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…
Apple introduces a universal design across platforms
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Re: Apple introduces a universal design across platforms
#362Re: Apple introduces a universal design across platforms
#363Earlier quoted context omitted.
> , designing interfaces based on "vibes" instead of science or principles or used feedback Well, this is what Apple does, and the reason I hate their devices with a passion. It always was style over substance.
You must be too young to remember because a lot of the early user interface design principles, based on actual research, were pioneered by Bruce Tognazzini and Jef Raskin at Apple. Tog on Interface and Tog on Software Design were THE bibles back in the day and Apple's Human Interface Guidelines showed how a company could and should adopt consistent user experience across all of their products. It honestly saddens me…
Hopefully. I wouldn't mind being young. I am also not a designer, so UI/UX history may be lost on me.
I can only say that the only Apple product I genuinely enjoyed from a design perspective was the iPod Nano I bought sometime in early 2000s.
Re: Apple introduces a universal design across platforms
#364Earlier quoted context omitted.
What makes you think they’d remove accessibility options like that? They’re generally pretty considerate in that realm.
Apple Music on Mac ignores the 'Reduce Motion' accessibility setting for their very distracting animated playlist covers, while apps like Weather respect it.
Re: Apple introduces a universal design across platforms
#365Earlier quoted context omitted.
Just because we can doesn't mean we should. Using this new design language as an example, things are now harder to read, identify, and understand. That's a huge loss to productivity and ease of use.
> things are now harder to read, identify, and understand What makes you think that? Do you have a specific example from the keynote in mind? There must be something since you've never actually used this design system yourself. Or is this just your pre-judgement?
Their example of the music app. You have a translucent bar showing the currently playing music app.
It gets harder to read when it overlaps with the background music album covers. I can very easily see a situation where you need to scroll to an empty bit, just to be able to read what it is actually playing.
Now, imagine you have a visual impairment. It's already hard to read with mostly normal eyes. This will be impossible for anyone with bad vision, probably even worse if colorblind.
It is genuinely unreadable, and a mess visually.
Re: Apple introduces a universal design across platforms
#366I'm really showing off my age here, but it has been all down hill since skeuomorphic design; because the focus was primarily on usability and teachability as first-class concepts. Heck, companies were spending millions on usability research at the time, much of which was used. I taught people to use computers in the 90s and early 2000s, and having those concepts matching to real world objects helped immensely. Recent…
Re: Apple introduces a universal design across platforms
#367Re: Apple introduces a universal design across platforms
#368Re: Apple introduces a universal design across platforms
#369This feels suspiciously like the goals of Microsoft's "Metro" design from the Windows 8 era. It will be interesting to see if Apple can do a better job of keeping the same design without damaging the desktop experience than Microsoft did.
Definitely in the minority here but I liked Metro, I always felt it was just a decade ahead of it's time (as was Windows 8 generally)
Re: Apple introduces a universal design across platforms
#370Earlier quoted context omitted.
> , designing interfaces based on "vibes" instead of science or principles or used feedback Well, this is what Apple does, and the reason I hate their devices with a passion. It always was style over substance.
You must be too young to remember because a lot of the early user interface design principles, based on actual research, were pioneered by Bruce Tognazzini and Jef Raskin at Apple. Tog on Interface and Tog on Software Design were THE bibles back in the day and Apple's Human Interface Guidelines showed how a company could and should adopt consistent user experience across all of their products. It honestly saddens me…