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build-like-iphone-team构建 like iPhone team

Agent Skill

build-like-iphone-team 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

517

周安装

22

GitHub Stars

537

下载量

181
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:build-like-iphone-team(构建 like iPhone team)
来源仓库:https://github.com/fradser/dotclaude
仓库路径:skills/build-like-iphone-team
安装命令:
npx skills add https://github.com/fradser/dotclaude --skill build-like-iphone-team
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/fradser/dotclaude --skill build-like-iphone-team

简介

借鉴初代 iPhone 开发团队的隔离式创新方法论。

  • 强调保密性、极致简化与用户体验优先原则。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。
  • 适用于高风险、长周期产品的颠覆性功能研发场景。
  • 需投入充足资源保障团队隔离与时间窗口完整性。
  • build-like-iphone-team 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Build Like the Original iPhone Team

Knowledge reference for applying Apple's Project Purple design philosophy. Based on the original iPhone (2004-2007) development that created the revolutionary device.

Project Purple Context

Timeline: 2003-2007, $150 million investment, 2.5 years in complete isolation Team: 200 of Apple's top engineers, sworn to secrecy Code names: Project Purple (overall), P1 (iPod phone), P2 (multi-touch tablet), Purple Dorm (isolation building) Origin: Started as tablet project (Model 035), pivoted to phone after multi-touch breakthrough

The pivot: In 2003, Jony's team experimented with multi-touch to get rid of mouse and keyboard. Duncan Kerr demonstrated multi-touch in a brainstorming meeting - first time the team had seen it. Within a week, Input Engineering built a working prototype with a 12-inch MacBook display. When Jobs saw this - zoom in/out on Apple campus with finger gestures - he said "My God, we can build a phone with this." Tablet aside, phone began.

The Five iPhone Principles

1. First-Principles Thinking: Slash All Redundancy

Strip away all assumptions. Ask "What is the absolute minimum needed to deliver core value?"

iPhone example:

  • When industry said "phones need physical keyboards," Apple asked "If the screen can become anything, why do we need fixed buttons?"
  • Jony Ive's first iPhone sketch showed the entire front face as one big, unbroken expanse of glass
  • The screen wasn't a display - it was the interface. Hardware and software designed together

Application: Identify fundamental truth, question every industry assumption, rebuild from basics.

See ./references/first-principles.md for detailed patterns and templates.

2. Force "Impossible" Technology into Reality

Never accept "no" as an answer. Find or create breakthrough technology.

iPhone examples:

  • Multi-touch: Only existed in labs. Apple's Input Engineering team built a ping-pong-table-sized capacitive display for testing. Within a week, they had a working prototype.
  • Gorilla Glass: Jobs called Corning CEO 6 months before launch. Gorilla Glass existed as lab curiosity. Jobs said "You're afraid." Corning transformed their facility.
  • Capacitive display: Scaling laboratory technology to mobile required inventing new manufacturing processes.

Application: Identify barriers, research breakthroughs, find partners, confront fear.

See ./references/breakthrough-research.md for breakthrough stories and research methodology.

3. Experience-Driven Specifications

Define in human moments, not technical metrics.

iPhone example: "A device Steve can use in the bathroom to check email" translated to 60fps scrolling with fluid inertia. Greg Christie's team got a two-week ultimatum from Jobs in 2005: bigger ideas or project goes elsewhere. Under pressure, they developed features like swipe to unlock - designed to feel intuitive and natural.

Application: Describe the moment, extract the feeling, derive technical constraints.

See ./references/experience-specs.md for writing experience-driven specifications.

4. Internal Competition: Survival of the Fittest

Let best ideas win through fierce competition. No compromise hybrids.

iPhone example: Apple hedged its bets by developing two phones in parallel. P1 (iPod nano with phone features, led by Tony Fadell) vs P2 (multi-touch device based on Model 035 tablet, led by Jony). After six months, Fadell's team produced a working prototype, but the multi-touch approach won. P1 team's insights enhanced P2, but final product was pure P2 vision.

Application: Spawn competing teams, compare head-to-head, winner takes all.

See ./references/internal-competition.md for competition patterns and selection criteria.

5. Purple Dorm Isolation

Build in secret. Eliminate all outside noise.

iPhone example: Scott Forstall couldn't tell recruits what they'd work on. Team locked down a building with badge readers, cameras, Fight Club poster. Jobs spread teams across campus. Presentations to Jobs happened in windowless rooms to avoid leaks. Employees had to sign NDAs for their NDAs. Only 30 people saw complete iPhone before announcement. The "soup of misery" - pressure cooker with impossible deadline, impossible mission, company's future resting on it.

Application: Isolate teams from trends, competitors, conventions. Focus on perfect.

See ./references/purple-dorm.md for isolation principles and team setup.

The iPhone Formula: Key Lessons

  1. Tablet before phone - The multi-touch display was invented for a tablet, then pivoted to phone. Technology readiness meets opportunity.
  2. Pressure creates breakthroughs - Jobs' two-week ultimatum to Greg Christie's team forced creative solutions like swipe to unlock.
  3. Hardware-software together - The screen wasn't just a display. It was the interface. Capacitive touchscreen and software designed in tandem.
  4. Rapid prototyping - Within a week of seeing multi-touch demo, engineers had working 12-inch display prototype.
  5. Ultimatum-driven innovation - When Christie ran out of time, Jobs gave him two weeks for bigger ideas or project moves to another group.
  6. No compromise on interface - The entire front was one big, unbroken expanse of glass. No buttons, no distractions.
  7. Swipe to unlock - Designed to feel intuitive and natural with the new touch input paradigm.
  8. Full web, not "baby web" - Competitors used WAP giving dumbed-down web. iPhone delivered full internet experience.
  9. Windowless secrecy - Presentations to Jobs in windowless rooms to avoid leaks.
  10. Pressure cooker culture - Round-the-clock work through weekends, holidays, vacations, honeymoons. The future of the company was at stake.

When to Apply iPhone Philosophy

Use this knowledge when:

  • Creating new product categories, not improving existing ones
  • Industry conventions are blocking innovation
  • Need to challenge fundamental assumptions
  • "Everyone does it this way" is the primary obstacle
  • Willing to invest in radical innovation
  • Facing pressure that could drive breakthrough solutions

Don't apply when:

  • Making incremental improvements
  • Problem is straightforward and well-understood
  • Quick delivery matters more than breakthrough
  • Stakeholders demand proven, conservative approaches

Quick Reference

SituationApply Which Principle
Industry says "can't"First-Principles + Breakthrough
Technology doesn't existBreakthrough + Rapid Prototyping
Need to define requirementsExperience-Driven Specs
Facing deadline pressureUltimatum-Driven Innovation
Multiple viable approachesInternal Competition
Outside influencePurple Dorm Isolation
Hardware-software mismatchIntegration: Design Together
Need commitment to visionAll principles together

Reference Files

Detailed guidance for each principle:

  • ./references/first-principles.md - Questioning assumptions, zero-based approach
  • ./references/breakthrough-research.md - Multi-touch, Gorilla Glass, iOS, Capacitive Display
  • ./references/experience-specs.md - Writing specs in human moments
  • ./references/internal-competition.md - P1 vs P2, winner-takes-all selection
  • ./references/purple-dorm.md - Extreme isolation, Fight Club poster, pressure cooker culture

Remember: iPhone wasn't better because of more features. It was better because it rejected all assumptions and built something from first principles. The multi-touch display was invented for a tablet, then pivoted to phone when Jobs realized "My God, we can build a phone with this."

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平台分布

Codex

35.99%
按下载量换算65

Claude

30.56%
按下载量换算55

Cursor

20.84%
按下载量换算38

Gemini CLI

9.56%
按下载量换算17

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