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> Apple has spent literal decades working on and refining their Human Interface Guidelines for different devices

Things like “human interface guidelines” get written by nerds who dive deep into user studies to make graphs about how target size correlates to error rate when clicking an item on screen.

Things like Liquid Glass get designed by people who salivate over a button rendering a shader backed gradient while muttering to themselves “did I cook bro???”

They’re just two very orthogonal cultures. The latter is what passes for interface design in software these days.



It's like the KDE developer who reluctantly gave out the script to set "border offset" from a window back to 0 (i.e. how close you could snap/drag the window to the border of the screen). He had defaulted it to something like -5 (i.e. at minimum, 5 pixels between the edge of the screen and the window, no matter WHERE you tried to place it), because "otherwise, how would you use the negative space, bro?". I.e. left-clicking JUST outside the window brought up a context menu for the window. WTF? I've been doing GUIs since 1987. Don't make "clicking outside the window" a way to interact WITH the window. I very nearly threw KDE out before he gave the fix.




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