This looks tailor made to be hard to recreate easily in CSS. Which is just going to make people try even harder.
Similar thing happened in iOS7(?) where they released glassy panels. Not far from that `-webkit-backdrop-filter` was added that allowed similar effect, I expect similar will happen. For new glassy effect it seems you need a separate filter for border, or maybe it's just gradient + blend mode.
Apple introduces a universal design across platforms
151–160 of 1001 posts
Re: Apple introduces a universal design across platforms
#152This feels suspiciously like the goals of Microsoft's "Metro" design from the Windows 8 era. It will be interesting to see if Apple can do a better job of keeping the same design without damaging the desktop experience than Microsoft did.
Metro on phones worked so well but MS failed to translate it to desktops. As for the second part, Apple does a remarkable job at updating all of the OS to a new design language. Unlike Windows, which last time I used it, had three different settings panels and UI controls resembling archaeological layers going back to pre XP.
Re: Apple introduces a universal design across platforms
#153This feels suspiciously like the goals of Microsoft's "Metro" design from the Windows 8 era. It will be interesting to see if Apple can do a better job of keeping the same design without damaging the desktop experience than Microsoft did.
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)
Re: Apple introduces a universal design across platforms
#154Every Electron app is going to feel incredibly out of place. And for the few that aren’t okay with feeling out of place, the devs of those apps will now have to contend with shipping more macOS specific styles and workarounds. I’m not looking to discuss Electron performance/etc so please ditch that discussion before it starts. I just find it interesting how comparatively tricky this particular UI styling might end up…
Re: Apple introduces a universal design across platforms
#155We 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…
so what you're saying is that we need to resurrect skeuomorphism?
Re: Apple introduces a universal design across platforms
#156> iOS 26, iPadOS 26, macOS Tahoe 26, watchOS 26, and tvOS 26 Bumping from iOS 18 / macOS 15 etc. towards year-based naming, nice. I wish more projects followed this.
Re: Apple introduces a universal design across platforms
#157We 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…
Just because we can doesn't mean we should. Using this new design language as an example, things are now harder to read, identify, and understand. That's a huge loss to productivity and ease of use.
Re: Apple introduces a universal design across platforms
#158It 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.
But yes, terrible visual usability. Otherwise it looks nice, better than flat.
Re: Apple introduces a universal design across platforms
#159Re: Apple introduces a universal design across platforms
#160We 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…
It's actually quite resource intensive to have translucency, in many implementations across the web and mobile.