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Liquid Glass – WWDC25 [video]

developer.apple.com

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Re: Liquid Glass – WWDC25 [video]

#221

Earlier quoted context omitted.

I was thinking the same thing. This communication style is outdated. All I see is an attempt of mimicking Steve Job's style in keynotes. But that looked natural on him somehow.

For all his faults, Jobs always sold the idea that he really thought the stuff he was showing was the coolest thing ever. There was at the very least an illusion of pride and excitement, even if it wasn't always genuine. He'd crack jokes, make off-hand remarks, and wasn't afraid to mention competitor's products. Modern Apple presentations are just like being read some marketing materials. It's very disingenuous.

I always think of the first Power Mac G5 introduction when after 5 slides of CPU block diagrams, talking all kinds of technical details, he gets to “And it has Massive Branch Prediction Logic…which I dunno…it predicts branches!” with a sly shrug.

Re: Liquid Glass – WWDC25 [video]

#222
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…

Low quality comment that is provably untrue based on the team's leadership.

Can we stop blaming Gen Z for everything? This happens with every generation.

Re: Liquid Glass – WWDC25 [video]

#223

7:44 "These liquid glass elements form a distinct functional layer for controls and navigation..." Hala fricking luah. I think. This sums up--without under bus throwing--what I have loathed about the last 10ish years of "flat design" hell. I wonder if there will be some issues with what happens when elements are not clearly differentiable from from "controls and navigation" and "everything else"? But just recognizing…

I mean the idea itself isn't terrible; maybe the glass just needs to have some colour to provide background. Maybe "live glass" instead that knows the context in which it is and applies the right amount of tint of the most appropriate colour based on what's underneath it.

What if they just picked a color? Maybe a light blue? Like the light blue of a pool or a tropical beach? Or a graphite grey?

Oh wait we had that already.

Re: Liquid Glass – WWDC25 [video]

#226
post #18

We have 'instinctive visual cues' for depth and light coming from above, hence why button gradients are so immediately effective,because our visual system recognizes it in milliseconds. we don't have "instictive visual cues" for refraction and lensing , that's why we are confused about underwater distances . That's why magnifying glasses make us dizzy. I just can't believe this is coming from apple.

Plus, to be truly realistic it also would need to take into account ambient lighting scenarios surrounding the device displaying it. Like this it’s really just another try in recreating glass which never made sense to be used in UI. It is beyond me, how this got chosen as a way forward - taking visual design which makes sense in a VR/AR environment, to ruin their rectangular display UI. It will make implementation wa…

Historically, design as a priority worsened UI for average and new users, and Apple has prioritized a feeling of elegance over ease of use.

Liquid glass puts UI second (feature cues) in favor of UX (interesting experience), harkening back to skeuomorphism but misprioritizing UI. I appreciated in Jobs's time how skeuomorphism was used to reveal more features, and give new users simple cues.

Now there is this idea that there is a higher percentage of advanced users, but since now there are MORE users (anyone with a screen), and continual change, I think there is still a large percentage of less advanced users "harmed" by prioritizing UX over UI.

Re: Liquid Glass – WWDC25 [video]

#227
post #18

We have 'instinctive visual cues' for depth and light coming from above, hence why button gradients are so immediately effective,because our visual system recognizes it in milliseconds. we don't have "instictive visual cues" for refraction and lensing , that's why we are confused about underwater distances . That's why magnifying glasses make us dizzy. I just can't believe this is coming from apple.

The sample interfaces and usecases seem highly legible and match my instinctive visual understanding for transparent materials. They look attractive and well separated from their surroundings. Not sure what this objection is coming from - have you looked at the results?

Re: Liquid Glass – WWDC25 [video]

#228
Shader-based refraction/blur/chromatic aberration seems to be generating a lot of hype, but it’s stuff that game developers have been doing for decades.

The bigger news is draggable, resizable windows in iPadOS 26. That’s quite an upgrade.

Re: Liquid Glass – WWDC25 [video]

#229
post #18

We have 'instinctive visual cues' for depth and light coming from above, hence why button gradients are so immediately effective,because our visual system recognizes it in milliseconds. we don't have "instictive visual cues" for refraction and lensing , that's why we are confused about underwater distances . That's why magnifying glasses make us dizzy. I just can't believe this is coming from apple.

The accessibility angle is what concerns me. The demos of the Music app, for example, seemed much less clear. You’re gonna have to mess around with whatever settings they provide to turn it off if you have impaired visibility.

It gives off a weird 2.5D HUD effect that works well enough in first-person games (which is basically simulating AR), but is just harder to read and kind of unmoored from the main UX on a flat screen.

Re: Liquid Glass – WWDC25 [video]

#230
post #229
post #18

We have 'instinctive visual cues' for depth and light coming from above, hence why button gradients are so immediately effective,because our visual system recognizes it in milliseconds. we don't have "instictive visual cues" for refraction and lensing , that's why we are confused about underwater distances . That's why magnifying glasses make us dizzy. I just can't believe this is coming from apple.

The accessibility angle is what concerns me. The demos of the Music app, for example, seemed much less clear. You’re gonna have to mess around with whatever settings they provide to turn it off if you have impaired visibility. It gives off a weird 2.5D HUD effect that works well enough in first-person games (which is basically simulating AR), but is just harder to read and kind of unmoored from the main UX on a flat…

End of the linked video highlights the accessibility settings.
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