Fluent Design Is Microsoft's New Metro UI for Windows and More
theverge.com
theverge.com
I know skeuomorphism (as in: imitating physical materials, not in: using metaphors from the physical world) is out, but considering we have these awesome hidpi, high contrast screens (and cameras and light and motion sensors), why can't we have convincing different materials in our UIs?
I was really disappointed that "Holo" didn't look like I imagined holograms, and "Material" doesn't look more like paper or any other material. I'm disappointed that the blur effect in macOS is so unphysical and illogical (sometimes blurring the background, sometimes the titlebar, ...).
I wish MS or any future UI would have different types of (subtle!) material effects. Frosted glass, thick refractive glass, reflective surfaces, matte paper... not just "flat" or "blurred". And if pulled of correctly, it would not look gaudy, it would be as convincing an illusion as force touch is on MacBooks. Making me tilt my phone or laptop because I can't believe that there is not actually a piece of paper beneath my screen!
Edit: Yay, it seems they are legitimizing the blur effect that is available as an undocumented API now as "acrylic", and more materials are to come! But oh no, it is the same as macOS vibrancy (also with potentially illogical background and foreground modes) https://docs.microsoft.com/de-de/windows/uwp/style/acrylic
...but now as you mentioned — these elements we're interacting with should follow some sort of universal constants and are picking up associations of physical reality that actually mean something. Elements move in from one direction and out from another at set speeds, light sources are coming from consistent places, animations radiate out from the source of interaction...
It seems to me that in Win2000 the entire 2D interface/look was perfect, it refined the Win95/98 interface. Sharp lines allowing for easy visual separation between elements. Excellent colour scheme. Buttons were buttons and an obvious visual clue that they were 'clickable'.
(Disclaimer: I use i3 exclusively.)
I cannot think of legitimate business case to implement the Metro UI/touch interfaces on servers.
Not every click in a business app or on a server needs to be a headshot to get work done. The business case should be clear: Fitt's Law is a productivity gain even for mouse users; DPI awareness is a good idea when even desktop screens are going 4k and beyond.
I would be so ashamed on this inability to combine form and function.
Judging by how many people actually use touch UIs for Windows, yes we can.
That feeling hasn't been since in any versions of windows since then.
The video is all eye candy with quick cuts. It doesn't show anybody doing anything. The discussion indicates that Microsoft wants to bring back pens, since finger-pointing is so low-rez. They also have that new movable knob input device. Both of those give tablets more desktop-like attributes.
Part of the idea is that you can write on anything. Didn't Apple try that once about 20 years ago? I think it was called "Ink".
I know that they are doing some fascinating work --- I own a Hololens, and I think some of their research work is potentially game-changing.
But who is the audience for a spot like this? Do non-devs care about their "design system"? Would devs not rather see something substantial, instinctively dismissing this kind of razzle-dazzle?
- Blipverts, like this one. Pretty, but useless. Typical use: Ads, Kickstarter videos.
- Talking heads with PowerPoint. Boring. Typical use: online courses, TED talks.
- Long single-shot videos of someone doing something complicated. Boring, but useful. Typical use: how-to videos.
- History Channel style. Video of important stuff with occasional interpretive graphics and explanation. Tough to balance but can be done well. Expensive to produce. Tends to oversimplify.
- Classic industrial film. See anything from the Jam Handy Organization. The Internet Archive has hundreds of these films. Good at getting concepts across. Blah by modern standards. Narrated, but not much talking head time. Minimal animation of details. Many stock shots.
That field needs some design work. If the goal is to explain (not sell), the industrial film model, modernized, has potential. It takes more production effort than a blipvert or a PowerPoint video, but less than a History Channel video.
Top of the line in explanatory videos: "Victory through Air Power" (1943) [1] This was made by Disney for one purpose - to convince President Roosevelt to go with heavy land-based bombers as the main weapon in the Pacific war.
- "What Stops Them" - hydraulic brakes
- "Tough Friends" - automotive steel alloys
- "No Ghosts" - auto frame design for stiffness
- "Horsepower" - shows exactly what one horsepower is
- "Balance" - system integration of the automobile
- "Precisely so" - measurement and manufacturing precision
- "Streamlines" - air resistance
- "Down the gasoline trail" - from fuel tank to exhaust
All these are in the Internet Archive in the Prelinger collection of industrial films.
Chevrolet really wanted to explain how an automobile works. These films are much better at explaining than most of what we see today.
Still you are right though about the cross platform thing
Full disclosure: I am not a Designer.
I feel like there is this secret turf battle between designers and developers, constantly trying to one-up each other, and ultimately take controls away from each other.
Developers come up with frameworks and systems that take controls away from designers.
Then designers come up with frameworks and systems that take some controls back.
Back and forth. Back and forth.
Taking control away may not be the primary goal, and it may even be a byproduct. Nonetheless, it's pretty amusing to observe the trend play out.
Then you watch how the rest of the world design and code their sites at fraction of the cost with better result. I don't know how we get away with this nonsense in America.
I like the "Motion" section with a video showing the Xbox One guide menu. Anyone who owns an Xbox One knows the guide menu is laggy garbage with confusing menus. I don't trust a company to suddenly get this stuff right if they can't even provide a smooth and intuitive menu on a game console with 8 CPU cores.
Granted, it got a little better recently, but there's still so many improvements needed.
UI Looks back to Aero/Glass effect of Windows Vista: I wish they had learnt their lesson.
What made Classic MacOS so nice was that it was persistent. Each folder remembered where its window was, what size/shape, icon size settings, icon layout, sort/list view, coloured labels, etc.
Human spatial memory is a fantastic thing. It's so frustrating that we've decided to throw that all away with modern UIs that don't persist anything and windows that get reused (browsers). It's no wonder non-technical users struggle so much that they've more or less given up on desktop PCs.
The goal of all this is to help the user build spatial memory for everything on the computer. By not having applications, documents, or folders move around the screen of their own volition the user is better able to keep track of them.
This mirrors a real-life desk where objects like papers, pens, folders, and your calculator can be found right where you left them. If every time you sat down at your desk those objects were rearranged you'd probably complain to the cleaning staff.
> Most of the changes include subtle additions like blur effects, which is a type of design we saw back with Windows Vista
And so the wheel turns...
I personally prefer the Windows 7 and Windows 10 interface to OSX. I really liked metro; I also prefer the windowing system in general with the snapping and other features. The designs of the surface studio, the surface book, and surface pro are much more compelling than anything I've seen out of Apple in recent memory. My goodness, that surface studio..
IMHO MS is a MUCH more exciting company ATM from a design standpoint; or from just about any other point I would stand.
[video displays as just a black screen. no errors.]
Just fix fucking font rendering, I did use Windows machine as my workstation for 4 years, But I had to switch to Ubuntu, because of ridiculous font rendering they introduced in DirectWrite. I don't have money to pay for new monitor every 2 years, and I am quite happy with my dual monitor 27 inch 1080p until windows 10 changed font rendering to DirectWrite. It is fucking disaster in low dpi monitor. As always Microsoft ignored their current users in pursue of new users. I haven't seen this attitude from any other company. I haven't seen apple make font rendering on old MacBook worse to force people to switch to new MacBooks. Or I haven't seen something similar from Google. This is fucking total disaster. As someone who reads text for whole day (programmer) I care about my eyes and it fucking hurts my eye to see font rendering in new UI (UWP) and Edge.
p.s. Old/win32 application do use old rendering engine and are acceptable.
Supposed benefits are that it is easier to render text on colored backgrounds (you can just render with alpha to a buffer and combine it with the background, with RGB subpixel rendering you have to consider the background while drawing), and you can scale text without color artifacts.
To be honest, we have plenty of computing power today, and our GPUs are underutilized most of the time anyway. I wonder why we can't just have RGB subpixel aware rendering of everything (not just text, but also lines and polygons) implemented as a kind of shader pass. Render everything at 3x horizontal resolution, and merge using an appropriate shader. And if you have a HiDPI screen, just drop the shader.
Though since DPIs are going up and 3 alpha channels is such an unusual thing, I guess they just figured it wasn't worth the trouble.
If there was a serious competitor in desktop they wouldn't dare to ignore their current user in pursue of new users.
There's nothing dealbreaking about the platform for me, well there's hardly even anything nagging about it.