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Apple introduces a universal design across platforms

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Re: Apple introduces a universal design across platforms

#241

The style here suggests a split between tools and content, which is something I'd love love love to see emerge. Having one and only one app be both viewer and toolkit feels like a convenience trap, one that NeXT tried to fight (as did OLE) and that feels unlikely to ever be turned back from, but I want to dream. This UI doesn't materially move us towards a more aggregative/accreted system of systems model, but it vis…

How does liquid glass unbox and unframe the content?

Re: Apple introduces a universal design across platforms

#242

Earlier quoted context omitted.

> 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?

> Why update a static screen at 120 fps? Good thing it doesn't do that then, variable refresh rate displays that go down to 1 Hz are fairly standard now on phones as well as other displays.

Even before that, mobile UI frameworks are retained mode GUIs, not immediate. They aren't drawing to a blank framebuffer 120 times a second if they don't have to. Redraws only happen when something changes (e.g. "Dirty" rects).

Re: Apple introduces a universal design across platforms

#243

This looks horrible to be honest. This new liquid glass will lead to liquid brain, because my brain will be melting trying to process all that visual mess daily. Now of course, I'll have to experience this new design in practice to be sure, but judging from the screenshots it looks really hard on the eyes. Hopefully they'll allow the translucency to be customized. Apple had a good run, I've genuinely enjoyed using th…

I like it a lot. Reminds me of the OG Mac OS X Aqua theme, except a more reactive/dynamic version of it to account for accessibility.

Refreshing counter to the brutalist styles that were trending. The problem with brutalist styles is that they tend to be busy, which becomes confusing and unintuitive to new users.

This seems like it would help separate elements for easier focus, to make things more obvious.

Re: Apple introduces a universal design across platforms

#245

Thanks, 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.

Floating widgets are endemic across all the platforms now. I see it on Google, MSFT, and now Apple applications. Content used to be king, now it is a wallpaper for the UI/UX team to dress as they please.

Re: Apple introduces a universal design across platforms

#246
post #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…

I agree, I think it extends to anybody who wants a calmer experience or has vision trouble or strain. I guess you can turn those options off but if the aesthetic appeal of the design is based on them then I assume we'll be getting a second-class version of it. I was already leaning towards switching to Linux for other reasons but I think this is the thing that finally pushes me there. I think optimizing for VisionOS…

This is an existing and somewhat nitpicky issue, but it's also annoying how they specifically insist on rounded corners "because that matches all modern devices" in the announcement. Pretty much all third party external monitors don't, and even their latest top line laptops only have them at the top of the screen. So we're stuck with these dumb little triangles of background peeking out. It's kind of the "charging port on the bottom of the magic mouse" of MacOS.

Re: Apple introduces a universal design across platforms

#247

This looks horrible to be honest. This new liquid glass will lead to liquid brain, because my brain will be melting trying to process all that visual mess daily. Now of course, I'll have to experience this new design in practice to be sure, but judging from the screenshots it looks really hard on the eyes. Hopefully they'll allow the translucency to be customized. Apple had a good run, I've genuinely enjoyed using th…

Same. I was kind of slowly preparing myself that I might be switching to android and it seems this might be the final straw. Will wait until Sept to see how new iphone and google pixels will look like but most likely I will do the transition (even though been developing for iOS for more than 10 years.

Re: Apple introduces a universal design across platforms

#248

Earlier quoted context omitted.

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.

> Apple didn't talk about AI or Siri because they're currently flailing and so behind it's concerning. Either concerning or reassuring depending on your perspective. I for one will be glad if there's a platform left that hasn't been invaded by AI.

I wouldn't find the company's inability to deliver on their own top priorities something to take a sigh of relief about.

What internal issues is a company like this also failing to deliver? A problem like this doesn't come about in isolation.

Re: Apple introduces a universal design across platforms

#249

Earlier quoted context omitted.

> 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…

> A lot of those real world objects no longer exists Yep. What would the modern equivalent of the save icon - a cloud or an generic IC representing the soldered-on SDD? Hard drives, floppies, or any other user-controlled storage devices are now out of fashion.

Personally I'd just make it a button that says "Save", but I doubt that's going to be popular.

Re: Apple introduces a universal design across platforms

#250

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…

Highly dynamic frames makes sense for an immersive game. It doesn't make sense when I'm trying to read my email or what the name of the song that is currently playing is.
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