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The Future Issue The Creator Designer Thomas Meyerhoffer has reinvented everything from computers to snowboards to cell phones to helmets—while surfing every day. His secret formula? Ignore IKEA, listen to the ocean, and make work and play one and the same. By John Bradley
AT THE VENN intersection of people who read this magazine and people who had a good time today, you'll find a lot of people who owe Thomas Meyerhoffer a thank-you. A dyed-in-the-wool California surfer who was born and raised in Sweden—crazy but true; even the slow, steady meter of his Swedish accent sounds like Spicolian nonchalance—Meyerhoffer, 42, is an award-winning industrial designer who has created or refined key pieces of equipment for surfing, snowboarding, skiing, motocross, and windsurfing. Companies from Nike to Black Diamond have sought his insight, mostly in the ten years since he left Apple, where he helped launch the design revolution that led to the iMac and saved that company in the nineties. And those are just the projects Meyerhoffer can tell you about. Many of his clients prefer to keep their partnerships secret, lest their competitors find out they're looking to launch an ambitious new sports or technology product. But Meyerhoffer doesn't just help individual companies; he changes entire categories. Within any outdoor sport, a tradition of corporate inbreeding ensures that product advances are generally modest at best. A bike-frame designer may hop from bike company to bike company, but he probably won't start designing alpine skis, which partly explains why it took manufacturers more than a century to abandon straight edges for sidecuts. Meyerhoffer, on the other hand, comes from a technology background and cites midcentury design giants like Charles Eames and Alvar Aalto as influences. When it comes to outdoor gear, he can think outside the box because he's never been in it. In 1994, he designed the first wraparound ski goggles, the Smith V3. At that point, goggles still resembled the boxy glasses from your high school shop class and offered little or no peripheral vision; wearing them meant racing downhill with blinders on. Meyerhoffer's simple fix was to curve the lens around the temples. The V3 remains one of Smith's all-time bestsellers. When windsurfing manufacturer NeilPryde came to Meyerhoffer in 2002 with a request to revive its line of sails, he convinced the company to completely reformulate its construction process. Sail designers usually approached their work from a utilitarian standpoint, placing structural components as needed. Graphics were an afterthought. "You could create a high-performance sail that way," explains NeilPryde product manager Robert Stroj, "but not one that also looked good." So Meyerhoffer did things backwards. He sketched out how he wanted the sails to look—sleek and uncluttered—then worked with Stroj to reengineer fundamental structures around his design scheme. The result was a product line so radically new in appearance that it landed NeilPryde on the cover of BusinessWeek's Asian edition and earned Meyerhoffer a Gold Award from the Industrial Designers Society of America. "Within two to three years, everyone in the industry changed their sails to look like ours," says NeilPryde marketing director Simon Narramore, who hired Meyerhoffer. "That's the Thomas legacy." A year later, Meyerhoffer helped Flow reinvent the snowboard binding. To address riders' main frustration—the need to sit down and fuss with tricky binding straps every time they got off a lift—the company wanted a rear-entry system that offered as much control as a strap-in binding. Meyerhoffer's design allowed the user to slide his foot into an adjustable front sleeve, then lean down and flip a lever to lock the back support into place. The entire procedure takes about two seconds. "It's about bringing an experience to the user," Meyerhoffer says of his creations. "Sport product is not written about like art. It's written about like, ‘This gear is going to help you be this much faster.' But becoming faster is not a measurable thing for most people. It's how it feels. If you feel faster, you'll have a great mountain-bike ride or a better surf. The user's perception of the experience is what we try to deliver."
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