As someone who works in UX, I admire all the work the Google UX team puts into Material: tons of documentation, UI kits, theme generation tools, a lot of thinking on systematizing the color combinations, etc.
Many design justifications they put on the page don't make much sense: yes, a big send button increases the metric of people finding the button, but it also takes space from the screen, and your daily phone UI is not a kiosk. "New users" become "experienced users", so the big button quickly becomes annoying. Even the M3 documentation site is terrible on mobile: the tab switch at the headers of some docs is so big that just two tabs don't fit into the screen.
By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language. It may present creating emojis as a huge feature or inflate some of its claims a bit, but in general, they let the product do the talking.
> By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language. It may present creating emojis as a huge feature or inflate some of its claims a bit, but in general, they let the product do the talking.
On top of that, when Apple makes a change or does a redesign, it's usually not overly disruptive (new macOS settings aside). The core functionality and layouts remain more or less the same, but it's just a new coat of paint. I still use my Mac the same way today, with the same keyboard shortcuts and workflow I did in 2006. Meanwhile, Windows has gone through no less than 5 total UI disruptions since then.
> By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language
I clearly remember the Jony-Ive-hagiography era, which I assume was organized by Apple PR/marketing. Perhaps it's more accurate to say Apple doesn't do this anymore.
Reeks of "we asked about 1000 attributes and took our favourite ones that happened to go up" despite those increases not being statistically significant.
Material Design v1 cracked it. It was simple to implement, simple to understand and simple to use. Minimal overheads with a clear content-first approach.
"It's time to move beyond “clean” and “boring” designs to create interfaces that connect with people on an emotional level."
I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve what I'm trying to do, and turn it off again, so I can get back to the real world.
> I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve what I'm trying to do, and turn it off again
Building a B2B SaaS app one of the most refreshing thoughts I've had about it was: "people don't like using my app". The software I'm building nobody wants to use, but they have to use it for their work.
Given that I try my hardest to make the app as efficient and as fast as possible so that people can go in, do their thing, and get out. With things like design's I'm very careful to preserve the button layouts of all the UI's because I know my customers have largely memorized where they are.
I could see adding some "flare" like this in lower touch points in my app but I would not do this for high touch points. Those places need to be fast and predictable, a customer won't look too kindly on any redesign if they now have to spend an extra second or two looking for an action or waiting on an animation.
In terms of MaterialUI though, my app actually uses M2 (via the React MUI lib) and I'm pretty happy with it. I wish like hell Google would finish their M3 web implementation so I could hop on that instead of using a 3rd party lib but it seems Google has gotten M3 to where they personally want it and just kinda abandoned development.
My best experience with job-related software was a data entry program (I forgot the name). It had a windows classic UI (on windows 8) and fully keyboard driven. After a few days, I could just look at the paper form and enter the data without looking at the screen. Very usable on a 11inch screen.
These days, I mostly reverted to a Emacs/TUI workflow. Padding and animations makes everything less usable.
I work with Shopify apps, and we’re currently struggling with this because they enforce their design system to grant you a “Built for Shopify” badge that boosts trusts and listing rankings.
The problem is that to follow their design system, you have to turn a self explaining button into a full page with useless text, because they think your homepage should have an onboarding description to make users “excited to use your app”.
This is so company centric, no one will ever be excited to use your app, they just want to solve their problem and leave as fast as possible.
I think it was the worst one. At least from an interoperability perspective: sure, a giant floating "+" in a circle in notes app on a mobile device is alright CTA to add a new note, but on anything bigger than that (even an iPad screen) it's bad.
Apps and websites using it felt like "Work in Progress, we will style it later" except there was no later it was already styled and was just ugly.
> sure, a giant floating "+" in a circle in notes app on a mobile device is alright CTA to add a new note
No, it’s not, because it floats over the actual content, which means that the user can neither see nor interact with the content under it. Of course, no one carefully designs the rest of the UI to make sure that content doesn’t get stuck under the floating button.
As much as I generally like MDv1: I hate those floating buttons with a passion.
They can occasionally work. But the vast majority of the time they simply get in the way and can't be hidden, because you're in a content-edge-case that doesn't scroll far enough, or you simply reached the end and they didn't leave after-end padding to make room for it. And very few actions are so important that you want to display it over everything else, for the same reasons that everyone recommends against popups.
Just put it in the freaking toolbar. Top or bottom, I don't care.
I had the same reaction when they said that "younger study participants had the most enthusiastic preference for M3 Expressive." Could it be that young people are most likely to be impressed by pretty bullshit, and the whole point of this redesign is futile?
They have to pretend you want emotional designs. Because how would they keep their jobs? Every iteration of material design needs some bullshit improvement.
I don't entirely agree. This mentality is what leads to brutalist architecture offices that suck out the soul of all who work in them. People "live" and "work" in their apps and should feel alive while they do that. (That said, I don't think this new material style is necessarily the way to achieve that...)
Material design v1 is the reason we have extremely low information density and extreme whitespace everywhere.
Just compare the original Gmail UI to the one Google has now. Or original Adwords admin page to the one they launched 2-3 years ago.
Its a regression in every possible way.
And apple is also not far behind in enshittyfying their UIs in order to merge the Desktop and the Smartphone paradigms into one.
This is the worst phase in UX/UI history we have ever witnessed.
It's effectively designing to maximize attention retention, or however you want to call it. Keep the eyes at your product for as many seconds as possible, to increase profit.
I must be going through some mental changes nowadays. I just want my computers and software to get their job done and go back to the real world as soon as possible. I feel sad about all the time I lost staring at screens growing up. I wonder if this will be widespread opinion someday.
The quicker the phone is back in the pocket, or the computer is turned off again after using it for something (that it does better than I can) the better.
And yet they had to have a study with 600 people to tell them that ... text fields have to look like txt fields. And they still failed to make textfields look like textfields
It shows that this document is not meant for end users. People who want to sell their apps or indirectly by having people watch the included ads want users to connect on an emotional level.
Publishers don't want you to go back to the "real world", they want your money (or attention). Sometimes, the goals align, like for business software, where they measure productivity, but sometimes not, like with ad supported apps.
Video games are another case. Here emotions are the entire point. But games rarely use standard UIs anyways.
They managed to connect me to an emotional level that I just want to throw my phone away and get a phone that supports postmarketOS. I despise the new designs so much, they are so useless and try to take away important information on the screen for absolutely no reason. While making everything round and trying so hard to copy iOS, but making a shitty job at it.
But … that way phones would get obsolete much faster, and so you’d be able to buy an obsolete sluggish Pixel of two years old, and install something different on it! Like Lineage, Graphene, Postmarket.
Christopher Alexander’s “Notes on the Synthesis of Form” blames this phenomenon for the crimes of architecture schools of late.
He calls it a craft becoming “self-conscious,” i.e. the architect’s role is not to create a place to live, but to be an architect, which necessarily entails “competing” against other architects. Nobody wins design competitions by creating the 1000th example of a tried and true form, they do it by pushing the boundaries of other architects’ sensibilities, which are already far afield of a normal person’s. Most results are therefore complete garbage.
The only thing I see on the Awwwards page is the GIF of Sharp Grotesk font family, which is used on Dropbox homepage. dropbox.design doesn’t open for me, so I’m not sure about other elements of their redesign.
I think it's actually less flat, with more affordances (though not quite skeuomorphic).
Basically "oops we made it too flat, let's make those buttons big and colourful so people can see them again". It's a step forward after two steps back.
tbf, mature tastes are often different. it's not good or bad, it's just different. for example, people who drink a lot of old red wines have developed a taste for it.
yes, it drags people away from the mean, but that doesn't stop large segments of the population from acquiring certain tastes (e.g. coffee).
as a long-time user of tech devices, your tastes too have been dragged in certain ways, even if you couch yourself as an average user.
fwiw. i love android, but I do not really care for their current design direction.
(by the way, you might want to look up skeumorphism. material isn't skeumorphic, almost by intention.
“Before one studies Zen, mountains are mountains and waters are waters; after a first glimpse into the truth of Zen, mountains are no longer mountains and waters are no longer waters; after enlightenment, mountains are once again mountains and waters once again waters.”
Have a look at the linked https://m3.material.io/blog/building-with-m3-expressive to get a better impression of what this is about. From the guidelines given there, many parts of the design make sense and will help designs work better - grouping objects properly, be aware of contrast to highlight important elements, more options for good typography (instead of basically none, Android/Material offered nothing by default), helpers for highlighting buttons etc. It's also still simply a good idea to focus on good animations that actually work for the UI, instead of being superfluous baggage, and then to make them feel nice. I'm not saying it's groundbreaking, but it's helpful to have something like this as an official guideline, and be it to reign in rogue designers.
But it's still a flat design, and thus does not properly transport clickability. And their weird approach for the color schemes still leads to an ugly mess, pastel with weird contrasts and color combinations that just are ugly. I haven't seen a proper analysis what's going on there, but it sucks. Also, this whole design system is very far from leading to a consistent system, but that seems to be a non-goal, just some standard component building blocks are there to foster familiarity.
Better than nothing and probably a step up, but M3E doesn't convince me totally so far.
> But it's still a flat design, and thus does not properly transport clickability.
And toggled / disabled states. With mobile’s lack of hover, it’s often a game of trial and error to figure out what’s even interactable.
> And their weird approach for the color schemes still leads to an ugly mess, pastel with weird contrasts and color combinations that just are ugly.
It looks like a poster for a party. To extrapolate, it feels like the lineage is digital marketing, especially video centric content on mobile-exclusive byte sized attention-scape. This style draws less attention to your options (what you can do), and more towards content (what’s provided for you). It’s reduced decision making, highlighting the happy/desired path even more. No wonder it scores higher in user testing - it requires less thinking IF you take the happy path.
I’d imagine it works great for simple commercial products with single call to actions. But for apps (not posters) it leaves a lot on the table.
> And toggled / disabled states. With mobile’s lack of hover, it’s often a game of trial and error to figure out what’s even interactable.
The toggle switch is one of the worst UI conventions to come out of mobile IMO and I get irrationally irate when I see it in desktop UIs with a mouse and keyboard.
A simple checkbox would have done just fine, we've those since forever, and they clearly convey either an on or off state.
Nope, not good enough, we need a toggle switch. Which color or direction is on or off? Who knows, because everyone implements it differently.
> This style draws less attention to your options (what you can do), and more towards content (what’s provided for you)
I see this is as a good thing, apps are finally being designed with the assumption that people will use them more than once. Previous design systems prioritize "first discovery" so much it gets in the way once you're a regular user. Once you know your way around the actual content of the app should be most of the screen.
WHY that page results, in recent chrome with all sorts of hw acceleration, on powerful laptop, to suck over 6 cores of cpu. As in, Chrome's internal task manager shows over 600% cpu use.
I have less cpu use playing recent-ish AAA game with maxed out details in 4k resolution
The one I linked to? No idea. Works fine in Firefox with Ublock Origin from that perspective, but also there the side menu does not render properly and the JS console does not look happy.
Can you recommend another comprehensive design system? As an engineer, that's the most valuable thing about MD3: the figma design kit and per component design guidelines. It lets me offload a ton of workload I'd otherwise have to do myself (poorly) or outsource to a designer.
I haven't seen another design system that is as comprehensive to material. Express seems like an evolutionary refresh with some things I could use right away, but otherwise most of the content is MD3. It's valuable to me as part of the larger ecosystem.
I am not aware of a better alternative. It is a good question, that would be quite helpful!
What I did in the past (with M3) is to add some additional design tweaks (in flutter), like giving buttons an elevation. That worked when I had the designer on my side and since the app came from flutters M2 style, which had similar aspects. But it is cumbersome to argue against a google guideline with only usability knowledge and test results, and it also frankly depends on each component what can be done, which means the adapted design can easily become inconsistent if one is not careful.
Biggest change seems to be that everything is round and purple now. It looks more playful and less professional.
Edit: I dislike their recent color picks. First that teal in Google Maps, now the purple. Why? Are they trying to copy the color paltette of the first Mecedes A-Class (aka "Listerine" colors [1][2])?
Depends on how deep you want the belief to be, but a lot of people will hold weird beliefs. I've seen colleagues express so much pride, joy and pleasure for things that I consider bogus at best (and totally detrimental if I'm being harsh), so I wouldn't be surprised people who live in UX land to be in that kind of bubble. The worst part to me .. is the blend of cutesy-butterfly projects with "scientific study" practices. So now they have stats on how their emotion framework is the best for the future.
As a UX designer, I assure you there are still some of us that are cynical about all this BS.
In my experience, the one thing that people care about feeling when using some GUI is that they are on the right track and are closer to accomplishing whatever task they are performing.
I’ll say this though, the UX designers who speak in flowery bullshit like that tend to get noticed more and climb the career ladder, because it’s what everyone wants to hear. It’s this kind of stuff that made disillusioned me and made me hate the work.
I think some really do believe it, and I think others will just say whatever they think someone wants to hear.
I heard recently from a professional Marketer/Behavioral Psychologist is one of the things he learned that was a gut punch was the things one holds most dear are generally commodities to almost everyone else.
I notice that Google's design never speaks for itself. It's always married with overbearing verbiage that sounds like it was penned for a Will Ferrell film.
> We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
I assume not only do they believe what they are writing but would believe you and I just don't "get it".
To be fair, there are things I am really into that seem just as ridiculous to an outsider/non-connoisseur. Microtonal music for example. I have seen youtube comments before on pieces I really do love saying that people must be pretending to like this music because it sounds so awful to them.
Or wine tasting comes to mind. I love wine but the wine tasting connoisseur seems ridiculous to me. We really are having two different experiences though.
The writers probably are perceiving these things and not just making them up.
The thing is I can understand wine tasting, or microtonal music, or poetry, or lots of other things. I don't really "get" those things either, but I can see how it's something that other people do "get". I do understand it on some level.
But this kind of stuff ... I don't really understand how anyone can say something like that with a straight face. But maybe that's just a failure of empathy on my part *shrug*
Since a few years I can't tell if these things are satirical or serious, a lot of people working for FAANG are completely delirious and barely connected to the reality of 99.999% of the population.
> M3 Expressive designs were rated higher across desirability attributes, including “modernity,” “subculture,” and “rebelliousness.”
Truly is amazing how capitalism just consumes and repurposes everything.
Ah yes, our subculture is so rebellious as we use a product created by the fifth largest company in the world by market cap that makes $100,000,000,000 in profit annually.
Wow, in the process of making the send button slightly easier to find, they reduced the amount of actual content in the screen by a couple lines. And they still overlay controls on the content, thus obscuring some of it, just like earlier versions of Material Design.
The prettier and more fun modern UIs get, the more I
miss the UIs of the nineties. Controls looked like controls, screen space was well utilized, and even workflows that weren’t the most common were generally well supported.
<sarcasm>I suppose if an LLM writes your email for you, you don’t actually need to see all the text yourself.</sarcasm>
I feel like the discoverability for less screen real estate tradeoff is a bad one for a product that you're going to use regularly. Something like Gmail is not a one-off used by an individual, so if it takes 4 times longer to find something that'll take 5 seconds the first time, I really don't think that's a good trade off.
I think it's completely okay to expect someone to have to learn a UI/UX if it is better in the long run (assuming it's not a product that gets used twice a year).
If you want to experience what your app is really like for the vast majority of real world people, go get a cheap monthly prepaid phone and try it out. Using the modern web on them is a complete nightmare. The screens are physically small and low resolution. The phone I had to use for a year and a half is 800something by 500something, which is literally first generation Android era resolution from over ten years ago. Information density matters. Huge buttons that get in the way are not merely frustrating, they are a design mistake and a demonstration that the designer is out of touch with reality, just as you seem to be here.
Please, get a crappy phone, get a crappy chromebook, make sure your app isn't frustrating to use for people that can't afford new, fast things.
I thought so too, but if you consider they removed the "from", "to", "subject" and top actions panels, the original had less content space. On the screenshot, the original had 152px of content height and the new one has 232px, ~ 150% of the old one. The one on the right shows a picture that's also content. I assume they redesigned the email thread so the box above the current email is the mail the person is responding to, with the pictures attached.
I think you’re measuring the wrong thing. Most email apps (and I sure hope the app in question is in this category) make the from, to, and subject lines part of the scrollable content region. In the example in question, I doubt they removed it — they scrolled it off the screen.
Amusingly, whoever made the blog post or perhaps the slide with the “4x faster” star seems to have doubled down on not caring about space allocated to content - the “4x faster” star also obscures the content!
How did these clowns manage to make my mouse cursor laggy? It is incomprehensible for me to live in such a big bubble with such a big paycheck and then spend zero brainpower on systems without graphics acceleration.
This is extremely bad engineering and these engineers should be called out for it. It takes a special kind of person to deliver this and be proud of it.
Once they made their millions at Google these engineers will be our landlords, angel investors, you name it. The level of ignorance is unfathomable. Very sad.
It's not just a laggy mouse. I scrolled through half a page of a completely black screen. On a high powered machine with lots of bandwidth and low latency.
Couldn't agree more. It's basically a page with some pictures in it, and everything in it loaded so late for me that initially I wondered why they left so many large empty spaces in the page.
This could work and be fast with tech from at least 20 years ago, probably even more. It's really incredible this is output from a company valued in trillions.
Indeed. Google is the worst at designing around lazy loading. Their UIs in Drive, Youtube Music, and others essentially become unusable once the list gets long. God forbid you don't have a super low latency connection straight to the data center. Even holding open a web socket to fetch "next pages" doesn't cut it in most of the real world. If you're gonna lazy load (which I admit sometimes does make sense) you need to aggressively fetch the next page. If I have 200 files in my Google Drive and they're sorted alphabetically, and I want one that starts with "y", the UX is so unbelievable bad that I sometimes wonder if I'm being pranked. I'll have to wait through a dozen "next page" loads that only load a screen worth of files at a time, and each pause makes me wait a second or two. That really adds up when I just want to scroll to the file. Scrolling through large playlists in Youtube Music is utterly painful nowadays too.
Please people, test your UI on low bandwidth connections, high latency connections, and both conditions together. It doesn't need to be perfect, but it doesn't have to be anywhere near this bad. HN performs way, way better than these modern javascript heavy lazy loading apps, and I think there's some important insights in that sitting right there for the taking.
Arrreg!! So many of these React (et al) sites, with poorly re-built elements and break the built-in functionality! The A tag works perfect! But no, we need three or four nested divs, components, and many lines of JS to end up with something worse.
Is React the driver? Do devs just not know? Is management pushing garbage?
This website is awful. It is extremely sluggish, laggy, and annoying. On top of that, I had to wait a significant amount of time for it to load. No thanks. I thought the tab is going to be killed...
> How did these clowns manage to make my mouse cursor laggy? It is incomprehensible for me to live in such a big bubble with such a big paycheck and then spend zero brainpower on systems without graphics acceleration.
I have a dual GPU setup with one GPU dedicated to browsers, the cursor still freezes while scrolling and jitters after that and has noticeable lag even when not scrolling across both Chromium based browsers and Firefox on Windows. I'd compare it to a video game with really bad aim acceleration where the mouse just feels sluggish and uncooperative.
I like that people are studying what works and what doesn't in UI/UX, but I'm not sure why they have to break the basics in the process of doing that - that is quite distracting from the overall experience and makes it kind of miserable, just as opening a very JS heavy SPA or what have you would.
Probably because they seem to be recreating the cursor on the webpage for that cool effect. Even on a good computer I have some input lag, and going from very low input lag and 120fps cursor to that it feels slightly off. Although I might be imagining it just because it looks different than the normal one...
Skim through sentence after sentence of award-winning inanity like "Expressive design makes you feel something" as my powerful Macbook stumbles and wheezes...
Then think: "I like how default scrolling makes me feel!"
Not just the technical aspect here. I read through the page and nothing of any measurable importance was stated. What problems did this solve? What benefits does this bring to users? I guess I was expecting more from Google. The initial Material design system made some good points and addressed some issues for UI design. This just seems unfocused.
Yeah it’s kind of weird that “UX” morphed into a non-engineering role. Like, the interface to the user is still part of the software product. It seems like that sort of role would be best executed by the subset of engineers who lean towards visual design, as opposed to the subset of visual designers who lean towards computing.
The "beauty" of websites built solely with javascript.
As if they couldn't build an absolutely identical page with just HTML and CSS. But no, javascript is the way for them because it has way more tracking and fingerprinting abilities than plain HTML and CSS.
Confirmed. It felt OK on my M1 Max laptop but on my 2019 Intel laptop it feels like laggy shit. This is the stuff that makes you want to quit programming and go pick berries in the woods.
I've opined about the atrocious announcement pages from Google before (across the board they are offensively sucky), but to give that a rest and speak on-topic about the announcement in question -- good lord what a step back it is, how ugly, insipid, spiritless, and unimpressive it is. Expressive? It's exactly the opposite. Material team, what have you got against shadows, soft bevels, borders, those 2px worth of adornments which carry the weight of gold in terms of communicating clickability, state, different types of buttons, providing instrumental cues and abstraction about everything, why have you failed to learn from UI/UX of the decades behind you?
It's even infecting Flutter, because it wants to push Material. This is genuinely depressing. And makes me appreciate the command of Steve Jobs, the guy leading Stripe, etc. because when you see abysmal offerings like these, you just can't help to.
And it's phenomenally hard to not be judgmental about this, because after release after release it shows they are not learning.
I've been using Flutter again recently because every time I need a workout timer, I spend ages looking for non-adware/crapware in mobile app stores then just writing my own.
This latest version exists because the previous one bit rot so hard it wouldn't compile any more and got removed from the Play Store (and the NHS Couch to 5k app I wanted to use was region-locked). Flutter web output still sucks, but it's better than dealing with any amount of Xcode or Android builds for a one-user app:
I also used it as an opportunity to create separate Material and Cupertino versions you can switch between, and Material 3 just looks like... well, the complete opposite of expressive. I could just be holding it wrong, of course.
The M3 docs I consulted while making it have always been diabolical, with the most overblown, laggy delayed image loading/placeholder stuff I've ever seen, even on a powerful desktop with fast internet.
My hot take is that material started with only one goal in mind: we need a visual design vocabulary for mobile but it must absolutely look different from iOS. And by going with this in mind they threw the bath water, the baby, and half of the bathroom
One of the good things that came out of COVID was Google Docs suddenly getting a whole lot better. Why? Because Google engineers finally had to use their tools like the rest of us do, and found out very quickly that Google Docs on normal consumer internet connections sucked.
Google as a company, and in many ways Silicon Valley as a whole, is designed around being a bubble that is ignorant of how the rest of the world actually functions.
It's usable (as in smooth-ish) but still visibly laggy compared to the normal mouse, in Chrome, on my hefty M1 Pro macbook for work.
Also... I fucking hate it. I don't want my mouse to stick to buttons, or to change colors constantly.
The "emotion" the this site generated for me was "anger". If this is the pitch for the new design system, my journey of not using Material is coming to a middle.
> How did these clowns manage to make my mouse cursor laggy?
FWIW, the link is to basically a glorified demo page _of the design_ of material 3, not a real world implementation of that design. So, that page's performance is not at all reflective of what you'd see when using a relatively recent android app that uses flutter's material components (https://docs.flutter.dev/ui/widgets/material) or one of the many web component libraries that implement MD.
The lag you're noticing is also likely entirely due to their weird cursor behavior. If they simply removed that, I suspect the page's performance wouldn't be at all noticeable.
If the people who came up with this design can not make the demo site performant, site which will be the first impression of your new design language for most, I don't think there is much hope for the rest of us.
But since this has name of Google attached to it, many people will mindless ape it to the detriment of experience of their users.
Firefox on a mid-range Android phone here and this page didn't even feel particularly heavy to me. Everything loaded before scrolling into view and no stuttering while scrolling whatsoever.
The update to Android 15 was TERRIBLE. I updated it the past days, it's literally a bootleg copy of iOS interface. I despise it so much, much more than the move from Material Design to Material You. Everything occupies so much space, there is less information available for you, and important things like changing the music in your lock screen is confined to a tiny space.
At least they got the Expressive right in the name now, Material Expressive (HATE).
Every update is worse than the last. I did the same, and I'm particularly loving turning bluetooth on or off requiring a swipe and three button presses instead of one. And I thought the quick settings regressed in 14 when they went from icons to huge buttons, but now they've gone for less-huge buttons with always-truncated text in.
At least with Windows it alternately gets much worse then a bit better again with each version.
Regarding the monstrosity in the link, yes it does make me 'feel things' - things I will refrain from typing out lest they be construed as threatening behaviour.
You can say a lot about Android 15, but I have a Pixel and an iPhone 16 Pro and they do not look alike... at all? Pull down the notifications and quick settings, it does not look remotely like iOS. The same for all the native apps.
I wonder if you have Samsung One UI 7 or some other skin. One UI 7 looks a lot more like iOS, but there is little Google can do about that?
To be fair, if you try to paint something on a webpage that follows the mouse cursor it's gonna be laggy af even in really simple toy examples. The blame may fall more on browsers.
I'm not understanding this comment. I'm running this site on my Pixel 5 and on Firefox on a Thinkpad W530 (12+ years old) and it's flying on both. What part is laggy?
People complain about how crap UX is now, and how computer illiterate the general populace has become but I firmly place the blame on forcing the web into an application delivery platform, abandoning all operating system HIG and conventions so that every app is now it's own unique snowflake that breaks conventions.
IMO people would struggle less if it was all native apps that followed the OS. You learn your operating system's conventions and shortcuts, and those translate into every app you run - but then marketing people got their hands in things, and suddenly everything had to be branded and unique, and we are worse off for it.
Wow, yeah just tested that and it's really bad. I guess it's a strange thing to do, but a good way to test how the cursor hijacking code gets stalled when scroll is active, and I'm guessing they're doing UI updates on scroll so the thread is getting thrashed there.
Even just making a circle motion with a mouse produces a lot of stuttering. I just did the same action on HN and it's as smooth as you'd expect on a CPU from 1995 and beyond.
It's because the developers have extremely fast and graphics accelerated hardware. I can't notice any lag whatsoever on the mouse cursor on my M2 Pro but.. But a lot of folks won't have top end HW.
because they're regarded MBA controlled clowns and engineering is no longer valued but showing some flashy new bs rounded edge design on a button are ffs
SecOps put CrowdStrike's Falcon and Windows Defender on our Macs so we'd have about 20% CPU left for our actual dev work. That's not an exaggeration, staring at the System Monitor is all you can do when everything is locked up.
The Android emulator sucks the remainder with ease. The app performs better on a low end Android burner phone then our dev machines so at least we know our users are having a reasonable experience.
The mouse cursor / general performance complaint is valid but:
> spend zero brainpower on systems without graphics acceleration.
These systems don't exist unless you go out of your way to turn off graphics acceleration. In which case that's kinda on you. It's like ranting about sites requiring javascript. It's just not a realistic expectation to have of anything anymore.
Even if you take that kind of nonsense surveying at face value, the issue is that you're then optimizing for design that has an initial 'wow' factor, and not optimizing for enduring design that will be pleasant to use 1,000x times over.
Pepsi often beats Coke in blind taste tests because it has a sweeter first sip. Hardly anyone prefers actually drinking Pepsi.
> We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
I feel like when companies first start they go for the conversion rate and selling the thing that they produce. But as a company gets to "Google Size" where everyone and their grandma knows about it, the goal stops being to just convert customers and starts being just getting eyeballs on your brand and products and raising awareness about what you do. It's like Johnson and Johnson having an ad where they just tell you they are a "family company" and don't even bother advertising a product.
That line you quoted is only valuable if you're an org with the scale and cultural zeitgeist that Google has.
>>Show me metrics that move something tangible, like conversion rates. If you can't do that, we both know why.
Personally, I'm pretty cynical on metrics like CTR as well. I think people in this discussion have presented plenty of reasonable criticism on the metrics used in the article, and I don't really disagree. But Google's culture of design by metrics at originates with metrics like conversion rates. I am personally fond of Material 1 but I don't think that the extensive A/B testing really made any real improvements to the design system. What's more, design by testing can really make a mess of things. You can easily end up chasing noise, creating irrelevant p-hacks, pursuing local optima, and tanking the long term experience in favor of short term gains. And you are blinding yourself to these problems with a very precise number.
In market research the concept of the NPS score is instructive: a 100 question survey tells you very little for a variety of methodological issues. Instead just ask the basic question "would you recommend this product to a friend - yes, no maybe?". It's about as precise as the thing it is trying to measure. Something in that style is probably the best way to quantitatively evaluate UX design. More practically though, qualitative research is probably going to be telling you a lot more than a simple number (unless you are actually making ads, in which case, get the CRT as high as possible).
The email send button is such a bad example : for 5 seconds spent on finding the button the first time, one will use this same button thousands of time and know perfectly where it is.
On the contrary, one will spend time writing the email in the long run. The new design has way less room for writing. Also, just shifting the place of the button would have resolved most of the problem.
Also, RIP small phones. These new "designs" take so much space for nothing.
>These new "designs" take so much space for nothing.
This should be the main complaint. They're comparing an entire email, including the From/To/Title with a social media comment. Why don't you show us how much of the email we can still read and edit with that stupid big "expressive" button?!
Even better, the original position of the send button is literally in the place where it shouldn't be, according to Android design guidelines throughout the years. Even Material2 doesn't put the _primary_ screen action on the top app bar, most chat apps (where you _send_ content) have the send button in a different place etc., so obviously the users would find the big-ass button faster if it takes away some 20% of the useful content
> for 5 seconds spent on finding the button the first time, one will use this same button thousands of time and know perfectly where it is.
Quite a lot of UX design these days is only made for initial interactivity smoothness without the realization that it really does matter how something feels the 1000th time you do it (especially with how often we use our phones now).
Maybe the design needs to adjust with use. Imagine a person new to sending mail has a big and clear send button at the top, then, the UI learns over time how familiar the user is with the interface. If they seem capable of hitting the send button then it can be shrunk down a bit. Rinse and repeat until the button is down to power user size.
Equally, if the user has been away for a month or two, the send button can be made more prominent, to account for the user forgetting the interface.
This could be branded muscle memory, so the send button gets fat unless it is regularly used.
Things that are utterly lost in modern software design: information density, and even more importantly, consistency. It feels like every interface wants to tuck features away offscreen to be accessible only by scrolling, swiping, or behind a "flow" of several screens, each of which may have a surprising popup, redirect, call-to-action, or totally different layout owned by another team. The swipe/scroll accessible features aren't indicated in any way, you either have to know about them a priori or be tutorialized. What elements are clickable/tappable and their interactive areas are often unclear. Input types are represented inconsistently (checkboxes vs radio selectors, drop downs, sliders). Button locations for standard actions are shuffled from screen to screen. Even basic OS features on Android phones are like this. How do you access quick settings? Well, you pull down the notification shade all the way from the top of the screen with a swipe, which mostly shows your notifications but also reveals some buttons and knobs. Then you swipe down again, which this time doesn't pull down a shade, but transforms those knobs into a different set of more expansive knobs and sliders and also hides your notifications. Oh, also that first slide down might not work and only serve to temporarily show the OS status bar, if the screen you're on right now is set as immersive or something. In that case you need to do one swipe down to reveal the status bar, then quickly follow up with another for the mixed-use kindof-notification pulldown, then a third time to transform that into the screen where you can change your brightness.
I want a new design language that places consistency above all else. I should be able to accurately predict what a tap or swipe is going to do based on the information on my screen. I do not want things to pop up unexpectedly or change positions or hide themselves without my input. Computers are tools, and their users need to be able to develop mastery of them. The current thrust seems to revolve around ensuring constant surprise and novelty.
Not surprised to find this little nugget of googleyness: One of the experiments starts by internally asking Google designers for an opinion about their intents for a design, and basing further research off their answers.
> We started by interviewing Google designers to ask what interfaces are intended to accomplish, and users to understand what they actually accomplish. One thing we learned from this process was how much apps use visual cues to communicate important information.
I get what they’re going for and they almost made a helpful feedback loop — but they involved their own noise in the research process, and that’s why we got something like this. It was doomed from the start.
Wonder how many Googlers were involved in the other 45 studies.
Also — if you’re age 65+ don’t worry about responding to a Google survey, your opinion about whether you favor an Expressive UI won’t make it to the final graph. :P
> > One thing we learned from this process was how much apps use visual cues to communicate important information.
Maybe it’s late here, or maybe I’m just cynical - but what does that sentence even mean anyway?! It’s an app, it’s visual, why does this even need stating? How was this even a notable result from any kind of research?
>if you’re age 65+ don’t worry about responding to a Google survey, your opinion about whether you favor an Expressive UI won’t make it to the final graph. :P
The hypocrisy of inclusivity. All users are included, but some are more included than the others
This is incredibly Google-y. From the ridiculous KPIs that attempt to create some framework of quantifiable improvement, to trying to make a big-deal launch out of what seems to be a minor iteration on what was there before (Material You).
This design system is screaming for attention. It doesn't need to make a big splash, only seem like it does to look good on a performance review / promo package. It all looks very MoMA-worthy on the website [1], but I wonder how much of the bold ideas here should and will make it to actual apps.
I get a very strong 1960s Bauhaus graphic design feeling from this. That makes it feel like yet another fad.
You could argue "but this is well researched so it cannot be a fad" but I think they're focusing on the wrong things. Sure, the send button is 4× faster to find according to their research – but I don't want a huge send button near the keyboard. The send button is the most dangerous button in my email client! I'd like it to be small and require deliberate effort to hit.
(Besides, it doesn't move around – I hope – so I will already know where it is when I compose my email. I'm not shooting down a fighter jet. I don't need to acquire the target quickly.)
On the other hand, this seems to be Google backtracking and saying "Ooops, sorry, our previous recommendation of a UI where all components blend into each other looks sleek but is hard to use" so I guess that's an improvement.
honestly, i don't see bauhaus here. at least not at first glance. on the one hand, i'd say it's trying to go in the opposite direction, with this "expressive design" idea, whatever that means. it immediately makes me think of maximalism (which is the opposite of bauhaus). on the other hand, you can argue that there's more of an "artistic" take to this type of ui design.
Let me share with you my brief but very intensive user story of the "M3 web":
1. User visits https://m3.material.io/develop/web.
2. User suffers unsolicited and redundant gooey animation of an "orange-violet blob-like thingamajig" unrelated to the topic. This happens despite user's clearly communicated "prefers-reduced-motion" setting that other sites usually respect.
3. User struggles to find how to stop said thingamajig. After scrolling, they eventually discover some kind of "pause button" tucked away in the bottom left corner of a sidebar. (User has a laptop, so that icon—with no textual hint of its function—sits below their initial viewport.)
4. User clicks the pause emblem and the visual distraction freezes in place.
5. User attempts to identify the first interactive element in the main area (also known as a "link").
6. Moving the cursor over a tile under "Announcements" makes the tile change colour. User deduces it might be clickable. There is no other visual indication that this content is functionally different from the "static" texts surrounding it.
7. The tile reads:
Meet Material Web 1.0Start using lightweight and accessible Material Components in any web framework
This appears to be a heading and subtitle, but in reality consists of two styled <spans> with no space between them (hence the peculiar "1.0Start" fusion). The spans are marked with `class="title"` and `class="description..."` respectively.
8. User boldly clicks that tile.
9. User gets a new browser tab opened.
10. User wonders why there was no visual indication this would happen.
11. User evaluates the content of this unsolicited tab, decorated with "cheering megaphone" emoji. They conclude there is actually no clear path toward "Starting to use lightweight and accessible Material Components" there.
12. User decides to close the tab and return to the original "M3" page.
13. The original "M3" page no longer looks as it did before. It has scrolled back to the frozen orange-violet thingamajig, causing the content with the tile to vanish from the viewport.
14. User decides that they've encountered enough WCAG violations for this month.
15. User closes the tab.
Best thing about this, is that these components, the web version of the material 3, that in my opinion should also be the best showcase of this visual language, are not even updated to this latest "expressive" update.
Why? Because they're in in maintenance mode.
The value proposition of material-web was really convincing (accessible, high quality web-based component built on top of lit) and the dev team did an incredible job. It was killed even before they got a chance to release a full component set.
Good point! Yet interestingly, that page seem to adopt to colour scheme preference just fine at this point. (Even dynamically.) It is fact that the gooey thingamajig keeps same weird colours in both schemes, but besides that, at least the main background and text try to reflect User's preference with regard to luminosity.
I just low how this big card gives you the impression that Material Web is still a thing. Then you click on it and the first thing you'll see is "MWC is in maintenance mode" "Material Design is no longer actively staffing its development." and "New features and components are no longer planned."
Who would be qualified enough to talk with you about new design trends then?those that design on your taste? Rarely, if ever, new design trends are liked by everyone. All in all, I think they are qualified enough.
Here are some objective issues with this page that I don't think is really up to taste (honestly these are so obvious that I assume you viewed the website on mobile which is fair, I never used the mobile version. Because I don't think anyone in good conscience would argue with the terribleness of the desktop version of the website). Note that I will not include many taste-based issues with the website (like the god-awful mouse cursor) because they could be attributed to taste. The following issues are objective issues though:
- Low performance. Because the website steals cursor rendering, moving the cursor feels bad and laggy.
- The icon for the "menu" looks exactly like the mouse cursor. I don't think this constitutes good design.
- Also the icon for the menu doesn't look like the extremely established menu icon (even though it changes to that when you hover over it). Initially I th
ought maybe it is a dark/light mode toggle.
- Speaking of the dark mode, the page flashbangs you halfway through scrolling the page for absolutely no reason.
- The link texts are borderline unreadable in the "light" section of the page when you hover over them.
> Who would be qualified enough to talk with you about new design trends then?
The person you are asking did not say anything about new design trends.
But anyway, if one is calling this page a monstrosity, then it seems in bad faith for you to ask that question on the same line where you call its designers "qualified enough".
Would you consider an answer that excludes anyone who thinks that these designers are qualified? Would you consider any answer that disagrees with your assessment, or have you already made up your mind?
I have two thoughts that keep jumping out at me from this. This criticism isn't meant solely for Material 3, but it does seem a good example.
1. Since the beginning of "mobile first" being rapidly shoved on us (and side-note, god our industry seems to love bandwagoning the new shiny stuff), I've noticed the slow but inevitable (with a northstar like that) decline and neglect of desktop interfaces. Viewing this website on desktop is a wonderful illustration and validation of that fear (though definitely take that with a grain of salt as it's heavily subject to confirmation bias).
2. The over-reliance on data. I am a big believer in data and data-driven decision making, but I think far too often we out-source our thinking to the data without ever questioning the data or our own methods for collecting and analyzing that data. I don't know anywhere near enough about how they gathered this to suggest that the data might be flawed, but I have seen (many times) reasonable, thinking people look at data and place complete trust in it without stopping to realize that at some point that data was defined and collected by another person. Even if the data is rock solid, there also seems to be rarely a thought given to the possibility of misinterpreting that data, or the possibility that the data doesn't provide useful insights in isolation. Some of the worst products I've used were the most "data driven," hyper-optimized to maximize on whatever the chosen metrics were. This seems especially subject to the fallacies of micro vs. macro when trying to optimize for populations over individual experiences. Likewise some of the best products I've used were built with little to no data, and progressively got worse the more they were optimized for "engagement" or whatever the goal is.
Now all that said, take my thoughts with a grain of salt because I am tired of having the apps I use constantly changing their UIs on me. If it's one app it's bad enough, but when you have to use a dozen or more and every one of them ships some radical update every 6 to 12 months, with typically zero user control of when that happens, it becomes maddening.
Im right there with you. I loathe the "embigification" guised as mobile first for desktop experiences. Mice are precise and allow for dense design (which i prefer).
Re the data point, what an amateur stance from the google research team... "found the button 4x faster" as their "look at how much better it is!" metric? If you make the button take up 90% of the screen and you will get the same result but even FASTER, WOW such productivity! What terrible methodology.
I also cant help but notice how much usable information space has now been gobbled up compared from left to right, hope you enjoy writing emails in tiny bubbles.
Also, the new problem they just invented is its now harder to decipher what is a ui element vs a graphic/decoration. I am all for seeing some risk taking but im not sure i agree with the basis for "why this is a good direction".
Google been taking a lot of Ls IMO on the design side, every new guideline push makes google things feel big and clunky. Best example is the google fonts website, the previous version was a work of art, now its just awful (functionally and aesthetically IMO)
Could not agree more, especially "I loathe the "embigification" guised as mobile first for desktop experiences. Mice are precise and allow for dense design (which i prefer)."
It really is utterly ridiculous how much scrolling we have to do on desktop with these modern apps. Scrolling is a paper cut IMHO. There are obviously good cases for having to scroll, but we should rarely if ever have to scroll just to see menu options! I've built a lot of "modern" websites and built desktop UI apps back in the day too, so I understand the challenges of trying to build responsive UIs that work on different screen sizes, but optimizing for the tiny screen and almost completely ignoring massive screens isn't the answer.
Don't feel obligated, but if you're willing I'd be interested to hear more about the demographics of the sample. For example, how did you find the participants? How varied were their backgrounds? Was there an even distribution of tech and non-tech people? A mix of blue collar and white collar?
Lastly I do want to say that although some of the feedback has been harsh, I do think what you guys accomplished was impressive!
The 'send' example perfectly illustrates why I would find Material 3 hard to use - it makes it harder to write the message but easier to send. It's less usable.
The reason the send button on the old design is hard to see seems to me to be that it doesn't stand out in any way. The only difference to everything else on the screen is that it's blue instead of black, but the contrast isn't big and it's between two less important icons.
Here's a 30-second edit of the first picture that undoubtedly breaks material design guidelines, but also solves the problem without introducing any new problems: https://kappa.lol/7Zuuc8.png
The problem with a text button in a case like this is that the translation of "Send" is longer in most languages and even much longer some languages.
Maybe just use the word "send" in a blue bubble? Forcing us to discover and translate hieroglyphics is just lazy UI design because you do not want to worry about localization.
On my Android gmail app, when I reply to an email, there's very little on the screen at the start of the process. The pink-ish send button really stands out since everything else is grey text (I'm using dark mode). They show an image after the user has composed their message and also expanded the quoted previous email text, which is not really what the user's experience is like, so it's misleading IMO.
my thoughts on the email design:
- Comparison is strange. One email has an image, the other text. Not the same email.
- Hiding the previous parts of the thread seem good by default, but how do you easily get them back?
- Where is "from" in new design?
- Where is "to" in new design?
- I do like expanding attachment a bit so you don't have to click twice to attach a photo (for example), but I'm not sure how often some of those options are used, may be too much. I could see a photo icon and general attach icon both showing.
- Back arrow looks broken in new design.
That's also my impression. They even brag about it. They have optimized the time that it takes to find the send button (something that I will only have to do once or maybe a few times until I get used to it) at the expense of a good portion of screen space that would be very useful when actually writing emails.
I looked at the 2 screenshots and it took me like a minute to see the send button on the new screen.
I am probably very used to the "old" design. If a user will use this product once or twice, yes then the big button at the bottom will be advantaged. But you are biasing the design for new users.
Existing users know exactly where the button is and will now have wasted space because of a gigantic send button.
Wow, I’m on my phone and the slight upwards motion that each paragraph does as it scrolls into view is almost instantly nauseating. I had to close the tab after reading only the first two paragraphs (and scrolling down the page to make sure I wasn’t hallucinating).
First time I’ve had motion sickness from reading while not actually moving. Well done Google designers, that’s impressive.
I hadn't noticed it the first time I read the post, mostly because I tend to "throw and catch" when scrolling on text. Went back and scrolled slowly. It's definitely motion-sickness inducing. Wow.
I volunteer with seniors helping them with online problems. The lack of clear guidance what is and what is not an active element in a web view, responsive to touch, is their biggest cognitive burden. They really struggle.
Seniors make up 4-5% of the online population. As a cohort they're growing. Cognitive decline, visual acuity, memory all fade. So these are otherwise competent people who made good livings, now struggling with design choices with consequences for them.
There is simply no single abiding rule. It may be a red box, or a yellow circle, it may be words or a logo or a skuomorphism in cartoon sense.
I would suspect toddlers are the same. Who knows?
Gov.uk is exemplary for understanding this problem.
Material design isn't orthogonal in this, because it's flat aspects de-emphasis any clear distinction where prior coding models tended to have a gui look to buttons which lay outside this design imperative.
I'm glad Flutter is not changing design to support this M3Expressive [1] right off the bat. One of the biggest problems with Flutter for me is just a lack of alternative design systems (compared with web frameworks) or the ability to easily spin off your own design system. And it's ok to use default Flutter's design system (which is Material Design), but the need to conform to whatever the Google design team comes up with in the next update wasn't great.
Components' renaming (RaisedButton -> ElevatedButton, wtf - was it really worth millions of person-hours of renaming in hundreds of thousands of Flutter codebases?), apps suddenly becoming pinkish, until developers frantically updated code setting `useMaterial3: false` just to stop apps being suddenly ugly, etc. I.e., it's fine for the design system to change and evolve, but with Flutter, all control over the app's look is virtually taken away from developers who use default material widgets. You just update the Flutter version and pray that your app didn't change in a way that was never expected.
It would be good to have Material 3 Expressive as a separate design system, for sure.
It's nice that they're testing how new users, preferably those who have never seen a computer before in their lives, react to UIs and how quickly they discover new features.
But what about all the existing users, who know the app and its features and who are really annoyed by these "modern" HUGE UIs that waste 60% of screen space with some jumbotron and hide all other features behind menus (or downright remove them) because "they might confuse new users"?
That image of the send button on email is a great example of design that would pass review, but absolutely sucks.
I feel like iOS has lots of design elements that look good in a screenshot, but are unusable. Share dialogs and the Call Waiting screen in particular on iOS are a masterclass is poor design.
I don't love the aesthetic of Material 3 - but I do align with the goals of making the design more useable.
iOS often has bad UX on top of bad design. Special mentions to the actions hidden in the share menu. The new paged quick setting is probably one of the worst experience I have had recently. I keep changing pages when I want to dismiss.
Apple is lucky people are so used to it they have become blind to how bad it often is.
Can Google please lay off their entire design department already? I'm tired of redoing things in apps for the sake of them working the same but looking different. Android is a done product. It needs no further major updates.
I have my cursor set to "pretty damn big" because my resolution is also big. Makes it more visible. Sure, now the contrast is really nice, but it's still a tiny circle I have to find instead of a humongus arrow I'm used to.
Guess we'll get another browser extension soon... I'd call it "My Emotions!"
This is, for all I care, on par with sites that mess with scrolling.
I sort of understand this being used on artistic or playful sites, or ones to show off tech, sure. On a document that talks about usability? Feels like satire.
It's quite a new way to disempower the user: Both demonstrate that they're fully capable of supporting switching to dark mode, and that they choose to ignore the user's stated settings preference.
> In many cases, we chose to exceed existing standards for tap target size, color contrast, and other important aspects that can make interfaces easier to use.
So now even more space is wasted, making interfaces harder to use, but yes, the less important metric "how much time does it take on first use to spot a button" will shoot through the roof of you make the button full screen width (10x faster!). Thought it will fail to capture the more important metric of time wasted scrolling since a simple message doesn't fully fit on screen
And of course there are no user customizations to rectify these usability errors...
PS
A great example of this awesomeness in action: on https://m3.material.io/components/toolbars/guidelines they can't even fit 2 (two!) toolbar buttons fully because the huge left/right buttons and all the extra white space padding and margins prevent the button content from being seen.
But there is enough space to fit all 4 (or at least 3 depending on text size and icons) toolbar buttons, and even if one doesn’t fit fully you could show its partial text, so navigation would still be faster without having to press the scroll button first and then the toolbar button
In my view, peak design is the "density" setting in Gmail where you could select between 3 degrees of density and wasted space in the UI.
Even though I like somewhat denser interfaces, I know that lots of whitespace is GREAT for new users. Just like I know everything needs to be in the UI (~80-90% of users click the undo button instead of typing Ctrl+Z in many apps). There has to be space for a learning curve for any interface.
The ability to make things denser is important, but high density is usually only relevant for power users. It should not be the benchmark by which a UI is judged.
EDIT: Actual ctrl+z statistic is inaccurate. Details included in a further comment.
This is rather different, this is ignorance, so button alternatives are helpful for ignorant users (although one of the reasons for such widespread ignorance is precisely because there isn't really much of a learning curve since interfaces don't actually teach you much if at all)
But for a lot of whitespace instead of content, what exactly does it teach new users? Consider the toolbar example, how would showing a new user 3 buttons (left, right, section name) help instead of showing 3 buttons with section name and a 4th partial text button with section name?
Also, gmail density mostly affects vertical density, the number of horizontal tabs doesn't change, so the control density doesn't change as much except for the left list of categories (but only if it's a big list otherwise it would still fit in sparse UI
), making this mostly an aesthetic choice (unless you often need to see a lot of emails in a list)
Wow, I understand using the button on a phone app, because where would you even find the "Ctrl" button, but if it's true that even digital natives are still using the button instead of a keyboard shortcuts when sitting at a keyboard, that boggles my mind.
> By making the Send button larger and more prominent, participants were able to spot the button four times faster.
By making the Back button larger and more prominent instead, participants would be able to spot the button four times faster. I suggest to reduce the size of the Send button.
Of course they can, do "most users" fail when their browsers have more than 2 tabs?
Besides, in this toolbar example, thare are *more than 2 buttons", so even by your metric it's a fail. It's just that instead of actual content section buttons you get left/right ones
Welcome to Idiocracy. Google engineers have thought you are now too stupid to use your device and have had to make the buttons giant big colorful flashy bits so you understand what you are trying to do with it.
Android is now a Fisher-Price toy in comparison to iOS.
You are being too harsh, not everybody is under 40 with perfect vision. My mother tends to struggle with her android phone with all the font sizes to the max and high contrast mode.
I actually have no idea what you mean with the example, all the toolbars on the page fit 4 or more buttons, I tried viewing it in various window widths, can you be a bit more specific?
"how much time does it take on first use to spot a button"
We need to help first time users work out how to use our software, but I don't follow the logic on why we should prioritise around this. I get that we can lose users early on if they are confused by our apps, but that's not the full picture.
For a regular-use app (such as email in the example), what % of a user's time is spent as a new user, vs time spent as a no-longer-new user? Obviously over the lifetime of an app the amount of time spent as a new user is far less than that spent as a non-new user. After a few uses I know where the button is. But the design compromises (eg less space in the UI for content due to the oversize button) persist.
At some point the training wheels on the bike stop helping and start hindering.
This is the same gripe I have with the argument for UI animations "informing the user about what's happening". macOS (which stands out due to its refusal to just add a preference to fully disable animations) has educated me on the concept that an app minimises 'into the dock where it lives' many thousands of times now. I get it, honestly.
Maybe the solution is to have the UI grow in complexity as the user becomes more familiar? After the enlarged 'send' button has been clicked 5 times, reduce its size... maybe even do this gradually, a couple of pixels per click until it reaches 'expert size'. Or have an internal list of user actions and once a few of them have been completed offer to put the UI into intermediate mode?
From the blurb: "Expressive design makes you feel something. It inspires emotion..."
Yep, sea-sickness, quesyness, nausea, and a growing desire park the DeLorean back in 2010 or skip to 2035. The whole 'emotion' thing = funky palettes is irritating beyond measure: the next 2 years of websites will be like working inside a TV advert for Jaguar.
When I was in design school, the dean roasted me for slapping cartoon flowers on a brochure for a female audience. It was hackneyed in retrospect. Kinda like this
Ha, good point. I was only focusing on the usability bit. But you're right, they should restate those battle tested principles and how Material Design aligns to it.
Yes it is dead, killed together with Lit which might still have a chance outside of google but I would not bet on that, the old maintainers still dream about being re-hired, their discord server is in a sad state. Killed by google is not only about products, it seems.
TBH I don't immediately hate what they've done design-wise.
I just wish they'd support it properly...
My current work project is using the M2 iteration, I guess to have a consistent look and feel across web + Android apps.
But the closest thing to an officially supported MD component lib for web now is Angular-Material. That has some M3 support I believe.
But not useful if you don't use Angular. And notable that the "web" pages for MD point to the incomplete and not updated Web Components project instead.
It's like this massive and massively profitable company laid off the... I dunno it must only be like 1-3 people? ...who were producing this useful thing. I don't understand the reasoning.
FWIW on the 3rd party side https://www.beercss.com/ looks to be carrying the flag quite nicely (I haven't used it yet).
87% of young people prefer expressive designs? Over what? If something is not expressive, what is it? Maybe Bauhaus-Modernist?
Looking at their list of expressive attributes — energetic, emotive, positive vibe, creative, playful, friendly — it sounds exhausting. Who wants their spreadsheet and email to be more like a slot machine?
But then I'm in the 55-64 group, so it wasn't designed for me. Give me the Bauhaus design where form follows function and ornamentation is restrained (which I think makes it more impactful).
Fascinating. My emotions ARE stirred by this. I grow increasingly frustrated/despondent/irate by their base color palette choices. There is a reason that the green and orange shag carpets of the 70s didn’t stick with us and are widely reviled.
I was watching a video about gnome 1, and it was so refreshing to see actual interface design where it’s obvious what a widget is. Now everything is just screenshot material.
Resume driven design is one of the worst forces in modern technology. Every designer is looking to make a name for themself by building a bespoke design system/language/framework. The best design is less design.
>Resume driven design is one of the worst forces in modern technology. Every designer is looking to make a name for themself by building a bespoke design system/language/framework. The best design is less design.
Goes equally for engineering these days. How many re-implementations of the same idea have been driven over and over again so that someone can claim "open source project with 800 stars" on their resume? It's nauseating and poisons the well for people trying to find a reliable lib. Add to that the social media "influencer" folks who crap out some pointless tiny repo and push it to their followers who don't know any better, resulting in 5000 stars for something that is completely half baked and has no chance of ever being maintained or extended.
When Material Design 1.0 was released with Android Lollipop, it felt so revolutionary and refreshing. Now more than a decade later, I would have to say that I miss both Halo and Material 1.0 as these new design iterations have only made it look worse.
For how much they talk about "subculture perception" in the announcement, holo genuinely seemed like some sort of counterculture. Compared to the glossy iOS, Holo was dark, gritty, Tron like. Using it signaled that you were a nerd in the best of ways, someone who was fine with non-rounded corners.
Material 3 on the other hand looks like you asked someone to design a UI around the corporate memphis art style.
The hijacked mouse pointer on this page makes my browser feel a lot slower then it is. If this is intentional then it is not great user experience at all.
We've been collectively designing GUIs for what 50 years now? Yet we're re-asking the same questions every decade, always starting from scratch. Do none of the Google engineers behind this remember the Compiz reaction to Windows 95 and subsequent Windows Vista overreaction?
I sat watching that lame video (clip?) for about 30 seconds waiting for something to happen before I realized there was scrollable content. Google's UX continues to be awful
"I understood that the poet's work wasn't in the poetry; it was in inventing reasons for the poetry to be admirable. Naturally, that ulterior work altered the piece for him—but not for anyone else."
Yeah, their metrics for it being good sounds so out of touch that their pride seems cringe-worthy.
If you take rebelliousness as "this doesn't follow the conventions we are used to", subculture as "this is weird in its own way" and modernity as "this reminds me of new modern design stuff I see", it makes it clear they aren't necessarily praises.
The scrolling behavior of text on this blog is pretty wild. Each paragraph has “subtle” animation when you stop scrolling on mobile: as if each paragraph is independently floating into its spot. It’s incredibly disorienting.
Like… I get it: your design language revolves around treating UI elements as physical objects. Messing with text is a step too far. Text is not a bunch of boxes connected by springs.
Really, truly, hate that purple. Some of the guidelines look great. But I send sincere condolences to android users over the next few years. We will call them the blackberry yoghurt years someday.
So where are the expressions (a.k.a details)? This looks more and more like 80-90's newspapers for some reason. Strike that! It feels like those colour papers which we use for random stuff. Thin weaker than normal paper. Feels ugly and cheap. Not to mention too flat, no details... just flat.
Oof. I actually really like the majority (with some notable exceptions) of what Material 3 Expressive does from a pure design perspective, but this article is the worst reflection of that.
"Big button easier to find" (let's think about whether "easy to find send button" is the top priority for an email composition screen, because these folks apparently didn't) and "We can make an existing UI less functional by taking up the entire screen" seem to be the writer's favorite parts of M3E.
It's ironic that they got rid of the tall bottom navigation bar and brought back the short one with less padding (likely after all of Google's own 1P properties decided it wasted too much space), because now it feels like that took that failed philosophy and applied it everywhere else.
A giant corporation sent users a survey to rate how they felt a proposed design scored on "Rebeliousness" so that they can then tell people how rebellious it is.
The whole article talks about being data driven then right underneath it they have links to color theory which is the most made up non data driven bullshit ever.
I have an idea: just write ,,Send'' on the send button and people will find it even faster and easier... also make the button rectangular and add a drop shadow.
Welcome to 1995.
Also, 70+ year old people who have the hardest time using a mobile phone even if they need to, like my mom are just not even included in the test. She just can't find buttons done with material design.
For a company that was talking about inclusivity for 10+ years, setting 64 the highest age for UX testing is unacceptable.
> She just can't find buttons done with material design.
Because in material design the buttons are intentionally disguised as labels. Material design is the worst thing to happen to design in the last 20 years.
There isn't a highest age for testing. When you participate in an experiment, you enter your birth year, and we use that to stratify the data into age bands.
Unfortunately, participant panels are not great at having representative populations. It's been a while since we've put a study on Mechanical Turk, but it famously skewed towards young Indian men.
One of the reasons to ask age and gender is to balance towards representative. It helps you detect and correct for imbalances in the participant pool. However, commercial participant panels are bad at certain demographics, particularly at scale. There simply aren't a lot of 70yo women using UserTesting or Cint. If you insist on having statistically significant quantities of responses from older women in every experiment, you'll exhaust those panels disappointingly quickly.
It's incredible how bad this keeps getting and how much they ignore formerly well-established UI principles in favour of "vibe design" and pseudoscientific "studies".
What is the explanation for this? What is the reason that even the most well-funded companies in the world fuck this up so bad?
At some point they resize the send button into a circle of comically huge proportions — eating even more space from the actual content — because they did eye-tracking testing and users "find" it in 0.9s instead of 1.6s. Surely there's some explanation for this clinical level of madness.
---
> These factors can be quantified in users’ responses to new M3 Expressive designs. We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
Jesus christ, we're already a sci-fi dystopia and we didn't even realise.
Outside of primitive objective quality metrics there is no automagic mechanism to convert money into quality. As your other quote indicates, you can make up an arbitrary set of vibe metrics to convert your failure into a success (and waste all your funds in the process)
The executives at Google don't care about any of this stuff, they use iPhones.
They know that people are always going to buy Android phones no matter what they do to the system because "cheaper and more megabytes for the money" than iPhones.
>M3 Expressive designs were overwhelmingly rated higher for attributes such as “energetic,” “emotive,” “positive vibe,” “creative,” “playful,” and “friendly.”
Feels more like the original android from the HTC days. Brighter colors, more rounded corners, a happier vibe than the corporate material theme introduced by Ice Cream Sandwich.
Page feels slow, circle instead of my mouse, the screenshot of M3 expressive shows less space for content and recipient address but the send button is clearly easier to find
No but you see, they did eye-tracking tests and users "find" the send button in 0.8s instead of 1.6s, so it's clearly worth it to reduce the space for content even further and add even more enormous amounts of whitespace. This is science you guys!
Btw: extrapolating an exponential growth rate for the amount of whitespace in modern UI I predict that smartphone screens will consist entirely of whitespace before 2030.
I am incredibly confused why the Material 3 project is growing further and further from a coherent design system to "do whatever you want, there are no rules".
The linked "Start building with Material 3 Expressive" article has an example at the bottom for a payment type app where virtually every text element has a different font or text size. It also has an enormously big FAB at the bottom that covers MULTIPLE rows of data.
I think the original Material 3 was more sensible. Coming from ios-land, its color palette formula was a nice break from the glassy apple standard. It looks like this new version goes overboard on the boldness and especially on the typography. Looks like it uses the same palette generator but is encouraging use of the more vibrant colors in it? Seems to draw inspiration from magazine design (content is ads or interspersed between ads, appropriately enough for an ad company). Indeed, the brief is written like a pitch to "brands" (not UX designers for useful apps). The reference to "dialing up the feeling" makes me think of the extremely uncomfortable feeling I get when watching TV or film ads for the first time in awhile -- that it's a manipulative assault on my lizard brain.
In my opinion, the main promise of M3 wasn't apps triggering "more feeling" in users, but in users' ability to personalize their color theme to their taste to make themselves feel more comfortable and at home. Instead of this iteration, the best direction for google would have been to push apps to implement dynamic color (themeability) as a matter of best practice, increasing user sovereignty over their experience.
The example touting the huge send button with the tiny email composition space is baffling. This is peak "call to actionism".
Dot cursor that doesn't let you select text properly and link highlights that aren't visible against the page background are not a great look.
Side note, surprised to see some commenters wishing for the return of Material 1. I simply couldn't get over the aspect that each google app chose an arbitrary garish primary color, and you were stuck with that as the user chrome for that app. I still cringe when I see docs formatted with (for instance) random bright purple chrome using a M1 theme.
I swear they didn't actually do any studies to see if people could actually navigate this. It's just design-spam. The church of "We need to be unique"-ism.
Can we go back to function over form?
I feel like every step "forward" makes computers less useful for, ya know, computing and more a way to funnel your eyeballs into someone else's pockets.
Well, that's quite the horror show of an interface, something dreamt up by a crack team of interns high on their own supply of rounded pastel-coloured widgets. Fortunately Android is quite flexible and has good longevity for a mobile OS so I'll keep on using 'ancient' versions until MAHA [1] takes over and brings back Holo.
It's certainly better than previous Materials, but then again, what isn't.
edit: I've also just noticed that the email in that screenshot is addressed to someone named Ana with two exclamation marks after it, which makes it looks like they're opening the email with "Anal!"
What this page is telling me is designers at The Google have rediscovered what mid-90's UX already figured out.
Also, nice doodad cursor thing, guys, but maybe next time you don't add things like that for their own sake. I swear it seems at least a hair slower than the native cursor.
a hair slower? I drag it from one side of the screen to the other and get 4-6 frames despite my monitor being 240fps. Perhaps its just more engineering to push people off firefox?
Didn't seem nearly that bad to me on Firefox. It's fairly smooth; just kind of laggy, but in a way where it was hard to tell whether it's an optical illusion. Otherwise doesn't appear to have any fewer or more frames when swiping around than the OS cursor.
I found it quite funny because the first month of using the new 'overscroll' animation that came with material you, the thing that stretch the text when you reach the end of a page and keep scrolling, made me want to throw up and gave me headaches lol.
To be completely serious, i looked at the preview images, for instance the Gmail one with the big send button and it confirmed my long time hypothesis. Google is copying the design of these phone for old folks that got everything big and bold with contrast turned all the way up lol.
You're telling me 18-24 loves material 3 ? I can tell you my grandma would love it. She can't see very well and her hand shake, this would be handy.
These are horrible two and a half backwards steps for usability but please talk to me about how your shitty bouba elements inspire emotion and communicate function. Fucking liars, what emotion is it suppose to inspire that bluetooth is now not turned off when I enter airplane mode and realizing I now need three clicks to shut it off. It's for your own location harvesting bullshit. This inspired me to ban all apps trying to update anything from the network, everything goes through Rethink VPN now and I'm certainly not moving to another major version after 15.
Can we please go back to making usable prototypes and testing those for usability, instead of just throwing something together in Figma, showing test subjects a static image and asking them to find the send button, then asking how cool it looks?
Software designers left to their own devices always end up turning up the “wow” and “cool” factor, because that’s the only thing they can do.
I know the “design is how it works” line is tired at this point, but come on folks, this blobby colourful interface looks like a Fischer-Price toy.
Where does "please make the play/pause button on the android lock screen big like it used to be, for my big thumb" land w/r/t Modernity, Subculture, or Rebelliousness?
Google seems to be firmly in the Kraftwerk-like definition of beauty where some band members believed that the more beautiful a sound looks on an oscilloscope, the better music it is.
I'm posting this here assuming I'd likely come across someone who knows this stuff.
Of all the UIs I have used, Github UI especially give me a sense of solid UI. As in there's nothing finicky about it and gives a sense of dependability (Since way before big-corp acquisition). I'm pretty sure I do not have the vocabulary to explain further.
So if anyone gets what I mean please chime in and help me understand what leads to this experience. Any related writeups/links very much appreciated.
You are just used to it. It's every bit as terrible as most web UI. It took me quite a while (coming from a different git UI) to actually figure out where to click to see a stream of commits for a branch (spoiler: the xxx commits text is secretly a button)
Green is always soothing in software! Apart from that colors are good i suppose too. Currently no device going to get A16 i guess I am happy with a15 as of now. Maybe when things settle down I will be seeing how it works.
Note that many, many apps hardly use the default Android UI elements and instead implement their own design. So it isn't helpful when the official Android UI elements don't contain any fancy "expressive" designs. If they aren't fancy enough, app developers simply won't use them and go with their own stuff, which will be even more inconsistent with the rest of the OS.
Maybe it's just been a long week, but some of the examples reminded me of the day when a writing instructor spent a class session teaching everyone some loaded imagery/symbols to avoid writing accidentally.
After that, the instructor read a passage, by some earnest student somewhere, who seemed to unwittingly hit many of those things we'd just been told to avoid. The class was in stitches.
Google has to solve having a green bubble if they want any penetration into the "hip" young crowd.
I honestly think the only way they could see gains is with a well executed counter-culture statement. They are foolishly spinning their wheels going after the young iOS crowd, while alienating the people who actually buy pixel phones and on some level android, phones.
> I honestly think the only way they could see gains is with a well executed counter-culture statement. They are foolishly spinning their wheels going after the young iOS crowd, while alienating the people who actually buy pixel phones and on some level android, phones.
I think a well executed counter-culture statement would do well for them. Make the move Apple did with their 1984 commercial. Also double down on openness, freedom, etc.
The other problem Google/Android has with penetrating the "hip" young crowd (in the US) aside from iMessage is there's no Android brand like Apple has. There's pixel, but it's such a small market share. Most people it's a choice between iPhone or Samsung, not iOS or Android. The fact that Samsung has their own skin too means this new material UI will only apply to people on Pixels or other stock-like phones, of which there are fewer and fewer flagships for each year.
Outside of that though, Android has an app quality problem as well. I use the McDonalds app as an example - every upgrade cycle I get curious about Android and try daily driving a pixel for the return period before inevitably ending back up on iPhone. My last run with the Pixel 9 pro, the android version of apps were horrible. Performance was so bad. The McDonalds app took full seconds to navigate between panes where it was instant on iOS, my banking app was equally horrible on Android. The watch wasn't great either.
Google could have a slam dunk if they focused on the right things, but they just always keep missing the mark.
At this point, I am rooting for Google to do anything it wants then current design. For now material design looks like cartoon network to me.
The best design in modern times I liked was of Microsoft fluent 2.
I badly wish for skeumorphism to come back, but now have left the hope.
This is just an attempt to copy iOS, in my opinion. Even the website is - the way your cursor is no longer an arrow but just a circle that molds to the shape of nearby buttons is a (very badly executed, at least on this website) clear attempt to copy iPadOS.
According to the page, with M3 Expressive, Time to first fixation is .65s for 18-24 year old, 0.93s for 25-45 year old, and 0.81s 45+ year. It doesn't make intuitive sense that 45+ year old are now faster than their younger group.
> We found that well-applied, expressive design is strongly preferred by people of all ages, with that preference being particularly strong — up to 87% — among 18-to-24-year-olds.
Another colorful thing popular with kids: Tide pods.
People who frequent a brutalist, minimalist, news website, that hasn’t changed its design in over a decade (or ever?) are enraged by a colorful, peaceful, friendly reimagining of a popular framework. Who could have guessed!
I had a strong sense things were headed in the wrong direction the moment the mouse pointer became a circle and they introduced input smoothing with a delay—definitely not good UX.
Hard to believe this kind of change made it through, but I guess it reflects current priorities. I’ll admit, I’m both baffled by and a bit envious of the folks making these calls.
I too want to get paid 500k to sit on a bean bag, drink lattes, have office affairs, work a 3 hours day
> I too want to get paid 500k to sit on a bean bag, drink lattes, have office affairs, work a 3 hours day
Unfortunately this was most of the lot that Google and others cut loose in the last layoffs.
There was a few TikTok montages of "my day working at Google/LinkedIn Microsoft" (eat breakfast, snack time, eat lunch, eat dinner, check emails, massage, go home) which now have a additional "day in the life of being laid off from Google" follow-up.
On the other hand, I’m not sure “pretty” beats “practical” when it comes to tools. There was something very practical about those ugly Windows 98 widgets, I kinda miss those.
I feel like this is quite a complex style to implement in terms of layout and animation, especially while still taking into account accessible colors etc, but we'll see.
I’m glad someone was able to get a bonus or promotion out of this, but in the just another symptom of google losing it’s soul as a “hard problems” engineering shop.
I wonder if XP fondness dates you to a certain age bracket. Yeah new UIs seem disorganized and inconsistent to me but I feel the best consistency in UI was hit around Windows 95-98 but then again that's when I was in my young adult years. Maybe the kids feel this new crap is how UI should be done...
Some people despised the XP UI when it first came out to a lot of fanfare. To this day, "Fisher-Price UI" is strongly associated with it.
Most people seem to think that whatever design language they got used to at a certain age was the obviously superior choice for all ages.
I think the biggest issue of modern UI design is that a lot of the software with it is poisoned by metric-chasing and mass data collection that megacorps love. But on a deeper level, most modern UX designers are vastly better than the average person working on UIs in the 90s. All the horrendous stuff from the 90s got forgotten, leaving behind only the fond memories of Windows 9x and similar.
I'm much younger than you, and I get liking the 9x design only in the sense that this was the last time when MS did a clean-slate design and redesigned everything in the system to be consistent, as opposed to them juggling like 6 different design languages for the sake of backwards compatibility and their apparent fear of not making something new. But as a design.. well, "all components must be the exact same shade of grey, look identical and have as little hierarchy as possible" isn't the peak of design, imo.
Ok people are dunking on this for plenty of good reasons, but dear Lord, do you really think putting buttons at the top of the screen where they're the least reachable is a good idea? Maybe email send is not the best example but moving buttons down towards my thumb is a great move on these screens that won't stop growing.
> M3 Expressive designs were rated higher across desirability attributes, including “modernity,” “subculture,” and “rebelliousness.”
Subculture and rebelliousness as features of a corporate design system? What exactly were the survey questions?
> While there was a net-positive indication across all age groups, younger study participants had the most enthusiastic preference for M3 Expressive and rated the designs as high in “visual appeal” and “intention to use.”
Again compared to what, and how were the questions framed. 'Intention to use' questions are almost always leading.
In general I think the designs look pretty good, why not just let them speak for themselves instead of foisting nonsense survey results upon us.
The timers' typography is absurd. Material Design was already too space-inefficient to my taste, but this one overdoes its predecessor. The worst of it all is that this is clearly a mobile design system and yet desktops, laptops & ipads must suffer for it since the styles don't adjust much to the amount of space you have on screen.
Since long ago and still now, I had good ideas for usability (self-judged) and would have loved to have worked on them at Google to beat iOS perhaps. But their leetcode interviews (for SWE, not design) completely barred me from stepping foot in and being able to suggest changes.
Perhaps I'm just another soul who thinks they have valuable ideas. But this makes me wonder how many people with impactful ideas they've passed up on because they didn't fit into their leetcode-shaped prototype.
Have you looked into UX Engineering? It's a discipline for people whose expertise spans engineering and interaction design (e.g. might have been in one of those roles at companies that don't have UXE). It's been a while since I've interviewed, but I found the questions to be fair and not at all "leetcodey."
It's also an important niche - people who learned to build things because they like to make, not because they found CS interesting. UXEs tend to be versatile people who can not only flex in a lot of roles, but are also good at translating the expectations of one role so someone in another role will understand.
The fact that it is hated here on HN is probably a good sign, no offense everyone. Engineer designed UI's are usually awful outside engineering circles, where they are obviously the best.
It looks like Google is really just continuing the war on information density, and moving more and more towards a UI that represents a toddlers toy. Empty space, shapes over words, large buttons. Very easy to hate, but when you consider the average consumer gets overwhelmed looking at a settings menu, it makes sense.
> By making the Send button larger and more prominent, participants were able to spot the button four times faster.
I mean... yeah. Of course they did, it takes up half the screen. A bit hard to miss.
It also made it so that editing text requires a microscope. I can immediately think of ten people in my social circle who would struggle with this due to various reasons, aside from subjective differences.
Oh good. Everything's purple now. And in your face. And the background color changes as you scroll. If this catches on I'll have to write a browser extension to get rid of it.
Hey Google, why don't you just bring back the <blink> tag?
I am asking this honestly: is this some sort of April Fool's joke, just a month and a half late? Between absolutely abhorrent performance on what should be a nearly state of the art desktop, and generally being jarring to look at and not particularly readable, how did they think this was a good idea?
Change for change sake is bad, yes.
And the problem is, that these last changes have been half-baked, most things WITHIN GOOGLE still haven't fully done the switch to Material You / Material 3 Base, and now they decide to throw stuff around yet again.
It's hardly a design system if a random lead UI/UX designer redesigns core elements every 3 years
"By making the Send button larger and more prominent, participants were able to spot the button four times faster."
By making the Send button larger and more prominent, participants were 4x more likely to accidentally press it.
Also, participants were given 2x less vertical space in which to create their content.
As a result of these studies, we enlarged the button another 2x in order to double the number of messages sent, while reducing the content until it was just 3 emojis on one line.
Who could have imagined that making a button larger makes it faster to find! /s
Can we just skip the next 10 iteration of improvement to material and get some pseudo-3d back now? Maybe a little tasteful woodgrain? Material 3 is better than it's predecessors, but that is a pretty low bar.
When it comes to UX I find it that even when it's good it will eventually get broken because the people responsible for it need to come up with new ideas to show they're needed.
I guess the failure doesn't lie so much with the peons (designers, product people, etc.) as with maligned goals, metrics and management. Change for the sake of change and as we know any change when you're near the maximum means it getting worse.
I really don't understand what people are losing their marbles about. I know (re)designs always face some controversy, but the reception here on HN seems overwhelmingly negative.
It's not even a full redesign - they're advertising a few new "expressive" elements that developers will be able to add to their existing Material 3 apps. The examples they're giving in the articles are mostly mockups with the use of these new components dialed up to 11, to show off what it is.
As someone who made a few small things using the Material spec in the past, I like this. Don't get me wrong, Material 1 was great, but it was also very rigid and samey - there was no official way to make your design adhere to it and look like something you made. Material 2 fixed this by introducing more variety and new elements. This is Material 2 for their current design stage - to me it looks like giving the individual designer more freedom to customize their website or app while still looking "like Android."
As someone who works in UX, I admire all the work the Google UX team puts into Material: tons of documentation, UI kits, theme generation tools, a lot of thinking on systematizing the color combinations, etc.
However, this article has a lot of "Pepsi Logo" vibes (https://www.scribd.com/document/541500744/Pepsi-Arnell-02110...). I never confirmed if this was a hoax, but it was made into many news websites at the time.
Many design justifications they put on the page don't make much sense: yes, a big send button increases the metric of people finding the button, but it also takes space from the screen, and your daily phone UI is not a kiosk. "New users" become "experienced users", so the big button quickly becomes annoying. Even the M3 documentation site is terrible on mobile: the tab switch at the headers of some docs is so big that just two tabs don't fit into the screen.
By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language. It may present creating emojis as a huge feature or inflate some of its claims a bit, but in general, they let the product do the talking.
> By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language. It may present creating emojis as a huge feature or inflate some of its claims a bit, but in general, they let the product do the talking.
On top of that, when Apple makes a change or does a redesign, it's usually not overly disruptive (new macOS settings aside). The core functionality and layouts remain more or less the same, but it's just a new coat of paint. I still use my Mac the same way today, with the same keyboard shortcuts and workflow I did in 2006. Meanwhile, Windows has gone through no less than 5 total UI disruptions since then.
> it's usually not overly disruptive (new macOS settings aside). The core functionality and layouts remain more or less the same
ios 18 photos app?
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> By contrast, Apple, which is often praised for its product aesthetics, never makes marketing content like this about its design language
I clearly remember the Jony-Ive-hagiography era, which I assume was organized by Apple PR/marketing. Perhaps it's more accurate to say Apple doesn't do this anymore.
But it has a 30% increase in the key attribute of “rebelliousness”!
Reeks of "we asked about 1000 attributes and took our favourite ones that happened to go up" despite those increases not being statistically significant.
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Pepsi, Tropicana, Windows Phone, etc. It’s designers and UX researchers in a bubble.
> However, this article has a lot of "Pepsi Logo" vibes
So wildly successful that we're all still talking about it even though they don't even use that logo any more?
I'm not sure we're talking about it because it was successful, I think we're talking about it because the design document for it was insane:
https://www.goldennumber.net/wp-content/uploads/pepsi-arnell...
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Being infamous is not the same thing as being successful.
Material Design v1 cracked it. It was simple to implement, simple to understand and simple to use. Minimal overheads with a clear content-first approach.
"It's time to move beyond “clean” and “boring” designs to create interfaces that connect with people on an emotional level."
I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve what I'm trying to do, and turn it off again, so I can get back to the real world.
> I don't want websites and apps to connect with me on an emotional level. I want to turn my phone/computer on, use the app/program to achieve what I'm trying to do, and turn it off again
Building a B2B SaaS app one of the most refreshing thoughts I've had about it was: "people don't like using my app". The software I'm building nobody wants to use, but they have to use it for their work.
Given that I try my hardest to make the app as efficient and as fast as possible so that people can go in, do their thing, and get out. With things like design's I'm very careful to preserve the button layouts of all the UI's because I know my customers have largely memorized where they are.
I could see adding some "flare" like this in lower touch points in my app but I would not do this for high touch points. Those places need to be fast and predictable, a customer won't look too kindly on any redesign if they now have to spend an extra second or two looking for an action or waiting on an animation.
In terms of MaterialUI though, my app actually uses M2 (via the React MUI lib) and I'm pretty happy with it. I wish like hell Google would finish their M3 web implementation so I could hop on that instead of using a 3rd party lib but it seems Google has gotten M3 to where they personally want it and just kinda abandoned development.
My best experience with job-related software was a data entry program (I forgot the name). It had a windows classic UI (on windows 8) and fully keyboard driven. After a few days, I could just look at the paper form and enter the data without looking at the screen. Very usable on a 11inch screen.
These days, I mostly reverted to a Emacs/TUI workflow. Padding and animations makes everything less usable.
I work with Shopify apps, and we’re currently struggling with this because they enforce their design system to grant you a “Built for Shopify” badge that boosts trusts and listing rankings.
The problem is that to follow their design system, you have to turn a self explaining button into a full page with useless text, because they think your homepage should have an onboarding description to make users “excited to use your app”.
This is so company centric, no one will ever be excited to use your app, they just want to solve their problem and leave as fast as possible.
> Material Design v1
I think it was the worst one. At least from an interoperability perspective: sure, a giant floating "+" in a circle in notes app on a mobile device is alright CTA to add a new note, but on anything bigger than that (even an iPad screen) it's bad.
Apps and websites using it felt like "Work in Progress, we will style it later" except there was no later it was already styled and was just ugly.
> sure, a giant floating "+" in a circle in notes app on a mobile device is alright CTA to add a new note
No, it’s not, because it floats over the actual content, which means that the user can neither see nor interact with the content under it. Of course, no one carefully designs the rest of the UI to make sure that content doesn’t get stuck under the floating button.
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As much as I generally like MDv1: I hate those floating buttons with a passion.
They can occasionally work. But the vast majority of the time they simply get in the way and can't be hidden, because you're in a content-edge-case that doesn't scroll far enough, or you simply reached the end and they didn't leave after-end padding to make room for it. And very few actions are so important that you want to display it over everything else, for the same reasons that everyone recommends against popups.
Just put it in the freaking toolbar. Top or bottom, I don't care.
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I had the same reaction when they said that "younger study participants had the most enthusiastic preference for M3 Expressive." Could it be that young people are most likely to be impressed by pretty bullshit, and the whole point of this redesign is futile?
Insert Principle Skinner: "Am I out of touch? No, its the young people that are wrong".
You're talking like Google isn't a ad company trying to keep you staring on your screen.
No see "today, people increasingly see their devices not as tools, but as extensions of themselves."
We are merely catering to those needs. It is philanthropy really. A kindness.
/s
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They have to pretend you want emotional designs. Because how would they keep their jobs? Every iteration of material design needs some bullshit improvement.
I don't entirely agree. This mentality is what leads to brutalist architecture offices that suck out the soul of all who work in them. People "live" and "work" in their apps and should feel alive while they do that. (That said, I don't think this new material style is necessarily the way to achieve that...)
Material design v1 is the reason we have extremely low information density and extreme whitespace everywhere.
Just compare the original Gmail UI to the one Google has now. Or original Adwords admin page to the one they launched 2-3 years ago. Its a regression in every possible way.
And apple is also not far behind in enshittyfying their UIs in order to merge the Desktop and the Smartphone paradigms into one.
This is the worst phase in UX/UI history we have ever witnessed.
Just to quote the article itself: Why did all these apps look so similar?
Because of material design already lol
It's effectively designing to maximize attention retention, or however you want to call it. Keep the eyes at your product for as many seconds as possible, to increase profit.
I mean... to make a dElIghtFul eXpEriEncE.
I must be going through some mental changes nowadays. I just want my computers and software to get their job done and go back to the real world as soon as possible. I feel sad about all the time I lost staring at screens growing up. I wonder if this will be widespread opinion someday.
The quicker the phone is back in the pocket, or the computer is turned off again after using it for something (that it does better than I can) the better.
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> Material Design v1 cracked it.
And yet they had to have a study with 600 people to tell them that ... text fields have to look like txt fields. And they still failed to make textfields look like textfields
It shows that this document is not meant for end users. People who want to sell their apps or indirectly by having people watch the included ads want users to connect on an emotional level.
Publishers don't want you to go back to the "real world", they want your money (or attention). Sometimes, the goals align, like for business software, where they measure productivity, but sometimes not, like with ad supported apps.
Video games are another case. Here emotions are the entire point. But games rarely use standard UIs anyways.
They managed to connect me to an emotional level that I just want to throw my phone away and get a phone that supports postmarketOS. I despise the new designs so much, they are so useless and try to take away important information on the screen for absolutely no reason. While making everything round and trying so hard to copy iOS, but making a shitty job at it.
But … that way phones would get obsolete much faster, and so you’d be able to buy an obsolete sluggish Pixel of two years old, and install something different on it! Like Lineage, Graphene, Postmarket.
Oh my god, this is ugly as fuck.
It reminds me a study about the perception of beauty among students of arts.
Before they start their studies, their perception of beauty is similar to everyone's.
But as they go through their course, their perception starts to shift. What they see as "beautiful" doesn't match the perception of others.
They learn what "skeuomorphism" is, and suddenly everything must be flat and undifferentiated.
Christopher Alexander’s “Notes on the Synthesis of Form” blames this phenomenon for the crimes of architecture schools of late.
He calls it a craft becoming “self-conscious,” i.e. the architect’s role is not to create a place to live, but to be an architect, which necessarily entails “competing” against other architects. Nobody wins design competitions by creating the 1000th example of a tried and true form, they do it by pushing the boundaries of other architects’ sensibilities, which are already far afield of a normal person’s. Most results are therefore complete garbage.
I agree, this looks like designers showing off to other designers. It looks suspiciously similar to Dropbox's 2017 design system that thankfully never became mainstream -- https://www.awwwards.com/inspiration/dropbox-design-system
The only thing I see on the Awwwards page is the GIF of Sharp Grotesk font family, which is used on Dropbox homepage. dropbox.design doesn’t open for me, so I’m not sure about other elements of their redesign.
I think it's actually less flat, with more affordances (though not quite skeuomorphic).
Basically "oops we made it too flat, let's make those buttons big and colourful so people can see them again". It's a step forward after two steps back.
It's worth comparing to where it came from: https://m1.material.io/
v3 is flatter than the flat design that v1 was a reaction against because it had such bad affordances.
tbf, mature tastes are often different. it's not good or bad, it's just different. for example, people who drink a lot of old red wines have developed a taste for it.
yes, it drags people away from the mean, but that doesn't stop large segments of the population from acquiring certain tastes (e.g. coffee).
as a long-time user of tech devices, your tastes too have been dragged in certain ways, even if you couch yourself as an average user.
fwiw. i love android, but I do not really care for their current design direction.
(by the way, you might want to look up skeumorphism. material isn't skeumorphic, almost by intention.
> It reminds me a study about the perception of beauty among students of arts.
Do you know which particular study this was? I would like to read it.
I don’t think is ugly, it is just that it feels like every trendy company webpage copied and pasted the same design:
http://shopify.com/ https://tailwindcss.com/
“Before one studies Zen, mountains are mountains and waters are waters; after a first glimpse into the truth of Zen, mountains are no longer mountains and waters are no longer waters; after enlightenment, mountains are once again mountains and waters once again waters.”
- Dōgen
That's a mixed bag.
Have a look at the linked https://m3.material.io/blog/building-with-m3-expressive to get a better impression of what this is about. From the guidelines given there, many parts of the design make sense and will help designs work better - grouping objects properly, be aware of contrast to highlight important elements, more options for good typography (instead of basically none, Android/Material offered nothing by default), helpers for highlighting buttons etc. It's also still simply a good idea to focus on good animations that actually work for the UI, instead of being superfluous baggage, and then to make them feel nice. I'm not saying it's groundbreaking, but it's helpful to have something like this as an official guideline, and be it to reign in rogue designers.
But it's still a flat design, and thus does not properly transport clickability. And their weird approach for the color schemes still leads to an ugly mess, pastel with weird contrasts and color combinations that just are ugly. I haven't seen a proper analysis what's going on there, but it sucks. Also, this whole design system is very far from leading to a consistent system, but that seems to be a non-goal, just some standard component building blocks are there to foster familiarity.
Better than nothing and probably a step up, but M3E doesn't convince me totally so far.
> But it's still a flat design, and thus does not properly transport clickability.
And toggled / disabled states. With mobile’s lack of hover, it’s often a game of trial and error to figure out what’s even interactable.
> And their weird approach for the color schemes still leads to an ugly mess, pastel with weird contrasts and color combinations that just are ugly.
It looks like a poster for a party. To extrapolate, it feels like the lineage is digital marketing, especially video centric content on mobile-exclusive byte sized attention-scape. This style draws less attention to your options (what you can do), and more towards content (what’s provided for you). It’s reduced decision making, highlighting the happy/desired path even more. No wonder it scores higher in user testing - it requires less thinking IF you take the happy path.
I’d imagine it works great for simple commercial products with single call to actions. But for apps (not posters) it leaves a lot on the table.
> And toggled / disabled states. With mobile’s lack of hover, it’s often a game of trial and error to figure out what’s even interactable.
The toggle switch is one of the worst UI conventions to come out of mobile IMO and I get irrationally irate when I see it in desktop UIs with a mouse and keyboard.
A simple checkbox would have done just fine, we've those since forever, and they clearly convey either an on or off state.
Nope, not good enough, we need a toggle switch. Which color or direction is on or off? Who knows, because everyone implements it differently.
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> This style draws less attention to your options (what you can do), and more towards content (what’s provided for you)
I see this is as a good thing, apps are finally being designed with the assumption that people will use them more than once. Previous design systems prioritize "first discovery" so much it gets in the way once you're a regular user. Once you know your way around the actual content of the app should be most of the screen.
I have simple question:
WHY that page results, in recent chrome with all sorts of hw acceleration, on powerful laptop, to suck over 6 cores of cpu. As in, Chrome's internal task manager shows over 600% cpu use.
I have less cpu use playing recent-ish AAA game with maxed out details in 4k resolution
The one I linked to? No idea. Works fine in Firefox with Ublock Origin from that perspective, but also there the side menu does not render properly and the JS console does not look happy.
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It's been a meme [0] for a while that Google is eventually designing all icons to look the exact same. I think the UX engineers have been kicked out.
[0]https://miro.medium.com/v2/resize:fit:1400/0*X5Zz-PxT8087KG2...
Can you recommend another comprehensive design system? As an engineer, that's the most valuable thing about MD3: the figma design kit and per component design guidelines. It lets me offload a ton of workload I'd otherwise have to do myself (poorly) or outsource to a designer.
I haven't seen another design system that is as comprehensive to material. Express seems like an evolutionary refresh with some things I could use right away, but otherwise most of the content is MD3. It's valuable to me as part of the larger ecosystem.
Check IBM's Carbon: https://carbondesignsystem.com/all-about-carbon/what-is-carb...
I am not aware of a better alternative. It is a good question, that would be quite helpful!
What I did in the past (with M3) is to add some additional design tweaks (in flutter), like giving buttons an elevation. That worked when I had the designer on my side and since the app came from flutters M2 style, which had similar aspects. But it is cumbersome to argue against a google guideline with only usability knowledge and test results, and it also frankly depends on each component what can be done, which means the adapted design can easily become inconsistent if one is not careful.
For anyone not familiar with previous designs, each component in https://m3.material.io/components has a "comparison with Material v2" section.
Biggest change seems to be that everything is round and purple now. It looks more playful and less professional.
Edit: I dislike their recent color picks. First that teal in Google Maps, now the purple. Why? Are they trying to copy the color paltette of the first Mecedes A-Class (aka "Listerine" colors [1][2])?
[1] https://prestigeandperformancecar.com/wp-content/uploads/A97...
[2] https://image.stern.de/31749130/t/Ag/v2/w1440/r0/-/01--artik...
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Good lord, that page you linked is 60MB.
Why's it all pink? Are they really making the default theme of the future pink?
If an update makes my phone pink, I'm throwing it away.
The big thing of this design system is that you can change the colors ;)
> Expressive design makes you feel something. It inspires emotion, communicates function, and helps users achieve their goals.
I sometimes wonder if the people writing this sort of thing really believe what they're writing?
Their case study is mostly just "make buttons that people use a lot stand out". Oh wow! Such emotion! Much feels!
Depends on how deep you want the belief to be, but a lot of people will hold weird beliefs. I've seen colleagues express so much pride, joy and pleasure for things that I consider bogus at best (and totally detrimental if I'm being harsh), so I wouldn't be surprised people who live in UX land to be in that kind of bubble. The worst part to me .. is the blend of cutesy-butterfly projects with "scientific study" practices. So now they have stats on how their emotion framework is the best for the future.
As a UX designer, I assure you there are still some of us that are cynical about all this BS.
In my experience, the one thing that people care about feeling when using some GUI is that they are on the right track and are closer to accomplishing whatever task they are performing.
I’ll say this though, the UX designers who speak in flowery bullshit like that tend to get noticed more and climb the career ladder, because it’s what everyone wants to hear. It’s this kind of stuff that made disillusioned me and made me hate the work.
I think some really do believe it, and I think others will just say whatever they think someone wants to hear.
I heard recently from a professional Marketer/Behavioral Psychologist is one of the things he learned that was a gut punch was the things one holds most dear are generally commodities to almost everyone else.
I notice that Google's design never speaks for itself. It's always married with overbearing verbiage that sounds like it was penned for a Will Ferrell film.
Especially since it feels so bland and "corpo safe" - the only thing I have feelings about is selling this as expressive :D
No but look
> We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
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It doesn't look bland to me at all. Most of the examples look like a failed Linux rice.
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I unfortunately think this is a case of manufactured consent:
> You don’t say something because it’s true; you say it because you believe it—and you believe it because it’s what gets rewarded.
I assume not only do they believe what they are writing but would believe you and I just don't "get it".
To be fair, there are things I am really into that seem just as ridiculous to an outsider/non-connoisseur. Microtonal music for example. I have seen youtube comments before on pieces I really do love saying that people must be pretending to like this music because it sounds so awful to them.
Or wine tasting comes to mind. I love wine but the wine tasting connoisseur seems ridiculous to me. We really are having two different experiences though.
The writers probably are perceiving these things and not just making them up.
The thing is I can understand wine tasting, or microtonal music, or poetry, or lots of other things. I don't really "get" those things either, but I can see how it's something that other people do "get". I do understand it on some level.
But this kind of stuff ... I don't really understand how anyone can say something like that with a straight face. But maybe that's just a failure of empathy on my part *shrug*
You assume it's people writing it. It was probably written by AI. Nobody cares.
Since a few years I can't tell if these things are satirical or serious, a lot of people working for FAANG are completely delirious and barely connected to the reality of 99.999% of the population.
> M3 Expressive designs were rated higher across desirability attributes, including “modernity,” “subculture,” and “rebelliousness.”
What does it even mean ?
Truly is amazing how capitalism just consumes and repurposes everything.
Ah yes, our subculture is so rebellious as we use a product created by the fifth largest company in the world by market cap that makes $100,000,000,000 in profit annually.
We need détournement back.
I doubt it's actual people writing it anymore, probably something from Gemini. All the emotions, none of the feels.
Also known as marketing. I don’t know why they need it here so much.
Wow, in the process of making the send button slightly easier to find, they reduced the amount of actual content in the screen by a couple lines. And they still overlay controls on the content, thus obscuring some of it, just like earlier versions of Material Design.
The prettier and more fun modern UIs get, the more I miss the UIs of the nineties. Controls looked like controls, screen space was well utilized, and even workflows that weren’t the most common were generally well supported.
<sarcasm>I suppose if an LLM writes your email for you, you don’t actually need to see all the text yourself.</sarcasm>
I feel like the discoverability for less screen real estate tradeoff is a bad one for a product that you're going to use regularly. Something like Gmail is not a one-off used by an individual, so if it takes 4 times longer to find something that'll take 5 seconds the first time, I really don't think that's a good trade off.
I think it's completely okay to expect someone to have to learn a UI/UX if it is better in the long run (assuming it's not a product that gets used twice a year).
Engineers generally hate UIs that consumer loves.
I want to tattoo this on the eyeballs of every software dev.
https://news.ycombinator.com/item?id=44005192
This post is so god damn funny due to the lack of self awareness that this happened to them by virtue of being an engineer.
> Wow, in the process of making the send button slightly easier to find, they reduced the amount of actual content in the screen by a couple lines
This is a worthy tradeoff! Phones are bigger than ever and scrolling is incredibly simple.
I have a big phone in order to display more actual content, not because I want more whitespace.
Scrolling may be easy, but it’s still harder to quickly skim content if you have to scroll more.
> Phones are bigger than ever
If you want to experience what your app is really like for the vast majority of real world people, go get a cheap monthly prepaid phone and try it out. Using the modern web on them is a complete nightmare. The screens are physically small and low resolution. The phone I had to use for a year and a half is 800something by 500something, which is literally first generation Android era resolution from over ten years ago. Information density matters. Huge buttons that get in the way are not merely frustrating, they are a design mistake and a demonstration that the designer is out of touch with reality, just as you seem to be here.
Please, get a crappy phone, get a crappy chromebook, make sure your app isn't frustrating to use for people that can't afford new, fast things.
I thought so too, but if you consider they removed the "from", "to", "subject" and top actions panels, the original had less content space. On the screenshot, the original had 152px of content height and the new one has 232px, ~ 150% of the old one. The one on the right shows a picture that's also content. I assume they redesigned the email thread so the box above the current email is the mail the person is responding to, with the pictures attached.
I think you’re measuring the wrong thing. Most email apps (and I sure hope the app in question is in this category) make the from, to, and subject lines part of the scrollable content region. In the example in question, I doubt they removed it — they scrolled it off the screen.
Amusingly, whoever made the blog post or perhaps the slide with the “4x faster” star seems to have doubled down on not caring about space allocated to content - the “4x faster” star also obscures the content!
How did these clowns manage to make my mouse cursor laggy? It is incomprehensible for me to live in such a big bubble with such a big paycheck and then spend zero brainpower on systems without graphics acceleration.
This is extremely bad engineering and these engineers should be called out for it. It takes a special kind of person to deliver this and be proud of it.
Once they made their millions at Google these engineers will be our landlords, angel investors, you name it. The level of ignorance is unfathomable. Very sad.
The expressed goal is emotionally impacting UX. They clearly got strong emotions out of you. Mission accomplished!
It's not just a laggy mouse. I scrolled through half a page of a completely black screen. On a high powered machine with lots of bandwidth and low latency.
The designers here have lost the plot.
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Macbook air M1 scrolls text in Firefox fast and smoothly...
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And they are very well paid for all that work!
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Couldn't agree more. It's basically a page with some pictures in it, and everything in it loaded so late for me that initially I wondered why they left so many large empty spaces in the page.
This could work and be fast with tech from at least 20 years ago, probably even more. It's really incredible this is output from a company valued in trillions.
Indeed. Google is the worst at designing around lazy loading. Their UIs in Drive, Youtube Music, and others essentially become unusable once the list gets long. God forbid you don't have a super low latency connection straight to the data center. Even holding open a web socket to fetch "next pages" doesn't cut it in most of the real world. If you're gonna lazy load (which I admit sometimes does make sense) you need to aggressively fetch the next page. If I have 200 files in my Google Drive and they're sorted alphabetically, and I want one that starts with "y", the UX is so unbelievable bad that I sometimes wonder if I'm being pranked. I'll have to wait through a dozen "next page" loads that only load a screen worth of files at a time, and each pause makes me wait a second or two. That really adds up when I just want to scroll to the file. Scrolling through large playlists in Youtube Music is utterly painful nowadays too.
Please people, test your UI on low bandwidth connections, high latency connections, and both conditions together. It doesn't need to be perfect, but it doesn't have to be anywhere near this bad. HN performs way, way better than these modern javascript heavy lazy loading apps, and I think there's some important insights in that sitting right there for the taking.
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They also seemingly went out of their way to prevent ctrl/cmd+click on several anchor elements in pages like https://m3.material.io/components.
Arrreg!! So many of these React (et al) sites, with poorly re-built elements and break the built-in functionality! The A tag works perfect! But no, we need three or four nested divs, components, and many lines of JS to end up with something worse.
Is React the driver? Do devs just not know? Is management pushing garbage?
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This website is awful. It is extremely sluggish, laggy, and annoying. On top of that, I had to wait a significant amount of time for it to load. No thanks. I thought the tab is going to be killed...
> How did these clowns manage to make my mouse cursor laggy? It is incomprehensible for me to live in such a big bubble with such a big paycheck and then spend zero brainpower on systems without graphics acceleration.
I have a dual GPU setup with one GPU dedicated to browsers, the cursor still freezes while scrolling and jitters after that and has noticeable lag even when not scrolling across both Chromium based browsers and Firefox on Windows. I'd compare it to a video game with really bad aim acceleration where the mouse just feels sluggish and uncooperative.
I like that people are studying what works and what doesn't in UI/UX, but I'm not sure why they have to break the basics in the process of doing that - that is quite distracting from the overall experience and makes it kind of miserable, just as opening a very JS heavy SPA or what have you would.
Probably because they seem to be recreating the cursor on the webpage for that cool effect. Even on a good computer I have some input lag, and going from very low input lag and 120fps cursor to that it feels slightly off. Although I might be imagining it just because it looks different than the normal one...
Browser don't support replacing cursor images natively for obvious reasons. You have to use JavaScript for that.
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I am so happy this is the top comment.
My experience was...
Skim through sentence after sentence of award-winning inanity like "Expressive design makes you feel something" as my powerful Macbook stumbles and wheezes...
Then think: "I like how default scrolling makes me feel!"
Not just the technical aspect here. I read through the page and nothing of any measurable importance was stated. What problems did this solve? What benefits does this bring to users? I guess I was expecting more from Google. The initial Material design system made some good points and addressed some issues for UI design. This just seems unfocused.
It comes across as AI-generated diarrhea, without any point. Maybe I am just too dumb to recognize talent?
This comment speaks to me on an almost spiritual level. It highlights the fact that it isn't engineering prowess for people to get these jobs.
Yeah it’s kind of weird that “UX” morphed into a non-engineering role. Like, the interface to the user is still part of the software product. It seems like that sort of role would be best executed by the subset of engineers who lean towards visual design, as opposed to the subset of visual designers who lean towards computing.
Leetcode monkeys with little dev experience will do that.
The "beauty" of websites built solely with javascript.
As if they couldn't build an absolutely identical page with just HTML and CSS. But no, javascript is the way for them because it has way more tracking and fingerprinting abilities than plain HTML and CSS.
Confirmed. It felt OK on my M1 Max laptop but on my 2019 Intel laptop it feels like laggy shit. This is the stuff that makes you want to quit programming and go pick berries in the woods.
They had to add that 500ms of input latency to feel like you're really using Android.
I am on Debian linux with 128 GB of ram running the latest brave browser and the cursor lags for me also.
I've opined about the atrocious announcement pages from Google before (across the board they are offensively sucky), but to give that a rest and speak on-topic about the announcement in question -- good lord what a step back it is, how ugly, insipid, spiritless, and unimpressive it is. Expressive? It's exactly the opposite. Material team, what have you got against shadows, soft bevels, borders, those 2px worth of adornments which carry the weight of gold in terms of communicating clickability, state, different types of buttons, providing instrumental cues and abstraction about everything, why have you failed to learn from UI/UX of the decades behind you?
It's even infecting Flutter, because it wants to push Material. This is genuinely depressing. And makes me appreciate the command of Steve Jobs, the guy leading Stripe, etc. because when you see abysmal offerings like these, you just can't help to.
And it's phenomenally hard to not be judgmental about this, because after release after release it shows they are not learning.
I've been using Flutter again recently because every time I need a workout timer, I spend ages looking for non-adware/crapware in mobile app stores then just writing my own.
This latest version exists because the previous one bit rot so hard it wouldn't compile any more and got removed from the Play Store (and the NHS Couch to 5k app I wanted to use was region-locked). Flutter web output still sucks, but it's better than dealing with any amount of Xcode or Android builds for a one-user app:
https://flutter-workout-timers.netlify.app/
I also used it as an opportunity to create separate Material and Cupertino versions you can switch between, and Material 3 just looks like... well, the complete opposite of expressive. I could just be holding it wrong, of course.
The M3 docs I consulted while making it have always been diabolical, with the most overblown, laggy delayed image loading/placeholder stuff I've ever seen, even on a powerful desktop with fast internet.
My hot take is that material started with only one goal in mind: we need a visual design vocabulary for mobile but it must absolutely look different from iOS. And by going with this in mind they threw the bath water, the baby, and half of the bathroom
OMG I thought it was something wrong on my end, privacy add-on or whatnot. Glad to see they just lost it.
One of the good things that came out of COVID was Google Docs suddenly getting a whole lot better. Why? Because Google engineers finally had to use their tools like the rest of us do, and found out very quickly that Google Docs on normal consumer internet connections sucked.
Google as a company, and in many ways Silicon Valley as a whole, is designed around being a bubble that is ignorant of how the rest of the world actually functions.
Pretty sure Google has used Docs internally since long before COVID.
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I have an 8 core CPU and a 10 TFLOP GPU and the cursor on this site lags in Firefox but is noticeable smoother in Edge.
It's usable (as in smooth-ish) but still visibly laggy compared to the normal mouse, in Chrome, on my hefty M1 Pro macbook for work.
Also... I fucking hate it. I don't want my mouse to stick to buttons, or to change colors constantly.
The "emotion" the this site generated for me was "anger". If this is the pitch for the new design system, my journey of not using Material is coming to a middle.
These are UX researchers. This is not an engineering project.
> How did these clowns manage to make my mouse cursor laggy?
FWIW, the link is to basically a glorified demo page _of the design_ of material 3, not a real world implementation of that design. So, that page's performance is not at all reflective of what you'd see when using a relatively recent android app that uses flutter's material components (https://docs.flutter.dev/ui/widgets/material) or one of the many web component libraries that implement MD.
The lag you're noticing is also likely entirely due to their weird cursor behavior. If they simply removed that, I suspect the page's performance wouldn't be at all noticeable.
If the people who came up with this design can not make the demo site performant, site which will be the first impression of your new design language for most, I don't think there is much hope for the rest of us.
But since this has name of Google attached to it, many people will mindless ape it to the detriment of experience of their users.
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Firefox on a mid-range Android phone here and this page didn't even feel particularly heavy to me. Everything loaded before scrolling into view and no stuttering while scrolling whatsoever.
Ignorance is a key trait for angel investors.
Why does everything reek of late capitalism? Even design doesn't fail to emanate a distinct "dystopian megacorp" stench.
The update to Android 15 was TERRIBLE. I updated it the past days, it's literally a bootleg copy of iOS interface. I despise it so much, much more than the move from Material Design to Material You. Everything occupies so much space, there is less information available for you, and important things like changing the music in your lock screen is confined to a tiny space.
At least they got the Expressive right in the name now, Material Expressive (HATE).
Every update is worse than the last. I did the same, and I'm particularly loving turning bluetooth on or off requiring a swipe and three button presses instead of one. And I thought the quick settings regressed in 14 when they went from icons to huge buttons, but now they've gone for less-huge buttons with always-truncated text in.
At least with Windows it alternately gets much worse then a bit better again with each version.
Regarding the monstrosity in the link, yes it does make me 'feel things' - things I will refrain from typing out lest they be construed as threatening behaviour.
You can say a lot about Android 15, but I have a Pixel and an iPhone 16 Pro and they do not look alike... at all? Pull down the notifications and quick settings, it does not look remotely like iOS. The same for all the native apps.
I wonder if you have Samsung One UI 7 or some other skin. One UI 7 looks a lot more like iOS, but there is little Google can do about that?
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To be fair, if you try to paint something on a webpage that follows the mouse cursor it's gonna be laggy af even in really simple toy examples. The blame may fall more on browsers.
I'm not understanding this comment. I'm running this site on my Pixel 5 and on Firefox on a Thinkpad W530 (12+ years old) and it's flying on both. What part is laggy?
Hmm, works just fine on my pixel 6a in chrome.
> How did these clowns manage to make my mouse cursor laggy?
The lag and that cursor makes it feel like trying to type with mittens on.
I wish I could upvote you ten times.
I only came here to rant about how no one should mess with my mouse cursor.
I'm with you there.
People complain about how crap UX is now, and how computer illiterate the general populace has become but I firmly place the blame on forcing the web into an application delivery platform, abandoning all operating system HIG and conventions so that every app is now it's own unique snowflake that breaks conventions.
IMO people would struggle less if it was all native apps that followed the OS. You learn your operating system's conventions and shortcuts, and those translate into every app you run - but then marketing people got their hands in things, and suddenly everything had to be branded and unique, and we are worse off for it.
This is classic enshittification. Make poor software to nudge people into buy new hardware supposedly handling it better. Rinse and repeat.
Also shittier software means you can hire cheaper workers to plough on.
As someone who had a landlord that was a google software engineer, I concur.
If you try to move the mouse while scrolling the cursor freezes... jfc bring back 2010's Google.
Wow, yeah just tested that and it's really bad. I guess it's a strange thing to do, but a good way to test how the cursor hijacking code gets stalled when scroll is active, and I'm guessing they're doing UI updates on scroll so the thread is getting thrashed there.
Even just making a circle motion with a mouse produces a lot of stuttering. I just did the same action on HN and it's as smooth as you'd expect on a CPU from 1995 and beyond.
It's because the developers have extremely fast and graphics accelerated hardware. I can't notice any lag whatsoever on the mouse cursor on my M2 Pro but.. But a lot of folks won't have top end HW.
I am on a four core also with a (non-recent) NVIDIA graphics card and its laggy...
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I have no cursor lag and I'm on a 2019 Intel MBP.
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m1 pro using firefox, I can notice the cursor not being smooth, and if I move the mouse while scrolling then it lags hard
You are just part of the problem. In which companies do engineers still have the final say? Almost none.
At almost all the companies I’ve worked with engineers might not have the final say but they’re still on the hook for blatant performance issues
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What do you expect from an OS that has a trash can for a logo?
because they're regarded MBA controlled clowns and engineering is no longer valued but showing some flashy new bs rounded edge design on a button are ffs
[Ticket Closed] resolution: user should buy a macbook pro with at least the M3 processor
/s
SecOps put CrowdStrike's Falcon and Windows Defender on our Macs so we'd have about 20% CPU left for our actual dev work. That's not an exaggeration, staring at the System Monitor is all you can do when everything is locked up.
The Android emulator sucks the remainder with ease. The app performs better on a low end Android burner phone then our dev machines so at least we know our users are having a reasonable experience.
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The web pages are working properly on my 5-6 year old laptop running Ubuntu and Chrome. Maybe it doesn't work in Safari or on Macs?
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Images loading is lagging on my M3 pro with 48gb ram on fiber
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By calling them engineers you're only feeding the ego.
Any idiot can build a page that loads, but it takes an engineer to build a page that barely loads.
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The mouse cursor / general performance complaint is valid but:
> spend zero brainpower on systems without graphics acceleration.
These systems don't exist unless you go out of your way to turn off graphics acceleration. In which case that's kinda on you. It's like ranting about sites requiring javascript. It's just not a realistic expectation to have of anything anymore.
> In which case that's kinda on you.
What if I turned it off because it makes my machine more stable? Why do I have to choose between crashing and jank?
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I genuinely would not hire an ex-Google designer for my startup. These metrics are so nonsensical:
> We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.”
Show me metrics that move something tangible, like conversion rates. If you can't do that, we both know why.
Even if you take that kind of nonsense surveying at face value, the issue is that you're then optimizing for design that has an initial 'wow' factor, and not optimizing for enduring design that will be pleasant to use 1,000x times over.
Pepsi often beats Coke in blind taste tests because it has a sweeter first sip. Hardly anyone prefers actually drinking Pepsi.
> Hardly anyone prefers actually drinking Pepsi.
You take that back.
> We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
Beyond parody.
I feel like when companies first start they go for the conversion rate and selling the thing that they produce. But as a company gets to "Google Size" where everyone and their grandma knows about it, the goal stops being to just convert customers and starts being just getting eyeballs on your brand and products and raising awareness about what you do. It's like Johnson and Johnson having an ad where they just tell you they are a "family company" and don't even bother advertising a product.
That line you quoted is only valuable if you're an org with the scale and cultural zeitgeist that Google has.
>>Show me metrics that move something tangible, like conversion rates. If you can't do that, we both know why.
Personally, I'm pretty cynical on metrics like CTR as well. I think people in this discussion have presented plenty of reasonable criticism on the metrics used in the article, and I don't really disagree. But Google's culture of design by metrics at originates with metrics like conversion rates. I am personally fond of Material 1 but I don't think that the extensive A/B testing really made any real improvements to the design system. What's more, design by testing can really make a mess of things. You can easily end up chasing noise, creating irrelevant p-hacks, pursuing local optima, and tanking the long term experience in favor of short term gains. And you are blinding yourself to these problems with a very precise number.
In market research the concept of the NPS score is instructive: a 100 question survey tells you very little for a variety of methodological issues. Instead just ask the basic question "would you recommend this product to a friend - yes, no maybe?". It's about as precise as the thing it is trying to measure. Something in that style is probably the best way to quantitatively evaluate UX design. More practically though, qualitative research is probably going to be telling you a lot more than a simple number (unless you are actually making ads, in which case, get the CRT as high as possible).
The email send button is such a bad example : for 5 seconds spent on finding the button the first time, one will use this same button thousands of time and know perfectly where it is.
On the contrary, one will spend time writing the email in the long run. The new design has way less room for writing. Also, just shifting the place of the button would have resolved most of the problem.
Also, RIP small phones. These new "designs" take so much space for nothing.
>These new "designs" take so much space for nothing.
This should be the main complaint. They're comparing an entire email, including the From/To/Title with a social media comment. Why don't you show us how much of the email we can still read and edit with that stupid big "expressive" button?!
Even better, the original position of the send button is literally in the place where it shouldn't be, according to Android design guidelines throughout the years. Even Material2 doesn't put the _primary_ screen action on the top app bar, most chat apps (where you _send_ content) have the send button in a different place etc., so obviously the users would find the big-ass button faster if it takes away some 20% of the useful content
> for 5 seconds spent on finding the button the first time, one will use this same button thousands of time and know perfectly where it is.
Quite a lot of UX design these days is only made for initial interactivity smoothness without the realization that it really does matter how something feels the 1000th time you do it (especially with how often we use our phones now).
Maybe the design needs to adjust with use. Imagine a person new to sending mail has a big and clear send button at the top, then, the UI learns over time how familiar the user is with the interface. If they seem capable of hitting the send button then it can be shrunk down a bit. Rinse and repeat until the button is down to power user size.
Equally, if the user has been away for a month or two, the send button can be made more prominent, to account for the user forgetting the interface.
This could be branded muscle memory, so the send button gets fat unless it is regularly used.
I guess Gemini will be writing emails going forward so no need to have a meaningful text input field.
Things that are utterly lost in modern software design: information density, and even more importantly, consistency. It feels like every interface wants to tuck features away offscreen to be accessible only by scrolling, swiping, or behind a "flow" of several screens, each of which may have a surprising popup, redirect, call-to-action, or totally different layout owned by another team. The swipe/scroll accessible features aren't indicated in any way, you either have to know about them a priori or be tutorialized. What elements are clickable/tappable and their interactive areas are often unclear. Input types are represented inconsistently (checkboxes vs radio selectors, drop downs, sliders). Button locations for standard actions are shuffled from screen to screen. Even basic OS features on Android phones are like this. How do you access quick settings? Well, you pull down the notification shade all the way from the top of the screen with a swipe, which mostly shows your notifications but also reveals some buttons and knobs. Then you swipe down again, which this time doesn't pull down a shade, but transforms those knobs into a different set of more expansive knobs and sliders and also hides your notifications. Oh, also that first slide down might not work and only serve to temporarily show the OS status bar, if the screen you're on right now is set as immersive or something. In that case you need to do one swipe down to reveal the status bar, then quickly follow up with another for the mixed-use kindof-notification pulldown, then a third time to transform that into the screen where you can change your brightness.
I want a new design language that places consistency above all else. I should be able to accurately predict what a tap or swipe is going to do based on the information on my screen. I do not want things to pop up unexpectedly or change positions or hide themselves without my input. Computers are tools, and their users need to be able to develop mastery of them. The current thrust seems to revolve around ensuring constant surprise and novelty.
Ex-googler here. Yeesh :)
Not surprised to find this little nugget of googleyness: One of the experiments starts by internally asking Google designers for an opinion about their intents for a design, and basing further research off their answers.
https://m3.material.io/blog/testing-material-3
> We started by interviewing Google designers to ask what interfaces are intended to accomplish, and users to understand what they actually accomplish. One thing we learned from this process was how much apps use visual cues to communicate important information.
I get what they’re going for and they almost made a helpful feedback loop — but they involved their own noise in the research process, and that’s why we got something like this. It was doomed from the start.
Wonder how many Googlers were involved in the other 45 studies.
Also — if you’re age 65+ don’t worry about responding to a Google survey, your opinion about whether you favor an Expressive UI won’t make it to the final graph. :P
> > One thing we learned from this process was how much apps use visual cues to communicate important information.
Maybe it’s late here, or maybe I’m just cynical - but what does that sentence even mean anyway?! It’s an app, it’s visual, why does this even need stating? How was this even a notable result from any kind of research?
/grump
>if you’re age 65+ don’t worry about responding to a Google survey, your opinion about whether you favor an Expressive UI won’t make it to the final graph. :P
The hypocrisy of inclusivity. All users are included, but some are more included than the others
Or if you’re not US-based, apparently. So much for Material 2 (you?) focus on diversity
This is incredibly Google-y. From the ridiculous KPIs that attempt to create some framework of quantifiable improvement, to trying to make a big-deal launch out of what seems to be a minor iteration on what was there before (Material You).
This design system is screaming for attention. It doesn't need to make a big splash, only seem like it does to look good on a performance review / promo package. It all looks very MoMA-worthy on the website [1], but I wonder how much of the bold ideas here should and will make it to actual apps.
[1]: https://m3.material.io/
I get a very strong 1960s Bauhaus graphic design feeling from this. That makes it feel like yet another fad.
You could argue "but this is well researched so it cannot be a fad" but I think they're focusing on the wrong things. Sure, the send button is 4× faster to find according to their research – but I don't want a huge send button near the keyboard. The send button is the most dangerous button in my email client! I'd like it to be small and require deliberate effort to hit.
(Besides, it doesn't move around – I hope – so I will already know where it is when I compose my email. I'm not shooting down a fighter jet. I don't need to acquire the target quickly.)
On the other hand, this seems to be Google backtracking and saying "Ooops, sorry, our previous recommendation of a UI where all components blend into each other looks sleek but is hard to use" so I guess that's an improvement.
honestly, i don't see bauhaus here. at least not at first glance. on the one hand, i'd say it's trying to go in the opposite direction, with this "expressive design" idea, whatever that means. it immediately makes me think of maximalism (which is the opposite of bauhaus). on the other hand, you can argue that there's more of an "artistic" take to this type of ui design.
Let me share with you my brief but very intensive user story of the "M3 web":
1. User visits https://m3.material.io/develop/web. 2. User suffers unsolicited and redundant gooey animation of an "orange-violet blob-like thingamajig" unrelated to the topic. This happens despite user's clearly communicated "prefers-reduced-motion" setting that other sites usually respect. 3. User struggles to find how to stop said thingamajig. After scrolling, they eventually discover some kind of "pause button" tucked away in the bottom left corner of a sidebar. (User has a laptop, so that icon—with no textual hint of its function—sits below their initial viewport.) 4. User clicks the pause emblem and the visual distraction freezes in place. 5. User attempts to identify the first interactive element in the main area (also known as a "link"). 6. Moving the cursor over a tile under "Announcements" makes the tile change colour. User deduces it might be clickable. There is no other visual indication that this content is functionally different from the "static" texts surrounding it. 7. The tile reads:
This appears to be a heading and subtitle, but in reality consists of two styled <spans> with no space between them (hence the peculiar "1.0Start" fusion). The spans are marked with `class="title"` and `class="description..."` respectively. 8. User boldly clicks that tile. 9. User gets a new browser tab opened. 10. User wonders why there was no visual indication this would happen. 11. User evaluates the content of this unsolicited tab, decorated with "cheering megaphone" emoji. They conclude there is actually no clear path toward "Starting to use lightweight and accessible Material Components" there. 12. User decides to close the tab and return to the original "M3" page. 13. The original "M3" page no longer looks as it did before. It has scrolled back to the frozen orange-violet thingamajig, causing the content with the tile to vanish from the viewport. 14. User decides that they've encountered enough WCAG violations for this month. 15. User closes the tab.
Best thing about this, is that these components, the web version of the material 3, that in my opinion should also be the best showcase of this visual language, are not even updated to this latest "expressive" update. Why? Because they're in in maintenance mode.
https://github.com/material-components/material-web/discussi...
The value proposition of material-web was really convincing (accessible, high quality web-based component built on top of lit) and the dev team did an incredible job. It was killed even before they got a chance to release a full component set.
Google, fool me once ...
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> This happens despite user's clearly communicated "prefers-reduced-motion" setting
Let's not forget the user's clearly communicated "prefers-color-scheme" setting.
Good point! Yet interestingly, that page seem to adopt to colour scheme preference just fine at this point. (Even dynamically.) It is fact that the gooey thingamajig keeps same weird colours in both schemes, but besides that, at least the main background and text try to reflect User's preference with regard to luminosity.
I just low how this big card gives you the impression that Material Web is still a thing. Then you click on it and the first thing you'll see is "MWC is in maintenance mode" "Material Design is no longer actively staffing its development." and "New features and components are no longer planned."
It's funny that the people who designed this monstrosity of a web page feel qualified enough to advice other people about design.
Who would be qualified enough to talk with you about new design trends then?those that design on your taste? Rarely, if ever, new design trends are liked by everyone. All in all, I think they are qualified enough.
Here are some objective issues with this page that I don't think is really up to taste (honestly these are so obvious that I assume you viewed the website on mobile which is fair, I never used the mobile version. Because I don't think anyone in good conscience would argue with the terribleness of the desktop version of the website). Note that I will not include many taste-based issues with the website (like the god-awful mouse cursor) because they could be attributed to taste. The following issues are objective issues though:
- Low performance. Because the website steals cursor rendering, moving the cursor feels bad and laggy. - The icon for the "menu" looks exactly like the mouse cursor. I don't think this constitutes good design.
- Also the icon for the menu doesn't look like the extremely established menu icon (even though it changes to that when you hover over it). Initially I th ought maybe it is a dark/light mode toggle.
- Speaking of the dark mode, the page flashbangs you halfway through scrolling the page for absolutely no reason.
- The link texts are borderline unreadable in the "light" section of the page when you hover over them.
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> Who would be qualified enough to talk with you about new design trends then?
The person you are asking did not say anything about new design trends.
But anyway, if one is calling this page a monstrosity, then it seems in bad faith for you to ask that question on the same line where you call its designers "qualified enough".
Would you consider an answer that excludes anyone who thinks that these designers are qualified? Would you consider any answer that disagrees with your assessment, or have you already made up your mind?
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Read the rest of the comment thread. It is obviously not a singular opinion, as you seem to think.
I have two thoughts that keep jumping out at me from this. This criticism isn't meant solely for Material 3, but it does seem a good example.
1. Since the beginning of "mobile first" being rapidly shoved on us (and side-note, god our industry seems to love bandwagoning the new shiny stuff), I've noticed the slow but inevitable (with a northstar like that) decline and neglect of desktop interfaces. Viewing this website on desktop is a wonderful illustration and validation of that fear (though definitely take that with a grain of salt as it's heavily subject to confirmation bias).
2. The over-reliance on data. I am a big believer in data and data-driven decision making, but I think far too often we out-source our thinking to the data without ever questioning the data or our own methods for collecting and analyzing that data. I don't know anywhere near enough about how they gathered this to suggest that the data might be flawed, but I have seen (many times) reasonable, thinking people look at data and place complete trust in it without stopping to realize that at some point that data was defined and collected by another person. Even if the data is rock solid, there also seems to be rarely a thought given to the possibility of misinterpreting that data, or the possibility that the data doesn't provide useful insights in isolation. Some of the worst products I've used were the most "data driven," hyper-optimized to maximize on whatever the chosen metrics were. This seems especially subject to the fallacies of micro vs. macro when trying to optimize for populations over individual experiences. Likewise some of the best products I've used were built with little to no data, and progressively got worse the more they were optimized for "engagement" or whatever the goal is.
Now all that said, take my thoughts with a grain of salt because I am tired of having the apps I use constantly changing their UIs on me. If it's one app it's bad enough, but when you have to use a dozen or more and every one of them ships some radical update every 6 to 12 months, with typically zero user control of when that happens, it becomes maddening.
Im right there with you. I loathe the "embigification" guised as mobile first for desktop experiences. Mice are precise and allow for dense design (which i prefer).
Re the data point, what an amateur stance from the google research team... "found the button 4x faster" as their "look at how much better it is!" metric? If you make the button take up 90% of the screen and you will get the same result but even FASTER, WOW such productivity! What terrible methodology.
I also cant help but notice how much usable information space has now been gobbled up compared from left to right, hope you enjoy writing emails in tiny bubbles.
Also, the new problem they just invented is its now harder to decipher what is a ui element vs a graphic/decoration. I am all for seeing some risk taking but im not sure i agree with the basis for "why this is a good direction".
Google been taking a lot of Ls IMO on the design side, every new guideline push makes google things feel big and clunky. Best example is the google fonts website, the previous version was a work of art, now its just awful (functionally and aesthetically IMO)
Could not agree more, especially "I loathe the "embigification" guised as mobile first for desktop experiences. Mice are precise and allow for dense design (which i prefer)."
It really is utterly ridiculous how much scrolling we have to do on desktop with these modern apps. Scrolling is a paper cut IMHO. There are obviously good cases for having to scroll, but we should rarely if ever have to scroll just to see menu options! I've built a lot of "modern" websites and built desktop UI apps back in the day too, so I understand the challenges of trying to build responsive UIs that work on different screen sizes, but optimizing for the tiny screen and almost completely ignoring massive screens isn't the answer.
This post explains the methodology:
https://m3.material.io/blog/testing-material-3
Thank you, that's a helpful post.
Don't feel obligated, but if you're willing I'd be interested to hear more about the demographics of the sample. For example, how did you find the participants? How varied were their backgrounds? Was there an even distribution of tech and non-tech people? A mix of blue collar and white collar?
Lastly I do want to say that although some of the feedback has been harsh, I do think what you guys accomplished was impressive!
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Here's what Google PageSpeed has to say about it: https://pagespeed.web.dev/analysis/https-design-google-libra...
- Performance 44/100
- First Contentful Paint 1.7 s
- Speed Index 6.5 s
- Total Blocking Time 920 ms
- Largest Contentful Paint 4.8 s
at least it's emotional
The 'send' example perfectly illustrates why I would find Material 3 hard to use - it makes it harder to write the message but easier to send. It's less usable.
I went through a few thoughts when seeing the design:
- I do have trouble spotting the send button on the old design
- Maybe just moving it to a similar position as the new design would help
- I don't actually want it near the keyboard because I might accidentally tap it
- There's plenty of space, why can't they just have a button that actually says 'send'?
The reason the send button on the old design is hard to see seems to me to be that it doesn't stand out in any way. The only difference to everything else on the screen is that it's blue instead of black, but the contrast isn't big and it's between two less important icons.
Here's a 30-second edit of the first picture that undoubtedly breaks material design guidelines, but also solves the problem without introducing any new problems: https://kappa.lol/7Zuuc8.png
The problem with a text button in a case like this is that the translation of "Send" is longer in most languages and even much longer some languages.
Maybe just use the word "send" in a blue bubble? Forcing us to discover and translate hieroglyphics is just lazy UI design because you do not want to worry about localization.
On my Android gmail app, when I reply to an email, there's very little on the screen at the start of the process. The pink-ish send button really stands out since everything else is grey text (I'm using dark mode). They show an image after the user has composed their message and also expanded the quoted previous email text, which is not really what the user's experience is like, so it's misleading IMO.
my thoughts on the email design: - Comparison is strange. One email has an image, the other text. Not the same email. - Hiding the previous parts of the thread seem good by default, but how do you easily get them back? - Where is "from" in new design? - Where is "to" in new design? - I do like expanding attachment a bit so you don't have to click twice to attach a photo (for example), but I'm not sure how often some of those options are used, may be too much. I could see a photo icon and general attach icon both showing. - Back arrow looks broken in new design.
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> There's plenty of space, why can't they just have a button that actually says 'send'?
Words? Are you crazy, this is 2025!
/s
That's also my impression. They even brag about it. They have optimized the time that it takes to find the send button (something that I will only have to do once or maybe a few times until I get used to it) at the expense of a good portion of screen space that would be very useful when actually writing emails.
Ya, but it lands so well with those 18-24 year olds that make all the clicks!
If there's one thing I know about 18-24 year olds, it's that they love sending emails!
I looked at the 2 screenshots and it took me like a minute to see the send button on the new screen.
I am probably very used to the "old" design. If a user will use this product once or twice, yes then the big button at the bottom will be advantaged. But you are biasing the design for new users.
Existing users know exactly where the button is and will now have wasted space because of a gigantic send button.
it increases the efficiency of sending short messages...
Wow, I’m on my phone and the slight upwards motion that each paragraph does as it scrolls into view is almost instantly nauseating. I had to close the tab after reading only the first two paragraphs (and scrolling down the page to make sure I wasn’t hallucinating).
First time I’ve had motion sickness from reading while not actually moving. Well done Google designers, that’s impressive.
Reader mode to the rescue.
I hadn't noticed it the first time I read the post, mostly because I tend to "throw and catch" when scrolling on text. Went back and scrolled slowly. It's definitely motion-sickness inducing. Wow.
This was the only thing I could focus on. Why would anyone make a page where content scrolls at a different rate than I am scrolling?
I volunteer with seniors helping them with online problems. The lack of clear guidance what is and what is not an active element in a web view, responsive to touch, is their biggest cognitive burden. They really struggle.
Seniors make up 4-5% of the online population. As a cohort they're growing. Cognitive decline, visual acuity, memory all fade. So these are otherwise competent people who made good livings, now struggling with design choices with consequences for them.
There is simply no single abiding rule. It may be a red box, or a yellow circle, it may be words or a logo or a skuomorphism in cartoon sense.
I would suspect toddlers are the same. Who knows?
Gov.uk is exemplary for understanding this problem.
Material design isn't orthogonal in this, because it's flat aspects de-emphasis any clear distinction where prior coding models tended to have a gui look to buttons which lay outside this design imperative.
I'm glad Flutter is not changing design to support this M3Expressive [1] right off the bat. One of the biggest problems with Flutter for me is just a lack of alternative design systems (compared with web frameworks) or the ability to easily spin off your own design system. And it's ok to use default Flutter's design system (which is Material Design), but the need to conform to whatever the Google design team comes up with in the next update wasn't great.
Components' renaming (RaisedButton -> ElevatedButton, wtf - was it really worth millions of person-hours of renaming in hundreds of thousands of Flutter codebases?), apps suddenly becoming pinkish, until developers frantically updated code setting `useMaterial3: false` just to stop apps being suddenly ugly, etc. I.e., it's fine for the design system to change and evolve, but with Flutter, all control over the app's look is virtually taken away from developers who use default material widgets. You just update the Flutter version and pray that your app didn't change in a way that was never expected.
It would be good to have Material 3 Expressive as a separate design system, for sure.
[1] https://github.com/flutter/flutter/issues/168813
But pinkish is just the default. You can select a color scheme and theme color like blue, indigo, etc. Looks better off the bat.
It's nice that they're testing how new users, preferably those who have never seen a computer before in their lives, react to UIs and how quickly they discover new features.
But what about all the existing users, who know the app and its features and who are really annoyed by these "modern" HUGE UIs that waste 60% of screen space with some jumbotron and hide all other features behind menus (or downright remove them) because "they might confuse new users"?
That image of the send button on email is a great example of design that would pass review, but absolutely sucks.
I feel like iOS has lots of design elements that look good in a screenshot, but are unusable. Share dialogs and the Call Waiting screen in particular on iOS are a masterclass is poor design.
I don't love the aesthetic of Material 3 - but I do align with the goals of making the design more useable.
iOS often has bad UX on top of bad design. Special mentions to the actions hidden in the share menu. The new paged quick setting is probably one of the worst experience I have had recently. I keep changing pages when I want to dismiss.
Apple is lucky people are so used to it they have become blind to how bad it often is.
Copying my tweet from 3 days ago:
Can Google please lay off their entire design department already? I'm tired of redoing things in apps for the sake of them working the same but looking different. Android is a done product. It needs no further major updates.
Redesigning corporate branding is the revolving door of getting a promotion package, won't someone please think of the middle managers!
We know what happens to "done" Google products though... they're going to keep making changes until Android goes away.
Android doesn't have to remain a Google product though. Google is mostly a terrible maintainer of AOSP.
I feel like they did already lay them off, which is how we end up with this...
Instantly hate that page for changing my cursor. Why do they even do that?
I have my cursor set to "pretty damn big" because my resolution is also big. Makes it more visible. Sure, now the contrast is really nice, but it's still a tiny circle I have to find instead of a humongus arrow I'm used to.
Guess we'll get another browser extension soon... I'd call it "My Emotions!"
The cursor being captured when hovering buttons is the worst UI I've seen in a very long time
It's what iPad does when you use a mouse. https://web.archive.org/web/20200602200001/https://www.apple...
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This is, for all I care, on par with sites that mess with scrolling.
I sort of understand this being used on artistic or playful sites, or ones to show off tech, sure. On a document that talks about usability? Feels like satire.
Also after scrolling halfway down the page it decided to change from dark to light theme and I felt like I got flashbanged
Thanks for that
It's quite a new way to disempower the user: Both demonstrate that they're fully capable of supporting switching to dark mode, and that they choose to ignore the user's stated settings preference.
They made you "feel something" I guess
That feeling is hate
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First, they came for my scroll bars...
> In many cases, we chose to exceed existing standards for tap target size, color contrast, and other important aspects that can make interfaces easier to use.
So now even more space is wasted, making interfaces harder to use, but yes, the less important metric "how much time does it take on first use to spot a button" will shoot through the roof of you make the button full screen width (10x faster!). Thought it will fail to capture the more important metric of time wasted scrolling since a simple message doesn't fully fit on screen
And of course there are no user customizations to rectify these usability errors...
PS A great example of this awesomeness in action: on https://m3.material.io/components/toolbars/guidelines they can't even fit 2 (two!) toolbar buttons fully because the huge left/right buttons and all the extra white space padding and margins prevent the button content from being seen.
But there is enough space to fit all 4 (or at least 3 depending on text size and icons) toolbar buttons, and even if one doesn’t fit fully you could show its partial text, so navigation would still be faster without having to press the scroll button first and then the toolbar button
In my view, peak design is the "density" setting in Gmail where you could select between 3 degrees of density and wasted space in the UI.
Even though I like somewhat denser interfaces, I know that lots of whitespace is GREAT for new users. Just like I know everything needs to be in the UI (~80-90% of users click the undo button instead of typing Ctrl+Z in many apps). There has to be space for a learning curve for any interface.
The ability to make things denser is important, but high density is usually only relevant for power users. It should not be the benchmark by which a UI is judged.
EDIT: Actual ctrl+z statistic is inaccurate. Details included in a further comment.
> Button instead of Ctrl+Z
This is rather different, this is ignorance, so button alternatives are helpful for ignorant users (although one of the reasons for such widespread ignorance is precisely because there isn't really much of a learning curve since interfaces don't actually teach you much if at all)
But for a lot of whitespace instead of content, what exactly does it teach new users? Consider the toolbar example, how would showing a new user 3 buttons (left, right, section name) help instead of showing 3 buttons with section name and a 4th partial text button with section name?
Also, gmail density mostly affects vertical density, the number of horizontal tabs doesn't change, so the control density doesn't change as much except for the left list of categories (but only if it's a big list otherwise it would still fit in sparse UI ), making this mostly an aesthetic choice (unless you often need to see a lot of emails in a list)
Wow, I understand using the button on a phone app, because where would you even find the "Ctrl" button, but if it's true that even digital natives are still using the button instead of a keyboard shortcuts when sitting at a keyboard, that boggles my mind.
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> By making the Send button larger and more prominent, participants were able to spot the button four times faster.
By making the Back button larger and more prominent instead, participants would be able to spot the button four times faster. I suggest to reduce the size of the Send button.
The running joke was that the back button in Longhorn was bigger than the others to make it an easier target to get out of Goatse.
Most users cannot handle more than two buttons anyway, at least outside of professional tools for power users.
Of course they can, do "most users" fail when their browsers have more than 2 tabs?
Besides, in this toolbar example, thare are *more than 2 buttons", so even by your metric it's a fail. It's just that instead of actual content section buttons you get left/right ones
After saying they weren't letting data make the decisions too...
Welcome to Idiocracy. Google engineers have thought you are now too stupid to use your device and have had to make the buttons giant big colorful flashy bits so you understand what you are trying to do with it.
Android is now a Fisher-Price toy in comparison to iOS.
You are being too harsh, not everybody is under 40 with perfect vision. My mother tends to struggle with her android phone with all the font sizes to the max and high contrast mode.
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I actually have no idea what you mean with the example, all the toolbars on the page fit 4 or more buttons, I tried viewing it in various window widths, can you be a bit more specific?
Try with a smartphone, the very first toolbar "Overview/specs/guideline/accessibility", tap the specs to see both left/right buttons
"how much time does it take on first use to spot a button"
We need to help first time users work out how to use our software, but I don't follow the logic on why we should prioritise around this. I get that we can lose users early on if they are confused by our apps, but that's not the full picture.
For a regular-use app (such as email in the example), what % of a user's time is spent as a new user, vs time spent as a no-longer-new user? Obviously over the lifetime of an app the amount of time spent as a new user is far less than that spent as a non-new user. After a few uses I know where the button is. But the design compromises (eg less space in the UI for content due to the oversize button) persist.
At some point the training wheels on the bike stop helping and start hindering.
This is the same gripe I have with the argument for UI animations "informing the user about what's happening". macOS (which stands out due to its refusal to just add a preference to fully disable animations) has educated me on the concept that an app minimises 'into the dock where it lives' many thousands of times now. I get it, honestly.
Maybe the solution is to have the UI grow in complexity as the user becomes more familiar? After the enlarged 'send' button has been clicked 5 times, reduce its size... maybe even do this gradually, a couple of pixels per click until it reaches 'expert size'. Or have an internal list of user actions and once a few of them have been completed offer to put the UI into intermediate mode?
From the blurb: "Expressive design makes you feel something. It inspires emotion..." Yep, sea-sickness, quesyness, nausea, and a growing desire park the DeLorean back in 2010 or skip to 2035. The whole 'emotion' thing = funky palettes is irritating beyond measure: the next 2 years of websites will be like working inside a TV advert for Jaguar.
When I was in design school, the dean roasted me for slapping cartoon flowers on a brochure for a female audience. It was hackneyed in retrospect. Kinda like this
I don't get it.
Their examples are about usability.
So expressive = make things usable?
One of design's main tenets is to make things usable. That's a given.
Also how many users did they test with? And they should caveat what apps this might be suitable for.
This post just feels like more design wankery, using ambiguous words to restate design's core tenets that have been established decades ago.
They could have easily started the post with 'Hey, we made some updates to make Material design more usable and this is how we're doing it.'
I wish they were "restating" them. They're not, they're ignoring those principles in favour of vibes design.
Ha, good point. I was only focusing on the usability bit. But you're right, they should restate those battle tested principles and how Material Design aligns to it.
> So expressive = make things usable?
An acquaintance said: "For all the talk about accessibility there's less and less contrast in everything"
Is Material Web still in "maintenance mode" i.e. dead?
https://github.com/material-components/material-web/discussi...
So Material Design is Android only, yes?
Yes it is dead, killed together with Lit which might still have a chance outside of google but I would not bet on that, the old maintainers still dream about being re-hired, their discord server is in a sad state. Killed by google is not only about products, it seems.
mui.com is still around and IMO way better than this crap
TBH I don't immediately hate what they've done design-wise.
I just wish they'd support it properly...
My current work project is using the M2 iteration, I guess to have a consistent look and feel across web + Android apps.
But the closest thing to an officially supported MD component lib for web now is Angular-Material. That has some M3 support I believe.
But not useful if you don't use Angular. And notable that the "web" pages for MD point to the incomplete and not updated Web Components project instead.
It's like this massive and massively profitable company laid off the... I dunno it must only be like 1-3 people? ...who were producing this useful thing. I don't understand the reasoning.
FWIW on the 3rd party side https://www.beercss.com/ looks to be carrying the flag quite nicely (I haven't used it yet).
It looks like "expressive" in this case means "various pastel shades of pink and purple".
87% of young people prefer expressive designs? Over what? If something is not expressive, what is it? Maybe Bauhaus-Modernist?
Looking at their list of expressive attributes — energetic, emotive, positive vibe, creative, playful, friendly — it sounds exhausting. Who wants their spreadsheet and email to be more like a slot machine?
But then I'm in the 55-64 group, so it wasn't designed for me. Give me the Bauhaus design where form follows function and ornamentation is restrained (which I think makes it more impactful).
It looked expressive and unconventional for the internal committees.
Fascinating. My emotions ARE stirred by this. I grow increasingly frustrated/despondent/irate by their base color palette choices. There is a reason that the green and orange shag carpets of the 70s didn’t stick with us and are widely reviled.
Underwhelmed by the obvious stated in that article.
3 years to make the simple UI cases bigger and more colourful.
Just use the platform conventions and toolkits, so nobody has to learn UIs that do the same all the time. Let people apply themes. Done.
Do study high density UIs, though, because it’s nice to know how to do that well when needed.
> M3 Expressive designs were rated higher across desirability attributes, including “modernity,” “subculture,” and “rebelliousness.”
The more UI "evolves", the more I crave Win98.
I was watching a video about gnome 1, and it was so refreshing to see actual interface design where it’s obvious what a widget is. Now everything is just screenshot material.
God damn, this is the ugliest design system I've ever seen in my life.
The progress bar looks a bit like a snake being electrocuted.
https://m3.material.io/blog/building-with-m3-expressive#what...
And the circular one is the icon for head trauma.
I cannot scroll down that page, wtf.
If the rest of the design is as annoying as the circular cursor enforced on me I'll pass, thanks.
I'll never know, I don't have enough time to wait for it to load.
Resume driven design is one of the worst forces in modern technology. Every designer is looking to make a name for themself by building a bespoke design system/language/framework. The best design is less design.
>Resume driven design is one of the worst forces in modern technology. Every designer is looking to make a name for themself by building a bespoke design system/language/framework. The best design is less design.
Goes equally for engineering these days. How many re-implementations of the same idea have been driven over and over again so that someone can claim "open source project with 800 stars" on their resume? It's nauseating and poisons the well for people trying to find a reliable lib. Add to that the social media "influencer" folks who crap out some pointless tiny repo and push it to their followers who don't know any better, resulting in 5000 stars for something that is completely half baked and has no chance of ever being maintained or extended.
When Material Design 1.0 was released with Android Lollipop, it felt so revolutionary and refreshing. Now more than a decade later, I would have to say that I miss both Halo and Material 1.0 as these new design iterations have only made it look worse.
Holo was incredible, it made me feel like it was on its way to LCARS. It felt like the future. We're a couple decades backwards since then.
For how much they talk about "subculture perception" in the announcement, holo genuinely seemed like some sort of counterculture. Compared to the glossy iOS, Holo was dark, gritty, Tron like. Using it signaled that you were a nerd in the best of ways, someone who was fine with non-rounded corners.
Material 3 on the other hand looks like you asked someone to design a UI around the corporate memphis art style.
The hijacked mouse pointer on this page makes my browser feel a lot slower then it is. If this is intentional then it is not great user experience at all.
We've been collectively designing GUIs for what 50 years now? Yet we're re-asking the same questions every decade, always starting from scratch. Do none of the Google engineers behind this remember the Compiz reaction to Windows 95 and subsequent Windows Vista overreaction?
Let's just go back to system wide skins. Let users make everything look as boring or fun as they want.
I sat watching that lame video (clip?) for about 30 seconds waiting for something to happen before I realized there was scrollable content. Google's UX continues to be awful
Whenever I interact with google UIs, the question is always "which ellipses do I have to tap to find the action I want?"
"I understood that the poet's work wasn't in the poetry; it was in inventing reasons for the poetry to be admirable. Naturally, that ulterior work altered the piece for him—but not for anyone else."
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1: https://www.goodreads.com/quotes/8699659-comprend-que-el-tra...
Viewing the page source, I love the way many inline css widths have values such as 83.33333333333334% or 66.66666666666666% !
Ah, yes.
Just what I am looking for when I think about GUI on my computers checks notes rebelliousness, subculture, modernity.
Yeah, their metrics for it being good sounds so out of touch that their pride seems cringe-worthy.
If you take rebelliousness as "this doesn't follow the conventions we are used to", subculture as "this is weird in its own way" and modernity as "this reminds me of new modern design stuff I see", it makes it clear they aren't necessarily praises.
The scrolling behavior of text on this blog is pretty wild. Each paragraph has “subtle” animation when you stop scrolling on mobile: as if each paragraph is independently floating into its spot. It’s incredibly disorienting.
Like… I get it: your design language revolves around treating UI elements as physical objects. Messing with text is a step too far. Text is not a bunch of boxes connected by springs.
Really, truly, hate that purple. Some of the guidelines look great. But I send sincere condolences to android users over the next few years. We will call them the blackberry yoghurt years someday.
So where are the expressions (a.k.a details)? This looks more and more like 80-90's newspapers for some reason. Strike that! It feels like those colour papers which we use for random stuff. Thin weaker than normal paper. Feels ugly and cheap. Not to mention too flat, no details... just flat.
I like Fluent by MS far far better than this.
I fully agree. The word I would describe this is indeed Flat.
Innovative compromise between light/dark mode; just have the page switch between the two repeatedly as you scroll.
Hybrid mode. A full 24 hours are passing by scrolling the page
Oof. I actually really like the majority (with some notable exceptions) of what Material 3 Expressive does from a pure design perspective, but this article is the worst reflection of that.
"Big button easier to find" (let's think about whether "easy to find send button" is the top priority for an email composition screen, because these folks apparently didn't) and "We can make an existing UI less functional by taking up the entire screen" seem to be the writer's favorite parts of M3E.
It's ironic that they got rid of the tall bottom navigation bar and brought back the short one with less padding (likely after all of Google's own 1P properties decided it wasted too much space), because now it feels like that took that failed philosophy and applied it everywhere else.
A giant corporation sent users a survey to rate how they felt a proposed design scored on "Rebeliousness" so that they can then tell people how rebellious it is.
Irony is dead.
My pet peeve is user interfaces that simply hide options away and give zero indication that they exist.
The assumption is you know how to find them.
Google has this sort of thing everywhere.
The whole article talks about being data driven then right underneath it they have links to color theory which is the most made up non data driven bullshit ever.
I have an idea: just write ,,Send'' on the send button and people will find it even faster and easier... also make the button rectangular and add a drop shadow.
Welcome to 1995.
Also, 70+ year old people who have the hardest time using a mobile phone even if they need to, like my mom are just not even included in the test. She just can't find buttons done with material design.
For a company that was talking about inclusivity for 10+ years, setting 64 the highest age for UX testing is unacceptable.
How designers see the icons / how I see the icons
https://miro.medium.com/v2/resize:fit:1400/0*X5Zz-PxT8087KG2...
> She just can't find buttons done with material design.
Because in material design the buttons are intentionally disguised as labels. Material design is the worst thing to happen to design in the last 20 years.
There isn't a highest age for testing. When you participate in an experiment, you enter your birth year, and we use that to stratify the data into age bands.
Unfortunately, participant panels are not great at having representative populations. It's been a while since we've put a study on Mechanical Turk, but it famously skewed towards young Indian men.
One of the reasons to ask age and gender is to balance towards representative. It helps you detect and correct for imbalances in the participant pool. However, commercial participant panels are bad at certain demographics, particularly at scale. There simply aren't a lot of 70yo women using UserTesting or Cint. If you insist on having statistically significant quantities of responses from older women in every experiment, you'll exhaust those panels disappointingly quickly.
70+ is not a marketable demographic.
It's incredible how bad this keeps getting and how much they ignore formerly well-established UI principles in favour of "vibe design" and pseudoscientific "studies".
What is the explanation for this? What is the reason that even the most well-funded companies in the world fuck this up so bad?
At some point they resize the send button into a circle of comically huge proportions — eating even more space from the actual content — because they did eye-tracking testing and users "find" it in 0.9s instead of 1.6s. Surely there's some explanation for this clinical level of madness.
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> These factors can be quantified in users’ responses to new M3 Expressive designs. We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” We also saw a 34% boost in modernity, making a brand feel fresh and forward-thinking. On top of that, there was a 30% jump in rebelliousness, suggesting that expressive design positions a brand as bold, innovative, and willing to break from convention.
Jesus christ, we're already a sci-fi dystopia and we didn't even realise.
Outside of primitive objective quality metrics there is no automagic mechanism to convert money into quality. As your other quote indicates, you can make up an arbitrary set of vibe metrics to convert your failure into a success (and waste all your funds in the process)
The executives at Google don't care about any of this stuff, they use iPhones.
They know that people are always going to buy Android phones no matter what they do to the system because "cheaper and more megabytes for the money" than iPhones.
ikr? I'm still amazed at how bad material is from a UX point of view. All the gear, no idea I guess
These assclowns are designing for emotions, not usability. And the send button example is the best example why this is an abomination.
>M3 Expressive designs were overwhelmingly rated higher for attributes such as “energetic,” “emotive,” “positive vibe,” “creative,” “playful,” and “friendly.”
Haha, anything missing here? Maybe usefulness, legibility, clarity, ease of use...
So why does it have to be emotional instead of, say, useful?
I suppose I should commend them for that page only bringing up Firefox to 53% CPU when I scroll.
Wait, this is mac os on a m3 pro so that means it uses ... 5 to 6 cores?
> Material 3 Expressive is the most researched update to Google’s design system, ever.
Did they ask everyone in Portlandia's Feminist Bookstore for their opinion or why is everything lilac.
Feels more like the original android from the HTC days. Brighter colors, more rounded corners, a happier vibe than the corporate material theme introduced by Ice Cream Sandwich.
It seems UI trends are going to repeat like fashion repeats itself in cycles.
UI trends _are_ fashion trends.
Page feels slow, circle instead of my mouse, the screenshot of M3 expressive shows less space for content and recipient address but the send button is clearly easier to find
No but you see, they did eye-tracking tests and users "find" the send button in 0.8s instead of 1.6s, so it's clearly worth it to reduce the space for content even further and add even more enormous amounts of whitespace. This is science you guys!
Btw: extrapolating an exponential growth rate for the amount of whitespace in modern UI I predict that smartphone screens will consist entirely of whitespace before 2030.
I am incredibly confused why the Material 3 project is growing further and further from a coherent design system to "do whatever you want, there are no rules".
The linked "Start building with Material 3 Expressive" article has an example at the bottom for a payment type app where virtually every text element has a different font or text size. It also has an enormously big FAB at the bottom that covers MULTIPLE rows of data.
I would have liked a short explanation on what makes the new M3 Expressive really different from Material You?!
They are re-using the exact same words [1] ("expressiveness", "personal style") from You. Did they just add more spacing and change the default-color?
[1]: https://m3.material.io/blog/announcing-material-you
I always hated Material Design, from its inception to this last version. There might be some good reason, but it just doesn't feel right to me.
It feels a lot like "duotones everywhere" - i.e. the hottest trend of 2022
I think the original Material 3 was more sensible. Coming from ios-land, its color palette formula was a nice break from the glassy apple standard. It looks like this new version goes overboard on the boldness and especially on the typography. Looks like it uses the same palette generator but is encouraging use of the more vibrant colors in it? Seems to draw inspiration from magazine design (content is ads or interspersed between ads, appropriately enough for an ad company). Indeed, the brief is written like a pitch to "brands" (not UX designers for useful apps). The reference to "dialing up the feeling" makes me think of the extremely uncomfortable feeling I get when watching TV or film ads for the first time in awhile -- that it's a manipulative assault on my lizard brain.
In my opinion, the main promise of M3 wasn't apps triggering "more feeling" in users, but in users' ability to personalize their color theme to their taste to make themselves feel more comfortable and at home. Instead of this iteration, the best direction for google would have been to push apps to implement dynamic color (themeability) as a matter of best practice, increasing user sovereignty over their experience.
The example touting the huge send button with the tiny email composition space is baffling. This is peak "call to actionism".
Dot cursor that doesn't let you select text properly and link highlights that aren't visible against the page background are not a great look.
Side note, surprised to see some commenters wishing for the return of Material 1. I simply couldn't get over the aspect that each google app chose an arbitrary garish primary color, and you were stuck with that as the user chrome for that app. I still cringe when I see docs formatted with (for instance) random bright purple chrome using a M1 theme.
What I care about the most in UIs is latency. Not a single mention of it.
I swear they didn't actually do any studies to see if people could actually navigate this. It's just design-spam. The church of "We need to be unique"-ism.
Can we go back to function over form?
I feel like every step "forward" makes computers less useful for, ya know, computing and more a way to funnel your eyeballs into someone else's pockets.
Well, that's quite the horror show of an interface, something dreamt up by a crack team of interns high on their own supply of rounded pastel-coloured widgets. Fortunately Android is quite flexible and has good longevity for a mobile OS so I'll keep on using 'ancient' versions until MAHA [1] takes over and brings back Holo.
[1] Make Android Holo Again
I'm still on 11 (thank you lineageos security updates) so I've managed to avoid the material you madness.
Ah so the material people have figured out that putting the most relevant button where you're looking is a good idea.
Well done them.
It's certainly better than previous Materials, but then again, what isn't.
edit: I've also just noticed that the email in that screenshot is addressed to someone named Ana with two exclamation marks after it, which makes it looks like they're opening the email with "Anal!"
What this page is telling me is designers at The Google have rediscovered what mid-90's UX already figured out.
Also, nice doodad cursor thing, guys, but maybe next time you don't add things like that for their own sake. I swear it seems at least a hair slower than the native cursor.
a hair slower? I drag it from one side of the screen to the other and get 4-6 frames despite my monitor being 240fps. Perhaps its just more engineering to push people off firefox?
Didn't seem nearly that bad to me on Firefox. It's fairly smooth; just kind of laggy, but in a way where it was hard to tell whether it's an optical illusion. Otherwise doesn't appear to have any fewer or more frames when swiping around than the OS cursor.
> Expressive design makes you feel something
I found it quite funny because the first month of using the new 'overscroll' animation that came with material you, the thing that stretch the text when you reach the end of a page and keep scrolling, made me want to throw up and gave me headaches lol.
To be completely serious, i looked at the preview images, for instance the Gmail one with the big send button and it confirmed my long time hypothesis. Google is copying the design of these phone for old folks that got everything big and bold with contrast turned all the way up lol.
You're telling me 18-24 loves material 3 ? I can tell you my grandma would love it. She can't see very well and her hand shake, this would be handy.
These are horrible two and a half backwards steps for usability but please talk to me about how your shitty bouba elements inspire emotion and communicate function. Fucking liars, what emotion is it suppose to inspire that bluetooth is now not turned off when I enter airplane mode and realizing I now need three clicks to shut it off. It's for your own location harvesting bullshit. This inspired me to ban all apps trying to update anything from the network, everything goes through Rethink VPN now and I'm certainly not moving to another major version after 15.
Im dying inside at the thought of outsourced junior designers redoing gcp dashboards this way. im already confused enough in there.
no company uses material design since v1 so this isnt going to infect anyone else but all google apps are about to get worse it seems
Can we please go back to making usable prototypes and testing those for usability, instead of just throwing something together in Figma, showing test subjects a static image and asking them to find the send button, then asking how cool it looks?
Software designers left to their own devices always end up turning up the “wow” and “cool” factor, because that’s the only thing they can do.
I know the “design is how it works” line is tired at this point, but come on folks, this blobby colourful interface looks like a Fischer-Price toy.
Because we all want our daily driver apps to look like a fucking SaaS landing page.
Clowns.
Where does "please make the play/pause button on the android lock screen big like it used to be, for my big thumb" land w/r/t Modernity, Subculture, or Rebelliousness?
It's such a neat experience when someone else lifts a thought straight out of your head. The tiny control buttons on the lock screen drive me nuts.
Google seems to be firmly in the Kraftwerk-like definition of beauty where some band members believed that the more beautiful a sound looks on an oscilloscope, the better music it is.
Yikes... everything looks like jelly. Best served with Comic Sans MS.
Maybe this is just me getting old, but imo Material design peaked at Material 1.
I especially hate the visual noise that they've introduced now - I guess that's the "expressive" part?
I'm posting this here assuming I'd likely come across someone who knows this stuff.
Of all the UIs I have used, Github UI especially give me a sense of solid UI. As in there's nothing finicky about it and gives a sense of dependability (Since way before big-corp acquisition). I'm pretty sure I do not have the vocabulary to explain further.
So if anyone gets what I mean please chime in and help me understand what leads to this experience. Any related writeups/links very much appreciated.
You are just used to it. It's every bit as terrible as most web UI. It took me quite a while (coming from a different git UI) to actually figure out where to click to see a stream of commits for a branch (spoiler: the xxx commits text is secretly a button)
Green is always soothing in software! Apart from that colors are good i suppose too. Currently no device going to get A16 i guess I am happy with a15 as of now. Maybe when things settle down I will be seeing how it works.
Going for that aesthetically pleasing CGA look I see.
https://imgur.com/a/vh8ui8I
Google is great at many things, design is not among them.
> Send button in the new design (on the right) is larger … their eyes saw the button four times faster …
Perhaps some well known rule of interaction might apply.
Note that many, many apps hardly use the default Android UI elements and instead implement their own design. So it isn't helpful when the official Android UI elements don't contain any fancy "expressive" designs. If they aren't fancy enough, app developers simply won't use them and go with their own stuff, which will be even more inconsistent with the rest of the OS.
Maybe it's just been a long week, but some of the examples reminded me of the day when a writing instructor spent a class session teaching everyone some loaded imagery/symbols to avoid writing accidentally.
After that, the instructor read a passage, by some earnest student somewhere, who seemed to unwittingly hit many of those things we'd just been told to avoid. The class was in stitches.
Google has to solve having a green bubble if they want any penetration into the "hip" young crowd.
I honestly think the only way they could see gains is with a well executed counter-culture statement. They are foolishly spinning their wheels going after the young iOS crowd, while alienating the people who actually buy pixel phones and on some level android, phones.
(I know this comment is very US centric)
> I honestly think the only way they could see gains is with a well executed counter-culture statement. They are foolishly spinning their wheels going after the young iOS crowd, while alienating the people who actually buy pixel phones and on some level android, phones.
I think a well executed counter-culture statement would do well for them. Make the move Apple did with their 1984 commercial. Also double down on openness, freedom, etc.
The other problem Google/Android has with penetrating the "hip" young crowd (in the US) aside from iMessage is there's no Android brand like Apple has. There's pixel, but it's such a small market share. Most people it's a choice between iPhone or Samsung, not iOS or Android. The fact that Samsung has their own skin too means this new material UI will only apply to people on Pixels or other stock-like phones, of which there are fewer and fewer flagships for each year.
Outside of that though, Android has an app quality problem as well. I use the McDonalds app as an example - every upgrade cycle I get curious about Android and try daily driving a pixel for the return period before inevitably ending back up on iPhone. My last run with the Pixel 9 pro, the android version of apps were horrible. Performance was so bad. The McDonalds app took full seconds to navigate between panes where it was instant on iOS, my banking app was equally horrible on Android. The watch wasn't great either.
Google could have a slam dunk if they focused on the right things, but they just always keep missing the mark.
Love how design is finally leaning into emotion.
What a joke. Material has been the excessive epitome of form over function form the beginning, but this really takes the cake.
…where‘s the need for text blocks and images to move up as I scroll down and down as I scroll up coming from?
It‘s not even always fluid on my iPhone.
This is awful.
This effect is brutal and made me feel a bit motion sick trying to scroll the site :/.
So it's about to put less information on the same amount of surface? Got it, it goes directly to the trash.
At this point, I am rooting for Google to do anything it wants then current design. For now material design looks like cartoon network to me. The best design in modern times I liked was of Microsoft fluent 2. I badly wish for skeumorphism to come back, but now have left the hope.
Animated border radius
This is just an attempt to copy iOS, in my opinion. Even the website is - the way your cursor is no longer an arrow but just a circle that molds to the shape of nearby buttons is a (very badly executed, at least on this website) clear attempt to copy iPadOS.
It's incredible how terrible Material You on Android is.
For all the personalization hype, you can't pick your own colors (that aren't based on a wallpaper) without root.
You literally cannot make the Messages app have a white background with message bubbles in a color other than gray.
According to the page, with M3 Expressive, Time to first fixation is .65s for 18-24 year old, 0.93s for 25-45 year old, and 0.81s 45+ year. It doesn't make intuitive sense that 45+ year old are now faster than their younger group.
> We found that well-applied, expressive design is strongly preferred by people of all ages, with that preference being particularly strong — up to 87% — among 18-to-24-year-olds.
Another colorful thing popular with kids: Tide pods.
People who frequent a brutalist, minimalist, news website, that hasn’t changed its design in over a decade (or ever?) are enraged by a colorful, peaceful, friendly reimagining of a popular framework. Who could have guessed!
I had a strong sense things were headed in the wrong direction the moment the mouse pointer became a circle and they introduced input smoothing with a delay—definitely not good UX.
Hard to believe this kind of change made it through, but I guess it reflects current priorities. I’ll admit, I’m both baffled by and a bit envious of the folks making these calls.
I too want to get paid 500k to sit on a bean bag, drink lattes, have office affairs, work a 3 hours day
> I too want to get paid 500k to sit on a bean bag, drink lattes, have office affairs, work a 3 hours day
Unfortunately this was most of the lot that Google and others cut loose in the last layoffs.
There was a few TikTok montages of "my day working at Google/LinkedIn Microsoft" (eat breakfast, snack time, eat lunch, eat dinner, check emails, massage, go home) which now have a additional "day in the life of being laid off from Google" follow-up.
This is pretty, I like it.
On the other hand, I’m not sure “pretty” beats “practical” when it comes to tools. There was something very practical about those ugly Windows 98 widgets, I kinda miss those.
I feel like this is quite a complex style to implement in terms of layout and animation, especially while still taking into account accessible colors etc, but we'll see.
The spacing changing with scrolling makes me feel … nauseous
I’m glad someone was able to get a bonus or promotion out of this, but in the just another symptom of google losing it’s soul as a “hard problems” engineering shop.
Modern UI is a crime against humanity. I did not think there were new depths to the depravity, yet here we are. Society has been backsliding since XP.
I wonder if XP fondness dates you to a certain age bracket. Yeah new UIs seem disorganized and inconsistent to me but I feel the best consistency in UI was hit around Windows 95-98 but then again that's when I was in my young adult years. Maybe the kids feel this new crap is how UI should be done...
Some people despised the XP UI when it first came out to a lot of fanfare. To this day, "Fisher-Price UI" is strongly associated with it.
Most people seem to think that whatever design language they got used to at a certain age was the obviously superior choice for all ages.
I think the biggest issue of modern UI design is that a lot of the software with it is poisoned by metric-chasing and mass data collection that megacorps love. But on a deeper level, most modern UX designers are vastly better than the average person working on UIs in the 90s. All the horrendous stuff from the 90s got forgotten, leaving behind only the fond memories of Windows 9x and similar.
I'm much younger than you, and I get liking the 9x design only in the sense that this was the last time when MS did a clean-slate design and redesigned everything in the system to be consistent, as opposed to them juggling like 6 different design languages for the sake of backwards compatibility and their apparent fear of not making something new. But as a design.. well, "all components must be the exact same shade of grey, look identical and have as little hierarchy as possible" isn't the peak of design, imo.
welp back to the terminal I guess ?
Ok people are dunking on this for plenty of good reasons, but dear Lord, do you really think putting buttons at the top of the screen where they're the least reachable is a good idea? Maybe email send is not the best example but moving buttons down towards my thumb is a great move on these screens that won't stop growing.
All samey and meaningless with no attention to detail.
The flat surfaces, the fonts, the colors... Material 3 has potent Windows Phone vibes (Metro), don't you think? Such an underrated UX.
Im dying inside at the thought of outsourced junior designers redoing gcp dashboards this way. im already confused enough in there
Challenge: find positive comment about m3 here
Did anyone notice the mouse cursor changes color when you hover it over the video, try moving it around. How does it work?
It pulsates expressively between nausea and diarrhea.
I can't take this research seriously.
> M3 Expressive designs were rated higher across desirability attributes, including “modernity,” “subculture,” and “rebelliousness.”
Subculture and rebelliousness as features of a corporate design system? What exactly were the survey questions?
> While there was a net-positive indication across all age groups, younger study participants had the most enthusiastic preference for M3 Expressive and rated the designs as high in “visual appeal” and “intention to use.”
Again compared to what, and how were the questions framed. 'Intention to use' questions are almost always leading.
In general I think the designs look pretty good, why not just let them speak for themselves instead of foisting nonsense survey results upon us.
I've sent many an angry tweet about how ugly Material UI is, and this doesn't appear to be any better
Wow; if you squint - it looks like the Apple design. But with really awful colors. And near Comic Sans fonts.
These weird pastel heavy color-themes feel like they give me eye fatigue very quickly, is that just me?
The timers' typography is absurd. Material Design was already too space-inefficient to my taste, but this one overdoes its predecessor. The worst of it all is that this is clearly a mobile design system and yet desktops, laptops & ipads must suffer for it since the styles don't adjust much to the amount of space you have on screen.
https://lh3.googleusercontent.com/B4hgs-2YHv1TDxMu3VSGcx9YMs...
I want a UI that caters to grown-ups!
These subtle animations while reading the text make me dizzy. What are they animating the text for?
These don't increase usability much for me.
Since long ago and still now, I had good ideas for usability (self-judged) and would have loved to have worked on them at Google to beat iOS perhaps. But their leetcode interviews (for SWE, not design) completely barred me from stepping foot in and being able to suggest changes.
Perhaps I'm just another soul who thinks they have valuable ideas. But this makes me wonder how many people with impactful ideas they've passed up on because they didn't fit into their leetcode-shaped prototype.
Have you looked into UX Engineering? It's a discipline for people whose expertise spans engineering and interaction design (e.g. might have been in one of those roles at companies that don't have UXE). It's been a while since I've interviewed, but I found the questions to be fair and not at all "leetcodey."
It's also an important niche - people who learned to build things because they like to make, not because they found CS interesting. UXEs tend to be versatile people who can not only flex in a lot of roles, but are also good at translating the expectations of one role so someone in another role will understand.
Your description hits home, 'like to make, rather than CS'. Appreciate the thoughtful reply
Gradients are so fucking back. Where's my old copy of Flash MX 6?
> create interfaces that connect with people on an emotional level
No, thank you.
Brutal. But it resonates with those 18-24 year olds, at least.
Is purple the main color? Or can you choose tints?
Pretty successful at invoking the emotion rage
Emotional UX aka Designed for Addictiveness.
Coming to your neighbourhood theatre in an Android phone. Yeah! Brace yourselves. They have gone full bonkers this time.
> No amount of expressive design will beat basic functionality.
...I am very afraid this will sacrifice a lot of (basic) functionality in the name of looking different.
May only hope there will be options to "tame it down".
Isn't this just Lisa Frank?
The fact that it is hated here on HN is probably a good sign, no offense everyone. Engineer designed UI's are usually awful outside engineering circles, where they are obviously the best.
It looks like Google is really just continuing the war on information density, and moving more and more towards a UI that represents a toddlers toy. Empty space, shapes over words, large buttons. Very easy to hate, but when you consider the average consumer gets overwhelmed looking at a settings menu, it makes sense.
You can't ever win with people that freak out when they see a settings menu. There's no point trying to appease them.
Alternative nominations for design excellence:
- Rock Auto
- Grainger
- Craigslist
> By making the Send button larger and more prominent, participants were able to spot the button four times faster.
I mean... yeah. Of course they did, it takes up half the screen. A bit hard to miss.
It also made it so that editing text requires a microscope. I can immediately think of ten people in my social circle who would struggle with this due to various reasons, aside from subjective differences.
> It's time to move beyond “clean” and “boring” designs to create interfaces that connect with people on an emotional level.
No.
Clear regression
If that page is an example of Material 3 Expressive then it's a hard no.
It is nauseating how text blocks keep moving after a scroll, and the animations are a solid 15 year step back in time.
I won't be using it on any projects, and I will spend much less time on any site that uses it.
Oh good. Everything's purple now. And in your face. And the background color changes as you scroll. If this catches on I'll have to write a browser extension to get rid of it.
Hey Google, why don't you just bring back the <blink> tag?
> After mentioning her initial findings to colleagues in a Munich beer hall
Uh oh...
We're still waiting to read about her struggle.
Terrible
Is this a joke?
If their goal is to evoke emotion when using this UI, then they have succeeded in evoking emotions of frustration and anger.
More like Material 3 Nausea
I hated old Material 2. I hate this even more.. with a passion. What the hell!?
I am asking this honestly: is this some sort of April Fool's joke, just a month and a half late? Between absolutely abhorrent performance on what should be a nearly state of the art desktop, and generally being jarring to look at and not particularly readable, how did they think this was a good idea?
This comment section is predictably boring and shows that HN isn’t always a great place for discourse. Change is hard, I guess.
Majority of the users here haven’t even implemented a single material design.
Our app has been 100% Jetpack Compose Material 3 for over a year and user growth has been phenomenal.
We’re not US based though.
I've noticed that lately too.
And any thread with a political tinge has a comment section indistinguishable from Reddit, complete with the doomerism.
Change for change sake is bad, yes. And the problem is, that these last changes have been half-baked, most things WITHIN GOOGLE still haven't fully done the switch to Material You / Material 3 Base, and now they decide to throw stuff around yet again.
It's hardly a design system if a random lead UI/UX designer redesigns core elements every 3 years
made with uh....angular
Yeah... This is a regular reminder that the Material Web components project [0] has been effectively shelved.
[0] - https://github.com/material-components/material-web
... which is such a pity. One of the best component library still.
"By making the Send button larger and more prominent, participants were able to spot the button four times faster."
By making the Send button larger and more prominent, participants were 4x more likely to accidentally press it.
Also, participants were given 2x less vertical space in which to create their content.
As a result of these studies, we enlarged the button another 2x in order to double the number of messages sent, while reducing the content until it was just 3 emojis on one line.
/s
And they moved it closer to the keyboard, which is where the primary buttons should be on mobile anyways. Total incompetence.
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Who could have imagined that making a button larger makes it faster to find! /s
Can we just skip the next 10 iteration of improvement to material and get some pseudo-3d back now? Maybe a little tasteful woodgrain? Material 3 is better than it's predecessors, but that is a pretty low bar.
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When it comes to UX I find it that even when it's good it will eventually get broken because the people responsible for it need to come up with new ideas to show they're needed.
I guess the failure doesn't lie so much with the peons (designers, product people, etc.) as with maligned goals, metrics and management. Change for the sake of change and as we know any change when you're near the maximum means it getting worse.
I really don't understand what people are losing their marbles about. I know (re)designs always face some controversy, but the reception here on HN seems overwhelmingly negative.
It's not even a full redesign - they're advertising a few new "expressive" elements that developers will be able to add to their existing Material 3 apps. The examples they're giving in the articles are mostly mockups with the use of these new components dialed up to 11, to show off what it is.
As someone who made a few small things using the Material spec in the past, I like this. Don't get me wrong, Material 1 was great, but it was also very rigid and samey - there was no official way to make your design adhere to it and look like something you made. Material 2 fixed this by introducing more variety and new elements. This is Material 2 for their current design stage - to me it looks like giving the individual designer more freedom to customize their website or app while still looking "like Android."