Reading List

The most recent articles from a list of feeds I subscribe to.

‘The Window Chrome of Our Discontent’

Nick Heer, writing at Pixel Envy, uses Pages (from 2009 through today) to illustrate Apple’s march toward putting “greater focus on your content” by making window chrome, and toolbar icons, more and more invisible:

Perhaps Apple has some user studies that suggest otherwise, but I cannot see how dialling back the lines between interface and document is supposed to be beneficial for the user. It does not, in my use, result in less distraction while I am working in these apps. In fact, it often does the opposite. I do not think the prescription is rolling back to a decade-old design language. However, I think Apple should consider exploring the wealth of variables it can change to differentiate tools within toolbars, and to more clearly delineate window chrome from document.

This entire idea that application window chrome should disappear is madness. Some people — at Apple, quite obviously — think it looks better, in the abstract, but I can’t see how it makes actually using these apps more productive. Artists don’t want to use invisible tools. Artists crave tools that look and feel distinctive and cool.

Clean lines between content and application chrome are clarifying, not distracting. It’s also useful to be able to tell, at a glance, which application is which. I look at Heer’s screenshot of the new version of Pages running on MacOS 26 Tahoe and not only can I not tell at a glance that it’s Pages, I can’t even tell at a glance that it’s a document word processor, especially with the formatting sidebar hidden. One of the worst aspects of Liquid Glass, across all platforms, but exemplified by MacOS 26, is that all apps look exactly the same. Not just different apps that are in the same category, but different apps from entirely different categories. Safari looks like Mail looks like Pages looks like the Finder — even though web browsers, email clients, word processors, and file browsers aren’t anything alike.

The Verge Interviews Tim Sweeney After Victory in ‘Epic v. Google’

The Verge:

Sean Hollister: What would you say the differences are between the Apple and Google cases?

Tim Sweeney: I would say Apple was ice and Google was fire.

The thing with Apple is all of their antitrust trickery is internal to the company. They use their store, their payments, they force developers to all have the same terms, they force OEMs and carriers to all have the same terms.

Whereas Google, to achieve things with Android, they were going around and paying off game developers, dozens of game developers, to not compete. And they’re paying off dozens of carriers and OEMs to not compete — and when all of these different companies do deals together, lots of people put things in writing, and it’s right there for everybody to read and to see plainly.

I think the Apple case would be no less interesting if we could see all of their internal thoughts and deliberations, but Apple was not putting it in writing, whereas Google was. You know, I think Apple is... it’s a little bit unfortunate that in a lot of ways Apple’s restrictions on competition are absolute. Thou shalt not have a competing store on iOS and thou shalt not use a competing payment method. And I think Apple should be receiving at least as harsh antitrust scrutiny as Google.

Interesting interview, for sure — but it’s from December 2023, when Epic scored its first court victory against Google. And, notably, it came before Sweeney signed away his right to criticize Google or the Play Store.

But I don’t see Epic’s ultimate victory in the lawsuit as a win for Android users, and I don’t think it’s much of a win for Android developers either. These new terms from Google just seem confusing and complicated, with varying rates for “existing installs” vs. “new installs”.

Tim Sweeney Signed Away His Right to Criticize Google’s Play Store Until 2032

Sean Hollister, writing for The Verge:

But Google has finally muzzled Tim Sweeney. It’s right there in a binding term sheet for his settlement with Google.

On March 3rd, he not only signed away Epic’s rights to sue and disparage the company over anything covered in the term sheet — Google’s app distribution practices, its fees, how it treats games and apps — he signed away his right to advocate for any further changes to Google’s app store policies, too. He can’t criticize Google’s app store practices. In fact, he has to praise them.

The contract states that “Epic believes that the Google and Android platform, with the changes in this term sheet, are procompetitive and a model for app store / platform operations, and will make good faith efforts to advocate for the same.” [...]

And while Epic can still be part of the “Coalition for App Fairness,” the organization that Epic quietly and solely funded to be its attack dog against Google and Apple, he can only point that organization at Apple now.

Sounds like a highly credible coalition that truly stands for fairness to me.

The MacBook Neo’s Price, Looking to the Past and Future

Ethan W. Anderson, on Twitter/X:

I’ve plotted the most expensive McDonald’s burger and the least expensive MacBook over time. This analysis projects that the most expensive burger will be more expensive than the cheapest laptop as soon as 2081.

Looking to the past, if you plug $599 in today’s money into an inflation calculator, that’s just ~$190 in 1984, the year the original Macintosh launched with a price of $2,495 (which works out to ~$7,800 today.)

‘Never the Same Game Twice’

John McCoy:

From around 1970 to 1980, the Salem, Massachusetts-based Parker Brothers (now a brand of Hasbro) published games whose innovative and fanciful designs drew inspiration from Pop Art, Op Art, and Madison Avenue advertising. They had boxes, boards, and components that reflected the most current techniques of printing and plastics molding. They were witty, silly, and weird. The other main players in American games at the time were Milton-Bradley, whose art tended towards cartoony, corny, and flat designs, and Ideal, whose games (like Mousetrap) were mostly showcases for their novel plastic components.

Parker Brothers design stood out for its style and sophistication, and even as a young nerd I could see that it was special. In fact, I believe they were my introduction, at the age of seven, to the whole concept of graphic design. This isn’t to say that the games were good in the sense of being fun or engaging to play; a lot of them were re-skinned versions of the basic race-around-the-board type that had been popular since the Uncle Wiggly Game. But they looked amazing and they were different.

These games mostly sucked but they looked cool as shit. Lot of memories for me in this post.