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System.css: A design system for building retro Apple interfaces

sakofchit.github.io

41–50 of 58 posts

Re: System.css: A design system for building retro Apple interfaces

#41
Please don't use checkbook hacks for menu. When a lot of work can go into trying to make them accessible, it will be a lot easier and cleaner doing straight JavaScript. As it stands, you're missing a lot of ARIA for these components which isn't accessible and looks awful in TUI browsers with unusable checkbox elements scattered through the hierarchy. Further nitpick is using the `dd-` prefix for the inner dropdown bits; it's confusing because `` is already an HTML element.

Re: System.css: A design system for building retro Apple interfaces

#42
post #9

When I look at this I can’t help thinking that desktop UX reached its peak (or plateau?) three decades ago. What improvements have there been since System 6? Perhaps multiple desktops, tabs, and universal search (e.g. Spotlight) but those improvements feel more incremental than fundamental.

Scroll wheel support

Re: System.css: A design system for building retro Apple interfaces

#44
Brought back a fond memory. Growing up my family's computer was a Mac with system 6 and Jurassic Park was released. I'd make some park control user interfaces in the paint program - trying to replicate the Mac menu and button designs - then play some Jurassic Park trying to save the park.

Re: System.css: A design system for building retro Apple interfaces

#45
post #9

When I look at this I can’t help thinking that desktop UX reached its peak (or plateau?) three decades ago. What improvements have there been since System 6? Perhaps multiple desktops, tabs, and universal search (e.g. Spotlight) but those improvements feel more incremental than fundamental.

It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC. That is where things really went from zero to one, on a lot of things. The same thing happened with programming languages. C sparked a revolution and languages have been getting incrementally more bloated (and terrible) ever since. I think the difference stems from academic versus capitalist roots. I mean, even Xerox didn't want the stuff they had created.

Re: System.css: A design system for building retro Apple interfaces

#47
post #9

When I look at this I can’t help thinking that desktop UX reached its peak (or plateau?) three decades ago. What improvements have there been since System 6? Perhaps multiple desktops, tabs, and universal search (e.g. Spotlight) but those improvements feel more incremental than fundamental.

A desktop environment for Linux, based on Windows 3.11, System 6 or 7 would be a really nice addition. You can even go as far as Windows 95. It wasn't pretty, but it was simple and at least tried to help you use the system efficiently.

Over time we seem to have decided that people where familiar enough with computers that we could drop manuals or hints in the UI. On a modern Mac there's a ton of keyboard shortcuts, gestures and helpful feature, there's just no good way to learn about them. I think where missing out on a ton of stuff, simply due to poor discoverability.

Re: System.css: A design system for building retro Apple interfaces

#49

Earlier quoted context omitted.

Don't forget Puppertino for OSX! https://github.com/codedgar/Puppertino https://github.com/codedgar/Puppertino

"Based on MacOS HIG guidelines" ... uses links for buttons. Somehow this is even more aligned with Apple of today.

What do you mean? There is nothing wrong with displaying a link with a button style as long as you treat it as a link with that navigates somewhere else.

In the docs they are using buttons on interaction that does not navigate.

Re: System.css: A design system for building retro Apple interfaces

#50
post #45
post #9

When I look at this I can’t help thinking that desktop UX reached its peak (or plateau?) three decades ago. What improvements have there been since System 6? Perhaps multiple desktops, tabs, and universal search (e.g. Spotlight) but those improvements feel more incremental than fundamental.

It's basically the same as the System 1 which was just a ripoff of the stuff at Xerox PARC. That is where things really went from zero to one, on a lot of things. The same thing happened with programming languages. C sparked a revolution and languages have been getting incrementally more bloated (and terrible) ever since. I think the difference stems from academic versus capitalist roots. I mean, even Xerox didn't wa…

> which was just a ripoff of the stuff at Xerox PARC

It was not a ripoff. They had a license agreement and a whole bunch of people went from PARC (where they felt they had amazing technologies but could not do much with them because Xerox did not care) to Apple (where they could actually put a lot of ideas in practice).

> That is where things really went from zero to one, on a lot of things.

Some things. Others did not exist at the time and there have been a lot of improvements since then. Things done at PARC also depended on a lot of groundwork done by people like Turing and in places like the Bell Labs. Yet we don’t argue that Babbage was the real revolution and nothing of note happened since then.

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