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Reflective “liquid glass” effects might make sense on mobile devices — after all, you can actually feel the glass and watch the jittery reflections as you move. And sure, for the AVP it’s justified too; there, you’re at least getting the 3D depth illusion these effects were originally meant to evoke.

But on professional desktop systems like an iMac? No one wants a foggy mess of overlapping translucency and restless shimmer while trying to get work done. Still, Apple’s designers, apparently unable to tell the difference between elegant and gimmicky, have forced their toy-store aesthetic onto macOS. The result: an interface that looks smeared rather than sophisticated.

Sadly, not even the legendary Apple Polishing Cloth can wipe away this mess.
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As usual with these kinds of “decisions” (that clearly don’t reflect what most users need), the pendulum is already swinging back. Sooner or later we’ll probably get a full “turn off Liquid Glass” option — and when Apple checks the device analytics (for those who allowed it), they’ll discover only a handful of people voted this was a brilliant idea.

Hopefully, whoever greenlit this nonsense will have to answer for it.

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Omg, this is disgusting
 
I actually really love Liquid Glass. I can understand why people may not. But you cannot please everyone. I also think too many people listen to tech YouTubers.
Been using since first beta, it’s so jarring going back to iOS 18 now.
Liquid Glass really helps focus on the main content and removing the slabs of blur background on tab bars etc from the home button days.
 
I like Liquid Glass a great deal, but it definitely feels like a work in progress.

There’s a definite regression with the icons, which to my eye, don’t seems glass like but just a bit blurred.

I also feel that Apple could’ve continued with the direction it was going in with iOS 18 ie ‘frosted glass’ and it would’ve been ok.
 
I wonder if these app developers can categorically say that incorporating Liquid Glass into their designs has made their apps better, easier to use, and more user-friendly, or just looking different…
I don’t think any usability claims were made. Liquid glass is all about looking different. (hopefully cooler, better).
 
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I feel like this only exists to eat through the old devices battery quicker to make you desire a new device.
Maybe not nefarious, but I also think this.
I would like to see a thoughtful, thorough analysis of battery life IOS 18 versus IOS 26 on an older device.
While I could probably get used to the less than optimal implementation of the UI elements, I can't help my battery.
 
It's appalling that Apple is putting this out and promoting it - it makes for pretty images (and even then), but once in people's hands, it just does not work. A step backwards in terms of basic usability, not to forget it swiftly trashes years of efforts on the accessibility front.

The 26.1 fix to lessen the glossy effect doesn't fix anything - this user interface language is flawed at the core.
 
Why on god’s holy name did they extend LG to the Watch? It’s hard enough to see in daylight as it is.

I had this exact same thought.
On small screens the last thing you want is more distraction or lack of clarity.

That’s a wonderful example of something that maybe looks good in the simulator or the lab, but is horrendous for real world usage.
 
I'm loving Liquid Glass more everyday. It just looks so refined and the refraction effects add so much visual interest compared to the "flat" textureless designs from the decade before.

The CNN comparison is a great example to me:
View attachment 2576860

It's really nice to see the photos at the bottom extend fully downwards, bringing more color and life to the screen, rather than that large flat gray bar. A lot of people may argue this is not 100% "useful" or "necessary", but that's not the point. It looks and feels much nicer.
I'd argue that this is a great example of how bad the entire concept has been from the start.

Perhaps your opinion helps clarify the perspective of some users - you're more interested in the full content of the screen while others are more concerned about usability. I can understand a desire to fill the screen with content but "visual interest" is not something that should take precedence over legibility and clarity for something that requires user input for operation. What's worse is that these are selected screenshots to show ideal conditions. The apps I've been using are riddled with UI bugs and complexities.

There's been a growing absence and disregard for user interface guidelines as developers from all walks of life have gained the ability to publish software. While mobile flat touch screens have introduced the need to amend the guidelines, the fundamentals of human psychology and hand-eye coordination still hold true.

That's to say, lesser experienced developers are following Apple's lead and pushing out changes that make the user experience worse. Some of my favorite apps have become more complex with buttons all over the screen (the top corners are hard to reach) or hidden icons that used to be prominently displayed.

If the task was "fill the screen with content", Apple's developers should have pushed back and said they couldn't do so without interfering with the user experience. There are much bigger UX logistics to resolve before you remove anchor points and make the buttons transparent.
 
I'd argue that this is a great example of how bad the entire concept has been from the start.

Perhaps your opinion helps clarify the perspective of some users - you're more interested in the full content of the screen while others are more concerned about usability. I can understand a desire to fill the screen with content but "visual interest" is not something that should take precedence over legibility and clarity for something that requires user input for operation. What's worse is that these are selected screenshots to show ideal conditions. The apps I've been using are riddled with UI bugs and complexities.

There's been a growing absence and disregard for user interface guidelines as developers from all walks of life have gained the ability to publish software. While mobile flat touch screens have introduced the need to amend the guidelines, the fundamentals of human psychology and hand-eye coordination still hold true.

That's to say, lesser experienced developers are following Apple's lead and pushing out changes that make the user experience worse. Some of my favorite apps have become more complex with buttons all over the screen (the top corners are hard to reach) or hidden icons that used to be prominently displayed.

If the task was "fill the screen with content", Apple's developers should have pushed back and said they couldn't do so without interfering with the user experience. There are much bigger UX logistics to resolve before you remove anchor points and make the buttons transparent.
This reads like a chatgpt response.

But nonetheless like all things apple on MR, some people are on one side and some people are on the other.

I personally like the changes introduced with IOS 26. I’m not saying the UI changes make my workflow faster, but some of the under the cover improvements do. At any rate as I said above YMMV.
 
Ok, but you agree that most apps don't even support iOS features available for ages?
The problem that I see right now, is that the iPhone is in a state of a messy design coherence, it's not uniform and almost every app behaves differently UI-wise.

Years ago the UI was virtually the same for all apps and was aligned with the design of the iOS.

View attachment 2576878

Right now, there are a smorgasbord of designs. In my modest opinion, they take away the value of the iOS UI and the easy of use that (almost) always characterized Apple.

Yeah loved me some iOS 6 and earlier! It still looks so good, like Apple peaked on six with OS X as well. Those were good times!
 
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