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UX Designer at Sicom Systems Joined about 8 years ago
Yeah, the interactions for notifications in iOS 10 really make no sense. Slide left to dismiss, slide right to open, both of which have the exact same animation and no particular indication that something different will happen until it happens.
Now, I understand where their design came from—swiping right to open is most certainly a reference to the original "slide to unlock" gesture present in earlier versions of iOS. It just doesn't make any sense outside of that context.
Pretty much all of Google Calendar is a hilarious anachronism at this point. It was last redesigned in 2011, and that redesign didn't even really change much from the previous version.
It's odd that they have redesigned pretty much all their products, and even the mobile version of Google Calendar, but have left the desktop version looking like Google+ 1.0.
I'm still disappointed that they dropped that design.
Got to love those ALL CAPS html tags.
A huge improvement over their previous UIs, especially in terms of responsiveness. Simply navigating the OS functions on the 3DS was painfully slow, and no updates ever really addressed the problem. I'm glad to see that Nintendo has seemingly learned from modern mobile devices this time around.
Considering how poorly conceived just about everything in Pokemon GO is, it's probably the last mobile game one should look toward for inspiration IMO.
Note: I actually play Pokemon GO on a daily basis.
I've seen this, too. I'm also not a fan, and neither are the material design guidelines!
Specifically, look at the "don't" example that does exactly what this search UI does. (List of non-dismissable cards with identical heights)
I was really hoping this would be like one of those gag websites where it just displays "no" in a large font.
Wow, some of these are really impressive! Thanks for this list, it's good to have some portfolio-related inspiration.
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I find the face in the background really off-putting, almost reminds me of The Room's official poster: