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captainmuon | 8 months ago

We 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 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.

discuss

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cosmotic|8 months ago

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.

nlarew|8 months ago

> 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?

avidphantasm|8 months ago

Reminds me of when they added more transparency to the UI around Mac OS X 10.9 where they argued that it "helps you focus on what's important". Huh? By showing me what's behind what I'm trying to look at? The first thing I do when I setup a new machine is to go to accessibility settings and turn on "reduce transparency". Hoping there is a way to do something similar with this.

paulcole|8 months ago

> That's a huge loss to productivity and ease of use

Have you used it yet?

dwayne_dibley|8 months ago

Agreed. That should be the focus of any user interface.

kergonath|8 months ago

> Using this new design language as an example, things are now harder to read, identify, and understand

Wait until we have some real feedback to complain, at least.

beAbU|8 months ago

Microsoft did glass with windows 7, maybe even vista. Can't remember.

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

> that are always running and compositing frames like a game engine 120 times a second

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

> Why update a static screen at 120 fps?

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

They don't. GPU rendering only happens when something changes. Even composition only happens when something changes thanks to panel self refresh (this is independent of the more recent VRR that also lowers refresh rate when idle, this is a relatively small savings compared to the other two)

tsimionescu|8 months ago

By this token, why not add particle systems and fancy explosions to every button click? Why stick to squares or rounded squares etc, when you can use voxel shading to generate complex n-gons with thousands of edges?

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

only if each iOS app experience wasn't worse with each release. SwiftUI apps feels much slower than UIKit. My iPhone 13 experience with latest iOS overall feels very sluggish to old iPhones. This design feels not bringing much benefits but only drawbacks - more energy wasted, slower performance on older iPhones (apple want you buy new phone) and IMHO is just worse UX.

satvikpendem|8 months ago

> It's about time we start seeing more physicality in our user interfaces!

It's actually quite resource intensive to have translucency, in many implementations across the web and mobile.

pzo|8 months ago

apple need to persuade people somehow to buy new iphone.

snarf21|8 months ago

Highly dynamic frames makes sense for an immersive game. It doesn't make sense when I'm trying to read my email or what the name of the song that is currently playing is.

kylehotchkiss|8 months ago

so what you're saying is that we need to resurrect skeuomorphism?

gaze|8 months ago

I get the sense that the Scandinavian minimalism thing has worn too heavy on everyone and now we're taking a collective step back to explore things that are a bit more fun and maximalist. So yeah, maybe a little more skeuomorphism but done differently? That was a fun era!

LoganDark|8 months ago

Skeuomorphism in the sense of exactly mimicking existing physical interfaces probably mostly not, but skeuomorphism in the sense of using physically-inspired visual effects to add depth to a virtual interface I think so for sure. Liquid glass is so damn pretty.

wartijn_|8 months ago

I would be happy with that. After years of using iOS with the current design it still takes me a few moments before I’ve found the Photos app with its meaningless icon that looks way too much like some other icons.

lukebuehler|8 months ago

yes, I think this is exactly what's happening.

Findecanor|8 months ago

From one point of view, this design language is a type of skeuomorphism, by it mimicking pieces of rounded glass laid on top of one-other.

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

This is the Jevons paradox [1] in full display here. It's much easier to take advantage of hardware to run software at 120 FPS, so why not?

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

I don't mind physicality, but not glass. Please.

There are reasons why most controls are NOT made of glass in real life.

9dev|8 months ago

There are myriads of glass controls around you, just pay attention to it. From car interiors to elevator buttons, it's there.

Glas actually makes sense, given its an extension of the device's hull.

Gigachad|8 months ago

Probably the main reason is because they have ugly electronics behind them instead of pretty dynamic colors.

RollingRo11|8 months ago

I mean probably because they would break, no? I think glass-looking buttons are great (think Sony's Dualsense controller, Xbox controllers, tbh many controllers have glass-ish buttons)

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

> One reason for flat design is because it was the lowest common denominator and easy for devs to implement.

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