I'm sure people noticed this issue internally and brought it up but some thing by some designer was seen as biblically sacred and overruled all reason.
I've been at companies were you get severely punished... sometimes fired for subordination for fixing an obviously broken spec by a designer emperor.
It's normal to be "I guess 2+2=5 here, whatever" as if the designer went in a tiny room, had a seance with the divine...
Yo, newsflash, everyone makes mistakes. Failure is when you force them to stay uncorrected.
If this is the click target area specified by the designer (or it was simply unspecified) then it's absolutely the designer's fault. I'm a UX designer and I've made mistakes like this before, though this one is pretty egregious because the issue is core to the interaction.
It's sometimes easy as a UX designer to forget to specify some of the smaller details (though this example isn't what I'd call a "small detail"), particularly because they're the kinds of things you don't notice when they work, and I don't have to implement it. The developer has to sit down and write code for what will or will not happen.
I've made mistakes in the past where in an mobile interface I neglected to specify the click target area for some controls. Typically the minimum clickable area we'd use was something like 44x44 but the visual was smaller than that, and I didn't specify it, so the developer made the visible element the one that would respond to the click events. It was too small and it caused issues. I owned up to that one, I didn't want to let the developer take the blame for that.
I've also been fortunate enough to work with developers who would notice these things and then ask me if it was intended and whether they should increase the clickable area. I was always so grateful to have colleagues like that, and I'd always offer to set some time aside to come take a look at things on their local environment before they moved things forward just to catch any issues where they could immediately fix it instead of having to push fixes later on.
I don't know where the failure happened at Apple, but based on what I've seen from "Liquid Glass" it's clear there's some real institutional failures involving either the design leadership, the development leadership, or somewhere in between both. It's really quite embarrassing the quality of GUI and UX that has come out of Apple recently.
This is the first time ever where the hurdle of rolling back my iPhone to an earlier version of iOS feels worth the effort. I disabled as much of the liquid glass effects as I could because I found it difficult to read and now it all looks like shit, whereas before I could read it and it looked nice.
I bet designers aren't at fault here either because Liquid Glass violates at least three rules of design every second that passes.
https://www.vitsoe.com/us/about/good-design#good-design-is-i...
Instead OP mentioned "visual artists"; I agree. Liquid Glass is an art show; something that belongs in the realm of concept cars, not on the road.
The huge corner radius is one thing I do wish they reverted in Mac OS.
It's kinda the rule for programmes too.
The ones that went to a small liberal arts school you've never heard of programming as their second career are usually more effective to work with then the Stanford/MIT crowd.
The problems start I think, when you have an expectation that your collaborators are somehow either superhuman or subhuman and not peers.
Humility and mutual respect gets things done.
I've worked with some younger designers who couldn't even put together a consistent click-dummy once the client wanted to see flows outside the happy path. To be fair, all they really had to go on was their education and Figma's panels.
> I'm sure people noticed this issue internally and brought it up but some thing by some designer was seen as biblically sacred and overruled all reason.
Funny how Apple went from Jony Ive sacrificing hardware usability for "beauty" (touch bars and butterfly switches) to Alan Dye mucking up macOS and iOS with Liquid glAss.
I don't get it, I have medically tested 120% color vision (it was a lengthy test), definitely nothing wrong on my side, so I don't understand at all what the designers and coders are seeing that they think that that is a great idea. The difference between the pixels is objectively bad, one can take a screenshot and look at the background versus text pixels.
You want your designers to have accurate color reproduction for obvious reasons, but they should be testing their work on shitty monitors, too.
I don't know, I conclude the opposite. If you need accurate color reproduction when you publish online, you are doing something wrong.
I used to co-own a small digital printing business, so I'm aware of what all of it means, and I had an appropriate monitor myself and a paid Adobe Design Suite subscription.
But for the web, when our setup is too good it's actually a detriment. It is predictable that you end up publishing things that require your quality setup. There is a good reason not to bother with a high quality monitor usable for serious publishing and photo/video editing when you only do web thing. Which is exactly why when I bought my last monitor, which is for business work and coding and web browsing and other mundane things, I deliberately ignored all the very high quality displays, even though the company would have paid whatever I chose. It is not an advantage for that use case.
It's a throwback to BDUF.
If they aren’t willing to try out their design and find issues with it, or be open to feedback from others, they’re incompetent.
Looking at the non-tech people in my life, exactly ONE had a positive initial reaction after installing ios 26. Do these people at apple not do “normal” user testing?
Computers are faster than ever, every task other than UI rendering is finished faster than ever, but these geniuses keep slowing down the UI with every update. It's criminal.
When Windows went to a 1 pixel border and shadow effects, it still had hit testing in a region around the window to account for that. No idea what they're doing with rounded corners in Win11.
The Expert (Short Comedy Sketch) https://www.youtube.com/watch?v=BKorP55Aqvg
Visual artists and graphic/ux designers weren’t exactly claiming for Tahoe either.
Going off spec is not the correct way to deal with this, and I could see how that might get you in trouble. It's counter productive.
Better choice is to escalate, but at some point you have to simply disagree and commit.
I disagree. Seems more like the group that implemented border radius at the OS UI implementation level did not work with the group that handles window sizing. Not everything is a conspiracy.
Most of the software creeping towards complete unusability devolve through non-practical apparence tweeking bullshit, ruining usability, while the functionality is intact (apart from bugfixes).
The other reason for decay is the overcomplication - pilin new and new marginal things on the top of the functionality heap - combined with sloppines, rushing through things, but that's an other discussion.
Did we reach a peek in software quality recently? So things only go down from here? I have this growing itchy feeling. I feel obstructed, forced to jump hoops, also disgust touching an increasing amount of software, most of those used for many many years without trouble (i.e. did not really registered its usage, it was doing things silently and well, but now starting to jump into my face or kick my legs).