This reminds me a lot on the visual we were saying for Windows Longhorn before Vista was released, peak Apple being their usual trailblazing self.
Apple introduces a universal design across platforms
811–820 of 1001 posts
Re: Apple introduces a universal design across platforms
#812Earlier quoted context omitted.
This is also likely a performance nightmare. Funny that they mention that "new hardware has enabled us to..." which means that this will perform poorly on old devices. At a previous company, we were forbidden from using translucency (with a few exceptions) because of the performance cost of blending. There are debugging tools we'd use fairly often to confirm that all layers were opaque.
Unlikely. Frosted glass blur was introduced almost twelve years ago in iOS 7, and was supported all the way down to the iPhone 4. Many apps like control center have used a full screen blur without any performance issues for a long time. Apple at the time created their own 'approximate gaussian blur' algorithm specifically to enable this, and it ran crazy fast on devices where a simple gaussian blur would barely achie…
Re: Apple introduces a universal design across platforms
#813"Look at our presentation, UI updates"
What happened to actually innovating?
They really are promoting "set your alarm without closing your streaming video"
... I mean. Great. My life is gonna be so much easier.
> Users love widgets
MMmm Apple. Time to stop with the mushrooms
Re: Apple introduces a universal design across platforms
#814Earlier quoted context omitted.
Sure, it's reasonable to consider a switch. But while Android devices have come a long way in terms of physical design, capabilities, UI/UX, etc, out of the box Apple still offers a more comprehensive, user friendly and privacy focused security solution: lockdown, tighter controls of hardware/software integration, etc. So there's that.
Try getting a device like a foldable phone that has no i-land analogs! That will provide a nice way to get benefits from the transition.
Re: Apple introduces a universal design across platforms
#815"Slowly, I'm coming to the conclusion that designers should never be employed, only consulted on a per-project basis. If they sit around 8 hours a day, they end up changing something or the other to justify their existence. But human beings are not used to change at such a rapid cadence. Humans take time to settle into a design and establish patterns of usage."
Re: Apple introduces a universal design across platforms
#8161. new wallpaper to differentiate yearly identical hardware increments
2. CPU bloat to hog resources, slow your device and push people to update their HW
these tick both boxes.
Re: Apple introduces a universal design across platforms
#817I got a minor amount of hate for it, but to repeat what I wrote here [1]: "Slowly, I'm coming to the conclusion that designers should never be employed, only consulted on a per-project basis. If they sit around 8 hours a day, they end up changing something or the other to justify their existence. But human beings are not used to change at such a rapid cadence. Humans take time to settle into a design and establish pa…
Re: Apple introduces a universal design across platforms
#818I got a minor amount of hate for it, but to repeat what I wrote here [1]: "Slowly, I'm coming to the conclusion that designers should never be employed, only consulted on a per-project basis. If they sit around 8 hours a day, they end up changing something or the other to justify their existence. But human beings are not used to change at such a rapid cadence. Humans take time to settle into a design and establish pa…
We need more UX that people can "settle into" instead of the constant assault of superficial change that drains energy from everyone's ongoing effort to adapt to exponentially increasing fundamental change!
Re: Apple introduces a universal design across platforms
#819Looks like Apple (re)discovered Sun's Project Looking Glass from 2003. https://en.wikipedia.org/wiki/Project_Looking_Glass Liquid Glass looks a lot like coming up with changes for the sake of them.
Re: Apple introduces a universal design across platforms
#820We have these brilliant high resolution displays, and these powerful, energy efficient GPUs that are always running and compositing frames like a game engine 120 times a second. It's about time we start seeing more physicality in our user interfaces! We can make things look convincingly like glass, or metal, or even materials that don't exist in reality. One reason for flat design is because it was the lowest common…
The 3D buttons in Windows 98 (Start button, for example) must have be harder to develop due to the animation involved. Yet, that was perfectly fine on hardware much older than those on which flat UIs were developed. I think you are missing the main point, which is that designers maul designs every season exactly like in the fashion industry due to merely being employed to do so and feeling a need to produce something new all the time (, which is sub-optimal for the humans who have to bear the UX consequences, to say the least).