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Material Design Guidelines for Dark Mode

material.io

91–100 of 163 posts

Re: Material Design Guidelines for Dark Mode

#91

Earlier quoted context omitted.

> For the curious, google some posters by Josef Muller-Brockmann from the 50’s - they still appear to be designed in 2019. I disagree, it's quite obvious they were designed in the 50s/60s.

Are we looking at the same posters? https://i.imgur.com/BJzS7aw.jpg No way you can say this is 50’s, can you? If so, what gives it away?

They really look like 60's posters. I just included the 50's because some of the posters are actually from the late 50's. In fact, the left one you linked advertises an event happening on "dienstag, 5. mai 1959". The right one seems to be from 1959 too but I'm not sure.

Re: Material Design Guidelines for Dark Mode

#92
Working on a dark theme UI, currently. I appreciate our design team developing rules around this, many similarities, and creating easy to use components and types to rapidly develop new dark theme features. They also iteratively extract and standardize more reused and mature UI components into a design lib. It’s nice to be able see those in isolation with various states and config.

Re: Material Design Guidelines for Dark Mode

#93

Earlier quoted context omitted.

> Designers fundamentally do not understand that software is a tool that people use to get things done. I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. Regardless of whether you meant or not, that's what…

"I find this point of view - that designers are inferior to developers" The parent didn't make that point.

> Regardless of whether you meant or not, that's what I see here

Re: Material Design Guidelines for Dark Mode

#94

Earlier quoted context omitted.

> Designers fundamentally do not understand that software is a tool that people use to get things done. I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. Regardless of whether you meant or not, that's what…

> I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. It's not about skills, it's about goals. There are roughly two main conflicting goals when building a product. One, make a product that delivers value to…

> UI/UX design as it is today is almost entirely about sacrificing utility to boost sales.

I think this statement is just about as true for design as it is for development.

Re: Material Design Guidelines for Dark Mode

#95
post #56

I have a deep rooted issue with design and designers. In 90’s, skeuomorphic trend was picking up steam reaching a climax in mid-2000’s. Web 2.0 design elements were springing up, taking advantage of css; while UI elements sought transparency and blur (Windows Vista). That trend passed and then we had the whole Material design boom in 2012-2015, the entire web was sabotaged by Bootstrap. Color themes and palettes were…

I have a deep rooted issue with development and developers. In 90’s, ActionScript trend was picking up steam reaching a climax in mid-2000’s. Flash websites were springing up, taking advantage of animations and sound; while UI elements sought transparency and blur (Windows Vista). That trend passed and then we had the whole ES6 boom in 2012-2015, the entire web was sabotaged by JavaScript frameworks. Frontend librari…

I have to admit, this made me laugh more than I’m willing to admit.

It is a mistake to equate software development with graphic design. To compare C with International Style sounds promising on the surface, rings all kinds of bells but your analogy breaks down as follows.

Machine code > ASM > C > Java > Python > Django framework > Web apps > Saas. This is a hierarchical abstraction. So comparing C to JavaScript is comparing different abstraction layers. Writing C is not suitable for web apps so much as designing a font from scratch to put a webpage together is not a productive use of your time.

International Style is not a lower abstraction or “building” block for design. It is a framework of principles.

Re: Material Design Guidelines for Dark Mode

#97

Earlier quoted context omitted.

> I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. It's not about skills, it's about goals. There are roughly two main conflicting goals when building a product. One, make a product that delivers value to…

> UI/UX design as it is today is almost entirely about sacrificing utility to boost sales. I think this statement is just about as true for design as it is for development.

It isn't, because development is upstream from UI/UX design. You can have a software product delivering value to end-user without UI design. Might not be pretty, but it'll do the job. Whereas you can't have a software product delivering value to users without development work. Moreover, it's the UI that's the direct point of contact with the user and the driver of sales, so the pressure to screw users over is higher there.

That's not to say developers don't make choices sacrificing utility for sales - they do, and I bitch about this here plenty (for instance: bloat, invasive telemetry, privacy-hostile solutions, addiction-generating mechanics). But it doesn't look like a trend that's essentially consumed the discipline.

Re: Material Design Guidelines for Dark Mode

#98
post #63

Earlier quoted context omitted.

Full stack dev : he didn't say they are inferior but that in his point of views most designers don't understand their design should conceived as a tool. Now that's discussable as it changes from project to project. A promotional website shouldn't be forcefully seen as a tool but cool be seen as a augmented poster. Now I understand his point of view when he says that designer use too much icons language, without any t…

No, lets be clear here. OP said that Designers fundamentally do not understand their job, how OP "hates UIs and [..] UI designers" and how much they know better. What OP is talking about is how sometimes there is bad design, in exactly the same way there is bad code, and using that to extrapolate out to an entire discipline. Imagine seeing someone's shitty very first Visual Basic project and just declaring that all d…

Sorry but being clear here only provides an answer to who might be right to an internet argument. Nobody is really right, I understood what he meant and I might not agree with all of it but still take valueable feedback. You could do as well by avoiding the troll discussion. It's not because someone is literally crying in pain because of his team's cursy bad work that you got to end his opinion on the least interesting part.. It's only an opinion.

Re: Material Design Guidelines for Dark Mode

#99

Earlier quoted context omitted.

> For the curious, google some posters by Josef Muller-Brockmann from the 50’s - they still appear to be designed in 2019. I disagree, it's quite obvious they were designed in the 50s/60s.

Are we looking at the same posters? https://i.imgur.com/BJzS7aw.jpg No way you can say this is 50’s, can you? If so, what gives it away?

The colour palette for me has a bit of a dated feel, although I assume these are scans of the originals and would probably look right at home if freshly printed.

Re: Material Design Guidelines for Dark Mode

#100

Earlier quoted context omitted.

> Designers fundamentally do not understand that software is a tool that people use to get things done. I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. Regardless of whether you meant or not, that's what…

> I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team. It's not about skills, it's about goals. There are roughly two main conflicting goals when building a product. One, make a product that delivers value to…

> UI/UX design as it is today is almost entirely about sacrificing utility to boost sales.

I don't think this is true. Many undesirable qualities in modern design are due to a cult like belief in them by designers rather than just listening to users. Excessive use of white space in virtually all design being the most obvious one.

That's not generally because it boosts sales. It's because they've really drunk the kool aid that it's better.

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