Re:Material Design Guidelines for Dark Mode
by stickfigure on Wednesday May 15, 2019 @11:39AM
(#19920475)
I'm going to play a bit of devil's advocate here.
When a developer adds a feature to an application, he/she generally reaches for the boring stock widgets in the UI library. It's a full time job just wiring together these components! You end up with an app that looks more or less like every other app. Good for usability, maybe bad for aesthetics.
When a designer adds a feature to an application, their mind is freed from the constraints of the toolbox. Their job is to imagine a better way! Their only constraint is Photoshop. You get... new ideas.
This is of course a cartoonish illustration of these roles, which overlap considerably. But I think there's a kernel of truth to it.
When a developer adds a feature to an application, he/she generally reaches for the boring stock widgets in the UI library. It's a full time job just wiring together these components! You end up with an app that looks more or less like every other app. Good for usability, maybe bad for aesthetics.
When a designer adds a feature to an application, their mind is freed from the constraints of the toolbox. Their job is to imagine a better way! Their only constraint is Photoshop. You get... new ideas.
This is of course a cartoonish illustration of these roles, which overlap considerably. But I think there's a kernel of truth to it.