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.
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?
Their example of the music app. You have a translucent bar showing the currently playing music app.
It gets harder to read when it overlaps with the background music album covers. I can very easily see a situation where you need to scroll to an empty bit, just to be able to read what it is actually playing.
Now, imagine you have a visual impairment. It's already hard to read with mostly normal eyes. This will be impossible for anyone with bad vision, probably even worse if colorblind.
It is genuinely unreadable, and a mess visually.
Almost every button and menu they showed was harder for me to read than the ones on my current generation Apple gear. The icons on buttons are indistinct, the text is hard to read. The buttons themselves seem to sink into the content "below" making both the buttons and the content hard to see.
Some examples:
- the tabs at the bottom left of the photos app
- the address bar in Safari (what a complete mess... you can't see the content beneath because the address bar blurs it, but you also can't read the address bar because the glass effect destroys contrast
- in the colourless "translucent" colour way, all the icons look the same
- the (admittedly cute) "squish" effect when tapping menus and some of the buttons looked like it would slow down all interactions
- the highlights and light/colour bending effects are utterly distracting, catching your eye when you really want to be skimming the content or overview to orient yourself in the UI
True, I've not used it... but I was watching along with the launch video with rapt Apple fan-boi attention and I was surprised by how uncomfortable the new UI seemed to be. I've never felt that before.
This new design style is certainly "fun", but it looks like it'll get in the way of fast use of the tools.
I want my OS to promote clarity of affordances, and then to recede away from my attention so I can get on with doing what I was trying to do. This new design style looks like it's trying to hold on to my attention all the time I'm using the devices. (Admittedly today's keynote was an ad for the new design, so that sense of attention grabbing was hopefully accentuated over day to day use... but I'm skeptical.)
Every single example of the five are hard to read, especially the second.
At least half of the example screenshots and videos I've seen in the keynote and on various Apple website pages are hard to read. The lense effects, only visible in the animations/videos, are technically impressive, visually stimulating, but terrible from a utilitarian perspective (unless you consider convincing people to buy iPhones using attractive visuals in a cinematic sort of way but not actually trying to use the devices as some sort of utility to Apple).
I can personally see how others would find it hard to read, just really doesn’t bother me. I can imagine being unconvinced that anyone really finds it to be that bad, and thinking it’s just HN contrarians being annoying, as usual.
Have you used it yet?
> That's a huge loss to productivity and ease of use
They haven’t used it and haven’t lost any productivity because of it (outside of the time they’ve spent complaining about it online).
Wait until we have some real feedback to complain, at least.
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?
Which is complete idiocy if you ask me. Why update a static screen at 120 fps? Are our batteries too large?
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.
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.
It's actually quite resource intensive to have translucency, in many implementations across the web and mobile.
As a Scandinavian: I don't feel like we tried that since Braun. Apple has tried to mimic a Scandinavian sort of minimalism, but only in appearance. The iPhone UI is way to busy and is to hard to navigate for me to classify it as minimalism.
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.
There are reasons why most controls are NOT made of glass in real life.
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.
Glas actually makes sense, given its an extension of the device's hull.
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.
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).
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.