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Liquid Glass – WWDC25 [video]

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Re: Liquid Glass – WWDC25 [video]

#211
post #62
post #25

Earlier quoted context omitted.

How is this wrong? Our visual system is optimized, rather extremely, for understanding 3d scenes under the simple perspective model that our eyes are based on: x' = (x * f) / z Outside of that 99.999% experience norm, that are brains are so used to, is disconnect and discomfort. If you've ever put on a new pair of glasses, with a different prescription, you'll understand exactly what he's talking about: depth offset…

I wonder if this is linked to the reason that so many people become nauseous with 3D glasses. When we see 3d movements that don't correlate with what our inner ears, the response is that our body assumes something is wrong, we have ingested a toxin, and a nausea / vomit response is created. There is something visually jarring about this Liquid Glass UI, and it's possible it's related to movements not correlating with…

I can't use 3d glasses because my eyes don't converge properly. Maybe one day I'll have surgery to correct that

Re: Liquid Glass – WWDC25 [video]

#212

Earlier quoted context omitted.

This view is very „hackernewsy“ and reveals a lot more about the mindset around here than the what is going on with apple. Firstly i don‘t think there is much fluctuation with the apple design team except when Ive left but i guess that was mainly due to the ceo change. I remember a time when microsoft came around the corner with flat design on their phones and the iphone all of a sudden looked outdated. They adopted…

> Even if it doesn‘t improve the experience for users it could help distinguish themselves visually. And there is nothing wrong with that. I think a lot of folks here would say that there is something wrong with degrading the user experience to achieve a win for branding.

I think the above comment is implying that the glass effects are more or less neutral, not degrading.

Re: Liquid Glass – WWDC25 [video]

#213
post #203

It's interesting that they say in their own design guidelines to avoid glass-on-glass, then use it for the control center, to obvious detriment.

Any time a new visual effect comes around people overuse it, then after a while it gets toned down and usability improves, then a new trend emerges and the cycle repeats.

Re: Liquid Glass – WWDC25 [video]

#214
post #36

I think I know what happened. The A-squad design team left Apple 15 years ago. The B-squad left 5 years ago. What remains is a sea of Gen Z designers who weren't yet alive when the foggy glass of Windows Vista seemed like a good idea. Meanwhile, the talent wars are raging, with every AI company offering 7-figure salaries to the best of Apple's prodigies. Apple is now the old guard. They're no longer cool, and as a pu…

I think more accurately, Apple’s, while imperfect, A-tier editor passed away in 2011, and no one replaced him.

It has been a downward slope since then after the momentum dissipated after his death.

Turns out, I didn’t like the operating system Apple made. I liked the OS Apple made while being curated and directed by Steve Jobs. His taste matched mine in a lot of important ways.

I have no tastes in common with Alan Dye.

Re: Liquid Glass – WWDC25 [video]

#217
post #159

Earlier quoted context omitted.

Is there any study saying that user interfaces should use visual effects for which our brains have hardware acceleration? It seems a reasonable premise, but is there data?

Taking advantage of innate perceptual cues is smart and our interfaces have always taken advantages of them https://en.wikipedia.org/wiki/Depth_perception we shouldn't need a manual to interpret a UI

I don’t entirely disagree, but that is still an intuition, not a proof that our interfaces should always work that way.

We used to ride animals with legs, which worked a lot like our legs do. Does that mean the wheel is wrong? We don’t have wheels, and they don’t occur in nature.

I don’t think Apple has invented the wheel, and I’m inclined to agree that leveraging our hardware acceleration makes sense. But I haven’t seen anything beyond blind assertion that of course it has to work that way.

Re: Liquid Glass – WWDC25 [video]

#218
Given that Apple has really smart people, I assume this design was the right answer to whatever actual problem they were set. My guess - someone noticed a small cohort of potential new users that want this; and the company prioritized the marginal user over the core user base. Maybe there's a cohort of VR users not on iOS yet?

Re: Liquid Glass – WWDC25 [video]

#219

Earlier quoted context omitted.

the liquid glass ends up being vital for windows in AR. the vision pro has this, and it really helps you see behind the windows you've placed. while a shit experience on a phone, i do think liquid glass is a useful choice in the AR world

No question about that - see above. What works for augmented UI doesn’t in a desktop, mobile or 10ft experience. It’s a terrible mistake porting something to an environment where transparency isn’t helping but brings about the opposite effect.

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