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This was originally entitled "Identical pictures look identical." I pointed out that the Dock's use of thumnails in small sizes made all normal text documents look pretty much alike. For good measure, add in the Dock's habit of floating on top of working windows, and you have little choice but to hide it. (Yes, you can set it much smaller, but then you make it progressively more difficult to identify an icon without "scrubbing" the screen with your mouse to reveal its label.) Couple that with Apple's move to 16:9 wide screens (read: short screens), and you have a real problem.
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The Dock by default sucks up around 70 pixels square minimum, more than four times as much vertical space as either the Windows task bar or the Macintosh menu bar. You'll find a breadth of other specialized courses and networking opportunities that will put you and your company at the leading edge of the design curve. User Experience Conference Website There's more than my course at an NN/g conference. However, we have a lot of fun along the way, and you'll leave having worked with a team to design and build a complete project, so you will have not only learned, but experienced everything taught. It's intensive, yes: A one-semester-equivalent with a strong, real-world bias.
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Join me as I teach the Apple method and show you how to not only organize for and come up with successful designs, but sell them to engineering and upper management. I've aimed this course at all of you, covering the needs of both individual contributors and managers. You may already be an interaction designer wanting to "fills in the blanks," establishing a more solid theoretical and practical base. You may be coming in cold from engineering or graphic design. Interaction Design course: Go from zero to interaction designer in just three days. Join my intensive (and fun!) lecture/ workshop course. A few can be directly addressed by design tweaks. Most of these are inherent, and the solution is more and varied tools.
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Meanwhile, here are eight continuing problems with the Dock, plus a new one, a decided lack of color.
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Read Make Your Mac a Monster Machine to learn how to turn your Mac into a high-productivity, but still fun workhorse. The other good news is that independent solutions now exist for getting around every limitation of the Dock. Apple also quickly gave us the ability to turn off magnification, a major improvement in day-to-day usability. Items also act like buttons, so clicking anywhere within their confines will open them.

Items no longer jump around seemingly at random, although the size of the Dock continues to "wheeze" in and out without user control. You have the talent and wherewithal to make such tools as attractive as the Dock if only you will cease seeing this one single object as a complete solution.Īpple has made a few improvements to the Dock in the last three years. The rest of us need more powerful tools, so,Īpple, leave the Dock as the smashing demo it is, but also supply some serious, information-dense tools. That's why automakers spend milliions making the outside of the car project an image of what's underneath the skin.Ī certain class of Apple usersthose who check their email once or twice a week and sometimes need to print an attached photomay need nothing more than the Dock. You want a visibly-apparent manifestation of the personality of the underlying technology.

It's just too pretty there in the store, and it does help set Mac apart from the more utilitarian appearance of Windows (although Windows grows more attractive with every release). The Dock is akin to a brightly-colored set of children's blocks, ideal for your first wordsdog, cat, run, Spot, runbut not too effective for displaying the contents of War and Peace.Ĭontrary to my previously-held position, I no longer believe Apple should get rid of the Dock. The problem does not lie with the Dock itselfif it makes a great demo, leave it inbut with Apple's apparent belief that it is a complete solution. Bruce Tognazzini was hired at Apple by Steve Jobs and Jef Raskin in 1978, where he remained for 14 years, founding the Apple Human Interface Group and writing the first five editions of the Apple Human Interface Guidelines.
