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graphical user interface design: what explains the current change from bright UI to matt UI?

It is a pity that nobody has mentioned the impact of the "Aqua" interface of Mac OS X in all this.

Aqua was the name that Apple gave to the style of user interface that it introduced in Mac OS X. It changed the software of the Mac so that it does not look like this:

Screenshot of the MacOS 9 browser that shows the style of the Platinum user interface

… To look like this:

Screenshot of the Mac OS X browser that shows the style of the Aqua user interface

Here is Steve Jobs presenting it for the first time at MacWorld San Francisco 2000. As he says:

One of the design goals was when you saw it, you wanted lick.

There is no doubt that the immense popularity of the iMac was a great influence on the appearance of Aqua with all its buttons and striped and translucent stripes.

The iMac G3 shows colorful plastic, striped fabrics in white and translucency

Aqua was a big change in user interfaces; they were predominantly drawn by the operating system to be defined mainly as layers and layers of bitmap graphics (or even vectors). Windows XP followed this same idea in 2001; his Moon UI looked like this:

Screenshot of Windows XP showing your Luna UI style.

When it was launched, Aqua made a kind of splash similar to that of the iMac when it was first launched. It felt like for the next 5 or more years, everything from third-party designers had an unnecessary brightness:

Some examples of glossy bubble icons found on the Internet.

But even in spite of the popularity of plastic aesthetics of bright and translucent colors, Apple has become increasingly restricted with its hardware designs over time:

Photos of iMac designs from the original G3 model to the first aluminum iMac

The relentless march of material design, simplification and style in the hardware had a similar effect on the software: transparency was reduced, the visibility of stripes faded to disappear completely, the introduction of polished metal interfaces, all the I walk up to something not particularly different. to the old predominantly gray interface of MacOS 9:

Screenshot of Mac OS X v10.2 Jaguar, showing how the interface of previous versions was dimmed

Screenshot of Mac OS X v10.3 Panther, showing the massive expansion of the brushed metal

Screenshot of Mac OS X v10.4 Tiger, showing the reintroduction of more brightness, for example. in the menu bar

Screenshot of Mac OS X v10.5 Leopard, showing the integration of Brushed Metal and Aqua to form the predominantly gray user interface

This change is not specific or exclusive to the Mac; It happened throughout the industry.

Meanwhile, however, iOS was released (then called iPhone OS), which looked like this:

Screenshot of iPhone OS v1.0

And as you almost certainly know, the iPhone and the iOS itself have had great success. Many, many applications (including Skype) were launched with overlays of bright icons so that they look appropriate next to those icons.

But, as Mac OS X went from being exciting and refreshing to a gloomy appearance over the years, the original screen capture of the iPhone's operating system interface is now 6 years old, and now it looks like this:

Screenshot of iOS v6.0

… As you can see, there has been an extremely slow and unusually slow progress with respect to the appearance of Apple's mobile offering.

The old adage says something like:

If you are not improving, you go backwards.

And so, to stay more or less the same, two of Apple's main competitors in that space (Google with Android and Microsoft with Windows Phone) have seized the opportunity to do something radically different, and to advance the state of the art itself themselves, leaving them looking like this:

Screenshot of Android v4.0 Ice Cream Sandwich

Windows Phone 7 screenshot


Updates: I thought I would add a little more comment on the visual languages ​​"Holo" and Android Metro, and how the two manufacturers describe the flatter and less bright aesthetics for designers:

When they first announced the design language of Metro (or as they call it now, the "Microsoft design language"), Microsoft made some veiled blows to the brilliant aesthetics of Apple's iOS. One of the main claims that continue to make is that Metro's flatter and typographic design style is more "honest" and "authentically digital". On its Windows Phone design principles page, Microsoft is quite explicit about it:

Create a clean and useful experience leaving only the most relevant elements on the screen.
When it comes to designing great app experiences, we believe in content, not Chrome.

Focusing on the content on Chrome reduces unnecessary elements, allowing the content of your application to shine. Let people immerse themselves in what they love and explore the rest.

Later they say:

Being authentically digital means going beyond the rules and properties of the physical world to create new and exciting possibilities in a purely digital space. Make the most of the digital medium.

Be "infographic." The delivery of information is the main objective, not the envelope that surrounds it. Adopting the infographic approach will help you optimize the Windows Phone user experience

Regarding the redesign of its logo, Microsoft once again mentions the justification of being "authentically digital" as its reasoning to eliminate brightness:

It was important that the new logo take our Metro principle to be "authentically digital". That is why we want to say that it does not try to emulate false industrial design features, such as materiality (glass, wood, plastic, etc.).

For its part, unfortunately, Google has not been very explicit about their intentions in the creation of Holo. While they have definitely moved strongly towards the so-called flat design style, they have not been particularly explicit about why. With respect to the icons (which are at the center of your question), they simply say:

Use a different silhouette Front three-dimensional view, with a slight perspective as if seen from above, so that users perceive a certain depth.

However, they delve into their developer documentation, where they say (emphasis mine):

Image of Google's developer guidelines, showing what not to do with brightness.
The icons should not be cropped. Use unique forms when appropriate; remember that startup icons must differentiate your application from others. Additionally, Do not use a too glossy finish unless the object depicted has a shiny material.

Its previous Gingerbread design guidelines and earlier (ie, pre-Holo), also explicitly mention the texture ("The icons must have a non-glossy textured material"), with the full description of the materials described as such:

The launcher's icons must use tactile materials, with superior illumination and texturing. Even if your icon is just a simple form, you should try to render it in a way that looks like it's sculpted from some real-world material.

…and then…

Android Launcher icons are …

  • Modern, minimalist, matt, tactile and textured.
  • Color palette oriented forward and upward, complete and limited

Android Launcher icons are not …

  • Old, too complicated, bright, flat vector
  • Rotated, Trimmed, Overlapped

Clearly, it has been the intention of Google and Microsoft practically since the beginning of their respective current mobile operating systems to avoid the aesthetic iOS / Aqua / glossy.

design – How to create a monolithic application prepared for microservices?

After reading the pros and cons of both fields, the consensus I get is that, first you must go to the monolith and then to the microservice if you really need it. But then, the transitions of a monolith that is already big are often struggling.

That said, if you are starting something from scratch, what are the ways to design a monolithic application so that it is ready for the microservice?

Graphic user interface design: is there a project dedicated to investigating the limits of the user's visual experience?

Some projects that investigate the limits of visual processing and visual perception applied to the user's experience, in several of the following directions, in the sense of always going to the limits:

(A) How much is it possible to reduce the size of:

  • A source and be recognizable?
  • A mathematical curve and be recognizable?
  • A flat region divided into colored sub-regions and recognizable in each sub-region?

(B) How much can the resolution of:

  • A photo released and being recognizable?
  • A fallen icon and being recognizable?
  • A fountain drop and be recognizable?

(C) If we present a specific type of diagram, how much can components be reduced and / or stretched to achieve …

  • A minimum displacement for the user and be recognizable diagram components with a minimalist appearance?
  • A minimal displacement for the user and be recognizable diagram components with a non-minimalist appearance and appearance?

(D) How much delay is caused by the processing of the textual components of a certain type of diagram compared to the non-textual visual components?

(E) Can it contain a kind of:

(F) Can human vision be trained to increase dexel capacity, in terms of peripheral vision and zoom without external tools?

(G) When is the transition from the use of images to the use of icons more appropriate?

(H) How is the implementation of the information changing in different screen sizes?

etc …

P.S: I do not know if the question would be more appropriate in Computer Graphics SE, Graphic Design SE, Psychology & Neuroscience SE or here, but it definitely requires the user's Experience angle.

Website design – Does a video lightbox need a close button?

I am building someone a portfolio website for their videos. When you click on the thumb of a video gallery, a light box opens that does not exceed 65% of the window to show the video. Click on the dark part of the lightbox to close the video and return to the gallery. The light box does not page.

I'm almost done with the site and I started thinking too much about one of the UI design options I took.

It seems intuitive at this point to click on the dark area of ​​the light box to close the video and return to the gallery. As it has become a very normalized behavior, but I know that I am a bias.

My other argument to myself is that the video never completely covers the video gallery, and the dark part of the lightbox has only 70% opacity, I would like to click on the videos to retrieve them.

Do I need a closing button? Am I taking too great a risk for the user's frustration? I would love some opinions or, better yet, the theory, why or why I do not need one.

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Design: is it a good practice to have a direct connection between the user's part and the database?

I am developing a chat application as my first project. I have never had the experience of establishing a connection to the remote database server, so I do not really understand who should have access to that database.

I have a user part (with GUI), server part implemented on the remote machine (to send messages from one user to another) and MySql server implemented on the same machine as a server part.

After the user logs into the system, the user's data stored in a database must be sent to the user's side. My question is whether the database should be connected to the user's part directly to provide the data or the server part should only have access to the database and to obtain data from the user's part, should I send requests to the server part?

Thanks in advance.

Design patterns – Assign modules from a library to a server where the number of modules can change?

I've been wondering about the explanation, since the end result is "I want to emulate a certain amount of certain entities", everything else (list of servers, IP addresses, …) seems messy … my suggestion it is a list of entities and a quantity, the server must take care that they are created in this group of servers.

Think of "what prevents me from doing my job / the task at hand" 🙂

data – Shows 52 types of periodic research without a boring design

We have around 52 different types of research that are published from time to time, some daily, some weekly, some monthly, etc. Our current opinion is how

enter the description of the image here

So as you can see, it looks boring. Each link provides a file when clicked, and below each link there is a date. There are several ideas, such as showing a description of the latest research, which would be interesting. Also, it might be interesting to show them as a card element like this:
https://getbootstrap.com/docs/4.0/components/card/

but if we have 52 of this, the page will become very complicated …

How can we make this page look like the least confusing way to show various types of research to the user without feeling overwhelmed?

Database design: is it a good idea to create a new "message table" for each user?

I am working on an application that will exchange messages and that will have a database with several tables for all the data and preferences of the users, but I thought about the message table. I will have about 10 thousand users who will exchange about 500 thousand messages per month.

I have seen some questions related to this, but these are tables to store preferences and data, which I consider very different cases. So I was building logic in this way, creating a table for each user, in a database created only for these message tables, to be able to find the messages faster.

I thought: there would be 500,000 messages to consult per month against 40 ~ 50 messages per month if there was a table for each user.

What you think about this?