(no title)
captainmuon | 8 months ago
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 denominator and easy for devs to implement. If Apple makes it easy to implement this liquid glass stuff - Rectangle().background(.glass) or something - then it's going to be really successful.
cosmotic|8 months ago
nlarew|8 months ago
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?
avidphantasm|8 months ago
paulcole|8 months ago
Have you used it yet?
dwayne_dibley|8 months ago
kergonath|8 months ago
Wait until we have some real feedback to complain, at least.
beAbU|8 months ago
Kinda old hat at this point tbh.
And just because we have all this powerful hardware, does not mean we need to waste it on physically accurate glass surfaces on UIs.
If this rolls out to all iDevices, how much energy (in other words CO2) will be expended worldwide on rendering things like this?
nottorp|8 months ago
Which is complete idiocy if you ask me. Why update a static screen at 120 fps? Are our batteries too large?
satvikpendem|8 months ago
Good thing it doesn't do that then, variable refresh rate displays that go down to 1 Hz are fairly standard now on phones as well as other displays.
kllrnohj|8 months ago
tsimionescu|8 months ago
The problem with all this - and 'liquid glass' as well - is that far from adding anything to the experience, they take away from it. They muddy and visually complicate what should be a visually clear and simple interface, one that gets out of your way as much as possible while allowing you to reach what you really care about - the content in your apps.
pzo|8 months ago
satvikpendem|8 months ago
It's actually quite resource intensive to have translucency, in many implementations across the web and mobile.
pzo|8 months ago
snarf21|8 months ago
noosphr|8 months ago
I'm not sure if this is a joke or not.
We had that, it was called skeuomorphism: https://miro.medium.com/v2/da:true/resize:fit:1200/0*6DRkHp3...
Then we got rid of it because it looked too 2010 now we are bringing it back because flat looks too 2020.
kylehotchkiss|8 months ago
gaze|8 months ago
LoganDark|8 months ago
wartijn_|8 months ago
lukebuehler|8 months ago
Findecanor|8 months ago
The problem with skeuomorphism in iOS' first design language was that resemblance to real-world objects was taken too far — at the expense of legibility. Users attributed affordances to virtual objects that they didn't have.
The problem with iOS 7's flatter interface was that the anti-skeumorphism went too far in the other direction, again at the expense of legibility. Users couldn't see what controls were supposed to do.
... And now the pendulum has swung back in the other direction, again too far, and missed the goal.
WillieCubed|8 months ago
And I agree about liquid glass being successful iff they make the developer tooling for this as easy as additional modifiers to components, or even the default for SwiftUI.
[1]: https://en.wikipedia.org/wiki/Jevons_paradox
pcurve|8 months ago
There are reasons why most controls are NOT made of glass in real life.
9dev|8 months ago
Glas actually makes sense, given its an extension of the device's hull.
Gigachad|8 months ago
RollingRo11|8 months ago
I think it's a nice aesthetic. It obviously needs some tuning (contrast, transparency, etc.), but the idea is nice! I've installed the beta, and it isn't as bad as it looks, just takes some getting used to.
I also theorize this may be some grand transition phase to prepare everyone for the visionOS future apple wants to happen, but that could just be a stretch.
vijucat|8 months ago
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).
https://copy.sh/v86/?profile=windows98