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It’s terrible from a UX standpoint. By definition, translucent elements present more potential information to a user. It makes it harder to parse certain screen
by whycome 1y ago
It’s terrible from a UX standpoint. By definition, translucent elements present more potential information to a user. It makes it harder to parse certain screens. It’s a nightmare if you have subtle vision issues (where it’s not bad enough you’d need to enable accessibility options). You’re not going to “get used to it” — you’re really just adapting to a crippled interface.
I think it all stems from trying to unify the UX/UI across devices, and to also pull the Vision VR device into that iphone-iPad-MacBook-watch grouping. Handoff and other cross-device interactions suffer when you have significantly different UI elements or interactions.
- jijijijij 1y agoNot even form over function, it's fucking ugly. How did this get past the draft board?
- whycome 1y agoPrioritizing AR-type UX elements to make adoption of future apple AR devices easier?
- Reason077 1y agoThe problem is designs and elements that were carefully considered and crafted for Vision OS don't always translate well when grafted into iOS and macOS. What looks elegant and modern in AR can look garish, distracting, and old-fashioned on a more traditional device.