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Comment by jauntywundrkind

7 days ago

The style here suggests a split between tools and content, which is something I'd love love love to see emerge. Having one and only one app be both viewer and toolkit feels like a convenience trap, one that NeXT tried to fight (as did OLE) and that feels unlikely to ever be turned back from, but I want to dream. This UI doesn't materially move us towards a more aggregative/accreted system of systems model, but it visually suggests some of the absurdity of there being such heavily coupling, if the UI is really incidental that floats atop. I'd love to see this pushed further, to emerge into a multilayered information world, where Rainbow's End discourse piles up and forms trees out and up.

I hear folks on contrast concerns. I have hope though. I really like the de-emphasis on compute. On tools being less the thing, on the content first, on getting computing out of the way, making it ambient. Unboxing the content, unframing it.

The glass refraction seems like a an amazing leap forward. Material has been around forever and there's all these developer docs showing the stack up of layers, implying the depth of the system, but in the 2d user world everything is flat, composited into indistinction. The visual sepration, allowing semi transparent motion, but using refractive style to clearly separate the layers, adds such clarity that it feels obvious in retrospect immediately to me.

I still lack hope that XR is going to be a huge huge thing, that it will be comfortable over time, but it makes such sense to me that XR would inspire & lead this shift, to depriotizing the UI & emphasizing the content.

I'm stressed a bit trying to imagine the transforms required to make this refraction happen. I don't think CSS is going to be enough. The new CSS Painting API ("Houdini") also seems more generative than able to modify & script what is?

> Having one and only one app be both viewer and toolkit feels like a convenience trap

It's a decade too late for that. Websites and mobile applications are the de-facto metaphor for using computers, trying to fight that trend ostracizes your most promising markets. Hell, it even ostracizes a lot of Mac users that like the new approach.

Maybe it's time to face the music - people like convenience. MacOS does not have potent enough windowing controls to make most users comfortable throwing around several windows to use one app. iOS and iPadOS both neglect their multitasking abilities to the point that people practically forget you can use more than one app at once.

I don't hate the idea of trying to enforce a more informative windowing model, but I also don't think most people can intuit how to use it. If Stage Manager is any indication, most people just want a fullscreen view of a single-page app.

  • All local maxima are optimized into. Until there is a break.

    I agree that right here right now change feels impossible. That the monolith app as everything as the sole decider of all UX feels absolute & total, a fief never to be invaded.

    But I'm less confident this fortress really will hold forever. And liquid glass has some of the seeds of undoing this totality, by emphasizing content, by making tools a visually separate layer.

How does liquid glass unbox and unframe the content?

  • Instead of the content having controls and a slide up drawer at the bottom of the screen, those are now overlayed onto the content. The content extends across much more of the screen's vertical space.