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Material 3 Expressive

design.google

41–50 of 577 posts

Re: Material 3 Expressive

#42
When Material Design 1.0 was released with Android Lollipop, it felt so revolutionary and refreshing. Now more than a decade later, I would have to say that I miss both Halo and Material 1.0 as these new design iterations have only made it look worse.

Re: Material 3 Expressive

#43
post #22

It's incredible how bad this keeps getting and how much they ignore formerly well-established UI principles in favour of "vibe design" and pseudoscientific "studies". What is the explanation for this? What is the reason that even the most well-funded companies in the world fuck this up so bad? At some point they resize the send button into a circle of comically huge proportions — eating even more space from the actua…

Outside of primitive objective quality metrics there is no automagic mechanism to convert money into quality. As your other quote indicates, you can make up an arbitrary set of vibe metrics to convert your failure into a success (and waste all your funds in the process)

Re: Material 3 Expressive

#44
Can we please go back to making usable prototypes and testing those for usability, instead of just throwing something together in Figma, showing test subjects a static image and asking them to find the send button, then asking how cool it looks?

Software designers left to their own devices always end up turning up the “wow” and “cool” factor, because that’s the only thing they can do.

I know the “design is how it works” line is tired at this point, but come on folks, this blobby colourful interface looks like a Fischer-Price toy.

Re: Material 3 Expressive

#45

Material Design v1 cracked it. It was simple to implement, simple to understand and simple to use. Minimal overheads with a clear content-first approach. "It's time to move beyond “clean” and “boring” designs to create interfaces that connect with people on an emotional level." I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve…

It's effectively designing to maximize attention retention, or however you want to call it. Keep the eyes at your product for as many seconds as possible, to increase profit.

I mean... to make a dElIghtFul eXpEriEncE.

Re: Material 3 Expressive

#46
post #9

Instantly hate that page for changing my cursor. Why do they even do that?

I have my cursor set to "pretty damn big" because my resolution is also big. Makes it more visible. Sure, now the contrast is really nice, but it's still a tiny circle I have to find instead of a humongus arrow I'm used to.

Guess we'll get another browser extension soon... I'd call it "My Emotions!"

Re: Material 3 Expressive

#47
post #23

Earlier quoted context omitted.

Especially since it feels so bland and "corpo safe" - the only thing I have feelings about is selling this as expressive :D

No but look > We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.

> willing to break from convention

By following this new shiny convention!

Re: Material 3 Expressive

#48
post #35

I don't get it. Their examples are about usability. So expressive = make things usable? One of design's main tenets is to make things usable. That's a given. Also how many users did they test with? And they should caveat what apps this might be suitable for. This post just feels like more design wankery, using ambiguous words to restate design's core tenets that have been established decades ago. They could have easi…

I wish they were "restating" them. They're not, they're ignoring those principles in favour of vibes design.

Ha, good point. I was only focusing on the usability bit. But you're right, they should restate those battle tested principles and how Material Design aligns to it.

Re: Material 3 Expressive

#49

Material Design v1 cracked it. It was simple to implement, simple to understand and simple to use. Minimal overheads with a clear content-first approach. "It's time to move beyond “clean” and “boring” designs to create interfaces that connect with people on an emotional level." I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve…

It's effectively designing to maximize attention retention, or however you want to call it. Keep the eyes at your product for as many seconds as possible, to increase profit. I mean... to make a dElIghtFul eXpEriEncE.

I must be going through some mental changes nowadays. I just want my computers and software to get their job done and go back to the real world as soon as possible. I feel sad about all the time I lost staring at screens growing up. I wonder if this will be widespread opinion someday.

The quicker the phone is back in the pocket, or the computer is turned off again after using it for something (that it does better than I can) the better.

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