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Wednesday, January 10, 2018

JavaScript — Shorthand Variable Assignment


A three minute introduction into shorthand variable assignment

This article will take a (very) quick look at shorthand variable assignment in JavaScript.

Assigning Variables to Other Variables

As you’re probably aware, you can assign values to variables separately, like this:
var a = 1;
var b = 1;
var c = 1;
However, if all variables are being assigned equal values, you can shorthand and assign the variables like this:
var a = b = c = 1;
The assignment operator = in JavaScript has right-to-left associativity. This means that it works from the right of the line, to the left of the line. In this example, here is the order of operation:
  • 1 — First, c is set to 1.
  • 2 — Next, b is set equal to c which is already equal to 1. Therefor, b is set to 1.
  • 3 — Finally, a is set equal to b which is already equal to 1. Therefor, a is set to 1.
As you can now see, the shorthand above results in a, b, and c all being set to 1.
However, this is not a recommended way to assign variables. That’s because in the shorthand variable assignment shown above, we actually never end up declaring variables b or c. Because of this, b and c wont be locally scoped to the current block of code. Both variables b and c will instead be globally scoped and end up polluting the global namespace.

Using Commas When Assigning Variables

Lets look at a new example. Consider the following variable declarations and assignments:
var d = 2;
var e = 3;
var f = 4;
We can shorthand this code using commas:
var d = 2, e = 3, f = 4;
As you see, we are separating each variable assignment with a comma which allows us to assign different values to each variable.
For ease of reading, most coders who prefer using the comma method will structure their variable assignments like this:
var d = 2, 
    e = 3, 
    f = 4;
Best of all, in the shorthand variable assignment shown above, we are declaring all three variables: d, e, and f. Because of this, all variables will be locally scoped and we’re able to avoid any scoping problems.

Want to Learn More Shorthands?

Check out my other articles on shorthand coding techniques in JavaScript:

Closing Notes:

Thanks for reading! If you’re ready to finally learn Web Development, check out: The Ultimate Guide to Learning Full Stack Web Development in 6 months.
If you’re working towards becoming a better JavaScript Developer, check out: Ace Your Javascript Interview — Learn Algorithms + Data Structures.

Why people shouldn’t learn to code



As a scholar, I like arguing against myself. Thesis, anti-thesis, synthesis: the Hegelian dialectic can be one of the more productive and entertaining paths to truth.
And so, in this post, I attack the central thesis of my research: that the ability to program a computer, and the computational thinking that can come with it, is a power that must be democratized.
Why do I believe this? I believe that a severe concentration of power nearly always leads to injustice, and justice is one of my core values. That only 20 million people write the software that shapes the digital experiences of the 7.5 billion people on Earth is concentration of power second only to global income inequality. My research aims to lower the barriers to acquiring the power to code, which I hope will more evenly distribute this power, which in turn will reduce injustice.
Agree with me? Great! But that’s no fun. And it leaves this position open to attack, with no sense of how robust it actually is. My position might even be wrong.
So let’s consider three anti-theses to my thesis.

Ability is an arms race

One critique of my thesis is that the ability to code is an arms race. No matter how easy we make it to learn to code, this greater ease will only amplify the abilities of those who already could. The privileged few who learn to code now will learn younger and faster. All of those talented new engineers that didn’t have jobs before still won’t get jobs at Google because everyone else will be that much more talented. No matter what we do, power will remain concentrated, because the underlying social structures that protect that power will remain unchanged.
This is an instance of Kentaro Toyama’s argument about technology as an amplifier rather than a catalyst of social change. The argument is that technology of any kind, whether a learning technology, a better pedagogy, a simpler programming language, or a better developer tool, will only intensify whatever social structures exist. It’s up to us to change our behavior, our values, and ultimately, our institutions, if we want to redistribute power. More effective learning will not.

Software is evil

Another critique of my thesis is that the software itself is a net loss for humanity. Communication technologies have eroded our relationships, democratization of publishing has eroded truth, platforms have eroded innovation, and automation has eroded our livelihood. There may be some good things that come from digitizing information and automating decisions, but on the whole, they take more than they give. We should therefore have less software, not more, and so we should have fewer people that can code, not more. Like nuclear weapons, we should use software sparingly, if it all.
This argument abounds in pop culture of today. As all dystopian sci-fi has for a century, Black Mirror is popularizing this position, portraying how even small changes in how we use software can lead to plausible and horrifying outcomes.

Software is dangerous

One of the critiques I’ve heard most is the idea that software is too powerful to be democratized. As in medicine, engineering, and law, some knowledge should be regulated, only accessible to people with appropriate training. The risk of allowing everyone have the ability to code is that we increase harm. And perhaps were already seeing the result of unregulated access to the ability to code: software fails, people die. In fact, I analyzed 30 years of software failures reported in the news, finding that about once per month, the news reports at least one death, injury, or threatened access to food or shelter due to software problems. Is all of this faulty software really worth this increasingly frequent harm?
Some countries such as Canada do regulate software engineering. These efforts are often poorly implemented and premature, but not necessarily wrong in principle. We don’t want a billion people to know a little bit about heart surgery. Why would we want a billion people to know a little bit about software development?

Now, to synthesis. How can we reconcile these conflicting stances?
All four of these arguments have a kernel of truth. The small number of developers in the world really do concentrate power, and that does lead to injustice like algorithmic bias, poor software accessibility for people with disabilities, and innovations that primarily serve the privileged classes that created them. And yet, software does cause harm and can be evil. It’s entirely possible that by helping more people learn to code, we’ll just end up with more people with brittle knowledge of how to create software, more bad software, and the same people in power.
The fatal flaw that puts these positions in conflict is that none of them make explicit who will learn to code and what they will do with that knowledge. I envision a world in which a vast majority of educated people understand enough about code not to become engineers, but to advocate for justice. Some of those people will become software engineers, but they will be different, more diverse people, who represent society, unlike the engineers we have now. This larger group won’t make any more software than we would have made otherwise (and therefore won’t cause any more harm or evil than we would have had otherwise). Rather, this new majority of computationally literate citizens will be a political force that demands justice.
This literacy could not be more pressing. For the next century, we will be heavily debating net neutrality, privacy, the regulation of automation. We will be trying to parent in the presence of social media. We will be trying to make objective journalism sustainable and desirable. We need every parent, politician, and person in power to understand what code is and what it isn’t. And we need the 20 plus million developers in the world to reflect everyone, so the software they create serves everyone.
The other fatal flaw in all of the positions above is that they don’t make clear what “learning to code” means. What does everyone need to understand about software to be in a position to advocate objectively? It’s not necessarily knowing a programming language. It might mean knowing what programming languages are and are not capable of. It might mean understanding the intersection between computing and policy. It might mean understanding how software is engineered and who engineers it, so everyone can comprehend what any particular policy proposal they’re voting on would actually mean in practice. Some of these ideas have made it into our curricular standards and assessments, but most have not. We need to understand what this knowledge is and invent ways of teaching it effectively.
Software is not going away. It will continue to be evil and dangerous. It will continue to bring joy and prosperity. But it will not bring social change, and it will not provide universal access to knowledge about computing. That’s up to us.

Tuesday, January 9, 2018

The Video Game Experience


Independent

Best: Rumu

Rumu is a very unique game, and of all the games on this list, I think it’s the one that has the most unique UI. This is most likely due to the fact that Rumu has pioneered the ‘Sentient Vaccuum Cleaner’ genre, and there’s simply no game similar enough to pull inspiration from. Because of this, I’ll briefly summarise the elements I liked the most, so you have an idea of what I’m talking about.
It’s fitting, then, that Rumu’s UI pulls from a number of different genres and also remains quite unique. Rumu (The titular vacuum cleaner himself) has a radial menu to manage it’s quest log and inventory. That’s about where the traditional UI ends, and you start to see some bespoke elements.
Tutorial tips for controls appear outside the environments. This is a nice detail, as it serves not only to communicate the key bind but also as a hint of what you’re supposed to do in any given space.
A similar method is used for doorways or vent spaces — each is earmarked with text or iconography to indicate whether the player can pass through. The difference is actually really important, because it serves to split how the player treats information throughout the game — if the information is inside the room, it’s something to be learned. If it exists outside of the game space, it’s something that little Rumu already knows.
There’s a ‘Datavision’ function that allows Rumu to see how the various smart devices and intractable objects connect. It’s a great way to declutter the environments when the player is being task oriented, and it also often hides hidden easter eggs or gadgets.
One of the smartest UX features of Rumu is how it uses it’s palette and art style to generate emotion. A clean, white kitchen feels calm and simple, while crawling through vents on a sinister dark background gives the game a sense of urgency and danger.
Rumu is beautiful, functional, unique, and incredibly evocative. It’s UX blends perfectly with the narrative of the game, and aids in the storytelling.
Conclusion:
Independent developers are constantly coming up with new, interesting ways to interact with their games. There’s even a few on this list: Hand of Fate 2 and Tooth of Tail both innovate in a well-trodden genre.

Rumu’s a little different, because the robot vacuum cleaner genre isn’t quite as mature as, say, first person shooters. Despite this, the interactions in Rumu feel natural; the spacial and diagetic elements are what I’d expect a robo-vacuum to see in the world, and the meta UI tips help move the player along without breaking the (sometimes literal) fourth wall.

I look forward to seeing the robot vacuum cleaner genre evolve.

Worst: Stationeers

Picking this game sparked an internal debate in my mind over having a ‘Worst’ section at all, but in the end I decided it’s always better to get your feelings out than internalise them.
I really enjoyed Stationeers; I played almost six hours straight in my first run through. It’s an incredibly complex space space station construction game. Most of it’s UI is inoffensive: a simple HUD with your vitals and atmosphere stats, and a slot-based inventory system.
It all falls apart for me in the item management. Rather than go into specifics, I’ll give you an example: I need to take the empty battery out of my welding torch, and replace it with a full one.
I have to press 5 to open my tool belt, use the scroll wheel to highlight the torch, press F to put it in my hand, press R to open the torch’s inventory, press E to change hands, press F to move the batter into my free hand.
Now I press 2 to open my suit inventory, scroll wheel to an empty slot, press F to place the flat batter in there. Scroll wheel to the full battery, press F to place it in my off hand. Press E to change hands. Press R to open the torch inventory. Press E to change hands. Press F to place the battery in.
That’s…15 key presses. I can see what they were going for with this system, but there’s got to be a better way.

Virtual Reality

Best: Lone Echo

If UX as a practice is still in it’s infancy, UX for VR is a single-celled organism attempting mitosis for the first time. Nobody really has any idea what’s going to work and what’s not going to work, and so many games have great executions with a poor UX.
Lone Echo feels like someone looking at what VR will be doing five years from now, and dragged it screaming back into 2017. I don’t think it’s hyperbole to say that Lone Echo’s UX will help define the future of virtual and augmented reality interfaces.
There’s no HUD in Lone Echo, instead opting to have your UI displayed from various arm-mounted gadgetry. Jack, the player character, has a number of controls and panels along his suit, each of which the player can interact with to reveal various elements interfaces.
This actually annoyed me at first — I wasn’t sure why a robot need any sort of interface at all. However, the interactions available are just so neat and genuinely enjoyable, it becomes a very small nitpick. You will also witness other characters in the game use the same interface, which gives some internal consistency to the game.
Talking to someone, for example, is a matter of simply looking at them and tapping a button the controller. This spawns a list of dialogue options that you select with your finger. It’s a simple thing, but being able to quickly interact with the object your looking at feels great.
Any panels you summon are intractable with your hand. You can scroll and tap like you would on an iPad. It feels completely natural to work with, and there were very few times after the opening minutes where I had trouble with this interaction style.
Similarly, Jack’s wrist holds a number of functions and features that are activated using your opposite hand. Slide across your forearm to open your objectives. Tap the top of your wrist for your scanner, or the side of your wrist for your welder. The interactions are so second-nature after having used them a few times that I found myself not even looking at my hands as I did these simple tasks.
Most of what you see in Lone Echo comes from somewhere. The locomotion, the dialogues, the tool interactions, are all borrowed from games that have come before it. Lone Echo proves that these interactions are unequivocally the right way to do them, and if done right, can be so immersive and intuitive that the player doesn’t have to remember them, they just become the way things are done.
Just like the brilliant writing and slick graphics, Lone Echo’s UX is the reason it’s such a successful game. It keeps the player completely immersed in everything they’re doing, no matter how complex the task. At it’s best, the interactions in Lone Echo are actually fun to use. Menus that are fun! If that’s not a revolution, I don’t know what is.
Conclusion:
The most immersive experience I’ve ever had in a video game. Lone Echo bends over backwards to put you in the moment with objects that behave like the user expects they should, and an environment that is consistently interactive.

Lone Echo isn’t held back by trying to fit it’s UI into it’s narrative — it’s built it’s entire user experience around the narrative, instead. Lone Echo sets the standard for VR UX to come.

Worst: None

It’s a cop out, I know. Truth be told, I haven’t played a VR game that released in 2017 that had any truly awful UX. There’s plenty of games that make some missteps, or the occasional obvious error, but this is going to happen with a still-growing genre like virtual reality. For now, VR gets a pass.
If you got this far, thanks for reading! Hopefully you found something interesting in my choices. Please feel free to comment with your opinions, especially if there’s something great that I missed.
I’m

Who owns the internet?


Six perspectives on net neutrality

This week, the Federal Communications Commission will vote on the future of net neutrality. Whether you’ve been following the political back and forth, skimming the headlines, or struggling to decode acronyms, the decision will have an impact on what we can do online (and who can afford to do it). Because the internet has effectively been free and open since the day it was born, it’s easy to lose sight of the impact this vote will have.
The reality is, the internet is a fragile thing. Open, crazy, weird spaces where people swap stories and secrets, create rad digital art projects, type furiously and freely with people seven time zones away — these spaces are rare. People build them, people sustain them, and now, people are trying to restrict them. If this week’s vote passes — which is looking increasingly likely — the internet’s gatekeepers will have more control over their gates than ever before.
Because we live and breathe the internet, laugh and cry on the internet, connect with people who’ve tangibly changed our lives on the internet, we decided to gather some perspectives on this moment in time. Why it matters, how we got here, and what the future may hold. Here are some of the most insightful essays we’ve found on Medium to help us make sense of the fight to keep the net wild and free.

In 1989, Tim Berners-Lee invented the World Wide Web. Now, he’s defending it. “I want an internet where consumers decide what succeeds online, and where ISPs focus on providing the best connectivity,” Berners-Lee emphasizes. Content and connectivity are two distinct markets, and they must remain separate. Conflating them risks blocking innovation, free expression, and the kind of creativity that can only thrive online.
What’s happening now is not just about net neutrality, law professor Lawrence Lessig argues, but about the foundations of our democracy. Tracing the history of the concept from its origins in the aughts (one of his students, Tim Wu, coined the term “net neutrality”), Lessig sees the rollback of Obama-era regulations as a symptom of a larger issue: a democracy that doesn’t serve its people.
Through statistical analysis and natural language processing, data scientist Jeff Kao shows that millions of pro-repeal comments submitted to the FCC were faked. Organic public comments, according to Kao’s analysis, overwhelmingly supported preserving existing regulations. The report calls into question the legitimacy of the FCC’s comment process, and the basis of chairman Pai’s intention to roll back regulations.
In part one of a five-part series on net neutrality, computer scientist Tyler Elliot Bettilyon takes us back to FDR’s New Deal. Piecing together the history of “common carrier” laws — those that govern everything from shipping to telephone lines — Bettilyon contextualizes today’s fight for a free and open internet.
Social psychologist E Price interrogates the idea that the internet we’ve grown to love is really as “free and open” as we’d like to think. “Internet activity is already deeply centralized,” Erika writes, and major social media sites are today’s answer to the Big Three TV networks of a few decades ago. The internet is closer to cable than we think, and it’s (probably) about to get even closer.
Why should the internet be a public utility? Economist umair haque debunks the “competition will lower prices” argument against internet regulation, and makes a compelling case for why going online, “just like water, energy, and sanitation,” should be a basic right: “It dramatically elevates our quality of life, best and truest when we all have free and equal access to it.”
Visit battleforthenet to write or call your congressperson in advance of the vote. You can also text a few words of your choice to Resistbot.

Sketch Library



Version 47 of Sketch saw the long-awaited introduction of Libraries which allows you to sync your symbols globally across all of your Sketch files. Design Systems especially stand to gain from a feature like this — being able to have an accessible way of bringing in design system assets while ensuring they stay up-to-date for everyone is a designer’s dream come true. After trying everything from InVision’s Craft to creating our own Sketch Plugin, we were happy to finally have this in Sketch as a native feature. Here are some of the decisions we arrived at and lessons we learned as we put our design system into a Library.

Goals of Our Library

In order to understand some of the thinking that went into our decisions, here’s a brief overview of what the goals with our Library were:
  1. A one-stop shop for our designers. Just one file they could pull in and have the latest that our design system has to offer.
  2. As close to a 1:1 match as possible with our coded components, regardless of platform, both visually and structurally.
  3. Easy to maintain. Component updates or additions should be simple so that designers get the latest without much wait.

Nested vs. Single

In this excellent Sketch Together video, Pablo Stanley talks about how to nest Libraries. Doing so allows you to split things like colors and components into different Sketch files and then reference symbols across those files. If you make an update to a symbol in one of the files, it will still propagate to the other files that reference that symbol.
The other option is to put everything into one file. You don’t get the clean separation that having separate Sketch files give you, but for our purposes, this actually ended up working better because:
  • Maintenance is easier since we only need to have one file open when we’re making updates to the Library (Goal #3).
  • It requires our designers to add just one Library (Goal #1).

Using Pages for Organization

Dumping all of our colors, icons, components and so on into one file is not the first thing that comes to mind when thinking “easy to maintain”. Fortunately, you can split your library into pages within Sketch. Here’s a rundown of how we did ours:
Keeping things separated by Pages makes even a large Library easy to maintain.
Key parts of our design system (Color, Type, Icons) are at the top and then we simply listed our components alphabetically. You’ll see at the bottom are two additional pages. The Test Page, if you hadn’t guessed it, is a page where we can quickly test out any new symbols we add. The Library Preview uses Sketch Hunt’s freebie to give our Library a custom preview image when you go to add the Library in Sketch’s preferences (this is now supported by default in Sketch as of v48).

Naming Symbols

Items in the Symbols menu can be grouped by how you name symbols. Separating things with a \ puts them in a new menu group. Using the organization we outlined above and knowing how things are grouped on the component side, we went with what felt most logical; for something like buttons, that looks like this:
Which creates a menu that looks something like this (edited a bit to make it easier to see):

Adding Color

Currently, Sketch doesn’t have a way of sharing colors with the Libraries feature. Sure, there are plugins that allow you to create shareable palettes, but that went against our goals of a one-stop shop and easy maintainability. Instead, we created our colors using just plain old rectangles.
We use our color symbols as the main building block for our other components.
While it’s not ideal, it’s not too much of a hassle for our designers since a majority of their color needs should be handled on each component’s symbol overrides. Plus, it allows us to use those colored rectangles to build out those actual components (explained below). If we make an update to the color, it will update every component that’s using that color symbol.
Our main-level colors (such as brand, utilities, background colors) are contained on the Colors page and grouped accordingly. Colors that are specific to a component go on that component’s page to keep that ease of maintenance. We can still create rectangle symbols that reference main-level colors if necessary which makes updates later on much quicker.
These utility colors can be brought into any other component page as necessary — buttons, toasts, icons, etc.
The last bit of house-cleaning we needed to do was making sure when you opened a color override, you weren’t blasted with a huge list of colors. To remedy this, we simply sized those color rectangles in increments of 10, since the grouping of symbol overrides is based on size. For example, brand colors are 20px by 20px, utility colors are 30px by 30px, and so on. Now, when a designer wants to switch to a different icon color, they are only seeing the icon colors and not every other color in the Library.

Adding Icons

Icons were handled in a similar fashion to colors in that we logically grouped them by their usage (navigation, sports, filetypes, etc.). To allow designers to switch between the different colors we have for icons, we simply added those colors as masks.
Every icon includes a color mark from our list of icon colors.
Remember that sizing things similarly makes them show up in the override menu together. With that in mind, we sized our icon colors the same so that when a designer goes to change a color, they are only seeing the colors available for icons.
One challenge we had was handling the three different sizes our icons come in. To get around this, we simply created three symbols each at their correct size with a default icon (our logo). Since we’re using a symbol, a designer can now just choose a different icon from the overrides panel — keep in mind you can resize an inserted symbol to your heart’s content without affecting what you see in the Overrides panel. With a lot of icons, it can get to be a pretty gnarly list, especially compared to the nicely categorized way of doing icons above. We don’t have a lot of cases where an icon is needed in anything other than size medium, so this workaround, uh, works for us.
The same symbol, just resized.

Adding Type

This is another area where the Libraries feature doesn’t quite meet our needs. Editing text in the Overrides panel can be a bit of a pain considering how small the textbox is. Just make your initial Much like colors, there are Sketch Plugins that can handle bringing Type into your Sketch documents as Text Styles, but they go against our easy-to-maintain, and one-stop shop goals.
We ultimately decided to create symbols anyway. Designers can either use the textbox in the Overrides panel or just Detach From Symbol and edit the text as they normally would. And, as of Sketch v48, you can enlarge the textbox in the Overrides panel by increasing the amount of text in the symbol by default.
The amount of text in the symbol determines how large of a textbox you get in the overrides panel.
There’s one last thing we have to address with text and that’s colors. With our text, it’s already set in the component correctly. But what about a different environment, theming, or things like error states? For that, we are again relying on the sizing of the symbol to determine what shows up in the overrides. For something like a form label, we just ensure those particular text symbols are all the same size.
Different colored labels at the same size make it easy for our designers to pick among the allowable colors for something like form labels.

Adding Components

After creating all of the hard stuff, making the buttons, modals, toasts, etc., was actually pretty simple. For something like Modals, we just bring in the right background color, add a type symbol with a good default message, and finally drop in the Close icon. At this point, we’re getting very close to making symbols like how we would with React.
And that’s intentional since we want our symbols to be as close to a 1:1 match of our components as possible. To that end, we name the symbol overrides exactly how we name our component props in code. To make it even more clear to our designers these are component props, we even keep the names lowercase. Anything that’s not actually part of the component’s code(such as padding blocks which we’ll discuss below), we Title case. Keeping symbol overrides named identically to the component props is a great way to bridge that designer/developer discussion when it comes time to build out the interfaces.
When designers and developers talk, they should be using the same language. Our Sketch override naming matches the naming in the actual coded components.

Tips & Tricks

Here’s a few other things we learned as we were building out components that may help you:
  • Make things easier for yourself and download the Sketch Symbol Organizer plugin. You can organize your symbols alphabetically and group things based on the name. Additionally, it’ll even space things out how you want. A big timesaver.
  • The order of your layers in your symbols matter. How they’re ordered in the symbol is how they’ll be ordered in the Overrides panel.
  • It’s worth repeating here for the millionth time that the size of your layers matter as well. Remember: that’s how things like backgrounds, type, icons, etc., can become grouped.
  • You’ll most likely have symbols your designers don’t really need, but are important to the makeup of your components. We decided to create a _Building Blocks menu item (the underscore keeps it anchored to the bottom) that acts a bit as a junk drawer. These items stay on the respective component’s page, but are named with the _Building Blocks prefix to ensure they all go under that menu item.
Prefixing items you don’t want to be shown, like we have with “_Building Blocks” here, ensures they’re all thrown into this junk drawer.
  • Sketch doesn’t currently handled nested symbol resizing very well. To get around this, we usually create what we call “spacing blocks”. An example of where this might be necessary is buttons; you drop in a button, give it more text than the default and suddenly the padding is out of whack. For this, we have a show/hide spacing block symbol that drops in semi-transparent “blocks”. The designer now just needs to resize the button until the blocks line up.
These blocks can be added to any component to reduce the guesswork when it comes to resizing.

Making It Available

After the library was complete, we needed a way to make sure it would always stay up-to-date for our designers. We use Google Drive, so that was the obvious place to put it. We locked access to the library file itself to ensure no unnecessary deletions or additions happened and then wrote up a Getting Started guide.
One thing our Getting Started guide features is instructions on getting set up with Sketch Runner. While this goes a bit against our goal of being a one-stop shop, we find the benefits of using this plugin goes well beyond just using it with our library — it’s a really invaluable tool.
With Sketch Runner, you can quickly insert symbols just by typing their name, which for a lot of people is quite a bit faster than going through the menus. We recommended to our designers to turn off Fuzzy Search in the options and add the “_Building Blocks” to the ignored prefix in the Settings.
Here’s our recommended settings for Runner.
Since launch, we’ve received a lot of feedback on how much time has been saved by using the library. We’re looking forward to Sketch continuing to make improvements in the future to make it an even more impressive tool.

Monday, January 8, 2018

My 2017 Homescreen — iPad Edition


Each year, I post a screenshot of the homescreen of my iPhone to end the year. It’s something I often get asked about — though I suspect people are always sightly disappointed with the outcome. Because there aren’t a lot of new/undiscovered apps to be found there. Instead, I find the general trends of what apps I’m using (and which ones I no longer am) interesting. The same is true of the iPad. And while I don’t do this every year, given that my usage of the device continues to increase (I use it far more than my MacBook these days for the vast majority of my computing tasks), I thought I’d post it again.
The last time I post my iPad homescreen was 2015. As you can see, quite a bit has changed in the past couple of years. First and foremost, iOS itself has changed quite a bit on the iPad. Whereas you used to be able to fit 6 apps in the dock, now you can fit — well actually I’m not sure how many you can fit. But it’s a lot. I currently keep 7 apps there — mainly because of the 3 slots taken by the recently-used apps to the right of those (not pictured). A 10-app dock feels like a good size, especially on a 10.5-inch iPad Pro
So my iPad dock is similar to what it was a couple years ago, with Mail replacing Inbox (just as on my iPhone) and Slack replacing Facebook Messenger (just as on my iPhone). Bear and 1Password are new additions to the dock, simply because I’m using them both all of the time, and it’s great to have them right there at a swipe-up no matter where you are. Medium is still on my homescreen, but it didn’t feel necessary to be in the dock, as it was. Twitter, Pocket, and Safari, unsurprisingly, remain.
Elsewhere on the iPad, Videos has morphed into ‘TV’  — a name which makes very little sense since the content housed within is far more than television content. In fact, I have far more movie content in there. This whole branding confounds me. It’s the new iTunes (an app which now, of course, does far more than deliver music).
My actual TV app of choice is YouTube TV. I’ve tried a lot of these new, skinny bundles over the years, and I definitely like YouTube’s offering the most — the app is really well done. Can’t wait for the Apple TV version (soon, hopefully?).
While Newsstand the app (container?) is long gone, I still create my own version of it in folder-form (just as I did two years ago). As you might imagine, I use the iPad most often for reading. So I keep various magazine apps that I subscribe to in there (though these apps are still less than ideal, to say the least) as well as iBooks/Kindle. I’m a Kindle guy, myself, but have a few things on iBooks (and I still prefer the interface of iBooks — Amazon continues to need help when it comes to app design and interface, though their new Kindle icon is brilliant). I also have my RSS reader of choice, Reeder, in here — remember RSS? Anyone?
I also added a new folder for Entertainment apps — Netflix, HBO Now, Amazon Prime Video, etc. This is also where I house the Podcasts and Audible apps (which I use less on my iPad than I do on my iPhone).
Just as on my iPhone, Apple’s own News app has a place on my iPad homescreen. As does The New York Times (The Economist is in the Newsstand because I mainly listen to it on the iPhone, while reading along with the print version — true story!)
iA Writer has a slot as I do a ton of writing on my iPad (two years ago, I was mainly using Byword for this — still a great app, I just switch things up from time to time). Firefox Focus, my favorite fast browser/search app, is there as well, just as on my iPhone (replacing the Google app).
In terms of what’s gone, Foursquare is now on the second screen alongside Flipboard and Periscope. Facebook, for better or worse, endures…
So that’s my iPad homescreen and workflow right now. Nothing too exciting, but I feel pretty comfortable with it these days — again, this is the machine on which I do the majority of my reading and writing (yes, I use a keyboard: Apple’s keyboard cover). Not to mention watching, which I increasingly do on the road. My iPad is increasingly full of bundles. Funny that.
Just in case you wanted to see portrait mode as well…

¹ I have both the the 12.9-inch iPad Pro (first generation) and an iPad mini (4th generation) as well. The former I got mainly as a curiosity a couple years ago, but rarely use. The latter I love but is so slow now with iOS 11. Apple suggests it’s not related to the battery/throttling issue, but I’m not so sure…

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