Until Apple started using touch screens, pinch and zoom etc. on a smart phone, no one else had really tried it. They all used styluses or arrow keys to navigate through menus of options.
On the contrary, 2006 was the year that capacitive and multi-touch smartphone designs were all the rage at shows. The time was ripe, the technology was finally available:

That's why Apple jumped in. The critical difference was that Apple had no legacy devices to support at the time. This allowed them to leap ahead in the market.
(Of course, now, five years later, Apple is in a similar legacy situation. That's why they're stuck with just elongating the screen, one button, etc, and are watching others pass them with innovations.)
Now, here's the important part: once you do decide to go all multi-touch, many things fall into place as you continue development. Flick scrolling, bottom popup menus and context sensitive keyboards, pinch zoom, scroll lock, etc.
How do I know? Because I've spent decades in similar development situations, as have many other touch developers. Military, entertainment, and industrial touch UIs have been around a very long time. (The latter is why that Dutch judge dissed the Apple slide to unlock patent. He knew about such UIs and their touchscreen on-off slide switches.)
So whenever engineers like me read someone naively speculating that it took "millions of dollars and incredible leaps of imagination" to come up with all touch UI design elements, we cringe. Almost all of it is simple progression as you develop, experiment and learn.
(To relate, I'm sure that most of the readers here have an expertise in something. Heck, it could be military or comic book history or gaming or insects. I'm sure you each cringe when someone innocently comes up with incredibly bogus ideas about something you know isn't true. That's the real world: you cannot learn everything in minutes, and the history of a topic did not begin the moment you became belatedly aware of that topic.)
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