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The Rise and Fall of Neumorphism

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31–35 of 35 posts

Re: The Rise and Fall of Neumorphism

#31
post #24
post #14

Earlier quoted context omitted.

> It's inefficient to have image assets for every inch of the screen With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes. > it adds more visual noise to parse for the user On the contrary. It gives better visual cues on where to find what you need. Also noise is actually good in some cases. I have a blue noise background for my terminals which tremendously helps with eyestrain.

> With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes. No I mean it's inefficient from a product development standpoint. With a flat design, you can make a design system which will scale very easily to multiple screen sizes and aspect ratios. If you have to texture everything there is much more you have to account for. > I have a blue noise background for my terminals which tremendousl…

The smart layouting of the frames is not a feature that has to be exclusive for flat. Is a layer of functionality to implement UIs, right? Flat kind of stops there but your GUI visual style is not forced to stop there. I might be cheaper to stop there. But not mandatory, rigth?

Re: The Rise and Fall of Neumorphism

#32
post #25

Earlier quoted context omitted.

Most apps are just products which serve a function, not art. Like they used to put a lot of extra ornamentation on buildings during the baroque period, but eventually people mostly stopped doing it because the building functions just the same without it, and it's harder to add it.

Yes, we agree there is a cost motivator. All games are apps. All games are expressions of art. The price of removing all possibility of art in software, leads to an expression of some kind of software brutalism and UIs that only a niche of temperaments would be fine to work with (and feel from suckish to a torture for the rest). Have you noticed that we could be talkning about almost the same but factor out the subje…

Pretty far from you there.

First of all, not all games are art. A lot of mobile games are effectively slot machines optimized to get you to keep pumping in quarters for a chance to feel rewarded.

And music is quite different from most apps. The entire purpose of music is to convey a feeling, emotion, or energy level. The aesthetics are deeply intertwined with the intrinsic value music brings to the world.

An app might only exist to give me directions to the nearest grocery store. The aesthetics are adjacent to function there.

Re: The Rise and Fall of Neumorphism

#33
post #24

Earlier quoted context omitted.

> With modern GPUs pushing bitmaps is actually far more efficient than drawing shapes. No I mean it's inefficient from a product development standpoint. With a flat design, you can make a design system which will scale very easily to multiple screen sizes and aspect ratios. If you have to texture everything there is much more you have to account for. > I have a blue noise background for my terminals which tremendousl…

The smart layouting of the frames is not a feature that has to be exclusive for flat. Is a layer of functionality to implement UIs, right? Flat kind of stops there but your GUI visual style is not forced to stop there. I might be cheaper to stop there. But not mandatory, rigth?

Yeah sure it's always an option. I just think as mobile has gotten more complicated, the whole development pipeline gets wider. So in other words, having to support so many different targets means more work for designers, more work for developers and more work for QA. So to justify going above and beyond in an aspect which is going to increase the workload for all of those people, you had better have a really good reason.

Re: The Rise and Fall of Neumorphism

#34
post #26
post #15

It never rose. It was just silly design concepts on Dribbble, no real/popular apps actually adopted it. It's a terrible design system, it looks like you took a perfectly good interface, draped a table cloth over it, and pushed it upwards so you have this weird silhouette feature going on.

It’s used in the Ford EV line: https://youtu.be/agpDIZmGRTw

Ford isn't necessarily a paragon of usability

Re: The Rise and Fall of Neumorphism

#35

Enjoyed reading the history. I would say that it wasn’t really a trend to begin with. A few designers made some popular conceptual pieces that led to more conceptual pieces. Apple didn’t meaningfully adopt it when they made a few sliders less flat, like in the new control center on macOS. Personally, I found the designs repulsive. That sounds like a hot take, but I actually found myself averting from the unnatural sh…

I think the problem is that it's a style that looks great when you deal with a single screen with a few design elements but that becomes very difficult to maintain when dealing with an entire app or more complex interfaces.

It's like trying to typeset a book in a font face intended for catchy slogans on a leaflet.

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