Why Liquid Glass feels wrong
Apple uses Liquid Glass as her next-generation design language. After months of marketing adaptation, users seem not to buy into it. When I think about the problem, I realize that the underlying root cause is that Apple wants to change the nature of glass.
The nature of glass is clear, transparent, or frosted-meanwhile vague and translucent.
In Ul and UX design, the nature of glass is contrary to readability, boundaries, clarity, and adaptability. In apps, the Ul is a decoration of the whole app; the content is the main body.
Therefore, the problems we get when using glass-style design are worsened readability, blurred boundaries, lack of clarity, and the Ul becoming the main attraction rather than the content.
Apple wants to find a universal design language to apply to OS design. That's reasonable, because the whole OS needs a consistent, coherent language, and Apple did this well in past OS designs. But with the new Liquid Glass, it doesn't work well. Not only does it look intrusive and function poorly, but it also makes users feel that something is in their way when they connect with the content. Why do users need to read something through glass? Why can't the Ul reduce into the background and step forward only when needed? Why do the boundaries between content and Ul need to be blended rather than clearly separated? Why does the Ul feel unstable, as if it always wants to flow instead of being fixed and predictable?
Design is not only about how it looks, but also how it works and how it feels.
4 Comments