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Light mode, Dark mode, and Gen-Z mode?

getfilteroff.com

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Re: Light mode, Dark mode, and Gen-Z mode?

#151
I don't think it's cheugy at all because none of this aesthetic is try hard.

Think it's just more the SV aesthetic that was spawned from iOS7 and Material design era forwards was originally meant to be the glass of water in the land of skeuomorphism has instead become the aesthetic of all products the optimize for conversion rather than experience.

All your kind of miserable experiences in the notification misery mobile world have the background muzak of iOS7 and Material design. It's almost like carpet and celling tiles of the DMV.

And west coast/SV just doesn't understand anything beyond this aesthetic anymore, there is no charm or whimsy in any of their products, even when they try to forcefully inject charm into it like with Memoji the end result comes across like a robot make it, it's just not actually cute or funny just feels gross somehow like there isn't any cuteness, humor or wit to any of it and it's super apparent when you compare it to similar products like Line Friends or even Bitmoji manages to have wit to their work.

You've pushed a whole generation of designers in SV to focus on the wrong thing really and this is why all these SV platforms will eventually be up for grabs and the ones that dethrone them are going to be coming from strange places and wont be understandable to the current platform barons. Look how alien Tiktok was to IG they're still trying to replicate it but its almost like they can't understand it and I don't mean because it's a Chinese product I just mean the muscles required to understand what make it great have completely atrophied in SV product designers.

Re: Light mode, Dark mode, and Gen-Z mode?

#152
post #53
post #11

I first noticed this "Gen-Z" mode trend when I played Mario Kart on Wii. Compared to N64 or SNES, the screen was so busy. I honestly had a hard time keeping track of where my player was and where the "track" was compared to all the colorful fast-moving background cruft. I'm not a gamer so maybe I'm just not used to it. Fortnite seems like another example of how "Gen-Z" and headachy a digital environment can be. For s…

Competitive gamers agree with you and have been trying to increase visual clarity for a long time. I remember finding out about picmip back in quake3 and never looking back [0]. In AoE2 there was a mod called 'pussywood' that made the trees smaller so you could see things. People then also started putting borders around tiles and cutting buildings so they didn't block what was behind them [1]. In SC2 some weird setti…

Visual clarity vastly depends on the game and what sort of playstyle it's going for. For competitive shooters, it matters a lot more to be able to visually detect enemies slightly visible behind corners, eg. Valorant with red outlines on characters. However, regarding Fortnite, having a flashy animated rainbow skin actively makes it easier for other players to spot you, so if they were really incentivized to sell flashy skins they'd make it so you could choose a skin that other players see and a separate skin you see.

Re: Light mode, Dark mode, and Gen-Z mode?

#154

Gerald took off his glasses and rubbed them a little on the tablecloth. He was bewildered. How could this be, he kept thinking to himself. No--how, literally, could this be? He couldn't have known it, but at that very moment, the same conversation, and the same bewilderment, was being had, in offices over lunch hours, around dinner tables in startup work condos, all across America. Something had shifted. In later yea…

> Older, wiser and more bitter professionals, fustily defogging their glasses while seated defeatedly at their architect-style slanted drafting desks (with optional standing desk accessory), would oftentimes mutter to themselves, alone at night in their downtown 23rd-floor apartments, lit only by the synthetic warm-LED glow of their ironically chosen "Banker's lamps", a different name for this cultural watershed: "The End-times' Madness." But nobody listened to them anyways, and they didn't much care.

Well, I feel seen, except that it's a Tolomeo desk lamp and I keep a flat desk (with standing desk accessory) as I sometimes use solder in anger.

Re: Light mode, Dark mode, and Gen-Z mode?

#155

At age 50 now, I'd prefer a Gen X mode where the font size is 125% and the text is high contrast.

Yeah, I wonder if these trends the author is picking up on (i.e. "Millennial Boring on Purpose" and "Millennial Minimalism" vs the Gen-Z "Excitement" and sparkles) is more of an actual age thing vs. a generational thing?

I'm still in my 30s, and I prefer the Millennial Minimalism now, but I didn't always. And I find myself bumping up the font size to 125% once in a while - and I expect to be doing it more and more as the years progress.

Re: Light mode, Dark mode, and Gen-Z mode?

#156
post #130

Earlier quoted context omitted.

Perhaps. I will stipulate that for those with no knowledge of recreational drug use, this could be an interpretation. However, anyone familiar with recreational drug use knows there's a common phrase of "know your dosage" right along "know your dealer". Yes, it's borrowed from else where, but it's still a thing. Do I need to eat half a bar, or take 2? I might suggest Wolf Of Wall Street as an example of knowing one's…

That phrase is about knowing the maximum dosage beyond which the side-effects render the trip unpleasant; along with the threshold dosage below which you don't get any effects. Taking "too little" Ritalin recreationally — i.e. not meeting the threshold dose — doesn't result in ADHD-like symptoms. Unless, y'know, you have ADHD. In which case it's not "recreational usage", you're just self-medicating.

Dear lordy, you must be having an agenda here. Other people are injecting ADHD into this conversation.

People taking Ritalin when not prescribed to them by a doctor do not care about ADHD-like symptoms. They are using it purely as an upper. "To help them concentrate" or whatever they tell themselves. It's less "trashy" than meth, easier to find than coke. The affects are also different than these other drugs.

Re: Light mode, Dark mode, and Gen-Z mode?

#157

An increasing problem I see with designers is that they no longer use tools that are truly capable of pushing pixels. Sure, Figma et. al. can crank out nice looking flat designs, but that's about it. We are essentially experiencing 'vendor lock in' in the digital design space, where the tools being used are no longer easily capable of exploring different styles of design beyond the current trend.

Can you give an example of something you can't draw on Figma? I'm having trouble picturing what you mean.

Sure - I would say many of these would be much better suited for creation in a competent raster-based tool:

https://i.pinimg.com/originals/9c/a8/7f/9ca87fcc3a2bed54edfb...

https://d33wubrfki0l68.cloudfront.net/02dcb79b40989932a37ce8...

https://cdn.dribbble.com/users/1866209/screenshots/8200836/m...

https://cdn.techinasia.com/wp-content/uploads/2016/02/iBooks...

Re: Light mode, Dark mode, and Gen-Z mode?

#158

Earlier quoted context omitted.

Literal ages is such a random gen-z way of describing this! I'm literally a video editor/motion graphics person, so no, this doesn't take "literal ages" to edit.

It's depend how you are skilled and how good your editor software is. With bad software it can take ages.

While I may not be a 10x dev, I'm at least an 8.5x editor. Experience goes a long way as well. Knowing when/where to use certain technique, how/why something takes longer, etc all add up to make an edit session go faster.

Re: Light mode, Dark mode, and Gen-Z mode?

#159
post #38

The "Gen-Z" look feels wrong. But if you step back a little bit, all the "flat design" trends of 2011 also felt wrong in the exact same way. "You mean that after all the advances in computer graphics we're going to just go back to text on top of a rectangle like Windows 3.1?" A lot of people forget this since flat design is just how everything is done nowadays.

It's not the same as in Windows 3.1 at all. We now have shadows, gradients, far better colors and a lot of smooth animations [0]. The basics are the same, but if you compare the designs side by side, you'll find more differences than similarities. I feel that there was a transition period were you really needed to show of the new capabilities and colors that your computers can do now. But with current trends, this wo…

I think that subtle and timeless have veered into rigid and stultifying. Of course master designers are able to twist it and make it fresh but there aren't enough of them on earth for every project to have one.

For me internet video speed dating is a concept that's fun, spontaneous, maybe corny. None of that is expressed in the filteroff design which looks more like an accountant's blog. It's a "filter on" look.

It looks like a defensive design intended to avoid criticism, but does that inspire users to go out on a limb and try a new form of dating?

Perhaps a different minimalist design (or changes to the copy text) could do the job, but this seems like exactly the type of app where a maximalist, colorful, tongue in cheek kind of design could have worked.

Re: Light mode, Dark mode, and Gen-Z mode?

#160
post #11

I first noticed this "Gen-Z" mode trend when I played Mario Kart on Wii. Compared to N64 or SNES, the screen was so busy. I honestly had a hard time keeping track of where my player was and where the "track" was compared to all the colorful fast-moving background cruft. I'm not a gamer so maybe I'm just not used to it. Fortnite seems like another example of how "Gen-Z" and headachy a digital environment can be. For s…

I have the same feeling sometimes. With some games it's really easy to understand the world and figure out what's going on. With others I feel like I'm spinning due to how blurry everything is or that I'm starting into the sun due to the intense brightness.

As for user interfaces, video games are excellent case studies. My favorite example is the Ace Combat series. It shows how a functional interface themed after aircraft screens can be easier to manage than futuristic interfaces. At the same time, the futuristic interfaces manage to show a lot of geographical information in 3D instead of 2D maps.

It's always impressed me how much story telling is done through these interfaces. Before every mission, there is a briefing video where an officer explains context to the player and other pilots in the squadron. It's stylized as an officer literally booting up military software, authenticating with it and using it to present data.

https://youtu.be/dHsBpf9As-0

https://youtu.be/ctun9SEza4Y

I can't seem to find a single video of the menus themselves, apparently everyone cuts out the parts where they're navigating the menus.

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