Graphics Archive

The death of consistency in UI design

It's been one of my major pet peeves on both Android and iOS: the total and utter lack of consistency. Applications - whether first party or third party - all seem to live on islands, doing their own thing, making their own design choices regarding basic UI interactions, developing their own non-standard buttons and controls. Consistency died five years ago, and nobody seems to care but me.

“What the hell does the ‘triple bar’ do, anyway?”

It's just a tiny example, but it illustrates a far bigger problem. Adam Becker: "So what's the problem? It's that this innocuous little guy is now being used for all sorts of disparate purposes, and every time it's used for another action, it loses more and more of its meaning." This is what happens when consistency is thrown out the door, and developers get little to no guidance from operating systems' parent companies. Mobile applications and the web are a UX free-for-all, and as a result, established iconography and concepts are used out of context and in wildly varying ways. Just because you can code a mobile application doesn't mean you know anything about user interface design - this lack of guidance is where both Apple and Google have failed miserably.

Interview with _Meta_: the iPhone artist

One of my recent endeavours involves surreal digital collage, which currently has its own, rejuvanated, underground movement. In my search for inspiration I came across a talented artist, _meta_ ("Kim" in real world). At the time Kim happened to only publish his works for his followers on Instagram, so few people has seen his works. The biggest surprise for me was that Kim's artwork doesn't come to life via Photoshop or The Gimp, but via an iPhone 4s. Modern collage works require quite some cutting precision, so I found this fascinating-enough to ask Kim to walk us through his creation process.

GIMP 2.8 released

It's here: the GIMP 2.8. Its biggest feature is something that many, many people have been requesting for as long as I can remember: single-window mode. No longer do you have to fiddle with a gazillion palette and dialog windows (unless you choose to do so, of course). Great work by the team.

Skeuomorphism: bringing Microsoft Bob back from the dead

Tobias Bjerrome Ahlin, an interface designer at Spotify, is a big believer in skeuomorphism. Whereas Apple is a strong advocate of this design concept, Microsoft is clearly moving in the exact opposite direction, while Android is in the process of moving away from skeuomorphism entirely, to a more digital experience. As a passionate hater of skeuomorphism in UIs, I found Ahlin's examples to be a bit weak.

Adobe Photoshop CS6 hands-on preview

"Adobe has been dropping preview links to its upcoming version of Photoshop CS6 for months now, even hyping it up with a Rainn Wilson cameo at MAX 2011. Photoshop CS6 marks one of the app's most drastic visual changes, with a darker visual redesign and streamlined toolbars, and it has all sorts of changes to cursors, filters, video editing, and more in tow. We got some quick hands on time with the app, so read on for our take on Adobe's next-gen installation of Photoshop."

Why Microsoft developers need a style guide

What your interface communicates to users can be just as important as what your software does, writes Fatal Exception's Neil McAllister in discussing the latest edition of the 'Microsoft Manual of Style,' a style guide aimed at designers and developers who create Microsoft software, as well as those who write about it. 'The gist of much of Microsoft's advice is that a user's relationship with computer software is a unique one, and it's important to craft the language of software UIs accordingly,' McAllister writes. 'Occasionally, Microsoft's recommendations verge on the absurd. For example, you might not think it necessary to admonish developers to "not use slang that may be considered profane or derogatory, such as 'pimp' or 'bitch,'" but apparently it is.'

Simplicity vs. Customizability in Desktop Design

In the commercial software world, user interfaces are generally designed by one group. Like Microsoft for Windows or Apple for Mac OS. Those desktop environments were designed by one company who did things like user testing and statistical analysis to try and make the desktop they thought would work best. Linux is different. Large groups definitely DO perform user testing and statistical analysis, but one group can also say "Here's what we want" and, if they have the ability to code it, their idea comes into being. It's pretty amazing, when you think about it. Linux lets people create what they want. If you don't like what's out there, fork it! Or start from scratch! You're in control!

The Future of User Interfaces is Brainwaves

Within the last few days we read the news about Apple's Siri AI personal assistant, and about a brain implant that lets monkeys control virtual limps & feel virtual objects. I believe that if someone is to also combine a few more technologies (e.g. high-res eyeware, appropriate operating system changes), we will be looking at the next user interface revolution, after the inventions of the computer mouse and touch interfaces.

TOSP : Survey on Multi-Monitor Setups

"Recently, Brendan and I have been arguing about what can reasonably be expected from a multi-monitor OS (among other graphical stack things). We've reached the conclusion that nothing replaces real-world user data. So anyone interested, please answer this survey about multi-monitor setups and expectations ! (Results will be published here once the amount of answers has reached a steady state, I'd say in a month at worst)" (Source)

AMD’s Open-Source Radeon Driver After Four Years

While the BFS scheduler is getting ready to celebrate its second birthday, in just three weeks AMD's open-source Radeon graphics driver strategy for Linux will be turning four years old . . . which has ended up being a game-changer in the Linux world. AMD continues to support open-source hardware enablement on their latest graphics processors and recently even hired more developers to work on the code and documentation. How far have they come though in four years?

Ode to the Command Line

A couple of days ago I read a blog post by Stephen Ramsay, a professor at the University of Nebraska-Lincoln and a Fellow at the Center for Digital Research in the Humanities. In it, he mentions that he has all but abandoned the GUI and finds the command line to be "faster, easier to understand, easier to integrate, more scalable, more portable, more sustainable, more consistent, and many, many times more flexible than even the most well-thought-out graphical apps." I found this very thought-provoking, because, like Ramsay, I spend a lot of time thinking about "The Future of Computing," and I think that the CLI, an interface from the past, might have a place in the interface of the future.

Pinta 1.0 Released, Reviewed

"Pinta, a 'lightweight' open source raster image editor, turned 1.0 on April 27, offering Linux users another choice for simple image editing. Pinta is intended to be a clone of Paint.NET, the Windows-only raster editor written in .NET. As such, it uses Mono under the hood, but it gains the ability to run equally well on Linux, Mac OS X, or Windows. Is it a replacement for GIMP or Krita? That depends on what you need to do." What I like about Pinta is that I actually caused its creation in the first place.