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Apple introduces a universal design across platforms

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Re: Apple introduces a universal design across platforms

#141
When Apple introduced the whole skeuomorphic analogy, they did it because they needed to make a new way of interacting with touch-based apps feel tangible. That seemed totally fair.

When Apple brought a spatial analogy to the Vision Pro, it also felt fair they were thinking in terms of volume and dimensions, after all, they were teaching people how to interact with a new reality.

I can even understand Apple wanting to unify their design approaches, but bringing the “liquid glass” look to everything feels like a massive step backward. The interface looks messy, clunky.

It feels like Apple is entering a design hell, and I don’t know how they’ll get out of it.

Re: Apple introduces a universal design across platforms

#142

We have these brilliant high resolution displays, and these powerful, energy efficient GPUs that are always running and compositing frames like a game engine 120 times a second. It's about time we start seeing more physicality in our user interfaces! We can make things look convincingly like glass, or metal, or even materials that don't exist in reality. One reason for flat design is because it was the lowest common…

> that are always running and compositing frames like a game engine 120 times a second

Which is complete idiocy if you ask me. Why update a static screen at 120 fps? Are our batteries too large?

Re: Apple introduces a universal design across platforms

#144
post #133

Earlier quoted context omitted.

The biggest problem with Metro is how little effort was put into properly adapting it to desktops. It tried to handle everything from smartphones to tablets to non-touch PCs with 27” monitors with the same UI. It’s an understatement to say that it was awkward to use with a keyboard and mouse, because it almost acted like those forms of input ceased to exist. If Apple makes the right platform-specific affordances (whi…

> It tried to handle everything from smartphones to tablets to non-touch PCs with 27” monitors with the same UI That was a big part of the problem, but the issues with the UI/UX went far beyond that. For exemple, if you used the search bar in the "start menu" to get something from the control pannel, it would ONLY show the new W8 Metro dialog box that barelly has 1/5th the features and would refuse to show you the re…

And as I understand it, much of that sort of problem comes down to the “warring factions” model found at Microsoft internally where the whole company is never on the same page, a problem that Apple doesn’t suffer from as badly.

Re: Apple introduces a universal design across platforms

#145
post #57

Earlier quoted context omitted.

Definitely in the minority here but I liked Metro, I always felt it was just a decade ahead of it's time (as was Windows 8 generally)

I really liked metro on windows phone but I did not understand it on desktop. It didn’t help that they took away the usual UI

Right but go a decade ahead when many more people use their phones as their primary computer, much less of a problem

Re: Apple introduces a universal design across platforms

#146
I'm really showing off my age here, but it has been all down hill since skeuomorphic design; because the focus was primarily on usability and teachability as first-class concepts. Heck, companies were spending millions on usability research at the time, much of which was used.

I taught people to use computers in the 90s and early 2000s, and having those concepts matching to real world objects helped immensely. Recently I had to teach my kids to use a PC (they no longer teach that in "computers" at school, by the way, iPads only), and everything was arbitrarily designed without even internal rules/consistency let alone building on real-world metaphors.

You've also had this ongoing trend of content density getting consistency worse, and now Apple is accelerating a trend to make UI elements difficult to see/harm discoverability further. Liquid Glass is going to be a painful period, and all the clones that do it even worse are going to be pure hell.

Re: Apple introduces a universal design across platforms

#148
Oh no. It looks like every button and menu is now a translucent layer, so that any noise from the background shows through and muddles the text. This seems like an accessibility nightmare.

Translucent layers generally make software unusable for me. In the video, I saw several instances that would be really really bad for me, where I’d be straining to understand the text. Looks really cool and futuristic though. Just like a movie. Big whoop.

I’m autistic, but this won’t only affect autistic people. A lot of people are going to have problems with this. I hope there’s a very prominent way to turn it off.

Re: Apple introduces a universal design across platforms

#149
post #82

The children yearn for ̶t̶h̶e̶ ̶m̶i̶n̶e̶s̶ Frutiger Aero ( https://en.m.wikipedia.org/wiki/Frutiger_Aero )

15 years later, Shine 2.0 for Windows is still the most modern and best designed GUI for computers:

https://www.deviantart.com/zainadeel/art/Shine-2-0-for-Windo...

Re: Apple introduces a universal design across platforms

#150

It looks cool, but I'm worried about readability on the phone. The text in some of those menu bars and notifications really blended in with the wallpaper in a few of those screenshots.

yes, legibility—at least during the presentation—was really bad. hope it’s better on device.
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