The Weight of the Wrist
On a September morning in 2014, in a courtyard beside a community-college hall a few miles from Apple's headquarters in Cupertino, Jonathan Ive stood among friends — Chris Martin, Stephen Fry, Laurene Powell Jobs — fidgeting with his hands as if trying to flick gum from his fingertips. His wrist was bare. A hundred assembly lines in Zhengzhou, China, were producing still-secret new iPhones at a reported rate of seventy-five hundred an hour, and Tim Cook was somewhere nearby preparing to address a thousand attendees and millions watching online. But Ive's role that day was largely limited to drinking coffee in misty sunshine —
Steve Jobs had excused him from most public-speaking duties years earlier, and the dispensation held. "I'm shy," Ive said, his London accent intact after more than two decades away. "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."
The bare wrist was the tell. Within hours, Ive would strap on an Apple Watch — the larger of two sizes, in rose gold, with a band of white rubbery plastic — and the company he'd helped pull back from bankruptcy would reveal the most personal product in its history: a computer that touched your skin. But the bare wrist also registered something deeper about Apple itself, a company whose entire $3.5-trillion identity — the most valuable on Earth as of early 2025, for the eighteenth consecutive year the world's most admired corporation, holder of a brand valued at $1.3 trillion by Kantar Brandz — rests on a paradox so essential it is practically load-bearing. Apple makes objects of exquisite materiality in an age when the material is supposed to be irrelevant. It sells the highest-margin hardware in the history of consumer electronics by insisting on a level of care — the radiused corner, the sapphire crystal, the milled-aluminum unibody — that no rational cost accountant would approve, and this apparent irrationality has produced roughly $400 billion in cumulative net income over the past decade. The paradox is older than the company, older even than the integrated circuit. It is the tension between the thing and the soul of the thing, between an object you can hold and the feeling it produces when you hold it.
That tension — between craft and scale, between taste and shareholder value, between the irreducible judgment of a single designer and the democratic demands of billions of customers — is the central engine of Apple's story. It is the reason the company nearly died, the reason it came back, and the reason its future is perpetually, productively uncertain.
By the Numbers
Apple at Scale
$3.5T+Market capitalization (early 2025)
$391BRevenue, FY2024
~46%Gross margin, FY2024
$1.3TBrand value (Kantar Brandz, 2025)
2.2B+Active devices worldwide
164,000+Full-time employees
18 yrsConsecutive years as Fortune #1 Most Admired (through 2025)
1.5B+Devices designed under [Jony Ive](/people/jony-ive)
The Garage and the Resignation Letter
Three men signed Apple Computer's founding partnership agreement on April 1, 1976: Steve Jobs, Steve Wozniak, and Ronald Wayne. Wayne, then forty-two, had been brought on as "adult supervision" — a chief draftsman at Atari who drafted Apple's original incorporation document, wrote the manual for the Apple I, and designed its first logo, a baroque engraving of
Isaac Newton beneath a tree. His 10% stake would be worth over $80 billion today. He sold it back twelve days later for $800.
Wayne's reasoning was prosaic and, in retrospect, deeply human. Jobs had taken out a $15,000 loan to buy supplies for Apple's first contract — roughly a hundred computers ordered by a Bay Area shop called The Byte Shop, which was notorious for failing to pay its bills. Wayne had assets, including a house. Jobs and Wozniak were young and broke. "I was standing in the shadow of intellectual giants," Wayne later told interviewers. "If I had stayed with Apple I probably would have wound up the richest man in the cemetery." He has insisted, across decades of interviews, that he has no regrets — which is either the most astonishing equanimity in the history of American capitalism or its most disciplined performance.
The founding trio's brief coexistence illuminates something essential about Apple's DNA. Wozniak — the jubilant engineer, the man who built the Apple I and Apple II largely by himself, who once described his design philosophy as pursuing elegance in the way circuits used as few chips as possible — provided the technical substrate. Jobs provided the vision, the fury, the commercial instinct. And Wayne's departure established the template: Apple would be an environment so intense, so consuming, that it burned through even well-intentioned collaborators. The company demanded all of you, and in return it offered something that no other technology firm of the era could match — the feeling that you were making something that mattered, that the object itself was the argument.
Steve Wozniak's account of those early years, available in
iWoz: Computer Geek to Cult Icon, captures the anarchic joy of the founding period — the Homebrew Computer Club, the blue boxes that hacked AT&T's long-distance network, the garage on Crist Drive in Los Altos. But the company's trajectory was not anarchic. From the Apple II's phenomenal success (six million units sold, the machine that bootstrapped the personal-computer industry) through the Lisa's commercial failure and the Macintosh's revolutionary debut in January 1984 — immortalized in Ridley Scott's "1984" Super Bowl ad and chronicled with infectious enthusiasm in Steven Levy's
Insanely Great — the arc bent toward a single, increasingly clarified conviction: that the experience of using a computer was a design problem, not merely an engineering one.
Exile and Return
The decade between Jobs's ouster in 1985 and his return in 1997 is usually narrated as a corporate wilderness period, and it was, but it was also the period in which the person who would matter most to Apple's resurrection — after Jobs himself — quietly entered the building and began to despair.
Jonathan Ive arrived at Apple in September 1992, lured from a London design consultancy called Tangerine by Robert Brunner, who ran Apple's design group. Ive was twenty-five. He had studied industrial design at Newcastle Polytechnic, won a national student design competition two years running, and made models of such precision that Brunner, upon meeting him, wanted to hire him on the spot. "He had figured it all out," Brunner later recalled. Ive's student portfolio included a white desk phone whose internal components coexisted with the outer casing — modeled at the exact thickness it would have in production. "You never see that from a student," Brunner said.
Ive grew up in Chingford, in London's middle-class northeastern suburbs. His paternal grandfather and great-grandfather were skilled metalworkers. His father, Michael, was a secondary-school teacher of design and technology. There was a Dieter Rams-designed Braun juicer in the kitchen. "No part appeared to be either hidden or celebrated," Ive later wrote of it. He acquired, early, what he called "a natural understanding that everything here — highways, bridges, Toyotas — is made, and is the consequence of multiple decisions." He was nicknamed Tiny because, at thirteen, he was already as large as he would ever be. He played rugby for his county. At school he met Heather Pegg, his future wife, and wore a post-punk mullet.
The Apple that Ive joined was rudderless. Under CEO John Sculley, then Michael Spindler, then Gilbert Amelio, the company had hemorrhaged market share, proliferated product lines into incoherence, and nearly been acquired by Sun Microsystems. Ive found himself detailing printer lids. His designs for the second-generation Newton personal organizer and the Twentieth Anniversary Mac were, in Brunner's assessment, "somewhat expressive, but still fairly tight and fairly crisp" — promising work trapped inside a company that had no idea what to do with it. By 1996, Brunner had left for Pentagram and tried to tempt Ive along. Ive refused: "I've got to wait this out and see where it goes." His friend Clive Grinyer, visiting Cupertino in the mid-nineties, found him "close to leaving. And, good Lord, if he had actually left, the world would be entirely different."
The Wired cover appeared in June 1997: a big Apple logo crowned with barbed wire, the single word PRAY. The next month, Jobs returned as CEO, supplanting Amelio. Jobs's initial instinct was to hire a new designer — he approached Richard Sapper, who'd designed IBM's ThinkPad, and consulted with Hartmut Esslinger, Apple's industrial designer from the eighties. Then he visited the design studio.
Fuck, you've not been very effective, have you?
— Steve Jobs to Jony Ive, 1997, as recalled by Ive to The New Yorker
This was a partial compliment. Jobs could see that the studio's work had value, even if Ive could be faulted for not communicating its worth to the rest of the company. During the visit, Ive said, Jobs "became more and more confident, and got really excited about our ability to work together." That day, they started collaborating on what became the iMac.
Ive had a resignation letter in his pocket. He never used it.
The Lickable Machine
The iMac arrived in the summer of 1998, first sold in food-dye blue, with a handle, translucent casing, and curves that cheerfully acknowledged the unwieldy cathode-ray tube inside. Jobs later took credit for its conception, but most accounts — including Ive's — suggest the studio had been working on something quite like it before Jobs's return. Jobs's contribution, beyond the organizational authority to greenlight production, was a different kind of precision. "Make it lickable," he reportedly said. Craig Federighi, then a software executive, attended a meeting where Ive showed off a late prototype. "Steve was poking at the seams, and turning to Jony: 'Maybe we could do something with the edge.' "
The design had the giddiness of a pardoned prisoner. Dieter Rams had liberated consumer electronics from pretending to be furniture — a radio could just be a box. Apple's instinct, at this existential moment, was the reverse: to domesticate a machine still associated with technical work and offices, to make it approachable and warm. The iMac relaunched Apple. It also fully launched Ive.
What followed — the clamshell iBook, the Power Mac G4 Cube, the iPod, the PowerBook G4 — was a cascade of objects that shared a design philosophy so coherent it felt almost ideological. But the ideology's power came from an organizational structure that was, even by Apple's own eccentric standards, radical. As Robert Brunner described it, design at most companies was "a vertical stripe in the chain of events" — a department that contributed its bit and passed the work along. At Apple, Ive made design "a long horizontal stripe, where design is part of every conversation." When a designer joined a meeting at Apple, a former intern named Jeremy Kuempel recalled, it was "like being in church when the priest walks in."
This power "was anointed to them by Steve, and enforced by Steve, and has become embedded culturally," Brunner said. Jobs visited the design studio almost every day. He and Ive lunched together, travelled together. Jobs liked to tease Ive about Britain's imperial delusions — "All hat and no cattle," Laurene Powell Jobs summarized — but they spent a morning together with Prince Charles at Highgrove. Bob Mansfield, a former senior hardware engineer, described the pique some colleagues felt about Ive's privileged access: "There's always going to be someone vying for Dad's attention." But Mansfield was grateful: "Jony puts up with a lot, and, as a result of him doing it, people like me don't have to."
If I had a spiritual partner at Apple, it's Jony. Jony and I think up most of the products together and then pull others in and say, 'Hey, what do you think about this?' He gets the big picture as well as the most infinitesimal details about each product. And he understands that Apple is a product company.
— Steve Jobs, as told to Walter Isaacson
Skinning and Its Discontents
The iPod debuted in October 2001. Michael Ive recalled the conversation with his son: " 'It'll have a thousand songs, Dad.' I said, 'Who wants a thousand songs?' He said, 'You'll see.' " Tony Fadell, the engineer who can take much of the credit for the iPod's functionality, was quoted by Fast Company as saying, "We gave it to Jony to skin it." That is, Ive's contribution was to combine, as elegantly as possible, elements decided largely by engineers — a battery, a disk drive, an LCD screen, a track wheel.
Fadell's phrase — "skinning" — was strategically irreverent and at least partially true. Tim Cook's rebuttal was immediate: "We've never skinned anything." But the iPod era did represent a moment when Ive's studio, for all its influence, was not yet the company's central workshop. That would change with the iPhone.
In 2004, a visitor to the studio might have noticed a rudimentary, oversized touch-responsive screen lying on a table. "It was very crude, involving projectors," Ive said. The technology wasn't invented in the studio, nor by Apple engineers. But the designers guided it to market over years. Ive pressed initially for a tablet — the natural evolution of the Macintosh Folio he'd conceived at Tangerine back in 1991. Jobs argued that a phone should come first: launching both a new device category and a new input method simultaneously would be too much for consumers. By the time the iPhone launched in 2007, Ive had become "the hub of the wheel," Mansfield said. Ive was now involved "in the fundamentals of the products — how to build them efficiently, the technology, how to cool them."
The iPhone's creation, exhaustively documented in
Steve Jobs by Walter Isaacson, was an act of corporate daring disguised as inevitability. Apple sold six million phones in its first year. By 2012, it was selling more than a hundred million annually. The company's valuation quadrupled in that span. But the iPhone's significance transcended units shipped. It established a template — integrated hardware, software, and services, controlled from silicon to storefront — that would become Apple's essential competitive architecture and the strategic framework that every subsequent product, from iPad to Apple Watch to Vision Pro, would inherit.
Key products and their role in the architecture
1998iMac relaunches Apple; translucent design domesticates the desktop computer.
2001iPod + iTunes create the first hardware-software-service loop outside the Mac.
2007iPhone launches, selling 6 million units in year one; establishes the template for everything after.
2008App Store opens, creating a third-party ecosystem that becomes the dominant platform for mobile software.
2010iPad creates the post-PC tablet category; 300,000 units sold on launch day.
2015Apple Watch ships — first new product category under Tim Cook.
2020Apple Silicon (M1 chip) announced; Apple completes vertical integration of its hardware stack.
The Accountability Machine
Apple's internal culture is the negative image of its products: where the objects are smooth and seamless, the organization is angular, unforgiving, and structured around a principle so simple it borders on tautological. Experts lead experts. The company has never organized itself into autonomous business units the way nearly every other technology company of comparable scale has done. There is no iPhone division, no Mac division, no services division run by a general manager with P&L responsibility. Instead, Apple's organizational chart mirrors the functional disciplines of building a product: hardware engineering, software engineering, design, marketing, operations, services. Each function is led by the world-class specialist in that domain, and each specialist reports, ultimately, to the CEO.
This structure, installed by Jobs upon his return and preserved — with modifications — by Cook, has a profound consequence: the only person at Apple who sees the full picture of how the company allocates resources across its product line is the CEO. A hardware engineer working on the iPhone camera does not weigh that work against the needs of the iPad camera; that trade-off lives at the top. The design studio does not report to an iPhone product manager; it reports to the head of design, who reports to the CEO.
The system produces coordination through what a 2020 Harvard Business Review article by Apple University's Joel Podolny and Morten Hansen called "debate and promote" rather than "decide and delegate." Decisions bubble up through layers of functional expertise until they reach the level where the relevant trade-offs can be properly weighed — which, for any decision touching multiple product lines, means the CEO and the senior leadership team. This makes Apple agonizingly slow at some things (Siri's decade of mediocrity, the long gestation of the Apple Car project that was ultimately canceled) and supernaturally fast at others (the pivot to Apple Silicon, which required coordinating hardware, software, and developer relations with a precision that would have been impossible in a divisional structure).
The cultural enforcement mechanism is blunt. When MobileMe launched in the summer of 2008 as a buggy, unreliable mess — the e-mail service meant to rival BlackBerry's synchronization — Jobs summoned the team to the Town Hall auditorium on Apple's campus. He walked in wearing his trademark black mock turtleneck and blue jeans, clasped his hands together, and asked: "Can anyone tell me what MobileMe is supposed to do?" Having received an answer, he continued: "So why the fuck doesn't it do that?" For the next half hour, he berated the group. "You've tarnished Apple's reputation. You should hate each other for having let each other down." He named a new executive to run the team on the spot. Much of the original team was disbanded.
That is a part of the magic of Apple. And I don't want to let anybody know our magic because I don't want anybody copying it.
— Tim Cook, in a Wall Street analyst Q&A
The fear of retribution persisted for years after employees left. In dozens of interviews conducted by Fortune, former Apple employees would speak only off the record, painting a picture of a company that "time and again thumbs its nose at modern corporate conventions in ways that let it behave more like a cutting-edge startup than the consumer-electronics behemoth it is." The result was a paradox: the world's most admired company was also, internally, among its most demanding. Accountability was not a corporate value statement printed on a wall. It was enforced, in real time, with public consequence.
The Cathedral in Cupertino
The design studio — a roughly three-thousand-square-foot room on the first floor of Two Infinite Loop, accessible by a covered corridor that connected it to Jobs's top-floor office in One Infinite Loop — operated on principles that would be unrecognizable at Samsung, which employs a thousand designers and sells vacuum cleaners alongside phones. Apple's intentions could be revealed in one room.
Ive designed the space around the turn of the century. Behind a glass wall stood three eight-foot-high CNC milling machines — the devices that shape plastic and metal into models and prototype parts. Ive wanted them integrated into the studio, as close to the designers as noise and dust pollution would allow, because "they make physical objects, and that is what we're doing." The worktables — higher than a desk, slightly lower than the Apple Store tables they inspired — each served a single product, or product part, or product concept. Some objects were scheduled for manufacture; others might come to market in three or five years, or never.
The core team was nineteen industrial designers. Apple employed three recruiters whose sole task was to identify new members; they found perhaps one a year. Team members worked twelve-hour days, couldn't discuss work with friends, and, in fifteen years, only two had left — one because of ill health. Their multinationalism and affluence would be familiar to soccer players on Europe's grandest teams. Eugene Whang, one of the designers, had a second career as a DJ and music promoter. Julian Hönig, Austrian-born, used to design Lamborghinis.
The room's minimalism derived from nondisclosure more than from dogma. Ive's aesthetic was not austere — Richard Seymour, a British designer, called it "emotionally warm modernism." On shelves in Ive's twelve-foot-square glass-walled office sat a Playmobil figure of him (a Christmas gift from colleagues), dozens of custom sketchbooks with padded blue covers and silver edging, a rugby ball, and a Banksy print of the Queen with the face of a chimpanzee. A poster on the wall began, "Believe in your fucking self. Stay up all fucking night."
The studio's process, enabled by almost limitless funds and sometimes merciless pressure on suppliers, produced a layer of commercial armor plating. As Paola Antonelli of MoMA observed, an Apple object is "manufactured in a way that makes it harder to copy. That's the genius. It's not only the formal effect." When Robert Brunner first saw the MacBook's unibody housing — milled from a single block of aluminum — it was a "mind-blowing epiphany." Apple, he said, "had decided that this was the experience they wanted, so they went out and bought ten thousand CNC milling machines." Soon after the iPhone debuted, Ammunition, Brunner's consultancy, was approached by "a very large Korean company" to create a touchscreen competitor in six weeks. He laughed. "We were, like, 'You don't realize, this was years. This was years of a lot of very good people.' "
The Samsung Wars and the Geometry of Theft
On August 4, 2010, in a blue-tinted glass tower in downtown Seoul, Apple executives sat down with Samsung engineers and lawyers to fire the first shot in what would become one of the bloodiest corporate wars in modern business history.
Samsung had launched the Galaxy S that spring. Apple had procured one overseas and given it to the iPhone team. The designers studied it with growing disbelief. The overall appearance, the screen, the icons, even the box — all strikingly similar to the iPhone. Patented features like "rubber-banding" (the screen bounce when you scroll past the bottom) and "pinch to zoom" were identical.
Jobs was furious. Apple was a Samsung supplier customer, and Samsung was an Apple supplier — chips, displays, memory. The entanglement was strategic and, now, poisonous. At the Seoul meeting, Chip Lutton, Apple's associate general counsel for intellectual property, put up a PowerPoint slide titled "Samsung's Use of Apple Patents in Smartphones." He was blunt: "Galaxy copied the iPhone." Samsung VP Seungho Ahn was blunter: "How dare you say that. How dare you accuse us of that!" Then the threat: if Apple pursued a claim, Samsung would countersue with its own patent portfolio.
The message was clear. The subsequent legal war — spanning multiple continents, costing both companies over a billion dollars, generating millions of pages of legal filings — revealed something about the limits of Apple's design moat. You could patent a rounded rectangle. You could win a jury verdict. But you could not, through litigation alone, prevent the world from building phones that looked and worked like iPhones. Apple's real defense was not legal. It was operational — the manufacturing precision, the supply-chain control, the integration of hardware and software that no verdict could transfer.
"They never met a patent they didn't think they might like to use, no matter who it belongs to," patent lawyer Sam Baxter said of Samsung. The description could have applied, in spirit, to much of the Android ecosystem. Apple's response, over the following decade, was not primarily legal but architectural: deepen the integration, control more of the stack, make the thing harder to copy not through lawyers but through engineering.
The Succession
Steve Jobs was diagnosed with pancreatic cancer in 2003. In 2009, hospitalized for a liver transplant and barely able to speak, he critiqued the design of an oxygen mask. He came back to work, hosted the launch of the iPad, then took a leave of absence in 2011 from which he never fully returned. Ive was a frequent visitor to the Jobs home. He was there, on an afternoon in October 2011, when Jobs died.
At Jobs's memorial, held on the lawn at Infinite Loop, Ive described their creative process: "Steve used to say to me — and he used to say this a lot — 'Hey, Jony, here's a dopey idea.' And sometimes they were: really dopey. Sometimes they were truly dreadful. But sometimes they took the air from the room, and they left us both completely silent. Bold, crazy, magnificent ideas. Or quiet, simple ones which, in their subtlety, their detail, they were utterly profound."
Tim Cook's ascension to CEO had been years in preparation. Cook — an Auburn-educated industrial engineer who had joined Apple from Compaq in 1998, and who had built the supply-chain operation that turned Jobs's design ambitions into physical reality at global scale — was Jobs's mirror image in temperament. Where Jobs was volcanic and charismatic, Cook was disciplined, meticulous, and deeply private. He would not publicly acknowledge that he was gay until 2014, in a Bloomberg Businessweek essay, becoming the first openly gay CEO of a Fortune 500 company. Ive, Cook recalled, was "extremely supportive" both before and after the announcement: "When you do something like that, there's a group of people that throws stones."
If Jobs and Ive had a father-son dynamic, Ive and Cook seemed like respectful cousins. Cook deferred to Ive on design with a discipline that echoed Jobs's own practice, but the relationship lacked the creative electricity — the snapping of fingers, the dopey ideas that took the air from the room. Apple's challenge, post-Jobs, was not whether it could still make great products (it could) but whether the organizational structure that concentrated creative authority in a single designer and a single CEO could survive without the force of personality that had created it.
The answer arrived, eventually, in a departure. In 2019, Ive left Apple to form LoveFrom, an independent design firm. Apple remained a client — at a reported $100 million annual fee — before the relationship ended in 2022. The nineteen-person studio scattered. The functional organization endured.
Silicon, Literally
The decision that most fully expressed Apple's post-Jobs strategic identity was not a product launch. It was a chip.
On June 22, 2020, at WWDC, Tim Cook announced that the Mac would transition from Intel processors to Apple's own silicon. The move had been building for a decade — Apple had acquired P.A. Semi, a low-power chip design firm, in 2008 for $278 million, and had been designing its own processors for the iPhone and iPad since the A4 chip debuted with the original iPad in 2010. But extending that capability to the Mac was an act of breathtaking vertical integration. Apple was now designing the brains of every computer it sold, from watch to desktop.
The M1 chip, released in November 2020, was a revelation. It delivered processing performance that rivaled or exceeded Intel's best laptop chips while consuming a fraction of the power, enabling the MacBook Air to shed its fan entirely. Subsequent generations — M2, M3, M4 — extended the advantage, pushing into workstation-class performance. The architectural advantage derived from Apple's willingness to design a unified memory architecture where CPU, GPU, and neural engine shared a single pool of high-bandwidth memory — a design choice that was, as with so many Apple decisions, enabled by controlling both the hardware and the software that ran on it.
Apple Silicon did something no lawsuit could: it made the integrated stack uncopyable at a level that mattered. Samsung could approximate an iPhone's appearance. No one could replicate the engineering of a chip designed specifically for macOS, optimized for Final Cut Pro and Logic, fabbed at TSMC's most advanced nodes, and paired with software that had been recompiled for the architecture before customers ever saw it.
The Services [Flywheel](/mental-models/flywheel)
The shift from hardware company to hardware-plus-services company began almost imperceptibly. The App Store launched in 2008 with five hundred apps; by 2024, it generated an estimated $24 billion in revenue for Apple alone, mostly through its 15–30% commission on transactions. Apple Music arrived in 2015, Apple TV+ in 2019, Apple Arcade, Apple News+, Apple Fitness+. The bundled offering, Apple One, debuted in 2020.
Services revenue reached approximately $96 billion in FY2024, roughly a quarter of Apple's total revenue — up from essentially zero a decade earlier. The gross margin on services is estimated north of 70%, compared to approximately 36–37% for products. This arithmetic changed the nature of Apple's business. Every iPhone sold was no longer merely a $1,200 hardware transaction; it was the acquisition of a customer who would, over the lifetime of the device and its successors, generate recurring revenue through app purchases, subscriptions, cloud storage, and the Google search deal — itself reportedly worth $20 billion or more annually.
The installed base became the denominator that mattered. With over 2.2 billion active devices, Apple's services business was, in effect, a tax on the attention of a quarter of the world's smartphone users, levied with the quiet efficiency of a tollbooth on a highway with no exits.
The Trillion-Dollar Taste
The Apple Watch launched in April 2015. Ive had conceived the project "close to Steve's death," working with Marc Newson, the Australian designer who had become an acknowledged Apple contributor. The watch was the first Apple device with a design history older than its founder — Ive invited historians and astronomers to give lectures in the studio — and it represented Ive's desire to work at the intersection of technology and luxury.
There was, Bob Mansfield recalled, "a lot of resistance" inside Apple. Offering a solid-gold Apple Watch Edition at prices rumored to reach five figures created a tension with Apple's populist self-image: "Apple wants to build products for everybody." But Ive won the argument. Angela Ahrendts, former CEO of Burberry, was hired to lead retail. Patrick Pruniaux, from TAG Heuer, joined the watch team.
Sebastian Vivas, the director of a museum maintained by Swiss watchmaker Audemars Piguet, was serenely unperturbed. "We're not afraid; we're just a little bit smiling." He was right about the gold edition, which Apple quietly discontinued. But he was wrong about the watch. Apple Watch became the world's best-selling watch — of any kind — and the foundation of a wearable-health platform (heart rate monitoring, ECG, blood oxygen, fall detection) that represented a genuine expansion of what a technology company could do for its customers' bodies.
The Watch also demonstrated something about Apple's method that no competitor has replicated. The device's Digital Crown — a ridged knob adapted from traditional watchmaking — was ordered up by the design studio. In a reverse of "skinning," Ive asked Apple's engineers to make it. The crown's role grew from zooming to scrolling lists, becoming the primary input device for a tiny screen. It was design driving engineering, not the reverse, at a level of integration that the functional organization made possible and that a divisional structure — where a watch product manager would have balanced engineering costs against design ambition — might have killed.
The Ring
Apple Park — the ring-shaped, Foster + Partners-designed campus that opened in 2017, with a diameter of sixteen hundred feet and a circumference corridor nearly a mile long — is the physical manifestation of Apple's self-conception. Ive co-designed the building with Norman Foster's team, contributing details like floors that turn up slightly where they intersect with walls (a lesson in corner geometry he taught Foster's architects) and the void slabs — forty-four hundred precast-concrete units with a floor on one side, a ceiling on the other, and a cooling system between — manufactured in an Apple-built factory in Woodland, California. "We're assembling rather than building," Ive said.
Jobs had cared about the campus passionately. Its cost was estimated at $5 billion. The design studio relocated to a top-floor space of thirty thousand square feet. But the ring was more than real estate. It was a statement about the relationship between a company and the things it makes — the conviction that the workspace should embody the same obsessive care as the products, that the curve of a corridor should matter as much as the curve of an iPhone, that a Mitsubishi elevator's control panel deserved to be redesigned ("a big fight," Ive recalled) because every interface a human encounters within Apple's domain should meet Apple's standard.
This conviction — that taste is not a department but an atmospheric condition — is either Apple's deepest competitive advantage or its most expensive indulgence. The answer, of course, is both.
The Bare Wrist, Revisited
On the afternoon of that September 2014 launch, as people stood to leave the auditorium, Harper Alexander handed Ive an Apple Watch in rose gold. He tied it loosely to his wrist. Minutes later, walking into the temporary showroom, there was an exaggerated heaviness in his rolling gait — "a miming of responsibility," as if the three years of work were settling into his shoulders.
Inside, a stainless-steel chain bracelet, guided by magnets, fell into place with the click of someone stacking nickels. That click was one of the only sounds, apart from music, in the reveal video. Richard Howarth, the British designer considered "feared" for his ability to drive decisions, noted that the watch's sapphire crystal display was not glass — "completely different structure" — and the ceramic back was co-finished with sapphire. "This would cost so much money if a different company was making it — Rolex or something. It would be a hundred grand."
"We sell it for just fifty thousand," Julian Hönig said, joking.
Later, back in the studio, Ive ate salmon sashimi and described the day as "momentous." His iPhone 6 chimed softly every minute or two. On a table that had been covered that morning with a flat gray silk cloth — "This is actually complicated," Ive had said, feeling through the material — now stood a glass-topped Apple Watch display cabinet, accessible from below via a descending motorized flap, like the ramp at the rear of a cargo plane.
That evening, at a celebratory buffet dinner at a wine bar in San Francisco, the guests received parting gifts: metal iterations of the Apple Watch's virtual fitness medals, embossed and enameled, placed in black cloth pouches. "When you're judicious with what's literal, it can be powerful," Ive said. The digital made physical. The virtual made manifest. An object you could hold.