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 <title>Top 10 Apple Products - That Apple Never Released</title>
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&lt;/p&gt;&lt;p&gt;During an illustrious history that has brought us the iPod, iMac, PowerBook and OS X, Apple has pumped countless dollars into products that didn’t live up to its standards for mass production. As sought after as Apple’s finished products, Cupertino prototypes are the stuff of lore, fetching big bucks on eBay, and spawning tall tales of what was, and what should have been.&lt;br /&gt;&lt;br /&gt;Tablets, phones, projectors, artificial intelligence ... and to think, these are only the ones we&#039;ve heard about:&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;penlite&quot; height=&quot;191&quot; src=&quot;/files/u58/penlite.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;PenLite&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Those clamoring for a bona fide Tablet Mac to finally emerge from Apple’s laboratories might want to use Time Machine to travel back to 1993 and convince CEO John Sculley to take some of his eggs out of Newton’s basket. Blinded by the ultimately doomed MessagePad, Sculley prematurely pulled the plug on PenLite, a lightweight, full-fledged, Mac OS-capable PowerBook Duo with a stylus instead of a mouse and a touch screen instead of a keyboard. Fifteen years later, we’re still waiting for it.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;powerbop&quot; height=&quot;191&quot; src=&quot;/files/u58/powerbop.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;PowerBop&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;While Apple loses points for the wholly uncool antennae and ridiculous name--not an internal joke, but rather a tie-in with France Telecom’s groundbreaking Bi-Bop mobile phone--the technology behind PowerBop was nothing short of revolutionary. Designed as the first wireless laptop in Apple’s arsenal, Macintosh PowerBop was canceled way back in 1993 due to incessant bugs and a unreliable network. By the time Apple could get it to work, it was called Airport and the rest, well, is history.&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;img alt=&quot;appletv&quot; height=&quot;191&quot; src=&quot;/files/u58/appleitv.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;Apple Interactive Television&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The Holy Grail of products that didn’t quite make it to shelves. Apple’s original set-top box beat TiVo to the game by several years, and was the first of its kind to allow pausing and rewinding of live TV (via an interactive service provider) and even a little recording (to an attached VCR). A true computer for the living room, AppleITV included RCA audio/video, S-Video, coaxial, and ethernet, SCSI and serial ports, but no hard drive. Unfortunately, without a service to connect to, or anywhere to store media, the thing is pretty useless, but that doesn’t stop people from &lt;a href=&quot;http://cgi.ebay.com/Apple-Interactive-Television-Set-Top-Box-PROTOTYPE-1994_W0QQitemZ370095616103QQcmdZViewItemQQptZLH_DefaultDomain_0?hash=item370095616103&amp;amp;_trksid=p3286.c0.m14&amp;amp;_trkparms=66%3A2|65%3A1|39%3A1|240%3A1318&quot; target=&quot;_blank&quot;&gt;paying more for an AppleITV than for an AppleTV&lt;/a&gt; to get their hands on one.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;walt&quot; height=&quot;191&quot; src=&quot;/files/u58/walt.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;WALT&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;While it could be distant cousin of Pixar’s Wall-E, the unfortunately named Wizzy Active Lifestyle Telephone is actually the first known predecessor to the iPhone. Designed closely with then-telecommunications giant BellSouth and built like a giant trackpad, WALT was a cumbersome “screen-based telephone” that allowed you to “turn your phone into an electronic address book, message pad and fax machine,” or so said the instruction manuals that made the rounds with early prototypes. Its killer app was integration with BellSouth’s ANYWHERE Fax Service, which transformed WALT into a full-featured mobile fax machine. The benefits of lugging a giant phone around on the off-chance a fax arrives are largely unproven, but something about WALT’s WYSIWYG futurism is still appealing.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;star fish&quot; height=&quot;191&quot; src=&quot;/files/u58/starfish.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;Starfish&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Another joint effort circa 1993, Starfish was actually an Apple-branded incarnation of an Epson multimedia projector. Targeted to Mac-devoted business clients and sporting an internal speaker system and long-range IR remote, Apple bailed on the project after just a few months of development, leaving Epson in the lurch to finish the project alone, which they did. The &lt;a href=&quot;http://www.aboutprojectors.com/Epson-ELP-3500-projector.html&quot; target=&quot;_blank&quot;&gt;ELP-3500&lt;/a&gt; that released in 1996? Let’s just say it originated in the sea.&lt;/p&gt;&lt;hr /&gt;&lt;p&gt; &lt;br /&gt;&lt;img alt=&quot;firedrill&quot; height=&quot;191&quot; src=&quot;/files/u58/firedrill.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;FireDrill&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Back when FireWire was still in its infancy, Apple tried out a few different motherboards with varying degrees of success. One of these, aptly named FireDrill, utilized a pair of chips from little-known multimedia processor company TriMedia. Unfortunately for them, the chips ran way too hot for comfort, and Apple quickly abandoned the project for one fitted with cooler and speedier PowerPC processors. It might not work, but the blood-red motherboard is straight fire.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;navigator&quot; height=&quot;191&quot; src=&quot;/files/u58/navigator.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;Knowledge Navigator&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;A prototype that exists only in video form, it’s doubtful that the technology behind Knowledge Navigator exists today, let alone in the late ’80s. Set against a classical music soundtrack, this brainchild of then-Apple CEO John Scully is nothing short of remarkable, a digital hub with a brain, human voice and snappy bow tie. Leave it alone and it’ll take messages, schedule meetings, organize files and brush up on the rate of deforestation in Africa. Engage it and it’ll respond to your questions (and ask the occasional follow-up), scour the Web faster, and more accurately, than Google, and ignore your mother’s phone calls. It’s ridiculous now; it was certifiably insane in 1987. Check out the demo video below.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;object classid=&quot;clsid:d27cdb6e-ae6d-11cf-96b8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0&quot; id=&quot;VideoPlayback&quot; width=&quot;0&quot; height=&quot;0&quot;&gt;&lt;param name=&quot;id&quot; value=&quot;VideoPlayback&quot; /&gt;&lt;param name=&quot;width&quot; value=&quot;0&quot; /&gt;&lt;param name=&quot;height&quot; value=&quot;0&quot; /&gt;&lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot; /&gt;&lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;param name=&quot;style&quot; value=&quot;width: 400px; height: 326px;&quot; /&gt;&lt;param name=&quot;src&quot; value=&quot;http://video.google.com/googleplayer.swf?docid=-5144094928842683632&amp;amp;hl=en&amp;amp;fs=true&quot; /&gt;&lt;embed type=&quot;application/x-shockwave-flash&quot; id=&quot;VideoPlayback&quot; width=&quot;0&quot; height=&quot;0&quot; allowscriptaccess=&quot;always&quot; allowfullscreen=&quot;true&quot; style=&quot;width: 400px; height: 326px;&quot; src=&quot;http://video.google.com/googleplayer.swf?docid=-5144094928842683632&amp;amp;hl=en&amp;amp;fs=true&quot;&gt;&lt;/embed&gt;&lt;/object&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;pda&quot; height=&quot;191&quot; src=&quot;/files/u58/pda.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;PDA&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Apple is widely credited with creating the industry’s first portable digital assistant in the Newton MessagePad, and consistent rumors have called for a new PDA to emerge from the depths of Apple’s campus, sporting a multi-touch screen and running a modified version of OS X. Of course, iPhone comes pretty darn close, but we can’t help but remember the 2004 All Things Digital conference, when Steve Jobs uncharacteristically mentioned how proud he was of the Apple PDA his team had developed but never shipped. We’ve never seen it in the flesh--and there’s a distinct possibility that Steve was pulling our leg--but we want to believe there’s a product hidden at 1 Infinite Loop that’s a little iPhone, a little Newton, and a whole lot of wow.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;videopad&quot; height=&quot;191&quot; src=&quot;/files/u58/videopad.jpg&quot; width=&quot;382&quot; /&gt;&lt;br /&gt;&lt;strong&gt;VideoPad&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;At the Mac Expo in 1995, Apple again piqued the industry’s curiosity with a sort of next-generation Newton. Dubbed VideoPad and presumably developed alongside Apple’s VideoPhone app, the flip-style device merged a cell phone, PDA and videophone that somehow communicated with a giant base that had two screens of its own, along with a CD-ROM drive and a handset. We’re not really sure how (or if) it ever worked, but it’s likely the reason for iPhone’s complete lack of video capabilities. Clearly VideoPad scarred somebody at Apple for life.&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;img alt=&quot;spirit&quot; height=&quot;191&quot; src=&quot;/files/u58/spirit.jpg&quot; width=&quot;382&quot; /&gt;&lt;strong&gt;&lt;br /&gt;&lt;em&gt;Honorable mention&lt;/em&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Macintosh Spirit&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Before the Happy Mac graced our start-up screens, Steve Jobs commissioned Belgian artist Jean-Michel Folon to create a logo for the still-in-development Macintosh. Handsomely paid $30,000 in advance for his work, the resulting image of a flying Mac man holding a keyboard and mouse didn’t quite float Steve’s boat. The fickle CEO passed on Folon’s “Macintosh Spirit” and tapped Apple art directors Tom Hughes and John Casado for a more palatable logo, which we now know as the timeless Picasso logo. &lt;/p&gt;&lt;p&gt;&lt;strong&gt;Can&#039;t get enough prototypes? Click below to check out the concepts dreampt up by the &lt;em&gt;Mac|Life&lt;/em&gt; staff.&lt;/strong&gt;&lt;a href=&quot;/article/feature/future_apple_design&quot;&gt;&lt;img alt=&quot;future&quot; height=&quot;180&quot; src=&quot;/files/u32/1203_future_teaser_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;/a&gt; &lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
 <comments>http://www.maclife.com/article/feature/top_10_apple_prototypes#comments</comments>
 <category domain="http://www.maclife.com/taxonomy/term/55">Feature</category>
 <category domain="http://www.maclife.com/taxonomy/term/854">prototypes</category>
 <category domain="http://www.maclife.com/taxonomy/term/251">Top Stories</category>
 <pubDate>Wed, 03 Dec 2008 12:54:57 -0600</pubDate>
 <dc:creator>Michael Simon</dc:creator>
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 <title>Future Apple Hardware? Four Outrageous Prototypes Revealed!</title>
 <link>http://www.maclife.com/article/feature/future_apple_design</link>
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&lt;/p&gt;&lt;p&gt;Eighteen months. It’s been 18 long months since Apple last released a game-changing piece of hardware, a product that reinvented a category and captured our imaginations, provoking eyes agoogly and jaws agape. That product was, of course, the original iPhone, a smart phone that could have been aptly named iPhone SG--iPhone Sui Generis--for it truly belonged in a class by itself.&lt;/p&gt;&lt;p&gt;But can any product release since the iPhone be considered an indisputable game-changer? The MacBook Air--slim of profile, portly of charm--came close. However, once you come down from the high of marveling at its aesthetics, the Air is still a rather prosaic notebook from a functionality standpoint. A changer of games it is not.&lt;/p&gt;&lt;p&gt;And so we’re left to wonder what comes next. It’s been 18 months, and an Applequake is due. Just three months ago, we were anticipating a new form of MacBook, something of the nano or touch persuasion, remarkable for its small size or novel user interface. But that MacBook never emerged, and its rumored code name, the “brick,” turned out to be a reference to a new manufacturing process, not a game-changing product, in and of itself. Well, we’re still smitten by this whole brick concept, so to satisfy our curiosities, we conjectured, spec’d, and illustrated how this notebook could take shape. And then we went further, designing three more game-changing fauxtotypes that could maybe, possibly, conceivably find a home in the Apple product universe.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
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&lt;/map&gt;Is it presumptuous to think our ideas could ever pass the muster of Apple’s design team? Most certainly, yes. We’re not privy to any official, codified design briefs (which surely must be the most fascinating design documents of the 21st century), and we’re not handcuffed by the limits of technology, economy, legality, and all the other factors that stop wild ideas at the cocktail-napkin stage. Nonetheless, it’s because we’re so entirely inspired by Apple design that we’re compelled to play along. The following four products are just fanciful “what ifs” to explore and hypothesize while we wait for the real game-changers to emerge.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Check out our first prototype, the &lt;a href=&quot;/article/feature/future_apple_design?page=0%2C1&quot;&gt;triBook&lt;/a&gt;. More screen real estate than you can shake a stick at.  &lt;/strong&gt;&lt;/p&gt;&lt;hr /&gt;&lt;img alt=&quot;tribook&quot; height=&quot;69&quot; src=&quot;/files/u32/1202_tribooklabel_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;p&gt;Remarkably mobile. Utterly functional. Apple solves the portability puzzle, leaving screen real estate unscathed.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;a href=&quot;/files/u32/1202_tribook_text2_1000.jpg&quot; class=&quot;thickbox&quot;&gt;&lt;img alt=&quot;illustration of macbook design tribook 3 monitors&quot; height=&quot;279&quot; src=&quot;/files/u36/1127_Future_1_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;Click image to embiggen&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
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&lt;/map&gt;The MacBook Air is about as sexy as a notebook gets. Just try pulling one out in a crowd. First comes the oohing, and then the ahhing, and then--sorry, but yes--the borderline-inappropriate fondling. There’s just something about the Air’s katana-thin profile that demands hands-on attention. People need to touch it, and open it, and prove to themselves that it is indeed a functional computer. &lt;/p&gt;&lt;p&gt;But the honeymoon doesn’t last forever. The Air is the perfect computer for a very particular user, but it’s not perfect in toto. No optical drive. No FireWire. The hard drive--anemic. And while the Air’s height is essentially nonexistent, its width-depth footprint is still a bulkmeister. In a lot of book bags and backpacks, the Air is as awkward a fit as any traditional notebook.&lt;br /&gt;Thus the triBook. At first glance, it’s not quite as spectacular looking as the Air, but its amazing story literally unfolds as you put it to use. &lt;/p&gt;&lt;p&gt;At a mere 6.75 inches deep, 10 inches wide, and about an inch tall, the triBook strikes a modest profile--it easily slips into most purses and man bags and completely disappears inside any book bag or backpack. But while portability is nice, it’s typically achieved at the expense of utility, and this is where the triBook is a triumph. When the triBook’s lid is closed, the two side screens tuck in neatly, sandwiched between the main display and the keyboard/touchpad. And when it’s time to use the machine, you lift the lid and unfold the side panels, just as if you were unfolding a cardboard box.&lt;/p&gt;&lt;p&gt;When the two side screens are fully unfolded to form a flat plane with the center screen, you’re left with an ultrawide landscape display of 21 diagonal inches. Indeed, not only is the triBook more portable than the Air, it also offers much more screen real estate. But have fun, play a little. The sides don’t have to pivot by a perfect 180. Cocked at a jaunty angle, each side screen can be set to form a little privacy barrier.&lt;/p&gt;&lt;p&gt;Now, we could claim that the triBook is Apple’s much-anticipated entry into the “netbook” market, but using the term netbook doesn’t do the machine justice. Netbooks are teeny, tiny notebooks stuffed with underpowered parts, including the most insubstantial of screens. In other words, they’re imminently portable, but really only good for surfing webpages and typing out email. &lt;/p&gt;&lt;p&gt;Not so with the triBook. Besides no-compromise screen real estate, the triBook comes with an 8x SuperDrive, a kick-ass hard drive, an array of I/O connectors, and a MacBook Pro-caliber CPU. All that plus a generous keyboard and an expanded multitouch trackpad that supports a whole new complement of touch gestures.&lt;/p&gt;&lt;p&gt;So this is it, the so-called “brick” notebook that’s been rumor-mill fodder for the last three months. An exceedingly simple but effective concept—in short, Apple to the very core. &lt;/p&gt;&lt;p&gt;&lt;strong&gt;Next, the &lt;a href=&quot;/article/feature/future_apple_design?page=0%2C2&quot;&gt;GameDock prototype&lt;/a&gt;. Ready to bring your iPhone and TV together.&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;&lt;hr /&gt;&lt;img alt=&quot;gamedock&quot; height=&quot;69&quot; src=&quot;/files/u32/1202_gamedocklabel_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;p&gt;Would you like your App Store gaming for here or to go? Apple docks its handhelds—and more than doubles the fun of a single download. &lt;/p&gt;&lt;p&gt;&lt;a href=&quot;/files/u32/1202_gamedock_text2_1000.jpg&quot; class=&quot;thickbox&quot;&gt;&lt;img alt=&quot;illustration of game dock for iphone&quot; height=&quot;278&quot; src=&quot;/files/u36/1127_Future_2_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;Click image to embiggen&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
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&lt;area shape=&quot;rect&quot; coords=&quot;13,123,112,146&quot; href=&quot;http://www.maclife.com/article/apple_hardware_prototypes_four_radical_new_concepts_revealed&quot; target=&quot;_self&quot; alt=&quot;last year&quot;&gt;
&lt;/map&gt;Let’s speak in hypotheticals. Let’s say--just for the sake of argument--that the iPhone and iPod touch have delivered the promise of an entirely new handheld gaming platform. Let’s say that game developers have all developed nerd crushes on the platform’s mighty ARM processor, a processor that can be clocked up to 620MHz, if battery life is of no concern, as well as a processor--a mobile processor, mind you--that closely matches the firepower of processors found in console systems like the Sega Dreamcast, Sony PS2, and original Xbox. Let’s just say that. And let’s also say--again, just for the sake of argument--that the marketing cronies of all those nerd game developers are obsessing over the platform’s content delivery system, the App Store, which makes downloading a bazillion games every month incredibly difficult to resist.&lt;/p&gt;&lt;p&gt;Sounds like a recipe for greatness, right? Well, it is once you take this nifty little gaming platform and assign it double duty as both a handheld and a console system.&lt;/p&gt;&lt;p&gt;The GameDock accommodates the iPhone and iPod touch and hooks directly to your TV and the Internet. Whether you download a game wirelessly via the handheld or wiredly via the GameDock, you pay just once for two versions of the same title.&lt;/p&gt;&lt;p&gt;This is where things get interesting. When you download a game straight to your handheld, you can immediately begin playing the touch-controlled version of the game. And it’s glorious! And the next time you seat your handheld in the GameDock, the console immediately sucks down the full, expanded version of the game from the App Store, and stores it in its voluminous hard drive. So now you can play the console version of the very same game--with more features, more content, expanded controls, and, thanks to the GameDock’s integrated graphics processor, better visuals. &lt;/p&gt;&lt;p&gt;And should you first download a game when your handheld is seated in the GameDock, the “mini” version of the game shoots straight into your iPhone or touch, ready to play the next time you disengage from the console and hit the road.&lt;/p&gt;&lt;p&gt;Of course, the GameDock scheme wouldn’t be quite so interesting if not for its seamless integration of content. For some game titles, the handheld version of the game exists as sort of an autonomous “mini game”--its gameplay model runs independent of the console version’s. But for other titles, the handheld and console versions of the same game work together. Gameplay models obviously differ between the mobile and full versions, but each version hooks into the other in creative, novel, symbiotic ways. And through the power of syncing, your progress in level- and achievement-based games is saved and always propelled forward, regardless of which version you’re playing.&lt;/p&gt;&lt;p&gt;A remarkable new gaming platform? Yes, let’s just say that.  &lt;/p&gt;&lt;p&gt;&lt;strong&gt;Next, build your own machine with the &lt;a href=&quot;/article/feature/future_apple_design?page=0%2C3&quot;&gt;LMac&lt;/a&gt;. &lt;/strong&gt;&lt;/p&gt;&lt;hr /&gt;&lt;img alt=&quot;LMac&quot; height=&quot;69&quot; src=&quot;/files/u32/1202_lmaclabel_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;p&gt;Apple teams up with an iconographic equal to deliver its first build-it-yourself Mac. Fun, learning, and near limitless customization ensue. &lt;/p&gt;&lt;p&gt;&lt;a href=&quot;/files/u32/1202_lmac_text2_1000.jpg&quot; class=&quot;thickbox&quot;&gt;&lt;img alt=&quot;illustration lego Mac computer&quot; height=&quot;342&quot; src=&quot;/files/u36/1201_LegoMac_Final_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;Click image to embiggen&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
&lt;map name=&quot;Map&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;16,49,118,63&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C2&quot; target=&quot;_self&quot; alt=&quot;GameDock&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;17,67,83,82&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C1&quot; target=&quot;_self&quot; alt=&quot;triBook&quot;&gt;&lt;area shape=&quot;rect&quot; coords=&quot;18,86,76,100&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C3&quot; target=&quot;_self&quot; alt=&quot;LMac&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;18,105,74,120&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot; alt=&quot;iCom&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;44,119,45,123&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot;&gt;
&lt;area shape=&quot;rect&quot; coords=&quot;13,123,112,146&quot; href=&quot;http://www.maclife.com/article/apple_hardware_prototypes_four_radical_new_concepts_revealed&quot; target=&quot;_self&quot; alt=&quot;last year&quot;&gt;
&lt;/map&gt;Endlessly modifiable—it’s a term that characterizes PCs, but has never been used to describe Macs. Until now. We give you the LMac, the desktop computer love child of two companies renown for clever, enduring visual design.&lt;/p&gt;&lt;p&gt;It was inevitable, wasn’t it? In this polysynergistic corporatized world of ours--where Microsoft bonds with NBC, Ford teams up with Eddie Bauer, and even the jam-band Phish has its own Ben &amp;amp; Jerry’s ice cream flavor--it was inevitable that at some point Apple would look for a suitable partner with which to mix some DNA. And what better partner than LEGO? Like Apple, LEGO’s brand ID is so rock-solid, it can not only withstand some fanciful brand fusion, but can actually benefit from that fusion in a profound way.&lt;/p&gt;&lt;p&gt;On an aesthetic level, LEGO is the perfect DNA donor because its visual language matches the simplicity and whimsy of Apple’s. But let’s also acknowledge LEGO’s excursions into DIY geek-tech, which is where the LEGO-Mac marriage really finds its stride. LEGO’s first forays into hardcore tinkering were manifest in its Technic series, noteworthy for complex gear assemblies, pneumatic parts, and electric motors. And then came the MindStorms series, which plunged deep into computer-controlled robotics. &lt;/p&gt;&lt;p&gt;So why not go one step further by offering a full-fledged LEGO personal computer?&lt;/p&gt;&lt;p&gt;Actually, the LMac might not be one step further, but rather two shuffle steps to the side. It’s a fully functional, OS X–driven Macintosh, but because it’s geared toward ages 8 and older, it offers more of a traditional edutainment experience than the MindStorms or Technic kits (which are Mensa-level mindfracks for all but the nerdiest of nerds). The LMac’s owners manual not only details a relatively simple assembly process, but also explains the roles of all the different computer parts within the data-crunching workflow.&lt;/p&gt;&lt;p&gt;The LMac’s computer components use industry-standard connector interfaces, but the actual parts lock into place via LEGO’s familiar round “studs.” Male/female component pairs are color-coded for convenience, and parts that have no business being snapped to each other actually can’t be snapped together, ensuring no precious electronics are improperly mated. And because the LMac must survive in the harsh environment of a child’s bedroom, its pieces have significantly more “clutch power” than that of the typical LEGO brick. In other words, once snapped together, the LMac pieces stay together until it’s time to break the project down and begin again.&lt;/p&gt;&lt;p&gt;Of course, the LMac wouldn’t be a LEGO kit unless it let you imagine multiple variations of the basic theme. So, while the computer parts only snap together in one particular way, you have carte blanche in personalizing all non-computing parts of the structure. Bricks with various colors, themes, LED lights, and even programmable “E-ink” displays are available for purchase online, ensuring you never run out of customization possibilities.&lt;/p&gt;&lt;p&gt;Let it never again be said that Macs aren’t for DIY-modding enthusiasts. The LMac changes everything. &lt;/p&gt;&lt;p&gt;&lt;strong&gt;Next, pretend you&#039;re Admiral Ackbar with the &lt;a href=&quot;/article/feature/future_apple_design?page=0%2C4&quot;&gt;iCom&lt;/a&gt;. &lt;/strong&gt;&lt;/p&gt;&lt;hr /&gt;&lt;img alt=&quot;iCom&quot; height=&quot;69&quot; src=&quot;/files/u32/1202_icomlabel_380.jpg&quot; width=&quot;380&quot; /&gt; &lt;br /&gt;&lt;p&gt;It’s a music player, a digital picture frame, a weather station--and a holophone. It’s a do-everything kiosk for all that informs and entertains.&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;/files/u32/1202_icom_text_1000.jpg&quot; class=&quot;thickbox&quot;&gt;&lt;img alt=&quot;illustration of mac digital picture frame do everything kiosk&quot; height=&quot;321&quot; src=&quot;/files/u36/1127_Future_4_380.jpg&quot; width=&quot;380&quot; /&gt;&lt;/a&gt;&lt;br /&gt; &lt;strong&gt;Click image to embiggen&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
&lt;map name=&quot;Map&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;16,49,118,63&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C2&quot; target=&quot;_self&quot; alt=&quot;GameDock&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;17,67,83,82&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C1&quot; target=&quot;_self&quot; alt=&quot;triBook&quot;&gt;&lt;area shape=&quot;rect&quot; coords=&quot;18,86,76,100&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C3&quot; target=&quot;_self&quot; alt=&quot;LMac&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;18,105,74,120&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot; alt=&quot;iCom&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;44,119,45,123&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot;&gt;
&lt;area shape=&quot;rect&quot; coords=&quot;13,123,112,146&quot; href=&quot;http://www.maclife.com/article/apple_hardware_prototypes_four_radical_new_concepts_revealed&quot; target=&quot;_self&quot; alt=&quot;last year&quot;&gt;
&lt;/map&gt;No one really needs the iCom. But once anyone sees the iCom, it becomes a necessity--because it’s a gift from the future and probably the coolest tech toy ever created. Simply put, the iCom is a slick, svelte, semi-stationary command station that wirelessly sucks down content from your Wi-Fi connection and showcases it on a touch-controlled display. &lt;/p&gt;&lt;p&gt;If you think its interface bears a resemblance to your iPhone’s, you’re right. The iCom’s LCD screen can display three iPhone app-sized interfaces side-by-side, along with a scrolling toolbar populated with a near infinite number of icons. The iCom comes with most of the “standard” iPhone apps, but you can also download third-party apps, some designed specifically for the iCom’s special talents. Want to turn the iCom into a digital picture frame with a rotating slide show? It can do that. Want it to stream music from your iTunes collection, while running a pulsating light show on the screen? It can do that. Want it to display continuously updated news feeds for weather, sports, and stock information? It can do that. &lt;/p&gt;&lt;p&gt;Or how about this: You can place the iCom in your corporate lobby and set it to display a continuous rotation of feel-good brand messaging. Or you can prop it somewhere in your cubicle and have it suck down fuzzy-wuzzy kitty photos via your “LOLCat-a-Day” app. Whether you display three apps side by side or choose to let one take over the screen, the iCom always presents a visual feast.&lt;/p&gt;&lt;p&gt;And the main course of that feast is undoubtedly the iCom’s holoscreen. In March 2008, Apple filed a patent application for a “realistic holographic 3D display experience,” and now that technology is introduced via the iCom in 360 degrees of outrageous, mind-blowing wonder. &lt;/p&gt;&lt;p&gt;Remember that pulsating light show that synchronizes with your iTunes music? Well, the visual theatrics grow a thousand-fold when you have a go-go-dancing holographic avatar bopping along to the beat. Whether you want the holoscreen to display something as mundane as the current time or as engaging as a real-time holochat session, it’s always a stunning treat for the eyes. And with bundled software, you can design your own custom holochat avatars, should you want to represent yourself as a 300-year-old transsexual lemur or even Steve Jobs.&lt;/p&gt;&lt;p&gt;Help us, Obi-Steve KeJoby! You’re our only hope!&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Next, tips on creating your own &lt;a href=&quot;/article/feature/future_apple_design?page=0%2C5&quot;&gt;Apple Fauxtype&lt;/a&gt;.  &lt;/strong&gt;&lt;/p&gt;&lt;hr /&gt;&lt;strong&gt;Create Your Own Apple Fauxtotype!&lt;/strong&gt;&lt;p&gt;&lt;img src=&quot;http://www.maclife.com/files/u32/protoimage_2.gif&quot; alt=&quot;prototype toc&quot; width=&quot;125&quot; height=&quot;150&quot; border=&quot;0&quot; class=&quot;graphic-right&quot; usemap=&quot;#Map&quot;&gt;
&lt;map name=&quot;Map&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;16,49,118,63&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C2&quot; target=&quot;_self&quot; alt=&quot;GameDock&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;17,67,83,82&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C1&quot; target=&quot;_self&quot; alt=&quot;triBook&quot;&gt;&lt;area shape=&quot;rect&quot; coords=&quot;18,86,76,100&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C3&quot; target=&quot;_self&quot; alt=&quot;LMac&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;18,105,74,120&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot; alt=&quot;iCom&quot;&gt;
  &lt;area shape=&quot;rect&quot; coords=&quot;44,119,45,123&quot; href=&quot;http://www.maclife.com/article/feature/future_apple_design?page=0%2C4&quot; target=&quot;_self&quot;&gt;
&lt;area shape=&quot;rect&quot; coords=&quot;13,123,112,146&quot; href=&quot;http://www.maclife.com/article/apple_hardware_prototypes_four_radical_new_concepts_revealed&quot; target=&quot;_self&quot; alt=&quot;last year&quot;&gt;
&lt;/map&gt;Looking to conceive, design, and present your own Apple fauxtotype? Here are four tips to help get you started.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;1 &lt;/strong&gt;Unless your product’s name starts with a lowercase letter (preferably an “i”) immediately followed by a capital letter, you’re at a disadvantage. You might still have hope if your product name employs an “intercap,” but you’ll still have to deal with the shame of knowing the definition of “intercap.” &lt;/p&gt;&lt;p&gt;&lt;strong&gt;2&lt;/strong&gt; Look at existing Apple products and let their aesthetics inform your designs. You’ll find that most Apple products are silvery (except when they’re black, white, brightly colored, or semi-opaque), have a few seamlessly integrated buttons (except when they have no buttons whatsoever), and come with an Apple logo (except when the Apple logo is nowhere to be seen). &lt;/p&gt;&lt;p&gt;&lt;strong&gt;3 &lt;/strong&gt;It also pays to write the words “iconographic,” “breathtaking,” “sublime, and “chimichanga” on a piece of paper, and then post that piece of paper in your work area. The first three words will help you channel Jonathan Ive. Chimichanga will remind you to take food breaks. Fauxtotype creation is not for hypoglycemics. &lt;/p&gt;&lt;p&gt;&lt;strong&gt;4&lt;/strong&gt; Check Apple’s patent filings online, grab the zaniest patent idea, and then employ it in your fauxtotype, making sure to push the product’s feasibility beyond the scope of human reason. Yay! You’re done! &lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;img alt=&quot;car&quot; class=&quot;graphic-left&quot; height=&quot;62&quot; src=&quot;/sites/future.p2technology.com/files/imce-images/1126_icar_front_text_77.jpg&quot; width=&quot;77&quot; /&gt;&lt;strong&gt;Check out last years &lt;a href=&quot;/article/apple_hardware_prototypes_four_radical_new_concepts_revealed&quot;&gt;radical hardware prototypes&lt;/a&gt;, including the &lt;a href=&quot;/article/apple_hardware_prototypes_four_radical_new_concepts_revealed?page=0%2C4&quot;&gt;Audi iCar&lt;/a&gt;! &lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
 <comments>http://www.maclife.com/article/feature/future_apple_design#comments</comments>
 <category domain="http://www.maclife.com/taxonomy/term/55">Feature</category>
 <category domain="http://www.maclife.com/taxonomy/term/841">Apple Design</category>
 <category domain="http://www.maclife.com/taxonomy/term/854">prototypes</category>
 <pubDate>Tue, 02 Dec 2008 06:01:00 -0600</pubDate>
 <dc:creator>Words by Jon Phillips and Illustrations by Adam Benton</dc:creator>
 <guid isPermaLink="false">3460 at http://www.maclife.com</guid>
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