Now everything is this sad rounded cornered square.
You see this a lot in the absurd “modernist” design of clean lines, sharp edges, and lack of texture and depth across all industries.
Whether that’s your Thuma furniture where the price is high and your marketed to be told that the design is good, but it’s not at all - devoid of meaning and a sense of place, never mind that the quality of the materials are low and have no specific origin, or your run of the mill drone light show where we are fooling ourselves into thinking that drawing pictures of things like the Statue of Liberty (oh after the drones do the ads, brought to you by your local auto dealer) are good and should be appreciated instead of the vibrancy and brilliance of fireworks instead.
Apple has begun to transition this way too. There aren’t any designers working there. Look at the Calculator app as a great example.
They say perfection is not when there is nothing left to add, but when there is nothing left to take away. But there is a point where you take away more and more and more and your left with creations devoid of meaning or purpose.
Once you start seeing this in your day to day life you can’t unsee it. Sorry ahead of time for those who read this comment and become more attune to this phenomenon.
This is a dumb “no true Scotsman” argument, there are undoubtedly designers working there by any stretch of the imagination.
The more interesting discussion to have is why the field of software design has come to the point it’s at today, and why many designers think that work like the kind Apple is doing is good design.
Note that, in this UX-design paradigm, the icon on (in?) a button still can be its own standalone object of arbitrary shape, rather than being forced to be button-shaped itself (see e.g. the Stickies or Game Center icons in TFA.) But that standalone object has to then be "encased" in the "app button" glass (as if encasing something in a puck of pourable resin), to make it visually obvious that this object is functionally a button, rather than just being some random 3D object with its own arbitrary interaction semantics.
Funny enough, this is almost exactly the complement to the problem of visually differentiating action buttons from 2D content. In a 2D UI, you want to make the action buttons more 3D-looking than the 2D stuff around them, to help them stand out. Thus the Windows XP / macOS 9 era of "jelly" buttons with that visually bulge toward the screen — standing proud of the content, affording touch.
But if everything is 3D / stands proud in arbitrary ways, then overlaid actions will stand out better if they're less 3D — making it clear that they're sitting "on the HUD" rather than "in the world." Such objects can be literal 2D — or you can get fancy and choose some unusual middle-ground, like the sort of 2.5D papercut-diorama look that "liquid glass" achieves.
Something about the lower contrast and fuzzier/blurs - makes the icons too muted for my liking.
I feel like peak Apple icon design was around 2014, where they were high-resolution and clearly depicted what the application was. Since then, they are all moving towards these indistinct, abstract hieroglyphics.
A lot of experimentation went on with the iTunes icon in particular (and iTunes in general). It was the UI playground for new ideas before they would release in the next OS version.
https://www.versionmuseum.com/history-of/itunes-app
As you can see the icon changed multiple times even within the same year or same OS version.
Some bad examples you can see in the latest version of macOS:
- Xcode (photorealistic hammer)
- TextEdit (photorealistic pen)
- Automator (rendered robot)
- System Settings (gearwheels with tiny details)
- Preview (literally a photo, with a photorealistic "loupe" in front)
- Trash bin in the dock (photorealistic bin)
The glass metaphor seems inconsistently used in iconography, and semi-transparent gears are just plain silly, even if it’s in keeping with the aesthetic standard.
But designers don’t get paid to keep things the same.
I have a big dump of 48x48 NeXT icons here if anyone craves them: http://rhetori.ca/next/
(but holy shit you better not tell ClaudeBot about it or i'll scream)
Game Center is definitely the worst. The bubbles have never represented anything remotely intelligible. Multi-colored blobs equals games? If you say so, Apple.
prymitive•3h ago
mrweasel•2h ago
hnlmorg•2h ago
And that is what I believe to be the crux of the problem. The trends have been regressions rather than improvements.
I have a few theories as to why this happens too but none of them are particularly complimentary towards Apple, et al.
And to be clear, Apple are far from the worst offenders here. Pretty much every company that releases new software or hardware feels the need to change things so it looks “fresh” and people keep buying their stuff. It doesn’t matter if it results in design regressions because by the time people realise they don’t like it, they’ve already bought that shiny new thing.
cyberax•2h ago
And "Photo Booth" looks like a mouth with a strange tongue sticking out.
ashvardanian•2h ago
I miss that feeling. No part of me would agree that Apple is a more impressive company today than it was 13 years ago, despite its market cap.
rekenaut•2h ago
danieldk•2h ago
- With some models you could open the battery with a simple handle.
- Some models had a small LED bar that you could check the battery status with, without opening the lid.
- Replaceable RAM and disk. In one Pro I replaced the hard drive with an SSD (almost nobody had an SSD yet) and it would fly. I could open all Creative Suite apps (which were still optimized for spinning rust) in three seconds.
After that started the dark ages. Soldered RAM, soldered SSD, no more MagSafe, only USB-C ports, keyboards that could be destroyed with specs of dust. And the overheating Intel CPUs.
In 2019-2021 there was a rebound. First the scissor keyboard returned, then Apple Silicon, and good amounts of ports again.
It was really hard to be a Mac user ~2016-2020.
JoRyGu•1h ago
ezst•32m ago
BeFlatXIII•50m ago
jug•1h ago
It looks like sometimes this approach has led to more details or an entirely different design, and sometimes less details. Almost like a normalization of sorts to better standardize around a level of details and amount of contrast and brightness.