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System.css: A design system for building retro Apple interfaces

sakofchit.github.io

51–58 of 58 posts

Re: System.css: A design system for building retro Apple interfaces

#51
post #49

Earlier quoted context omitted.

"Based on MacOS HIG guidelines" ... uses links for buttons. Somehow this is even more aligned with Apple of today.

What do you mean? There is nothing wrong with displaying a link with a button style as long as you treat it as a link with that navigates somewhere else. In the docs they are using buttons on interaction that does not navigate.

> What do you mean? There is nothing wrong with displaying a link with a button style as long as you treat it as a link with that navigates somewhere else.

Yup. This basically sums up current approach.

There's a clear semantic distinction between a button and a link. For example, screen readers will treat them differently.

And this is especially egregious when your example page is specifically about buttons: https://codedgar.github.io/Puppertino/examples/buttons.html

Edit: Segmented controls are also links: https://codedgar.github.io/Puppertino/examples/segmented_con...

As are buttons like "close this sheet" in actions: https://codedgar.github.io/Puppertino/examples/segmented_con...

etc. etc.

Re: System.css: A design system for building retro Apple interfaces

#53
post #45
post #9

When I look at this I can’t help thinking that desktop UX reached its peak (or plateau?) three decades ago. What improvements have there been since System 6? Perhaps multiple desktops, tabs, and universal search (e.g. Spotlight) but those improvements feel more incremental than fundamental.

It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC. That is where things really went from zero to one, on a lot of things. The same thing happened with programming languages. C sparked a revolution and languages have been getting incrementally more bloated (and terrible) ever since. I think the difference stems from academic versus capitalist roots. I mean, even Xerox didn't wa…

>It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC.

People say things like this and because they haven't researched the matter more deeply they miss out on some great gems from that such as the way overlapping windows worked on Apple's Macintosh compared to how Xerox did things because the Apple engineers didn't know how Xerox did it, thought they were doing more than they did and in the course of trying to recreate it invented something better.

A reference to what I mean can be found here:

http://novel.tingroom.com/lizhi/1019/30667.html

The bottom line is that even re-implementing something can lead to creativity and extend the original in exciting new ways as a result. To my mind that makes it much less a 'ripoff' since it's a new way of doing things.

Re: System.css: A design system for building retro Apple interfaces

#54
post #16

Earlier quoted context omitted.

> What improvements have there been since System 6 I can use touch gestures, scroll intuitively or swipe between recently active websites or apps on my iOS device. I can work seamlessly on the same document using multiple devices and/or with multiple people. (Web) UX advances let me view maps, browse apartment listings, compare various kinds of products and order stuff online. Then again, not sure how much all that i…

To be fair, they said desktop OS, where touch is pretty much irrelevant. Desktop OS has mostly been marked by innovations that didn’t really pan out even if they were interesting (e.g. Windows 8 and the tile-based Metro UX)

> To be fair, they said desktop OS, where touch is pretty much irrelevant.

My preferred way of interacting with a desktop OS is via a touchpad.

Re: System.css: A design system for building retro Apple interfaces

#55
post #39

Earlier quoted context omitted.

For some reason, HackerNews does not render all the links correctly in this comment

Prefixing a line with two spaces does that. Prefixing a line with two spaces does this.

i wish HN would just adopt a subset of markdown (eg minus headers and other attention grabby tricks) - its such a standard at this point

Re: System.css: A design system for building retro Apple interfaces

#57
post #45

Earlier quoted context omitted.

It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC. That is where things really went from zero to one, on a lot of things. The same thing happened with programming languages. C sparked a revolution and languages have been getting incrementally more bloated (and terrible) ever since. I think the difference stems from academic versus capitalist roots. I mean, even Xerox didn't wa…

>It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC. People say things like this and because they haven't researched the matter more deeply they miss out on some great gems from that such as the way overlapping windows worked on Apple's Macintosh compared to how Xerox did things because the Apple engineers didn't know how Xerox did it, thought they were doing more than they did…

I'm not sure what you are referencing from that. It reiterates what I stated, not what you are saying. "Great Artists Steal" etc. The developers sat down and had everything explained to them. I'm not sure what you mean by "engineers didn't know how Xerox did it."

Re: System.css: A design system for building retro Apple interfaces

#58
post #4

I collect these novelty CSS things for fun! here https://github.com/sw-yx/spark-joy/blob/master/README.md#fun... - [NES.css]( https://github.com/nostalgic-css/NES.css ): NES.css is a NES-style(8bit-like) CSS Framework. - [PSone.css]( https://github.com/micah5/PSone.css ): PS1 style CSS Framework, inspired by NES.css. - [LaTeX.css]( https://latex.now.sh/ ) - Operating System CSS - [98.css](https://github.com/jdan/98.c…

We need gs/os
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