Well, that may be an exaggeration, but in all honesty, having used Windows Mobile devices from the early 2000s, I can vouch for smartphone uselessness beyond fancy contacts management a digital calendar. Mobile internet, which was finally starting to mature in devices like Blackberrys and the Palm Treo, was essentially still a baby. The Treo, Blackberry and a few Nokia products were certainly key devices in a pre-iPhone world, but until the platforms could be rethought and reinvented for use by mere mortals, nobody cared.
It’s just a phone -- an electronic gadget. So why the emotional connection? How can a person become so floored with a phone, of all things?
Well, making calls isn't it. The phone part of your iPhone doesn't make you fall in love. Especially if you have lots of dropped calls, sometimes you might be inclined to throw it across the room. However, the process of making the call, the fluidity and ease involved can overall make for a relatively enjoyable experience. That is what it's all about: the experience, the enjoyment one receives in its use with minimal frustrations.
Emotional connectivity with a phone comes in the sense that the device simply fulfills and need. Or more appropriately, it creates need, whereas technology, in its nature, broadens connectivity with the world by providing new avenues for information and entertainment, and then fulfills it. The iPhone platform, in form and function, exists to satisfy that need and, in turn, influences the "bond" a person will perceive from its use.
Just as an interesting side-note, we are only talking about a phone, in case we need to be reminded. We talk about the iPhone experience like one might talk about a religious experience. But I'm sure one's choice of technology might come close to a religion. They call 'em fanboys for a reason.
So, let's first discuss design. It's no secret that Apple has a great design team; they've won awards and sold enough product to prove it. Apple stuff is often described as "pretty" or even "beautiful." But why? It's nothing by a hunk of shiny metals and glass. To answer, you might look at these objects in comparison to what others manufacture. Take, for example, any slew of Nokia handsets or Windows Mobile phones from last year. Other than, in my opinion, the Palm Pre and a few HTC handsets which are on par with the iPhone as far as physical design, the iPhone trumps most in outward attractiveness. Being shiny certainly has an eye-catching allure and makes you wanna reach out and touch it -- or even lick it.
Handsets. You hold them -- yes, in your hand, if you had to guess. So, the feel of the device must conform to the hand or be ergonomically sound for constant touching and manipulation. The slickness of the iPhone (still speaking of the original) -- the rounded-off sides and smooth edges that fit nicely in the creases of one's fingers, the serene physicality of having only one button, the weight and feel of the device -- all adds to the proverbial "experience" we like to adorn it with.
Physical beauty is nice, and Apple has always made really nice hardware, but as Steve Jobs had said in The Wall Street Journal's D5 conference in 2007, he really considered Apple a software company more than anything. Software is what sets a company like Apple apart and drives the identity of their products. The software in the original iPhone was revolutionary (okay, I'll reuse the word). During the MacWorld 2007 keynote, Jobs threw the phrase "desktop-class applications" around to describe the new era of portable computing. The iPhone was the initiator and proof of that concept. Now with the App Store and over 300,000 (as of this writing) applications for iOS devices, uncertainty over software utility in the mobile space can be easily put to rest. However, while the capabilities are there, pure functionality of the iPhone is not what creates the bond between it and the user. Design, again, must creep into the conversation, because the way we see, feel and hear -- all ways we interact -- must, beyond all, be easy and fun to do. The designers at Apple have nearly perfected user interface design.
It works well. Like, for real. As long as the hardware is keeping up with the software (because the hardware should be able to handle what interface and general computations the applications need), the interface, its animated aspects, the types of buttons and controls, the graphics, the layout of information all in a tightly-wound, polished and responsive package make for a fluid and extremely satisfying experience.
It's late, and this post has run long. To be continued...