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Rose-Gold-Tinted Liquid Glasses
Rose-Gold-Tinted Liquid Glasses
In a way, one could say Liquid Glass is like a new version of Aqua. It has reflective properties reminiscent of that. One could also say it’s an evolution of whatever iOS 7 was, leaning into the frosted panels and bright accent colors. But whatever Liquid Glass seems to be, it isn’t what many of us were hoping for.
I am exhausted from hearing that Steve Jobs has been apparently rolling in his grave at the sole discretion of whoever didn’t have their expectations of Apple met. Instead of remarking that he would be displeased, maybe it’s better to mark his death as a point in time when things would invariably shift.
It is macOS that is the backbone of the company. Despite years of all the wishing and promising that another device will one day capture the market computers have a hold on, my Mac is still the only device that can make something for all those other devices. In that alone, it feels like Mac should be the one leading everything else. Not following behind. Yet, it’s the visual style from iOS and now visionOS that are dictating the visual style of macOS. It does not feel like a breath of fresh air as much as another nail in the coffin.
Liquid Glass and the general implementation of it will not meaningfully change during the beta phase of the “26” release cycle. They’re not going to backtrack. And they’re not going to address long-standing concerns all of a sudden. The general adoption of this may test the patience of an already weary community of developers who feel tired of toiling away on trivial changes such as this. As I said, I don’t think there is any meaningful benefit to it, and designers and developers may themselves feel that as they implement it.
Over the years, it feels harder and harder to relate with the general atmosphere Apple surrounds itself in. It wasn’t always this pristine. Everyone who presented wasn’t always so stylish. Not everyone used to talk like this. What is that, by the way? Why does everyone sound like a voice assistant?
Apple didn’t used to craft a narrative around every decision in order to justify it. I feel like their presentations are burdened by reason and rationale, and their individual WWDC sessions feel increasingly pretentious like each of them are gods coming down to share their wisdom with us plebs.
It’d be nice if they were knocked off their pedestal, because I think they’re better when they’re trying to outdo someone else rather than themselves.
·lmnt.me·
Rose-Gold-Tinted Liquid Glasses
More assorted notes on Liquid Glass
More assorted notes on Liquid Glass
I’m pretty sure that if you were to interview one of the designers at Apple responsible for this icon devolution, they would say something about reducing icons to their essence. To me, this looks more like squeezing all life out of them. Icons in Mac OS X used to be inventive, well crafted, distinctive, with a touch of fun and personality. Mac OS X’s user interface was sober, utilitarian, intuitive, peppered by descriptive icons that made the user experience fun without signalling ‘this is a kid’s toy’.
Not only is this the recipe for blandness, it’s also borderline contradictory. Like, Make a unique dish using a minimal number of simple ingredients. While it’s possible to make a few different dishes using just two or three things, you touch the ceiling of uniqueness and variety pretty damn soon.
The language in the current guidelines for app icons isn’t much different. It also reflects Apple’s current philosophy of ‘keeping it simple’ which, out of context, could be valid design advice — you’re designing icons with small-ish dimensions, not full-page detailed illustrations for a book, so striving for simplicity isn’t a bad thing. And yet — and I might be wrong here — I keep reading between the lines and feel that these guidelines are more concerned with ensuring that developers maintain the same level of blandness and unimaginativeness of Apple’s own redesigned app icons:
·morrick.me·
More assorted notes on Liquid Glass
Elegy for the Native Mac App
Elegy for the Native Mac App
Tracing a trendline from the start of the Mac apps platforms to the future of visionOS
In recent years Sketch’s Mac-ness has become a liability. Requiring every person in a large design organization to use a Mac is not an easy sell. Plus, a new generation of “internet native” users expect different things from their software than old-school Mac connoisseurs: Multiplayer editing, inline commenting, and cloud sync are now table-stakes for any successful creative app.
At the time of Sketch’s launch most UX designers were using Photoshop or Illustrator. Both were expensive and overwrought, and neither were actually created for UX design. Sketch’s innovation wasn’t any particular feature — if anything it was the lack of features. It did a few things really well, and those were exactly the things UX designers wanted. In that way it really embodied the Mac ethos: simple, single-purpose, and fun to use.
Apple pushed hard to attract artists, filmmakers, musicians, and other creative professionals. It started a virtuous cycle. More creatives using Macs meant more potential customers for creative Mac software, which meant more developers started building that software, which in turn attracted even more customers to the platform.And so the Mac ended up with an abundance of improbably-good creative tools. Usually these apps weren’t as feature-rich or powerful as their PC counterparts, but were faster and easier and cheaper and just overall more conducive to the creative process.
Apple is still very interested in selling Macs — precision-milled aluminum computers with custom-designed chips and “XDR” screens. But they no longer care much about The Mac: The operating system, the software platform, its design sensibilities, its unique features, its vibes.
The term-of-art for this style is “skeuomorphism”: modern designs inspired by their antecedents — calculator apps that look like calculators, password-entry fields that look like bank vaults, reminders that look like sticky notes, etc.This skeuomorphic playfulness made downloading a new Mac app delightful. The discomfort of opening a new unfamiliar piece of software was totally offset by the joy of seeing a glossy pixel-perfect rendition of a bookshelf or a bodega or a poker table, complete with surprising little animations.
There are literally dozens of ways to develop cross-platform apps, including Apple’s own Catalyst — but so far, none of these tools can create anything quite as polished as native implementations.So it comes down to user preference: Would you rather have the absolute best app experience, or do you want the ability to use an acceptably-functional app from any of your devices? It seems that users have shifted to prefer the latter.
Unfortunately the appeal of native Mac software was, at its core, driven by brand strategy. Mac users were sold on the idea that they were buying not just a device but an ecosystem, an experience. Apple extended this branding for third-party developers with its yearly Apple Design Awards.
for the first time since the introduction of the original Mac, they’re just computers. Yes, they were technically always “just computers”, but they used to feel like something bigger. Now Macs have become just another way, perhaps the best way, to use Slack or VSCode or Figma or Chrome or Excel.
visionOS’s story diverges from that of the Mac. Apple is no longer a scrappy upstart. Rather, they’re the largest company in the world by market cap. It’s not so much that Apple doesn’t care about indie developers anymore, it’s just that indie developers often end up as the ants crushed beneath Apple’s giant corporate feet.
I think we’ll see a lot of cool indie software for visionOS, but also I think most of it will be small utilities or toys. It takes a lot of effort to build and support apps that people rely on for their productivity or creativity. If even the wildly-popular Mac platform can’t support those kinds of projects anymore, what chance does a luxury headset have?
·medium.com·
Elegy for the Native Mac App
What comes after smartphones? — Benedict Evans
What comes after smartphones? — Benedict Evans
Mainframes were followed by PCs, and then the web, and then smartphones. Each of these new models started out looking limited and insignificant, but each of them unlocked a new market that was so much bigger that it pulled in all of the investment, innovation and company creation and so grew to overtake the old one. Meanwhile, the old models didn’t go away, and neither, mostly, did the companies that had been created by them. Mainframes are still a big business and so is IBM; PCs are still a big business and so is Microsoft. But they don’t set the agenda anymore - no-one is afraid of them.
We’ve spent the last few decades getting to the point that we can now give everyone on earth a cheap, reliable, easy-to-use pocket computer with access to a global information network. But so far, though over 4bn people have one of these things, we’ve only just scratched the surface of what we can do with them.
There’s an old saying that the first fifty years of the car industry were about creating car companies and working out what cars should look like, and the second fifty years were about what happened once everyone had a car - they were about McDonalds and Walmart, suburbs and the remaking of the world around the car, for good and of course bad. The innovation in cars became everything around the car. One could suggest the same today about smartphones - now the innovation comes from everything else that happens around them.
·ben-evans.com·
What comes after smartphones? — Benedict Evans