YD Talks: Industrial Design & the iPhone X - Yanko Design
https://youtu.be/K4wEI5zhHB0
No product has captured the heart of an industrial designer quite similar the iPhone. Arguably one of the most talked about products of our lifetimes, the telephone completed 10 years today and the anniversary edition (named the iPhone Ten) may not just set up a standard for the futurity of technology, but pretty much determines the future of industrial design too.
The iPhone Ten'south physical design is more and more adopting Dieter Rams' good design principle of Less is More, giving larger accent to virtual than physical. The evolution of the phone increasingly shows a stagnation or rather a standardization of its concrete design equally the Industrial Blueprint squad led by Jonathan Ive get left with trivial to nothing to do on the telephone'due south design front, while most of the laudable features of the phone, similar the Face ID, the Augmented Reality capabilities, Animated Emoji, or the camera'south Portrait Style involve R&D, software, and hardware technology teams, rather than classical industrial designers. It becomes challenging to create something that looks groundbreakingly new when the new technological requirements end up influencing about of the blueprint decisions. What nosotros get left with is a telephone that waved goodbye to the 3.5mm headphone jack final year and the Domicile Button this year… and said hello to a drinking glass back (for wireless charging) and a new colour variant to stop people from confusing information technology with the iPhone 6 and 7 (and even 8).
The iPhone X marks a shift in the vision of an Industrial Designer as products in the consumer electronics department (the smartphone department in detail) motility towards creating a larger playground for not blueprint details only features and strategies (it likewise doesn't help that phones abound increasingly thinner each subsequent year). A phone designer'south skill set and required tool set goes beyond the traditional sketching and alcohol marking renders. It now involves recognizing the needs of a consumer, which now have become so various that Industrial Design cannot solve it solitary, and that the screen now stands at the heart of (and occupies ninety% of the front of) a telephone. The screen shifts betwixt apps and interfaces, allowing the phone to be a shopping portal, a social network, a photo and video recording and viewing tool (a marvelous 1), etc… pretty much going to evidence that industrial pattern needs to intermingle with hardware blueprint, interaction design, and homo-centered pattern, and industrial designers need to practise the same. The video to a higher place shows Jonathan Ive talking less almost the bodily blueprint of the phone and more about its features… in a way mirroring the future of Industrial Pattern, that now requires embracing unlike disciplines and skill sets.
Information technology'southward therefore a senseless endeavor to look at the iPhone Ten from a purely industrial design point of view. That view is besides narrow and limiting. To truly capeesh the iPhone 10 (and understand the future of industrial blueprint), one needs to widen i's arroyo, and capeesh it not as a marvel of pattern, but of hardware and software applied science, R&D, strategy, and a whole bunch of approaches and decisions that marry themselves with design that's as lilliputian design every bit possible…
So yep, the iPhone looks pretty much the same as last year'south phone, which in plow looks a lot like the telephone from 2 years dorsum; and yes, buttons and ports, details that we industrial designers pretty much live for, will continue disappearing, because the futurity of Industrial Blueprint is much more than just Industrial Blueprint.
Designer: Apple
Source: https://www.yankodesign.com/2017/09/12/yd-talks-industrial-design-the-iphone-x/
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