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Apple introduces a universal design across platforms

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Re: Apple introduces a universal design across platforms

#951
post #941

Earlier quoted context omitted.

We already have "standards" to implement this the web-standards way, but they don't have wide compatibility yet. 1. Use CSS Images Module Level 4's element() function to capture an image of the layer below. (currently only implemented in firefox) 2. Feed that image into an offscreen canvas. 3. Use a shader to distort the image as needed. This can be done in a paint worklet so it doesn't slow down or hold up the main…

How can you use element() to "capture an image of the layer below" and pass it to a canvas? I might be wrong, but without more context, that sounds like it'd defeat browser protections to avoid leaking your browser history via the color of :visited links.

Oh shit privacy!

I got confused between the css type (that `element()` produces) and the image type used by canvases. But they're different on purpose to try and make things one way to handle privacy/security concerns. (canvases can go in the other way, but they can end up "tainted" and you have to mess with CORS which a whole bunch of devs can't handle)

We can:

- declaratively render css types onto elements from css land using `background`

- declaratively get the finished render of an element back into an css type using `element()`

- programmatically make whatever changes to bitmap data inside a canvas

- programmatically copy the contents of a canvas through Houdini's paint worklets into an css type that is declaratively accessible using `paint()`

We just don't have a non-CORS way to directly get an css type into a canvas' bitmap data in the first place.

I haven't checked, but there could be a way to draw an css type into an svg, then draw that svg in the canvas. Assuming that doesn't break the element() link, you could do the CORS headers dance to make the canvas' data accessible again.

So, you could probably make it work on your own website, but you couldn't release it as a library because each server would need to be set up correctly to allow it to work.

It'd probably be much easier to just skip the canvas entirely and do the distortions entirely declaratively in svg using filter effects (e.g. svgDisplacementMap, or maybe feConvolveMatrix) so there's no privacy leaking.

Ironically, that'd probably mean that the effect could be completely implemented right now in firefox without waiting for new features to be released, but with firefox's poor svg filter effects performance, it'd run at seconds per frame instead of frames per second.

Re: Apple introduces a universal design across platforms

#952
post #895

As a user centered designer I naturally agree with most criticism shared here. Not the direction I would have wished for. Trying to understand where this is coming from, I guess two sources: 1. It's a fashion update to give GenZ and younger something they haven't seen before. They are too young to remember Windows Vista, and are the most important future target group that spends 12+ hrs / day on their iPhone. Also it…

Browser/webview have had iOS 7+ style blur for a while now, but won’t have an answer to emulating Liquid Glass shaders for a while. EDIT: although perhaps this will allow emulation in webview if performance isn’t abysmal https://developer.mozilla.org/en-US/docs/Web/SVG/Reference/E...

It's already been imitated in CSS https://twitter.com/bbssppllvv/status/1932325303273271727

Re: Apple introduces a universal design across platforms

#953

The style here suggests a split between tools and content, which is something I'd love love love to see emerge. Having one and only one app be both viewer and toolkit feels like a convenience trap, one that NeXT tried to fight (as did OLE) and that feels unlikely to ever be turned back from, but I want to dream. This UI doesn't materially move us towards a more aggregative/accreted system of systems model, but it vis…

CSS is enough https://twitter.com/bbssppllvv/status/1932325303273271727

Re: Apple introduces a universal design across platforms

#954
post #922

Earlier quoted context omitted.

I'll quickly correct you as a zoomer: Gen Z is too young to remember windows vista, but just old enough to have enough fuzzy memories of skeuomorphism to be nostalgic for it (think of it like millenials liking vaporwave despite being very young in the 80s). This makes far more sense as #2 with a flavor of cashing in on zoomer nostalgia.

> millenials liking vaporwave From context, I'm assuming this is a misnomer and not a jab. XD (Although, admittedly, I'm not sure what the reference is actually to...)

I'm not sure what you mean; vaporwave is neither a misnomer nor a jab. Did you think they meant vaporware?

The vaporwave aesthetic is that neon, retro-futuristic, laser-beam-y type look.

Re: Apple introduces a universal design across platforms

#955
post #884

Earlier quoted context omitted.

You might want to look at the new design language that Android is going for: https://news.ycombinator.com/item?id=43975352

Somewhat amusing after this how the top comment mentions "Apple ... never makes marketing content like this about its design language"

A lot of those comments didn't age well.

Re: Apple introduces a universal design across platforms

#956
So, the design language of 2025+ is wobbly "organic" 3D'ishly morphing UI elements, either translucent or not. Surely it was hard work after engineering round-cornered windows and centered taskbars. Can't wait to see the future innovations of these $1T+ companies.

- https://www.apple.com/newsroom/2025/06/apple-introduces-a-de...

- https://m3.material.io/blog/building-with-m3-expressive

- https://fluent2.microsoft.design/design-principles

Re: Apple introduces a universal design across platforms

#957
post #148

Oh no. It looks like every button and menu is now a translucent layer, so that any noise from the background shows through and muddles the text. This seems like an accessibility nightmare. Translucent layers generally make software unusable for me. In the video, I saw several instances that would be really really bad for me, where I’d be straining to understand the text. Looks really cool and futuristic though. Just…

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.

> 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.

Not sure if it is planned obsolescence but it certainly is an upsell to upgrade.

Re: Apple introduces a universal design across platforms

#958

Earlier 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.

I was a diehard Android person for years, and I really really wanted to like it. Even when it dropped calls, failed to even show incoming calls, apps crashed regularly. This was a Google phone on Google Fi, unaltered and supposed to be the "pure" Android experience. My final realization and the impetus for the switch was that Android is an app ghetto; Good apps are designed for iOS first, and half-assedly ported to A…

> app ghetto

Meanwhile the main reason I stay with Android is because of the ability to sideload, write your own apps, etc. without paying a subscription fee.

Re: Apple introduces a universal design across platforms

#959
post #397

I installed it. I really wanted to love it but it’s bad. It’s very busy and the proportions in the Settings app are awful. It’s on the “cozy” side of things (as opposed to “compact”). This means you see less options at one time on the screen and have to scroll more around the OS to get where you need to. As for accessibility… It’s hell. Have a look: https://imgur.com/a/6ZTCStC

This looks like a screenshot from one of the jailbreak themes from like 15 years ago, and not one of the good ones

Glasklart?

Re: Apple introduces a universal design across platforms

#960
post #275

Earlier 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?

There's literally dozens of examples being presented. Are you doing this on purpose to provoke a response?
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