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Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

arwes.dev

141–150 of 234 posts

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#141

The feel of this interface is incredible. What's most interesting is that it evokes lots of memories from the games I played more than 20 years ago, and yet it is very distinct and doesn't copy any of them. Feels almost like something very familiar, but you can't quite grasp where you saw it. This is incredible and I'll be following this project, and probably will do something with this framework, too.

[deleted]

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#142

I like that this is also called "futuristic". This is the future if we projected it out in the 90s. (I think the popularity says something about the average age of HN users). However, if we had projected the future in the 80s or 70s or 00s, we would see different interfaces. Speaking of cyberpunk, I recommend the William Gibson short story Gernsback Continuum that explores this "projected future" concept in more deta…

A lot of the elements of 'the future' used are a lot older (and weirdly persistent!) - the notions that a 'computer' or some piece of gear outputs text slowly, makes noises while doing so and prints in a special font were themselves once real artifacts of what was then seen as futuristic technology.

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#143
post #2

Looks beautiful. This is probably the first time I've seen a UI framework for web that made me want to actually do something _ANYTHING_ with it (short of using it for my own site, for idealistic reasons). Some cyberpunk sci-fi online game... now I have to make one.

Yeah, I'm getting serious Uplink vibes here: https://en.wikipedia.org/wiki/Uplink_(video_game)

Ha! I completely forgot I played that. But yes, this is what the framework reminds me of.

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#144
This is super fun! I wouldn't want to see it on a serious website, but for games and such it's a really nice toolkit.

Some minor suggestions:

- The table isn't animated. Bringing in the grid lines the same way that HRs appear to be (like in the project example) would make sense. Possibly cascading the cells like the text renderer.

- The sounds (which are excellent and super nostalgic btw) would be better with some variation. For example the author's portfolio site plays the same chirp every time you scroll a new project in, and sounds repetitive. Games will randomly pick from a set of similar sounds, which are often just the same sound at different pitches or different envelopes. That'd help here.

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#145
post #139

Earlier quoted context omitted.

It really depends on the context and the use cases. The F-15 cockpit is an extreme example of a very complex interface that needs to be highly performant under intense life-or-death conditions. Most UIs that people design, including this library, are not meant for anything remotely similar to those situations. A lot of times it's mostly for consuming content. That video of the F-15 actually features a lot of overlay…

"Most UIs that people design, including this library, are not meant for anything remotely similar to those situations." You would think that, but that isn't necessarily the case. I worked for a Naval intelligence contractor back in 2007, and I was surprised at the amount of times there were requests at the top to "make it look cooler". War rooms at the time tended to look exactly like the Hollywood depictions. Not be…

Without getting into specifics, this is absolutely the case.

There was one instance where, when the new ops center opened, getting the tour of it was the thing everyone wanted. The brass thankfully obliged. Over a period of weeks, small groups got to go over and the new center, with it's large blue display edge lighting, and electronically frosting glass. I'll never forget this bemused airman, pressing a button while a circle of us stood around in a half circle, giving a very Simpsons-esq "Oooooooooohh!" as the glass went transparent to opaque, and transparent again.

Was it necessary? Absolutely not. Was it cool? Hell yeah it was. =D

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#147
post #139

Earlier quoted context omitted.

It really depends on the context and the use cases. The F-15 cockpit is an extreme example of a very complex interface that needs to be highly performant under intense life-or-death conditions. Most UIs that people design, including this library, are not meant for anything remotely similar to those situations. A lot of times it's mostly for consuming content. That video of the F-15 actually features a lot of overlay…

"Most UIs that people design, including this library, are not meant for anything remotely similar to those situations." You would think that, but that isn't necessarily the case. I worked for a Naval intelligence contractor back in 2007, and I was surprised at the amount of times there were requests at the top to "make it look cooler". War rooms at the time tended to look exactly like the Hollywood depictions. Not be…

It wasn't my intent to say that people designing serious systems don't like flashy things. More just that a lot of UI designers and projects posted on HN are focused on lower-stakes applications that can accommodate more artistic license.

But, my question is, did that actually make the war rooms less functional? In what ways did Hollywood get it wrong that they copied? Even a war room is a very different application than literally flying a fighter jet, which is arguably the most intense and demanding control experience in existence.

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#149

Earlier quoted context omitted.

This actually shows something interesting: that there is a coherent visual language for interfaces within the sci-fi subgenre of graphic design that just kind of appeared by implicit consensus. Which I guess can be said for many visual design trends - many of us can guess both when and for what purpose a product was designed based on its graphic design.

Btw, the Holo interface we saw in Android 4 was very influenced by this type of design. It was rather stylish, even if difficult to use consistently. But of course since then it was replaced by Material Design, starting with Android 5.0

God, I miss holo. It was so much nicer on the eyes. "Dark Mode" is... ugly. I'm glad it exists, but it's still uglier, than holo was.

Re: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework

#150
post #138
post #134

Earlier quoted context omitted.

Tesla’s have a touchscreen instead of analog controls, recently there was a case where a driver attempting to use the touchscreen wiper rate changer got in a collision and was deemed negligent. Based on them taking arguably the single most important toggle in a car [1] and hiding it behind a touchscreen so that when you already are in shitty conditions and you can’t see, you have to take your entire focus off the roa…

Tesla has very convenient wiper hardware button.

My understanding is that the button toggles enablement of the sensor-driven wiper mode. If this is correct, it means every Tesla driver is betting their life and the lives of those around them that for every instance of something on the windshield blocking their view, either the sensor will accurately respond to it, or they will be able to navigate the touchscreen to activate the manual override before needing to react to developing conditions on the road. Given the reliability of automotive grade sensors (I’m not the only one who has paid mechanics a lot of money to tell me the sensor was bad right?) and the difficulty of interacting with touch screens, that’s not a bet I’d be willing to take. Looking at the German case, I wish more people were unwilling to take that bet.
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