Linked by Thom Holwerda on Sun 18th Nov 2007 15:46 UTC
Graphics, User Interfaces This is the sixth article in a series on common usability and graphical user interface related terms [part I | part II | part III | part IV | part V]. On the internet, and especially in forum discussions like we all have here on OSNews, it is almost certain that in any given discussion, someone will most likely bring up usability and GUI related terms - things like spatial memory, widgets, consistency, Fitts' Law, and more. The aim of this series is to explain these terms, learn something about their origins, and finally rate their importance in the field of usability and (graphical) user interface design. In part VI, we focus on the dock.
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google_ninja
Member since:
2006-02-05

The dock is more tailored to the Apple UI ideas. In windows/linux, you launch an app and it runs fullscreen. At that point, you want as little OS interference as possible. This effectively embraces the idea that applications are Modes. The taskbar provides a way to switch modes.

The Apple way says that applications arent modes, they are operating system objects. The traditional mac approach is you never run windows fullscreen, you run them as large as they need to be. Transitions between one application and another are more seamless, they all look and act the same, have the same menubar, you can often see the work you are doing in one even if you are in another. It is a concept that is very hard to explain to someone who has never really worked with it, but anyone who grew up on mac classic not only gets it, but finds the fullscreen approach kludgy.

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