There was also an article in Wired about this and I'll just say this: the fact the most discussed thing about the new iOS version is how to make their terrible new UI (that no one asked for) off is telling something about the state of innovation at Apple. It's annoying to see apps adapt to the new design, making a lot of the navigation in the top and the bottom worse (and great to see a couple of holdouts like Bluesky). A design philosophy where the full width of the screen is used is pretty good, not sure we needed Apple to prove it with a counter example.
Can't wait for them to release iOS 27 and announce they've made a useable UI again. "Hey friends, those accessibility settings you've used for a year? You don't need them anymore. Apple is where innovation happens!!"
> I'll just say this: the fact the most discussed thing about the new iOS version is how to make their terrible new UI (that no one asked for) off is telling something about the state of innovation at Apple.
I observed that too. Polled a few people I know who upgraded and they all have the same impression that they'd rather turn it off. I shared the accessibility settings with some to help them out. I haven't upgraded my main phone might have to wait a while longer.
This has to be resume driven. I presume designers at Apple have to end the year with a review to justify their salaries. "So Bob, what would you say you do here?". The answer "Well not much, we designed things nicely already, and now we're just chilling, listening to podcasts and having 2 hour lunches" is not going to fly. They want to say something like "That flashy glass thing, we did that!". Except, in this case I wish they'd all just be chilling and having 2 hour long lunches, instead of messing with the interface since they apparently managed to make things worse.
It’s shareholder driven. They have to act like they’re still innovative even though they have no idea where to actually innovate at this point. So they chose to change something very visible that they could point to as a big innovative change to keep share prices moving in the right direction. Ever heard of end-stage capitalism? Well, this is it - when every principle is sacrificed in the name of revenue.
When Windows XP was first released, one of the most requested things were to turn the new skin/theme off and make it look like Windows 98. Similar with all later versions of Windows. I don't like Liquid that much, but I wonder how much of this is actually just getting used to the old stuff.
This feels more like Windows Vista when everybody wanted to switch it off but ultimately switched back to Windows XP until Windows 7 was launched. The liquid glass confuses a lot of folks and it's good when done minimally and not all over the OS.
I think the difference with earlier UI redesigns is that the supposed benefit of liquid glass is the whole opacity thing, where several things are laid on top of each other while trying to show what's underneath. That just creates a much more messy interface, making it harder to see what's going on since they've dropped UI-classics like using contrast to make text readable. That's also why the setting to tune down liquid glass is found in accessibility and not, say, display preferences.
I'm a bit too old to have been privvy to any Win XP design backlash, but I think the more apt comparison is with Windows Vista, where transparency was also a major part of the design philosophy (usability be damned). We have pretty good ideas about what makes a good UI/UX and none of those ideas involve using transparency to make readability worse while also not really making what's under the half-transparent element visible or readable.
1. There's actual value in getting used to things. Part of the reason older people can't use computers well and get scammed is because trendy software companies constantly reshuffle the same stuff and they can't keep up.
2. A lot of UI progression is objectively worse, and I do mean objectively. Less legibility, more clicks to do the same actions, etc. We just get used to back software.
iOS 26 is bad software. We might get used to it being bad one day. It's still bad.
Similarly, Windows 8 was bad software. We actually undid that one.
Every little change to Facebook was met with huge protests back in the day too (before they learned to do them gradually and also before they trashed it).
Isn't this the case for all UI redesigns? When youtube changed to their current design there were posts about browser extensions to restore the old interface. I remember hating it myself at the time yet now I don't have an issue with it and probably prefer it to the old design.
Yes, people are upset with every UI redesign that is not an incremental change.
So stop redesigning your damn UIs!
I know why they do it. That's because if you don't change the UI, it is like you didn't change anything, and people don't feel the need to upgrade. It is important for marketing and therefore I don't expect it to change.
But if you really care about usability, don't change your UIs without a good reason. Also, keep in mind that not every user is a young tech addict, it is hard enough to explain to my grandparents how to use a computer/smartphone without them being thrown off by UI changes. Ok, it may not be where your money is, but that's part of accessibility.
You defended "change" in general, not in this particular case. "Change could be good so this change must be good" is a weak argument that can be used to defend any change. This is a shallow dismissal of the complaints instead of a solid defense of the change.
The poor contrast of the UI strains the eyesight, all the transparency and glass effects are distracting and tiring, so are many of the animations which just introduce a delay for no reason, and so on. I unlock my phone and the top row of icons is "thrown" on the screen with a big delay and a very ample motion to the point it was disturbing.
These aren't useful changes, they cause a loss of practical value to many users even if they bring esthetic value to others. The changes most brought up in complaints are objectively worse that what we had before. It's form over function and tells the world the designers had no ideas how to practically improve the UI so they added visual bells and whistles, flashes and sparkles.
> Isn't this the case for all UI redesigns? When youtube changed to their current design there were posts about browser extensions to restore the old interface.
Yes but UI redesigns usually involve UX redesign as well. It's not just visual so you actually gain something from it (even if at first it feels like a regression).
But liquid glass helps me do what... see my background?....!?
True, and it's the same with any big redesign that it should tend to be the worst it will ever be at the start and then be gradually refined. I expect it will end up quite good by the time they want to start over again in 10 or so years, and people will complain about losing it and how bad the new interface is! At least there are a few good years in the middle to end of each cycle!
I'm not an apple user, have used neither the old or new design, and if I had to choose, I'd pick the old one any day of the week. Liquid Glass very much feels like Apple's Boeing 737 MAX moment.
The Liquid Glass design has awful contrast, and seems really amateurish with how stuff on the screen overlaps. Looks like the stuff you'd see in KDE 10-15 years ago[1], back when compositing window managers were kinda hot and new.
[1] This is from 2012, and arguably deals with the transparency-induced readability issues better than Liquid Glass seems to: https://imgur.com/a/x1LmBAQ
This one is particularly bad because it's shit. It makes the device harder to use for most users. It introduces a load of utterly pointless, and/or confusing, patterns/motifs... like:
- why do some navigation buttons hover about 3 meters above the panel they control (the enormous drop shadow around back/next/close buttons)
- why is the settings sidebar floating above the settings panel content, such that only the image carousels but not the text slide under it?
- why are the rounded corners of panels and windows so round that about 40px of every window's height and width becomes unusable?
- why do I have to see my wallpaper, blurry, under every fucking control, icon, component, list and panel? It started with Lion where the wallpaper would bleed through the sidebars of windows, even when they had other windows beneath them
Someone at Apple decided the "desktop" paradigm that made their computers usable has become redundant, but they're taking it apart in tiny steps, drawn out over years and multiple releases. The desktop paradigm was really good: you could have multiple apps open side by side and drag & drop content between them, just like you could if you were assembling physical things on a physical desktop. With Liquid Glass, you wouldn't imagine that was possible, because parts of the apps hover 3m off the surface, making it visually unsettling to navigate your windows. And your windows are made of various grades of glass which is brittle, and smooth, and you can't stick anything to it. Glass isn't a work surface unless you're doing stained glass windows. To do work, you need the confidence the surface will hold up beneath your actions, and a little bit of friction so your materials and targets don't slide all over the place. Why on earth are Apple creating the illusion of an unworkable work surface?
I'm convinced they're trying to deprecate the menu bar entirely by making it less and less usable (thinner text, transparency), but they're not willing to move it to the tops of windows like on Windows. Are they hoping we'll all give up using (because they've made it shit) it so they can just let it go? (like iOS?).
Sort of. The difference is this one has real, objective UX issues with hit areas, inconsistent icon use, making every website with position fixed elements broken, and constantly drawing attention to itself.
All of these are fixable without backing away from the big idea. But it’s pretty rough so far.
Yes, but that doesn't contradict the comment about innovation at Apple. They are now at a similar stage to Osprey backpacks. They release a new look every year but with all the same features and functionality that we had a decade ago.
For what it’s worth, I’m definitely leaning “Apple fanboy” and have been amenable to their past UI redesigns. This is the first that I truly think is a regression, and I immediately turned on Reduce Transparency after updating.
I've only just started developing in SwiftUI, but I do know that some of these changes are automatic based on the components you use not necessarily a specific choice by the app developer. I started developing my app with the prior iOS version, but using standard components. After updating to iOS 26, the glass-effects were automatically added.
There are a lot of Apple employees here that are going to downvote this but I cannot turn a blind eye to this abomination.
I’ve been an early adapter since my first iPhone in 2009. But the new UI is plain ugly, lacking general accessibility, and full of bugs to the point that it’s just user hostile at this point.
They broke almost all of their design guidelines and make everything useless bubbles, I just cannot believe that Apple released this ugly thing to billions of devices.
A lot of these UI bugs are also of the kind where once I notice them, I can no longer un-notice them. The border around the Home Screen icons being one. When you swipe up from bottom to go back to Home Screen, the app icon doesn't initially have border while the animation is ongoing. Once the animation finishes, the border suddenly shows up. Once I noticed this, it's been annoying me everytime I swipe to go back.
I thought the latest dev beta of iOS would fix this but it's still here.
It's trash and is what happens on a yearly release cadence when you need to have a driver for the release. Sometimes you need to do something. Anything. That's why they have this monstrosity of a UI. Total garbage.
> Can't wait for them to release iOS 27 and announce they've made a useable UI again. "Hey friends, those accessibility settings you've used for a year? You don't need them anymore. Apple is where innovation happens!!"
I'd actually be impressed if they were that responsive. Fixing a problem is the second best thing after not creating it in the first place.
Doubling down and not acknowledging a poor choice would be so much worse.
“We’ve heard a lot of feedback about the incredible design changes we made in iOS 27. In order to meet the challenges set out by our users, we invented a new type of glass that is both transparent and opaque… at the same time! Physically impossible, you say? Not at Apple.”
There is switchable glass that can change between transparent and opaque. It’s used for some car sunroofs and various other applications. While it’s not “at the same time”, as a theme idea for the OS that has analogs in the physical world, it could be done.
I truly, genuinely wanted to like Liquid Glass. I think the default reaction to ANY change in UX, even changes that are generally improvements, is: "I don't like this, it's different!"
I thought that'd be the case for ios 26. But after installing it... yeesh. I can barely see anything. It's just awful.
Overall I don't mind Liquid Glass. I really just want to turn off the borders around the Home Screen app icons. They look okay for white background but very ugly with black or dark background. It looks too chaotic.
These settings are only half interesting. In iOS it's not bad, but on desktop there's really no actually usable set of configuration parameters that result in a sane experience across the board.
It is amazing how much time and effort must have gone into developing this liquid glass and rolling it out across products and platforms, all for a worse outcome in the end.
From what I've seen the Apple apps all have the same radius but 3rd party apps are largely yet to update. Same thing happened when they changed the stoplight window buttons and some 3rd party apps still had the glossy ones years later.
I remember in the early 2000's when compositing window managers first came about people went wild with the effects in the most tacky way possible (me too -- it was fun at the time!) Everything transparent, rotating cubes for different desktops, weird animations on everything. Once it became common place though, actual designers started to show some restraint...
Anyway, whatever Apple is doing right now reminds me a lot of that.
Yeah, don't forget wobbly windows! I think a lot of people dreamed of actually having a UI like Minority Report or something, but people quickly realised the difference between fiction and the reality of actually getting things done.
These days I use a minimal tiling window manager and no animations whatsoever. As I'm of a certain age I still get a kick out of the fact I can make a floating window translucent and see the video playing underneath. But that's only because I know it was a technical feat to get there. It's hard to imagine why gen Z or younger would get a kick out of this stuff, though.
The main difference: installing Compiz was a decision and effort from the user, an opt-in feature. I also did tried it, and ditched it after a week. With this I have less freedom. This is more like gnome 3, which caused my ditch Gnome and linux desktop completely, and switch to windows (which has its downsides and quirks).
Compiz is the name everyone remembers, but the Beryl fork was what had all the excessive effects. When the projects merged back together into Compiz Fusion they dropped like 60-70% of the functionality, and then dropped even more when it was later renamed back to Compiz.
I had a highly customized setup I really liked (I was even using the advanced features to target dropdowns and popups to give them their own effects, or disable effects for specific programs for speed), the only reason I moved away from it was all the customization disappearing. Some of that dropped functionality included keyboard controls for new ways to navigate or arrange windows, losing those indirectly led me to tiling window managers.
Is looking at notifications from the notification centre on iPhone while it's halfway down a common use case?
I see many critics of Liquid Glass (for iPhone, anyway) use the notification centre half down as an example of how bad Liquid Glass is, but it's way more legible when it's completely down and the background tints significantly.
Yeah a lot of these discussions revolve around half way states or animations in progress which run very quickly. Feels like pausing a movie on a frame that's blurry and declaring the movie unwatchable.
I’m more likely to drag Notification Center down halfway, see what notification I just missed and send it back away in the same motion than I am to drag it all the way down, and then drag it all the way up.
I'd be willing to bet it's more likely entrenched leadership that needs to be replaced. All of the 10x engineers in the world can't fix a bad vision forced on them.
A lot of design in the early era of UIs (until sometime mid-~90s~ Edit:: mid-2000s) was based on a lot of research. From academic research to ergonomics to plain old user research. They wouldn't always get it right, but they were learning.
Modern designers wouldn't understand what a book is if one hit them in the face. And their "research" is all vibes: "Quantified factors" are "32% increase in subculture perception", "a 34% boost in modernity" and "a 30% jump in rebelliousness" https://design.google/library/expressive-material-design-goo...
I'm assuming it's because nobody can just leave something alone. It's always gotta change, it's always gotta be made "better". And it probably generates a lot of marketing, good or bad.
Now that I'm getting older I like to pull out my "curmudgeon card" and blame it on the younger generation. New graduates entering the work grew up spending more time on mobile phones than laptops/desktops, and I wonder if these changes are to cater to this market that's shifting from mostly-mobile screen time to mostly-desktop. I imagine it's not too long before this segment is the majority.
I feel like we saw similar changes with the previous shift where new graduates knew GSuite and MS Office was some the software their parents would complain about. It's my shibboleth for identify my generation of computer users.
The recent Android 12 changes really messed up the alarms UI in particular.
Used to be when your morning alarm goes off on the bedside table you can just reach over and swipe right... now there are two buttons at the bottom of the screen and you have to look at it and carefully press the correct one.
Also when setting an alarm it used to be set after you selected the day and time. But now they added an extra 'save' button. I am not the only person who thought they set a morning alarm and got a nasty late surprise.
Just changing things for no reason and making them worse.
Android is _mostly_ OK. Their stupidest move (so far) was mandating edge-to-edge apps without a way for users and apps to opt out of them.
Otherwise, the UI stays mostly the same, just becoming a bit more bloated ("finger friendly") with every release.
The most annoying thing for me is the waste of screen space from the bubbles around notifications and menu options. Apparently, having stuff floating now gives a "perception of lightness and motion".
[EDIT] I removed an extremely sarcastic comment. It was quite puerile.
I am a bit skeptical that they are "reaching for the best."
Once you start to hire and promote folks with a certain "corporate culture," they start hiring and promoting folks that fit that culture (and driving out ones that don't). I suspect that the problems actually started years ago, and now, those managers are hiring less-than-stellar SWEs, managers, and designers.
The thing about the really good people at Apple, is that they don't need to be subjected to an ugly corporate culture. They'll take their toys and go home (or to other companies), which is pretty much exactly what the less-than-stellar people want. The dichotomy of hiring high-Quality talent, is that they don't need to work for you, so you have to figure out ways to keep them. Often, money isn't the biggest driver. The good ones don't do it [just] for the money, and they'll always be able to make plenty, so, as their manager, you need to figure out what they really want.
I am inclined to use `defaults write -g com.apple.SwiftUI.DisableSolarium -bool YES` full time despite all the horrible flaws (e.g. tabs in Safari completely lose their active state, the dropdown in the address bar has no background at all; I can use Zen browser in the meantime).
What a huge relief to just have normal sidebars in Finder etc, and window border radiuses that make sense and match the physical screen rounded corners.
It's also incomprehensible that Apple, once focused entirely on user experience, would not test all their accessibility features for a release centered around a UI redesign.
What I dislike the most isn't even the liquid glass itself, it's how much more rounded a lot of UI elements are. And as others have mentioned, the border radius can vary from app to app. If someone can figure out how to modify the border radius of apps and UI elements across the board (at least on macOS) please let me know!
Can't wait for them to release iOS 27 and announce they've made a useable UI again. "Hey friends, those accessibility settings you've used for a year? You don't need them anymore. Apple is where innovation happens!!"
I observed that too. Polled a few people I know who upgraded and they all have the same impression that they'd rather turn it off. I shared the accessibility settings with some to help them out. I haven't upgraded my main phone might have to wait a while longer.
This has to be resume driven. I presume designers at Apple have to end the year with a review to justify their salaries. "So Bob, what would you say you do here?". The answer "Well not much, we designed things nicely already, and now we're just chilling, listening to podcasts and having 2 hour lunches" is not going to fly. They want to say something like "That flashy glass thing, we did that!". Except, in this case I wish they'd all just be chilling and having 2 hour long lunches, instead of messing with the interface since they apparently managed to make things worse.
I'm a bit too old to have been privvy to any Win XP design backlash, but I think the more apt comparison is with Windows Vista, where transparency was also a major part of the design philosophy (usability be damned). We have pretty good ideas about what makes a good UI/UX and none of those ideas involve using transparency to make readability worse while also not really making what's under the half-transparent element visible or readable.
1. There's actual value in getting used to things. Part of the reason older people can't use computers well and get scammed is because trendy software companies constantly reshuffle the same stuff and they can't keep up.
2. A lot of UI progression is objectively worse, and I do mean objectively. Less legibility, more clicks to do the same actions, etc. We just get used to back software.
iOS 26 is bad software. We might get used to it being bad one day. It's still bad.
Similarly, Windows 8 was bad software. We actually undid that one.
Some people are always upset with change.
So stop redesigning your damn UIs!
I know why they do it. That's because if you don't change the UI, it is like you didn't change anything, and people don't feel the need to upgrade. It is important for marketing and therefore I don't expect it to change.
But if you really care about usability, don't change your UIs without a good reason. Also, keep in mind that not every user is a young tech addict, it is hard enough to explain to my grandparents how to use a computer/smartphone without them being thrown off by UI changes. Ok, it may not be where your money is, but that's part of accessibility.
You defended "change" in general, not in this particular case. "Change could be good so this change must be good" is a weak argument that can be used to defend any change. This is a shallow dismissal of the complaints instead of a solid defense of the change.
The poor contrast of the UI strains the eyesight, all the transparency and glass effects are distracting and tiring, so are many of the animations which just introduce a delay for no reason, and so on. I unlock my phone and the top row of icons is "thrown" on the screen with a big delay and a very ample motion to the point it was disturbing.
These aren't useful changes, they cause a loss of practical value to many users even if they bring esthetic value to others. The changes most brought up in complaints are objectively worse that what we had before. It's form over function and tells the world the designers had no ideas how to practically improve the UI so they added visual bells and whistles, flashes and sparkles.
Yes but UI redesigns usually involve UX redesign as well. It's not just visual so you actually gain something from it (even if at first it feels like a regression).
But liquid glass helps me do what... see my background?....!?
The Liquid Glass design has awful contrast, and seems really amateurish with how stuff on the screen overlaps. Looks like the stuff you'd see in KDE 10-15 years ago[1], back when compositing window managers were kinda hot and new.
[1] This is from 2012, and arguably deals with the transparency-induced readability issues better than Liquid Glass seems to: https://imgur.com/a/x1LmBAQ
This one is particularly bad because it's shit. It makes the device harder to use for most users. It introduces a load of utterly pointless, and/or confusing, patterns/motifs... like:
- why do some navigation buttons hover about 3 meters above the panel they control (the enormous drop shadow around back/next/close buttons)
- why is the settings sidebar floating above the settings panel content, such that only the image carousels but not the text slide under it?
- why are the rounded corners of panels and windows so round that about 40px of every window's height and width becomes unusable?
- why do I have to see my wallpaper, blurry, under every fucking control, icon, component, list and panel? It started with Lion where the wallpaper would bleed through the sidebars of windows, even when they had other windows beneath them
Someone at Apple decided the "desktop" paradigm that made their computers usable has become redundant, but they're taking it apart in tiny steps, drawn out over years and multiple releases. The desktop paradigm was really good: you could have multiple apps open side by side and drag & drop content between them, just like you could if you were assembling physical things on a physical desktop. With Liquid Glass, you wouldn't imagine that was possible, because parts of the apps hover 3m off the surface, making it visually unsettling to navigate your windows. And your windows are made of various grades of glass which is brittle, and smooth, and you can't stick anything to it. Glass isn't a work surface unless you're doing stained glass windows. To do work, you need the confidence the surface will hold up beneath your actions, and a little bit of friction so your materials and targets don't slide all over the place. Why on earth are Apple creating the illusion of an unworkable work surface?
I'm convinced they're trying to deprecate the menu bar entirely by making it less and less usable (thinner text, transparency), but they're not willing to move it to the tops of windows like on Windows. Are they hoping we'll all give up using (because they've made it shit) it so they can just let it go? (like iOS?).
I'm still mad at Youtube for their redesigns, to the point that I moved over to Freetube, since I found normal Youtube that hostile of an experience.
All of these are fixable without backing away from the big idea. But it’s pretty rough so far.
I've only just started developing in SwiftUI, but I do know that some of these changes are automatic based on the components you use not necessarily a specific choice by the app developer. I started developing my app with the prior iOS version, but using standard components. After updating to iOS 26, the glass-effects were automatically added.
I’ve been an early adapter since my first iPhone in 2009. But the new UI is plain ugly, lacking general accessibility, and full of bugs to the point that it’s just user hostile at this point.
They broke almost all of their design guidelines and make everything useless bubbles, I just cannot believe that Apple released this ugly thing to billions of devices.
I thought the latest dev beta of iOS would fix this but it's still here.
I'd actually be impressed if they were that responsive. Fixing a problem is the second best thing after not creating it in the first place.
Doubling down and not acknowledging a poor choice would be so much worse.
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I thought that'd be the case for ios 26. But after installing it... yeesh. I can barely see anything. It's just awful.
It is amazing how much time and effort must have gone into developing this liquid glass and rolling it out across products and platforms, all for a worse outcome in the end.
Anyway, whatever Apple is doing right now reminds me a lot of that.
These days I use a minimal tiling window manager and no animations whatsoever. As I'm of a certain age I still get a kick out of the fact I can make a floating window translucent and see the video playing underneath. But that's only because I know it was a technical feat to get there. It's hard to imagine why gen Z or younger would get a kick out of this stuff, though.
I had a highly customized setup I really liked (I was even using the advanced features to target dropdowns and popups to give them their own effects, or disable effects for specific programs for speed), the only reason I moved away from it was all the customization disappearing. Some of that dropped functionality included keyboard controls for new ways to navigate or arrange windows, losing those indirectly led me to tiling window managers.
I see many critics of Liquid Glass (for iPhone, anyway) use the notification centre half down as an example of how bad Liquid Glass is, but it's way more legible when it's completely down and the background tints significantly.
I’m more likely to drag Notification Center down halfway, see what notification I just missed and send it back away in the same motion than I am to drag it all the way down, and then drag it all the way up.
Original Apple guidelines started with things like "Simplified Jungian Perception" on page 18 https://archive.org/details/apple-hig
Microsoft collected and analyzed hundreds of thousands of data points about their software. See "No Distaste for Paste" https://web.archive.org/web/20080316101025/http://blogs.msdn...
Now?
Modern designers wouldn't understand what a book is if one hit them in the face. And their "research" is all vibes: "Quantified factors" are "32% increase in subculture perception", "a 34% boost in modernity" and "a 30% jump in rebelliousness" https://design.google/library/expressive-material-design-goo...
I feel like we saw similar changes with the previous shift where new graduates knew GSuite and MS Office was some the software their parents would complain about. It's my shibboleth for identify my generation of computer users.
Used to be when your morning alarm goes off on the bedside table you can just reach over and swipe right... now there are two buttons at the bottom of the screen and you have to look at it and carefully press the correct one.
Also when setting an alarm it used to be set after you selected the day and time. But now they added an extra 'save' button. I am not the only person who thought they set a morning alarm and got a nasty late surprise.
Just changing things for no reason and making them worse.
Otherwise, the UI stays mostly the same, just becoming a bit more bloated ("finger friendly") with every release.
The most annoying thing for me is the waste of screen space from the bubbles around notifications and menu options. Apparently, having stuff floating now gives a "perception of lightness and motion".
I am a bit skeptical that they are "reaching for the best."
Once you start to hire and promote folks with a certain "corporate culture," they start hiring and promoting folks that fit that culture (and driving out ones that don't). I suspect that the problems actually started years ago, and now, those managers are hiring less-than-stellar SWEs, managers, and designers.
The thing about the really good people at Apple, is that they don't need to be subjected to an ugly corporate culture. They'll take their toys and go home (or to other companies), which is pretty much exactly what the less-than-stellar people want. The dichotomy of hiring high-Quality talent, is that they don't need to work for you, so you have to figure out ways to keep them. Often, money isn't the biggest driver. The good ones don't do it [just] for the money, and they'll always be able to make plenty, so, as their manager, you need to figure out what they really want.
What a huge relief to just have normal sidebars in Finder etc, and window border radiuses that make sense and match the physical screen rounded corners.
It's also incomprehensible that Apple, once focused entirely on user experience, would not test all their accessibility features for a release centered around a UI redesign.
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