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Design education is "tragic" says Jonathan Ive



Jonathan Ive
News: Apple's head designer Jonathan Ive says he struggles to hire young staff as schools are failing to teach them how to make products.
Speaking at London's Design Museum a year ago, Ive attacked design schools for failing to teach students how to make physical products and relying too heavily on "cheap" computers.
"So many of the designers that we interview don't know how to make stuff, because workshops in design schools are expensive and computers are cheaper," said Ive.
"That's just tragic, that you can spend four years of your life studying the design of three dimensional objects and not make one."
Ive, who is Apple's senior vice president of design, said that students were being taught to use computer programs to make renderings that could "make a dreadful design look really palatable".

"It's great if the ultimate result was to be a graphic image, that's fine," he said. "But how on earth can you do that if what you're responsible to produce is a three dimensional object?"
Ive was speaking in conversation with Design Museum director Deyan Sudjic at an event attended by a number of the UK's leading designers, including Ive's friend Marc Newson – who has recently joined Apple's design team – as well as Terence Conran, Ron Arad and John Pawson.
Although he said that students were being taught to rely too heavily on computers, the British-born designer said that he didn't expect designers to abandon digital tools.
"We use the most sophisticated tools that we can to help us model and to help us prototype. I'm not saying you've got to prototype everything using a coping saw," said Ive.
"It comes back to motivation and a sense of why are you doing this. Why is your first reaction not to run and go and understand glass and what you can do with glass? Why is your first reaction to start doing Alias renderings of glass cups?"
Ive studied industrial design at Newcastle Polytechnic (now Northumbria University) in the 1980s, later moving to California to join Apple in 1992. His comments come in the wake of a series of design course closures in Britain that have been attributed to the costs associated with facilities needed for making physical objects.
In February 2014, Bucks New University revealed it was closing the UK's leading furniture design course, while Falmouth University in south west England shut down its "costly" and "space-intensive" Contemporary Crafts degree earlier this month in favour of more computer-based courses.
Jonathan Ive
Jonathan Ive and Deyan Sudjic in conversation at London's Design Museum
Picking up on statements he originally made in 2012, Ive said that Apple – named the world's most valuable brand by Forbes in 2013 – had become one of the world's biggest companies by not chasing profit and instead focusing on "integrity".
"We've tried very hard to be very clear, and this is absolutely sincere, that our goal at Apple isn't to make money," he said.
"We're not naive. We trust that if we're successful and we make good products, that people will like them. And we trust that if people like them, they'll buy them. Operationally we are effective and we know what we're doing and so we will make money. It's a consequence."
"You can look at something we've done and it costs a lot more to make it the way that we want to make it. I can't justify that extraordinary additional amount of money to make it other than it's the right thing to do. It's made it better. There's integrity there. You hope that people can tell the difference."
Ive also hit out again at companies that copy Apple's designs, which he said take up to eight years of design development work to produce.
"We may seem a little testy when things we have been working on for eight years are copied in six months – but it wasn't inevitable that it was going to work."
"It's not copying, it's theft. They stole our time, time we could have had with our families. I actually feel quite strongly about it. It's funny – I was talking to somebody and they said do you think when somebody copies what you do it's flattering? No."
Ive said that to create something new, designers had to "reject reason" and accept when a project wasn't working and stop working on it, even if significant money has already been invested.
Most designers are too quick to give in to pressures from marketing departments and corporations, but Apple's products have a more uniform aesthetic because there is no reason to change them, he added.
"To do something new and truly innovative, does require you reject reason. And the problem is when you do that, the behaviours, what that looks like, can make you look a bit odd."
"We won't do something different for different's sake. Designers cave in to marketing, to the corporate agenda, which is sort of 'oh it looks like the last one, can't we make it look different?' Well no, there's no reason to."
"We have a strong philosophy – you could call it formulaic or you could say it's a philosophy – and we will develop product to that philosophy. When some big things change, the objects will appear different, the objects will be made from other materials. But I think it's wrong to make something different for the sake of being different."
Ive's talk was the final event in the DM25 series launched to both celebrate the museum's 25th anniversary and help raise funds for its move to a bigger building in Kensington, west London, next year.
During the hour long event, Ive also discussed the design of the iPhone and the recently revealed Apple Watch.
And he slammed companies and designers who were producing "careless" products.
"If you expect me to buy something where all I can sense is carelessness, actually I think that is personally offensive," he said. "It's offensive culturally, because it shows a disregard for our fellow human."
"The sad thing is that so much of what we're surrounded by in the physical world that is a product of manufacture, so much of it testifies to carelessness. The one good thing about that is if you do care it is really conspicuous."
Jonathan Ive
Photography is by Andy Tyler.
Read on for edited highlights from Jonathan Ive's talk:

On discovering computers:
"When I was at art school in the 1980s, I had a truly horrendous time. There's this odd thing that happens: when we're working with technology, if we struggle, for some reason we assume the problem's us. If we're eating something and the food tastes horrible we think the food is disgusting... So these computers, which I couldn't use, I just assumed it was some kind of technological ineptitude on my part. And right at the end of my course I discovered the Mac. And I realised a couple of things: one, technically actually I was quite proficient and there was nothing wrong with me whatsoever, and the computers the college had were absolutely dreadful.
"But I discovered something much more important. Through the object that I was sat in front of, I had a very clear sense of the people that made it. I had a sense of their values, their preoccupations, the things they cared about, the reasons they made it. It was this sort of vicarious communication. I had a really clear sense of this company that I didn't know anything about. And that had never happened to me before.
"This was the beginning of this realisation that what we make completely testifies to who we are. And so this made me want to research and find out about this somewhat anarchic contrarian group that had got together in California. I was lucky enough to have won a couple of travel bursaries while I was at college. Other people were going to Milan, but I rather than going there, I went to California. I was 21, and I had never been on a plane before.
"I went and met people and when I went back I was working independently in London and Apple got in touch - they were looking for somebody to work with. So I started working as a consultant and after a while I was persuaded to move and work full time.
"One thing that really struck me when I was consulting was I was working very, very hard, and just these odd things struck me. 'Why am I doing this for a client? It's a client, but I don't actually like this client at all – not as in they are awkward to work with, but I just think their values stink.' And I somehow felt I was aligning with them and I was abdicating a responsibility - an honourable responsibility, whereas Apple I really loved. So that's how I ended up there in 1992."
On designing the Apple watch:
"This leap is a really significant one. The parallels between what happened with the technology associated with timekeeping and what we're facing is really quite uncanny. There is this sort of natural part of our condition, which is when you see something new there is a desire to do a few things. I think you typically want to make it smaller. The first thing you do is typically huge - you can put wheels on it and drive it around – so you make it smaller. You make it cheaper and therefore obviously more accessible. And then you make it better. You make it more reliable. And that's exactly what happened. It was a multi-century transition from the clock tower to something that ended up literally on your wrist. So what we're doing has a sort of robust historical precedent.
"The wrist is an amazing place to put technology. You're only going to use it a certain way – you're obviously not going to write a dissertation! But it's very good to see who just texted you, or if you're walking and use it just to see was that left or right. So the watch – just like for telling the time – is very good for these quick in and out things.
"One of the biggest challenges that we found was that we wouldn't all be sitting here wearing the same thing. I don't think we want to wear the same thing. Which is why we developed this system not a single product. It's a flexible system, so hopefully it will be appealing, but there's still a very singular idea. We're not just throwing a whole bunch of ideas against the wall to see which one sticks… like some people!"
On learning by making:
"The drive each time was to develop something in terms of its form. And of course we know you can't separate form from materials and certain plastics won't do well for certain shapes. Plastic doesn't actually do very well if you want to do thin, thin, thin, flat surfaces. You can't disconnect material from the form. And you can't disconnect the form from the component that goes inside.
"One of the things that drives me potty is this idea that you can have a random shape, and then you think let's make this bit in wood and that bit in plastic. And sometimes you see car interior sketches, where, obviously there's form and there's divisions of forms and some lovely colouring in – those boys can do a really good colouring in – and then there are these arbitrary bits of wood. And you think, wood's not that shape. Of course we can make anything any shape, but that's just being bloody minded. You can't make those decisions, you can't read about it, you gain that experience by making.
"We'd made plastic power books and we wanted to make metal ones for obvious reason, because we could make them thinner and lighter and stronger. The forms that you could develop – it wasn't just there's a certain form in this material you could get away with – depending on the metal, certain metals when you bend them they bend in a very, very particular way. I don't think you can be told, OK that does this, you need to do it yourself and really understand that. So hopefully the final product seems inevitable and just seems calm, because when you've done it right, there is a wonderful connection between the big idea, the form, the material and how you transformed the material into the final shape."
On the creative process:
"I've been lucky enough to have been doing this for a while now. But I still think it's the most extraordinary process. The way that it comes from nothing. When you step back and you think about it, it's bizarre, that it's Wednesday afternoon at 3 and there's nothing. There is nothing at all. And then at 5, there's an idea.
"You can distill that idea into a few sentences. It's a very fragile process, because sentences are sometimes easier to mess up than an object.
"By the time we get to the end of the year, a small decision that you made right at the beginning defines an entirely different product. Particularly at the beginning of ideas, we have to have incredible discipline to listen really hard. To realise we can end up somewhere very different if we make these decisions. This is part of what I like about being involved in product design – it always starts off as a conversation and a thought.
"I don't know anybody who has just had an idea and then will stand up in front of a group of people and try to explain this vague thought. So it tends to be exclusive and fragile. When you make the very first physical manifestation of what the idea was, everything changes. It's the most profound shift. Because it's not exclusive any more. It's not so open to interpretation. It's there, and it includes a lot of people. The ideas aren't the most difficult bit. It's the actually making them real. Giving an idea body is very hard."
On good design:
"We've tried very hard to be very clear, and this is absolutely sincere, that our goal at Apple isn't to make money. That isn't our goal. I think it's much harder for good design to come out of an organisation and to come from that as a driving force. Our goal is to desperately try to make the best products we can. We're not naive. We trust that if we're successful and we make good products, that people will like them. And we trust that if people like them, they'll buy them. Operationally we are effective and we know what we're doing and so we will make money. It's a consequence.
"Those are very easy words to say. The practice is what I think makes good design. That's what you really do and you really believe. There are many decisions that we make that might not appear to make fiscal sense, which is why the motivation that I've just described is so important. You can look at something we've done and it costs a lot more to make it the way that we want to make it. I can't justify that extraordinary additional amount of money to make it other than it's the right thing to do. It's made it better. There's integrity there. You hope that people can tell the difference.
"I really, truly believe that people can sense care. In the same way that they can sense carelessness. I think this is about respect that we have for each other. If you expect me to buy something where all I can sense is carelessness, actually I think that is personally offensive. It's offensive culturally, because it shows a disregard for our fellow human. I'm not saying that we get it right all the time, but at least our intent is to really, really care. Good design for me starts with that determination and motivation and I don't think there's anything, ever, that's good that's come from carelessness. The sad thing is that so much of what we're surrounded by in the physical world that is a product of manufacture, so much of it testifies to carelessness. The one good thing about that is if you do care it is really conspicuous."
One the lack of longevity in modern products:
"They can not last so long because they are used multiple hours of every day. They can not last as long as you wish they did because the technology that is now available is so much more compelling. And I think that is why we all find that there is a certain delight in what tend to be singular function objects, because there's less of a requirement on the technology. It's really tough to compare those sorts of products. Those discussions can become hopelessly simplistic. They're different. If it wasn't for some of these more complicated objects we wouldn't be here.
"For those products that we are going to use for so many hours every day and are at that point of interface where there is incredible intimacy between us and other people that we care about the most, I think what it means is that we need to invest as much care as we can in how we develop them, as much care as possible in the materials we use, as much as in how we make them. So my interpretation is not that we run away and bury our heads in the sand, but we actually acknowledge that our responsibility as designers is important.
"I don't think that for something to win, something has to lose, from a value system point of view. There are a lot of people I'm sure that [will still] attach great value and importance to a single singular function product that is many years old."
On how design has changed since he was a student:
"I think the skills are essentially the same. I think it's harder now. So many of the designers that we interview don't know how to make stuff. Because workshops in design schools are expensive and computers are cheaper. A computer rendering can make a really dreadful design look palatable.
"That's just tragic, that you can spend four years of your life studying the design of three dimensional objects and not make one. It's great if the ultimate result was to be a graphic image, that's fine. But how on earth can you do that if what you're responsible to produce is a three dimensional object?
"We use the most sophisticated tools that we can to help us model and to help us prototype. I'm not saying you've got to prototype everything using a coping saw. I think as much as anything it comes back to motivation and a sense of why are you doing this. Why is your first reaction not to run and go and understand glass and what you can do with glass? Why is your first reaction to start doing Alias renderings of glass cups? I think it comes back to really where your heart is, really what it is that you want to do."
On the product development process and copying:
"Of course with any invention there's the list of things that's good and there's the list of things that's challenging.
"If you look at the work of the studio, and you think, 80 per cent of this isn't going to work. One of the sad things is – and this is why perhaps we may seem a little testy when things we have been working on for eight years are copied in six months – but it wasn't inevitable that it was going to work.
"Imagine that you've got ten projects that you're working on and you actually really truly believe that each of those could have a profound impact on culture in a good way. And then you start to realise well, these four at least, they're not going to work. Each time there is some sort of barrier, we don't know whether we are going to fail at that point of whether we are going to be able to manage to solve the problem. For example the phone, there were so many times when it really didn't look like that was going to work and we nearly stopped. So once you've got the proof of concept and hey look it works and then somebody... It's not copying, it's theft. They stole our time, time we could have had with our families. I actually feel quite strongly about it. It's funny – I was talking to somebody and they said do you think when somebody copies what you do it's flattering? No.
"There's that George Bernard Shaw quote about innovation and being unreasonable. It's a really beautiful thing to say. Because to do something new and truly innovative, does require you reject reason. And the problem is when you do that, the behaviours, what that looks like, can make you look a bit odd. But it's true. I really believe that to do something new you're rejecting reason."
On designing the iPhone:
"We all really hated our phones. And that's a good motivation. To really believe we could make a better product. If you look at the first iPhone that came out it's quite surprising. There were a lot of things that weren't finished in terms of what it could do. The big architectural ideas were there.
"The inside of the phone we spent ever such a long time on and 99 per cent of you won't ever see that. And the reason that we did that was because we thought it was the right thing. It wasn't for us, it wasn't us exorcising our demons, it was because we thought it was the right thing. I think that's an important motivation for us.
"It's machined from solid aluminium. Which conceptually is ridiculous. It's a very difficult thing to do. We spent a huge amount of our time working on designing machines. I'm lucky enough to work with the most phenomenal manufacturing team."
On the size of his design team:
"The design team, we've grown. Nobody's ever left the team, which is a problem when you want to hire more people. In terms of the design team and the core creative team from an industrial design point of view, I think there's about 17 or 18 of us. I'd really like not to grow much more."
On Apple's design philosophy:
"We won't do something different for different's sake. I could start today and do something completely different, that's really easy. What's really hard is better. I feel really strongly about this. Designers cave in to marketing, to the corporate agenda, which is sort of 'oh it looks like the last one, can't we make it look different?' Well no, there's no reason to. The iMac was based on a spherical tube that took many people to lift, so of course the form should change and the materials should change. We don't make any more cathode ray tube-based products and every product we make has a flat panel display. And also how we make the products has changed dramatically because we've learned so much and they've become so much better.
"We have a strong philosophy – you could call it formulaic or you could say it's a philosophy – and we will develop product to that philosophy. When some big things change, the objects will appear different, the objects will be made from other materials. But I think it's wrong to make something different for the sake of being different."
On the biggest challenge for designers:
"I would say the priority is that we learn how to care and we learn how to fail and that we're prepared to screw up the work that we've done and throw it away even if we don't know what we're going to do instead. When I've explained to people before and said 'well we screwed this up, we parked this,' normally I can say 'and look what we went on to do'.
"If it's not very good we should just stop it, even if we've spent a lot of money trying to develop it. It's scary, and we've been there on many occasions where you've spent this much money and I'm talking too loud to try and convince myself that it's OK and it's not. It's one of the fantastic things that I feel so fortunate to work with a group of people who are very comfortable with that 'yeah it's not good enough we should stop doing this' and we don't talk about all the money we've just spent. Well, they might do behind my back."

  • This is too much! Ive bemoans slipping standards of design education due to cost cutting while working for Apple, one of the largest companies in the world which pays virtually no tax in the UK.
    In the last 12 years Apple has turned over $27b in Australia and only paid $193m, just 0.7% on sales. That's a hell of a lot of university workshops. If he can't see the connection between widespread tax avoidance and diminishing government revenues (and his garage of Bentley's and Aston Martins), then he's deluded.
    And then Ive goes on to whine about design plagiarism. Boo hoo. The value of Apple's IP that has been 'stolen' by other market players is negligible compared to the billions and billions of tax it has avoided through exploiting global tax loopholes. He should be ashamed.
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        I seriously doubt he knows much about what goes on with the taxes and finances of Apple. His focus is design and products creation at the highest level. The guy is not a business major or financial wizard. He does not care about that stuff - it would distract him from his actual purpose.
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            Design is a social activity, not a naval gazing exercise in form. Its value doesn't exist in isolation, but in relation to the world at large. Ive would be the first to say this.
            Ive may not be responsible for Apple's tax policy, but if he's going to make sweeping comments about society then he has to understand them within a larger social context – the larger social context is that territory education funding is under assault across the 'developed' world. Academic staff don't run down facilities out of myopia or vindictiveness, they do it because they have no more money. And one of the key reasons they have no more money is because of wide-scale corporate tax avoidance. Ive is the direct beneficiary of this (to the tune of about $200m) due to his holdings of Apple stock. The less tax Apple pays the richer he gets. As you say, he may not care, but that doesn't mean it isn't relevant.
            Corporations, like Apple, are the direct beneficiaries of the education system. The *public* funds education and in doing so creates educated and skilled works – intellectual capital. Companies like Apple gain this intellectual capital *for free", that is the cost of producing one of the most significant inputs into their supply chain is subsidised by the public. Part of the social contract is that they then pass back a portion of this benefit to society through taxation. This not only covers education, but the roads and ports their products are transported along, the technological infrastructure, the judicial and police systems, and all the other things that allow a first world democracy to operate functionally.
            Tax is not a gift to the state, but a fair and reasonable cost of doing business.
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              Couldn't have said it better. What goes around, comes around.
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                  "Tax is not a gift to the state, but a fair and reasonable cost of doing business." I agree with that and the rest of what you said, but most American companies do not.
                  The US is going through a period of intense tax aversion (thanks to Reagan and his spawn). Plus, since all public corporations in the US have a line in their charter that says executive officers shall "seek to enhance shareholder value" they do just that – at the expense of almost everything and everyone else.
                  However, I don't think Ive "should be ashamed" for problems he didn't create. Should he try to do something about the state of affairs? I would say yes, and so should Apple if they want to increase the positive effects of design education on the world at large.
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                    I respectfully disagree. In fact I bet he knows quite a lot about the business end of the company. A designer has to know a lot about it in order to follow through with the design and come up with new design and how it all fits into budgets and selling strategies and so on.
                    In a company like that it is all connected and the design is not disconnected from the rest of the animal.
                    Also, Apple is very much out to make a good fortune. That bit is not some coincidence or because of great design, or a mythical techno-God, but the direct result of a well executed advertisement strategy which is hand-in-hand with the product design.
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                      Agree wholeheartedly – of course it's not just Apple. Google et al, are all doing it. Try being a better corporate citizen than whinging about design schools that are probably running on the smell of an oily rag. Then if you paid your correct tax (as opposed to using sophisticated transfer pricing mechanisms to lower your taxation liability) there would be more money available, and who knows, some of it might just end up in the education/arts sector.
                      As for claims by the big end of town's of appropriation of their IP, what about the reverse situation, for example, the IT security software that Microsoft refused to buy from Aussie Rick Richardson, but looked almost identical to a product that Microsoft suspiciously released soon afterwards.
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                        I wish he wouldn't generalise and group every single school/creative field. I find there is a huge disconnect between the established middle-aged and beyond to the current generation in education.
                        It is the companies that are failing the youth, not the other way around.
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                            Jony Ive is right, our design education is terrible.
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                              Design education isn't like how the Bahaus era governed previously, and sadly nearly every design school today is focused on the notion of making things in an abstractive (and some in a truly gimmicky) manner.
                              It isn't just product design, it is visible in every design field today. The question is, where are we actually heading? What sort of students are we nurturing? Graphical visualizers or makers?
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                                  Given the funding cuts to design schools just about everywhere, perhaps Apple could donate a meager portion of some of their gargantuanly enormous income to a few design schools to help foster talent and learning.
                                  Samsung, their competition, do this well in South Korea and in other countries.
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                                      That shirt is tragic.
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                                          TLDR. Does he mention the part where you patent rectangles, copy others and then call all sorts of hell down on others because they copied you? Did he do that?
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                                              No, he didn't. I think he believed. Those reading the article would fall into the category of people classed as 'not imbeciles'. In other words, he knew you wouldn't read anything before commenting.
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                                              Apple computers do not help much to design. They are cute, but they are not powerful for 3D.
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                                                  I think you missed the point. Design is about getting in the studio, experimenting, making, doing and producing. Not rendering intense CGIs; these are the final product to the design process.
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                                                      I guess you've forgotten the Mac Pro?
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                                                          Agreed but isn't that one of the points he makes later? That perhaps students should move away from computers and instead design by actually making physical models.
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                                                              I work for an ID consultancy. I Boot Camp into Windows every day to work in Solidworks and Keyshot, and my retina MacBook Pro performs just as well as the PCs we custom built for modelling.
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                                                                Come on, everyone goes to school just for the degree and the only real education is self education. I hope the young designers don't get discouraged each time an overrated corporate old-timer rants the younger generation. The path to success starts at avoiding his types.
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                                                                    He needs to stop whining.
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                                                                        It's good to resist making something different just for the sake of making something different, and that making something better is worth doing.
                                                                        I understand and agree with that, but turning a twenty five dollar watch into a three hundred and fifty dollar watch by adding a bunch of bells and whistles strikes me as insanity and I don't think people want that, but we shall see.
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                                                                          He is starting to sound extremely pretentious. I kind of liked him when he was more discreet, but now he is starting to sound really annoying with his latest statements that everything is sh*t apart from what he does.
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                                                                              I couldn't disagree more. The talent is there and the skills are there. Apple just can't be bothered to nurture them!
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                                                                                  Apple doesn't nurture designers? Apple's designers enjoy all the tools they could possibly need and have practically unbridled control over the end product.
                                                                                  It doesn't get any more nurturing than that. It seems you're trying to imply that Ive is being hypocritical, but you clearly know nothing about Apple's approach to design.
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                                                                                    What an absolute hypocrite. Maybe if Jony Ive could convince Apple to pay their fair share of tax in the UK instead of using schemes to avoid it, then schools in the UK would be better resourced to provide better lessons.
                                                                                    I use Apple products (Mac, iPhone and iPad) and have done for years. However, the irresponsible way they act in not paying their way (along with other companies) makes me angry. It's because of tax cheats that this country and others are forcing austerity upon us.
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                                                                                        I am a senior lecturer on a BA Design program and I couldn't agree with Ives more (as far as design education is concerned).
                                                                                        We have to embed the physical world in students hands before giving them virtual tools. We have to remember that computers are just that.
                                                                                        The problem is we are constantly fighting budget cuts. Nothing new there I guess, but it is getting a little wearing.
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                                                                                            Hi, Plymouth College of Art has just opened amazing new craft workshops alongside a FabLab. Not everyone is giving up on the art of making... we believe in the value of traditional skills alongside new technologies. Come and visit us and support excellent staff and students.
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                                                                                                Dear Mr. Ive, recent designs by Apple are tragic as well. Please mention I do not particularly mean just the design scandal of the iPhone 6!
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                                                                                                    Dear Ehsan Aghdami, you are totally wrong. It doesn't mean that it's bad if you don't like or love the design.
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                                                                                                        Apple relies on semiconductor manufacturers from Taiwan and South Korea for its logic board and antiquated LCD display, etc.
                                                                                                        All Apple is doing is applying a design for the case. They're basically the same as Alienware. If you have any positions in Apple stock, you'd be wise to dump it soon.
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                                                                                                            If you think all Apple does is case design, then you are uninformed or lying. Apple iPhone and iPad CPUs are their own design and are based on an ARM chip. All the semi companies do is build Apple's design to Apple's spec. How is that similar to Alienware? Do they design chips? Here is a story about how the new chips are causing headaches for Intel, Samsung, Nvidia etc. http://tinyurl.com/kshrszg
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                                                                                                                You forgot the OS, the apps, the infrastructure of iTunes, iCloud, customer service etc.
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                                                                                                                I have to agree with Mr Ive here. I studied at De Montfort in Leicester where the focus was on real-world product design. It's a skill that many companies are crying out for, they want products that can be designed for today's market using today's manufacturing techniques at affordable prices.
                                                                                                                Yes it is right that we should be looking towards the markets of tomorrow and the manufacturing techniques of tomorrow, but not in the impractical way that many universities teach the idea.
                                                                                                                The simple fact of the matter is to understand your design you need to be physically able to touch it and feel it. Be able to see where split lines would or could go, if the proportions for internal components are correct. Not spin it around on your computer screen and hope for the best.
                                                                                                                Design for manufacture is the key skill, not who can CAD-up the most curved or complex shape.
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                                                                                                                    Fact check: Ive studied at Northumbria University or polytechnic as it was then. Not at Newcastle University.
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                                                                                                                      Dieter Rams was a REAL designer. You have copied his style into your Apple jewellery.
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                                                                                                                          I graduated from Northumbria's Design for Industry course this year, the same that Jony did. I secured a job soon after leaving and am now working at a design studio in London.
                                                                                                                          Though I agree with what some of what Jony is saying (there are far, far too many product concepts littered across Behance and Yanko that are visuals with no real substance), I absolutely don't think that my education was "tragic."
                                                                                                                          I learnt about more than just product design; it allowed me to branch into service, graphic, strategic, user experience and packaging design. I came out of it a more well-rounded designer and I definitely believe it enabled me to get the job I'm in now.
                                                                                                                          So my point is, I think Mr Ive needs to pay a visit to some of the courses he is talking about and see the kind of work they are producing. The course structure, and the industry, has changed. A lot. It's not just about wall thicknesses and split lines anymore, it's so much wider.
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                                                                                                                            Ha! This makes me laugh. 2011 Macbook pros are bugged with GPU failures and Apple refuses to act on it. Integrity my ***.
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                                                                                                                              It’s ridiculous of Dezeen to try and link Jony Ive's views on design education and the closing of Falmouth University’s Contemporary Crafts course.
                                                                                                                              Craft courses focus upon the production of bespoke objects - they aren't training the next generation of industrial designers, so linking them seems rather trivial.
                                                                                                                              What we need are industrial design courses that teach students to consider how things are made, not just as a surface-deep CAD render, but a manufactured product.
                                                                                                                              This includes understanding manufacturing process and the importance of the engineering, the economics that drives product development, alongside important
                                                                                                                              aspects such as aesthetics and usability that doesn’t come from the computer screen.
                                                                                                                              To gain this knowledge we need a prototyping process that physically engages the student (or designer), by providing quality feedback that aids problem solving and in turn helps shape great products.
                                                                                                                              Digital manufacturing is a core part of this, so to dismiss computer technology is not only irresponsible, it’s just a bit stupid.
                                                                                                                              We need to change our design education so that, amongst other things, students are taught about processes and materials from the beginning. This means not encouraging a design process that relies too heavily on often subjective and limited primary research, followed by sketching and rendering, but experimenting in workshops, visiting manufacturers and obsessing over details on real products.
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                                                                                                                                So, does this mean that those with real three-dimensional design and things like print production are getting good paying jobs? Is this an offer? Or just another idiot who needs to see his name on the internet? And for f**king crying out loud, smile asshole. At least you are fully employed.
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                                                                                                                                    Not sure where he is getting his info from, if he came to my school (SCAD) he would see students in the shop all the time. Almost all of my projects involve building a prototype. Apple never even has openings for product design internships.
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                                                                                                                                        People want to work on a creative field because it's cool, not because they are talented or have a calling to it.
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                                                                                                                                            I heartily agree. But I'm becoming an old man too. I heard the same complaint, while job interviewing after graduating architecture school, that students weren't trained in the practical aspects of the field.
                                                                                                                                            Of course the point of any creative academic endeavour is to learn a creative process. Expertise comes with experience not a diploma.
                                                                                                                                            If we are doing the old man, world in decline rant let's also blame it on the lack of professional personal presentation. What's become of wearing a tie or even shaving for public appearances? Guess they don't teach that in school anymore.
                                                                                                                                            Just a bit of irony that virtual experience has totally supplanted hand work when stated by someone promoting computers. Maybe Locutus Borg (aka Captain Picard) was right: "Resistance is futile; you will become one with the Borg".
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                                                                                                                                                Maybe things have changed but when I taught design and technology it was perceived as a non-academic subject suitable for the "less-able" pupils.

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