It's sad to see F-Droid using the now-standard design convention of categorically refusing to draw lines between things. No visual differentiation between sections of the UI, no clear indication of what's tappable and what will happen on a tap, no indication of scrollable areas beyond content being cut off. I'm willing to chalk some bad text alignment or uneven padding up to amateur designers working for free, but the design ethos on display, the thoughtless trend-chasing, is depressing to see.
> It's sad to see F-Droid using the now-standard design convention of categorically refusing to draw lines between things.
Where exactly would the UI benefit from "drawing lines"? I'd say the visual hierarchy is rather obvious.
I'll say more: most separators people use in their UIs are completely unnecessary. They should be used sporadically when you don't have a better way of segmenting the interface.
> No visual differentiation between sections of the UI, no clear indication of what's tappable and what will happen on a tap
What section of the UI are you referring to exactly? From the screenshots in their blog post it seems to me like the visual hierarchy is preserved and without using the app at least I can form an immediate expectation as to the function of each button. (And what is clickable and what isn't)
> no indication of scrollable areas beyond content being cut off
What type of indication would you like to see here? I think most users intuitively understand that visual cue. An always-on scrollbar would introduce unnecessary clutter..
Only because devs and designers are making things so unrecognisable that people have to do that, or try to tap to see. Now those developers and designers think it is working. It's the other way what you said.
Many people I met everyday have to be given tutorials where to click in modern apps. I guess all these devs live in a bubble with other devs and make such comments.
Let's make everything a guess work and over many years forced people to learn to tap everywhere to do everything. Good game.
idle_zealot · · focus · HN ↗
janilowski · · focus · HN ↗
Where exactly would the UI benefit from "drawing lines"? I'd say the visual hierarchy is rather obvious.
I'll say more: most separators people use in their UIs are completely unnecessary. They should be used sporadically when you don't have a better way of segmenting the interface.
> No visual differentiation between sections of the UI, no clear indication of what's tappable and what will happen on a tap
What section of the UI are you referring to exactly? From the screenshots in their blog post it seems to me like the visual hierarchy is preserved and without using the app at least I can form an immediate expectation as to the function of each button. (And what is clickable and what isn't)
> no indication of scrollable areas beyond content being cut off
What type of indication would you like to see here? I think most users intuitively understand that visual cue. An always-on scrollbar would introduce unnecessary clutter..
birksherty · · focus · HN ↗
Many people I met everyday have to be given tutorials where to click in modern apps. I guess all these devs live in a bubble with other devs and make such comments.
Let's make everything a guess work and over many years forced people to learn to tap everywhere to do everything. Good game.