Why, why, why, do all the Apple announcements have the exact same ASIMO stiff hand gestures? Hostage videos have more fluidity.
thought the same, how on earth did they think this looks like a smooth presentation. Almost like he doesn't believe what he's saying
Apple introduces a universal design across platforms
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Re: Apple introduces a universal design across platforms
#212We 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?
The problem with skeuomorphism in iOS' first design language was that resemblance to real-world objects was taken too far — at the expense of legibility. Users attributed affordances to virtual objects that they didn't have.
The problem with iOS 7's flatter interface was that the anti-skeumorphism went too far in the other direction, again at the expense of legibility. Users couldn't see what controls were supposed to do.
... And now the pendulum has swung back in the other direction, again too far, and missed the goal.
Re: Apple introduces a universal design across platforms
#213Earlier quoted context omitted.
Electron apps are already out of place. In the space of Mac-apps-for-SaaS-products such as Linear, Slack, Notion, Asana, Figma, GitHub, and Spotify, they inflict the company's own design system on Apple's OS rather than try to ship Apple's design system applied to their product. Even the most popular IDE, VSCode, is just a wrapper around a web page. And they're rational to do it this way. These companies shipping app…
I certainly avoid Electron apps on macOS and konw I am not the only one who does.
Re: Apple introduces a universal design across platforms
#214Right now I really want skeuomorphism back.
Much like iOS 7 they will have to spend another 2 - 3 years "tweaking" or basically walking back some of these design decisions.
I believe the problem is when Tim Cook decided to merge "Design" under one umbrella. So the Design team now takes over both Hardware and Software Design when they kicked Scott Forstall out. A lot of Apple's UX went down hill from there.
Re: Apple introduces a universal design across platforms
#215Thanks, I hate it. Floating menu bars over the content at the bottom is a great way to make it impossible to actually use the bottom of web pages. The "liquid glass" stuff, even in their handpicked promo screenshots, has functionally unreadable text and illegible controls. The vanishing buttons are going to make app UIs even more obtuse and undiscoverable.
Re: Apple introduces a universal design across platforms
#216Re: Apple introduces a universal design across platforms
#217I really dig apple's work. It's so refreshing to get a tech event in 2025 where design is a huge focus and not just duck taping another LLM to everything. Design is expensive and it's clear they've invested a massive amount of resources into liquid glass. It's not perfect, but I think they'll iron out some of the contrast bugs. Agreed with other commenters that crappy electron apps will look increasingly out of place…
Apple didn't talk about AI or Siri because they're currently flailing and so behind it's concerning. This was design-focused because skin-deep was all they accomplished.
Re: Apple introduces a universal design across platforms
#218Based on the demo and screenshots I don’t quite like this. It seems more distracting and gimmicky than actually nice to use in a day to day setting.. But I’ll probably get used to it.
> more distracting and gimmicky This. The animations on iOS are already a bit too much—now they've taken it to the next level.
Re: Apple introduces a universal design across platforms
#219Earlier quoted context omitted.
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.
Reminds me of when they added more transparency to the UI around Mac OS X 10.9 where they argued that it "helps you focus on what's important". Huh? By showing me what's behind what I'm trying to look at? The first thing I do when I setup a new machine is to go to accessibility settings and turn on "reduce transparency". Hoping there is a way to do something similar with this.
Re: Apple introduces a universal design across platforms
#220I'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. Recent…
> having those concepts matching to real world objects helped immensely A lot of those real world objects no longer exists, or are less frequently used than their counterparts, so I sort of see why moving away from that design language makes sense. I'll hold of judgement of "Liquid Glass" until I've seen and used, but I don't feel like it's necessary. It's certainly not "the biggest" design update ever. System 9 to M…
This reasoning never made a ton of sense to me. Gen Z don't use devices with knobs and buttons anymore, therefore we should all design our interface elements to look like nothing in particular?
If you give someone young and tech savvy a digital UI, they will figure out how to use it. It's precisely the oldest and least tech savvy users for whom interface design is most important, as they are more like to get frustrated and quit your app. Why optimize for the young, then?
(I mean, it's a rhetorical question, as I already know the answer - the designers creating the interfaces are themselves young and tech savvy gen-Z'ers.)