of the iTunes Player and the digital music library, iTunes Store. Not only did it come way before the iPhone 7, the first iPod had not been tested for its market viability unlike the iPhone which had gained a strong foothold both as a brand and had created its own market segment. Before the iPod, portables existed in the form of CDs and CD players which were bulky and skipped erratically during commute, and other devices with terrible interfaces and tiny hard drives. The MP3 player market existed way before Apple introduced the iPod but it studied the shortcomings and improved the experience with the minimalist design and the ubiquitous mechanical scroll wheel interface which became a defining feature of the iPod UI experience. That was possible through a design-first intervention, and a tiny new hard drive which Apple’s Jon Rubinstein saw during a routine visit to Toshiba (the feasibility factor which enabled the design-first thinking), but Toshiba didn’t have a clue of the drive’s ultimate purpose after they’d invented it. The iPod classic went from the drawing board to its launch in merely 10 months and it quickly became a mass market product selling approximately 125,000 units by December 2001. Above all Apple had created a whole new service around the iPod called the iTunes Store in collaboration with major music labels where users could download original songs and albums for a small fee (using the iTunes Player), and in an era where music piracy in the form of illegal downloadable MP3s was gaining momentum it was considered to be a remarkable example of modern innovation.

Quantifying with the 3 Product Metrics

To see why the iPod classic was successful let’s take a look from the three metrics’ perspective:

  1. Viability: a product is a tool which helps the user complete their tasks. In comparison to the CD and Disc players of the early 2000s the iPod was a remarkable portable device; it wasn’t the first to the market but it was far ahead of its game (Creative Technology Ltd. launched the first MP3 player called Nomad in 1999). The promise that it could hold “1,000 songs in Your Pocket” while competing players merely had 32mb to 125mb storage, Toshiba’s 5GB portable drive could hold 1,000 songs — in effect your whole music library which was a game changer for customers.
  2. Feasibility: The features and the material used in the making of the product which makes it either durable or attractive for ease-of-use. The battery life was much higher for a player of that era with 10 hours of playback. The use of a Firewire connectivity instead of the standard USB 1.1 meant that customers could transfer a full library of music in a matter of minutes. The iPod was resistant to skipping because of its 32 MB buffer RAM. But importantly, carrying a 1000 songs, your entire music library without worrying about carrying or changing discs or erratically skipping music were iPod’s saleable features. Apple launched the iTunes Player to support the music syncing with the iPod and made it available for the Windows platform. This made the preferability and the feasibility of the device much wider.
  3. Desirability: Lastly, let’s talk about the form factor and the aesthetics where the iPod was ahead of its time. MP3 players in those days had buttons for every function imaginable on the device. The iPod used a minimalistic approach with a scroll wheel for faster browsing and the selection of a song. There were buttons provided for Next and Previous items, play/pause and the Menu button, apart from the selection button at the center. The future designs further refined the buttons and integrated that interaction in the scroll wheel making the design and adaptability smoother.

The iPod classic was joined by the iPod Nano, Touch and Shuffle design with a brand new context in the later years, the legendary iPod classic was later discontinued in September 2014. Subsequently the entire iPod product lineup was canceled in May 2022 ending an era of great design aesthetics accompanied by innovative solutions and services that disrupted the music industry we know today. Additionally the portable music player inspired terms such as podcast and podcasting for digital audio which users could subscribe to and listen through their favourite podcasting app — a digital music player, which spawned a whole new industry and an ecosystem of apps and services has been rarely documented in our tech history. What stood out for me was the fact that similar to the translucent iMacs launched in 1998, the iPods proved to be a visionary affirmation of Steve Jobs’ design leadership, and Apple’s reputation as the brand which envisioned innovative and stylish products was further reinforced.

When Design-First thinking fails to deliver results

The iPod classic is a perfect example of not only a great innovative product, but in the process of its development it created a niche market for portable music players using a design-first thinking approach. iPod’s launch coincided with the introduction of the iTunes Player and the iTunes Store. This made purchasing and syncing digital media easier and viable. By this time, Apple had firmly established itself as a market leader in the digital media category, and there were other big players waiting to join in the trend such as Microsoft. 5 years after the iPod classic was launched, Microsoft brought the Zune music player to the market, another attempt at making a design-first product.

Similar in strategy to the iPod, Microsoft had set a broader vision at creating an entertainment platform that supported digital music, videos, podcasts, and photos, plus, digital purchases and subscriptions were possible from the Zune Marketplace store. Microsoft possessed a considerable foothold in the gaming segment with its Xbox console and it was looking to extend that reach with Zune which was supposed to give Microsoft an Apple-like digital media ecosystem.

Microsoft even released a newer version called Zune HD with a touchscreen OLED display and improved media playback among other features, yet it struggled despite having a clear advantage in features and quality of experience as compared to the iPods. One of the reasons was the late entry of Zune in the market, by that time Apple had a tremendous foothold with iPods along with the brand recognition. iPods had a loyal customer base and a mature ecosystem where access to digital downloads and syncing was culturally adapted.

Why products fail

In essence, except for a design-oriented and a market fit product, the underlying approach from a design-first thinking perspective does not guarantee success. There are other factors to consider which might influence the outcomes, and every product failure has a specific reason. Let’s look at a few examples of exemplary design-first products which held a lot of promise but underperformed and were finally discontinued.

Zune

One could say that the Zune was unsuccessful because it entered the market much later, however that wasn’t the only reason. There weren’t compelling reasons for users to choose a Zune from an iPod due to its lack of differentiation in the features, and functions. Eventually, the iPhone was launched in 2007 with its strategy of combining music, phone and internet all in the same device, which disrupted the digital media market with the Zune finally seeing the sunset.

Google Glass

The Google Glass was an augmented reality technology showcase which began in 2012. It was first made available to a limited audience through the Explorer Program initiative from early 2013, and to the public in 2014, before being discontinued in January 2015. It was amongst the first use case of wearable technology device. A genuinely visionary product the Glass had a heads-up display, with voice commands and a camera that was embedded in the eyewear. There were a host of reasons for its failure with privacy concerns being central among them — it was looked upon as the wearer was recording videos without consent in private places such as washrooms, restaurants, and workplaces, and the idea of wearing the device was considered uncouth. Even though the underlying technology was far ahead of its time the form factor was unimaginative. Lastly, there was a lack of use case for customers to buy the Glass, although it found acceptance in a few B2B segments. The Glass is a classic case of a brilliant product having a first-mover advantage but failing to create a mass market appeal for various reasons.

Newton

Apple’s Newton was regarded as a famous example of a product ahead of its time back in the 90s. The project was headed by then-Apple CEO John Sculley and it was launched to help users manage their calendars, contacts and notes on the go. The coolest feature of the Newton was its handwriting recognition software. It had a built-in “intelligent assistant” logic and if you wrote “Sam’s birthday on Tuesday” it’d recognize the name and dates automatically and create a calendar event. However, the Newton was launched far ahead of its time, and here’s why. Not only was the awkward and bulky form factor a major issue but it required a supporting infrastructure — wireless networks, a content ecosystem, and a cultural habit amongst consumers of carrying a portable device on them all the time, all that was missing in the early days. Newton was amongst the first devices cancelled by Steve Jobs upon his return to Apple in 1997.

Conclusion

A ‘design-first’ approach is not about ignoring user needs. In reality, it draws on broader systems, technologies, and human behavioural patterns, and later translates those observations into new product concepts. However, at times, these innovative solutions may not have an immediate demand in the market — for instance, Apple came up with a multi-touch “tablet” prototype in the early 2000s but it wasn’t developed further. Instead, Steve Jobs took the technology and encouraged the idea of developing a touch-screen phone from the innovative multi-touch display because of its strong market viability. Once the iPhone became hugely popular, a market was created for multi-touch devices, and the tablet prototype became the iPad, which was launched in 2010. In essence, innovative ideas are validated through experience, intuition, and foresight of experts rather than the traditional approach of extensive empirical research or consumer feedback. This explains the Steve Jobs quote that customers don’t know what they need until you build the product and put it in their hands. After all, an innovative product design addresses a latent human desire for an improved experience, which in turn creates a compelling use case that fulfils a consumer need, and builds a mass market appeal.

Footnotes

  1. The NPD Group - https://www.npd.com/news/press-releases/2016/bluetooth-headphone-sales-overtake-wired-for-the-first-time-according-to-the-npd-group/