Summary & Insights
The image of an entire software team—every engineer and designer—being summoned into a hallway and told to immediately stop all work to focus solely on the problem of the software keyboard captures the intense, all-hands-on-deck culture that built the first iPhone. This moment, shared by former Apple engineer Ken Kashienda, exemplifies how the company blended a clear, top-down vision with empowered, bottom-up innovation to create revolutionary products.
Kashienda’s journey from history major and motorcycle mechanic to a key player on the original iPhone team underscores a central Apple philosophy: deep technical skill must be paired with liberal arts sensibilities to create technology that feels human. The development process was characterized by extreme focus and secrecy, with small, cross-functional teams operating under a direct mandate from Steve Jobs. Decisions were driven not by committees or A/B tests, but by a shared sense of taste and a relentless commitment to the user experience, often validated in intimate, high-stakes demos with Jobs himself.
This approach manifested in unique practices. For instance, the team developed a simple tap-the-rectangle game to scientifically determine the perfect 57-pixel size for app icons. They instituted a “no speed regression” policy for Safari, where every code check-in had to maintain or improve page load speed, leading to a browser three times faster than competitors at launch. The culture prized Directly Responsible Individuals (DRIs) who owned features end-to-end, coupled with a non-political environment where collaboration was so seamless that inventors on patents often couldn’t recall who originated which idea.
Surprising Insights
- The entire iPhone software team was once turned into a keyboard team. When progress on the touchscreen keyboard lagged, management halted all other work and redirected every engineer and designer to solve that single problem, recognizing it was a potential product-killer.
- Icon size was determined by an internally designed video game. To find the optimal tap target, an engineer created a game that flashed random-sized rectangles on the prototype screen. Data from employees playing it showed that 57 pixels square was the reliable minimum size, a standard that shipped.
- Steve Jobs’s product demos were exercises in silent observation. He would often examine a prototype for long stretches without speaking, imagining himself as a customer in a store trying to figure it out alone, before asking the engineer a single, decisive question.
- Early team members didn’t know the product would be called “iPhone.” Secrecy was so absolute that even after years of work on “Project Purple,” engineers only learned the official name when Jobs announced it on stage, prompting one to realize he’d need to add the word to the autocorrect dictionary.
Practical Takeaways
- Implement a “no regression” policy for core metrics. For any critical attribute like speed or battery life, establish a test that runs on every code check-in to ensure the metric never degrades, creating a relentless, incremental push for improvement.
- Empower Directly Responsible Individuals (DRIs). Clearly assign single points of ownership for features or projects, giving them the authority to make final calls and ensuring accountability without bureaucratic layers.
- Build a demo culture focused on showing, not telling. Create regular opportunities for makers to showcase working prototypes to decision-makers, with an emphasis on hands-on interaction rather than slide decks.
- Embrace constraints to force focus and creativity. Deliberately limit team size, timeline, or scope to prevent diffusion of effort. The original iPhone team famously shipped without copy-paste because they prioritized getting foundational interactions right.
- Fuse engineering with human-centric design. Actively build teams where technical builders and interface designers work side-by-side as peers, blending code capability with principles from the liberal arts to build products that feel intuitive and meaningful.
In this wide-ranging conversation from April 2019, a16z’s Frank Chen sits down with Ken Kocienda, a longtime software engineer and designer at Apple from 2001 to 2017, who wrote a book about his career there, called Creative Selection.
They discuss Ken’s unconventional path from freelance photographer to software engineer at Apple, his work on many core products from Safari web browser to iPhone, iPad, and Apple Watch and features like Autocorrect, what it was like to demo new products for Steve Jobs, and more.

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