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Does Anyone Else ABSOLUTELY HATE the New App Design Trends?

I am getting so sick of the new Material "design" trends of Android apps. If I wanted a lack of organisation, bunch of circles and whiteness and everything placed on one page and stripped down with few options and almost no real organisation, too much whitespace between elements, etc, I would have gotten a iPhone. But I hate that hideous that looks like it was designed for blind, technologically deficient old people and moronic children.

Or am I the only one that hates this trend and thing it looks childishly stupid and is annoyingly unorganised?

By the way, when I say circles, that doesn't include rounded corners of boxes. Done correctly, that can look good. What I mean is actual circles, everything circles. Yuck.

Do you know what it reminds me of? A child's toy of putting rectangle and circles into holes, but all of it painted with a loud, mid-90's, "Saved by the Bell" type colour scheme.

It's all too loud, too busy/cluttered, too random.

Here's a good example, the old (v4.9) version of Caller ID from Whitepages versus the update they released today (v5.crap):
http://imgur.com/a/vnSNl
 
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Even blacking it or making it dark with a theme still doesn't change that everything is circles and there's too much space between elements. Not to mention the fact that it is only a viable option per app if the app supports it.

It especially doesn't change the fact that everything in Apps (not the Lollipop OS itself) is getting less and less organised and more and more busy/cluttered (despite all the space) because they want to put floating buttons everywhere and put everything they possibly can on one view.

That's the bigger problem to me than the colour. Like, check out the Imgur gallery link for that app. Before, I didn't have to scroll at all, just a simple, quick and efficient swipe or tap to see everything organised under its own heading.

The update has it on one long, scrolling view where I have to scroll forever to get to the next section, which is barely marked off separate from the rest.

That's what I hate. Not to mention it just looks really childish and annoying regardless of the colour scheme.
 
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Here's other people with the same, legitimate grievances, most of which are not about the colour scheme or animations, and more about layout and functionality (or loss/lack thereof).

http://www.androidauthority.com/material-design-fd-564913/
But my biggest complaint with Material Design, for all its tawdriness, is that it also overly complicates what should be simple interactions. Let me explain.

The Floating Action Button, for instance, exists to move important actions from a bar at the top closer to the user’s thumb. Clever, to some extent, but not really necessary. Thing is, this circle will end up housing almost anything, replacing easy to identify icons with a more ambiguous menu, see Inbox. The new side-menu looks nice and pops out with flair, but it hasn’t replaced the old three dot options icon and what goes in this menu doesn’t appear to be clear cut either.

Even Google’s own apps have become a maze of busy contradictory elements, which is only going to worsen when third party developers attempt to take it up.

[...]

There are seemingly more menus and options scattered throughout Material Design apps than before, when these could simply be housed in a bar or menu at the top. Reaching what I want should be easier, but the more advanced app options are often now tucked away behind extra animations, icons, and menus. I get the feeling that Material Design is a lot of flash at the expense of basic user interactions.

[...]

I think the problem is Material is too minimalist, in a way that evokes times when designers were limited by technology in what they could achieve. Or, as Luka put it in our group chat, it sort of looks like the ’90s. Google has been trying to compensate this bareness with rich animations...

[...]

I think that Josh Topolsky was right when he suggested to Matias Duarte during their FORM 2014 fireside chat that mobile digital designers are pushing too far the flat and minimalist approach. Apple’s exaggerated skeuomorphism was wrong, but I’d still like to see more richness in Google’s mobile design. After all, we have these powerful devices that are able to render gorgeous imagery and graphics, and we’re using them to show text and colored cards (that’s an exaggeration, but the idea holds). Take Microsoft, who pushed itself into a corner with the Metro design of Windows. Google is far from that, but that lesson shouldn’t remain unlearned.

Someone else calling it "over-simplified" and "childish-looking":
http://www.reddit.com/r/AndroidQues.../am_i_the_only_one_who_hates_material_design/
I really don't get why it seems like literally everyone is in favor of the new material design. Am I the only one who doesn't like the bright colors, blockiness, and oversimplification everywhere? I don't want to simulate physical elements on my digital device. I'm perfectly happy with holo design. Do you think that there will be any way to resist this new design direction. Or am I doomed to apps that look like they belong on a kid's toy?

[...]

However! One thing that has seriously bothered me is the design of some Google Apps. The "new item" button has been moved from the top toolbar area and they just slapped a circular button right in the middle of my usable screen space. It pisses me off. Now, we have underutilized toolbars at the expense of screen space, all for the sake of changing a design. It just bugs me so much.

Edit: Visual representation of what I mean... http://imgur.com/a/Nm3rv. It's not horribly obtrusive, but it's entirely unnecessary and it bothers me when a button sits in my work area.

[...]

No. You are not alone. I have kitkat on my Note 2 and MD is just starting to creep in through updated apps. I woke up one morning , opened gmail and i could not bear to even look at it. I just wantef to check my mail and not be bombarded by a pretensious and obnoxious color scheme. Blinding red panels that just waste space. And the killer is the stupod red menu pencil blob on the bottom right - it sits there like a little wart or tumor. Fortunately I was able to back out of the gmail update and restore a calm user expererience.

Also, Lololol @ an article I saw when looking up stuff about it that said something like "Google tries to find visual identity with Meterial" even though visually, it is obviously heavily ripped-off from Apple's iOS (circles are ugly, many circles are ugly childish and distracting, and the horrid UI/UX is the main reason I won't get an iPhone, that and Apple's horrible business practices and the pretentious smugness of its fan-base).
 
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I think if you love circles or hate them, is a matter of personal taste really.

The avatars used to be square but now they're circular, I'm OK with that. :) ...makes a change. Probably be hexagonal next or something, random blob shape would be interesting, like amoebas.


uploadfromtaptalk1423185799123.jpg
uploadfromtaptalk1423185781906.jpg
 
Yeah, circles may be personal preference, but what about the laundry list of other problems that are not subjective?

For example, before, when I brought up my contacts, I could see about 7-10 without even scrolling. Now, barely 4-5 because of all the extra, ugly, wasted space.

http://imgur.com/8n80WA9
8n80WA9
 
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I see what you mean there, that's a lot of wasted space between contacts. The new version of Tapatalk was widely criticized for that. With the examples I posted, which is latest versions of QQ and WeChat, the spacing, amount of information shown and overall layout hasn't changed, which is what I like of course.

Other things on my phone, like the stock contacts and messaging apps, are not following anything Google, the manufacturer, Oppo, has done their own thing. But then many Chinese makers do very much their own themes, skinning, customizations. so often what you get looks nothing like stock vanilla Android. The latest Oppo ColorOS notification bar looks exactly like Apple iOS 6. :D
 
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Yes, lots of apps are heading in that direction lately.

Another problem is all right, the "floating" button thing. I don't know if it actually floats in the sense that you can move it, but I am assuming it is (I don't ever use apps that have it, example, I check my Gmail with my mobile browser, easier for me since the emails are usually related to stuff I would need to get on the web for, and also I think the mobile web version looks far better and cleaner). I can see how that might help some people, and how it would be an annoyance for others (like myself).

Part of the problem is that these things are forced on us with no option to turn them off. They're not universally or major-majority accepted.

It would be different if nearly everyone loved it or was an actual improvement (like the improvement of moving the volume slider higher up the screen and making it stay for a shorter period of time), but it isn't; it's a personal taste improvement for some, and for others a loss of productivity. However, these changes are often NOT optional. Either you take it or you stick with an older version of the app that might soon become obsolete for other reasons.

Even then, this goes beyond the stock Google Material design and the stock OS or altered OS, but actual apps themselves (that aren't entirely based on native design coding/defaults and are hard-coded to have a specific layout).
 
I think if you love circles or hate them, is a matter of personal taste really.

The avatars used to be square but now they're circular, I'm OK with that. :) ...makes a change. Probably be hexagonal next or something, random blob shape would be interesting, like amoebas.


View attachment 82124 View attachment 82123

In other words - you would like a Rorschach test while you are browsing the phone.
 
If something sells products well, everyone will soon copy it. Took years for the Distressed Type typeface to vanish and I still see complaints about Comic Sans. When the next new advertising "thing" hits, stuff will change. Whether or not for the better, only time will tell. Until it does, some changes can be a PITA for some users. Mike just might get his amoebas.
 
Honestly, I like the new material design guidelines and the way apps are following it. I think things look more personal and warm, whereas android 4.4 felt much colder and machine like. And the extra space? I like things to be a little more spaced out personally. I find the complaint that things are too "real-world" like to be hilarious when you compare something like material design compared to early iOS's rampant skeuomorphism. I personally think that material is taking "vanilla/stock/whateveryouwanttocallit" android in a good direction, and creating a more cohesive use experience (I am a sucker for a cohesive experience.) Just curious, OP, have you skimmed through the new material design guidelines? They might shed some light on some of the design choices you don't particularly like, or at least tell you what the rationale is behind them.

All of this exists to be a counterpoint to what you are saying. I'm not saying that your ideas are invalid; they certainly could be valid for the way you use your phone and I have no basis to discredit them, nor should I. But for every complaint about something you have, there are others who love the changes. The challenge for Google is going to be finding a balance between the old and the new that everyone can begrudgingly accept. A change will never be made that everyone loves; by the laws of humanity that is simply impossible. It's all about finding a balance.
 
Who said anything about "real-world like"?

But more to the point, some love it and some hate it. It doesn't have AS much hatred as say Windows Metro garbage, but many of the changes make things LESS efficient, not more.

Some things just get old fast. Like some of the animations are cool, some I am indifferent toward, but some are asinine. Like when you press your finger on something, that whole element has a grey (or I suppose it could be coloured) circle that expands across said element (sometimes). The YouTube app has it in some spots. The longer you hold your finger down, the slower this expanding circle moves.

Well, that might be OK for things you can select as a tap basically makes it just kind of flash, but scrolling a non-clickable thing must gets annoying, particularly when reading, because you have a slowly expanding circle that quickly rockets off when you lift your finger, and it's distracting and pointless. Go to any "About" section on a Channel using the YouTube app and you can see what I mean there.

Another problem with this all is that not even Google is consistently following their own guidelines, and when have app developers in general ever really followed the style guides consistently?

Like, one thing that makes sense and is good is the colour coding for sections. In the play store, if the "card" is blue, you are in books; of green, you're in apps. That actually makes the distinctions between sections more clear.

But if you look in my first post at the screen shots of that app, adding extra space between stuff doesn't exactly make a good separation. That has NEVER been accepted as a good design practise and there's at least a 50/50 split on most apps actually following the guidelines for the design with people hating it. Which is really funny that they claim it is an attempt to follow "classic design principles".

Now yes, not everyone likes design changes, but usually those that hate major design changes make up the minority and are against change no matter what. But that's not the case here.

Now in the settings for my phone (compared with the app I screen-captured in thr first post), different sections are differentiated better, but still easily hard to distinguish if you're going through it quickly.

They talk about boldness and clear changes, but here, the different sections are marked off by a very thin horizontal line and an unnoticeable heading where the text is not bold and not much larger than any of the settings text. No matter who you are or your pretences, that's just bad design.

Even then, who cares what the guidelines say is the reasoning? They may have logically valid reasoning for some things, but just because it is a logically valid explanation doesn't mean it is correct and is totally pointless when half of the developers don't follow them.

Like it makes logical sense to have a floating button for common tasks, one that is close to the thumb. But in actuality, it's a crap idea in most cases.

My browser (Boat), has a floating button that disappears fairly quickly. This button actually is very useful in the view that I use and gets used A LOT. The button, which exists only when the toolbar is hidden in full-screen mode, brings up the tool bar and shows the tabs, which would otherwise take up screen real estate and making less content visible.

Take the Gmail app as an example of a poor use of these "common task" floating buttons. You have an unnecessary button for a task that may be common, but isn't actually used a whole lot more that other buttons. It is obtrusively in the way of content and pointless since all actions are still taken in a menu bar except the one. That's DISORGANIZED and bad design. Sporadic scattering. It's not like Gmail is a chat app and the button is a send button (which would get used a whole lot more than other options in a menu and truly deserves to be placed apart).

So then what, we're to have some things in a menu and some in a floating button(s)? Why not just put them all in the same location? But if you do that with buttons, you haven't any room for anything else and it makes no sense.

Many of the design changes are equivalent "common-core" maths (I.E. over complicating things that don't need it and were far more simple before):
2kifJAO.jpg


Sure, it may technically make sense and be helpful in a rare select few cases, but for the most part, it's reaching around your head to scratch your ass.
 
This spec is a living document that will be updated as we continue to develop the tenets and specifics of material design.

UH, I am pretty sure implementing something that is unfinished is a BAD thing. Isn't that for what Beta Testing exists?

Granted, most beta testers are not vetted and qualified and can't follow simple directions and give the proper feedback that a developer is asking, but that's just bad practise in general on the part of beta testing selection.

The "we will work out the kinks later" approach has been used too long in Silicon Valley and it's not acceptable anywhere else. Relatively, you rarely see recalls and rapid overhaul of products in other places. Example a child's car seat is tested in a number of differing vehicles and vehicle configurations before being released on the market. If they just slapped it together and threw it out there and hear it doesn't work in 50% of the cars and asked the consumers to tell them what happened so they could fix it, and did this 10+ times before finally settling on a design that works, nobody would accept that.

However, that's understandable as it is a safety risk if it fails, but other products go through the same thing.

If it's not finished or well tested, don't releae it. Duh.

Even worse, this isn't talking about updating Material Design, it is talking about the incomplete ideology behind it. Like "we just unjustifiably threw crap together and will give you the design principles after we figure them out and figure out what is possible. This is the basic idea, but we have to get back to you on how to execute it".

There's nnot even a real guideline here!

These elements do far more than please the eye. They create hierarchy, meaning, and focus.

Except, in at least half, if not most, instances, this has done the exact OPPOSITE.

The only place it has legitimately made the hierarchy more clear and defined is in the Google Play app.

Within the material environment, virtual lights illuminate the scene and allow objects to cast shadows. A key light creates directional shadows, while an ambient light creates consistent, soft shadows from all angles.

^ the ONLY part that makes good design sense rather than being a bunch of pseudo intellectual "artsy" drivel about the "philosophy" behind it, so far. "OMG, we r so d33p".

Under the "Material Properties" section, poor design already in the guide itself. It shows an element, then says DO with a big green bar above tthe do. This would signify a change in content. Actually continuing on shows different content. The part that has the green bar and "DO" looks like a heading for a new section, but it isn't. The DO example is above that, with n.NO cleare change from the preceding information into the example of the concept. The same thing happens immediately after with the "DON'T" section, which is above it's heading. You don't use headingg styles as a footer. Let me screen cap this mess:

W2L2JfC.png

Now looking WAY zoomed out from that image, it might make sense, but not initially even when you see the whole context. However, you don't encounter it that way. You scroll into the example without realizing it, then scroll into what looks like a header so you think "ok, an example of what to do" but no, it's an example of what NOT to do, only after do you realise their disorganized and cluttered system. Pretty bad when the style guide itself cannot follow "classic design principles".

Material is solid.

Input events cannot pass through material.

Now THIS ^ is one universally good change brought by material, if it will be consistently implemented. Many times have I tried to click an option or element and it selected something behind it instead. Oh wait, that never happened except trying to click on a popup post type box on the full-site for Facebook in a mobile browser. Still, good idea though. Sad that it takes so many pages of garbage to get to something useable though.
 
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Personally i prefer interfaces that don't change at the drop of a hat, forcing me to relearn or find where Google, Apple, etc has buried them. Material Design isn't quite 'flat design' but it has the same over-reliance on gestures that are part of flat design, as well as hideous color themes (pastels? I'm not a brony!)

Part of me wishes that UI/UX designers could at least make a UI/UX look stick long enough for us to actually get used to them before radically altering it every other week!. I had just gotten used to the gesture needed to select an email in Gmail without accidentally opening it, and revealing the sidebar (folders) by swiping from the left, but now that swipe deletes the message and i haven't discovered how to undo it. I just went back to TouchWiz where everything makes sense!

Google is seemingly following the same design that Apple did in iOS 7, which was what made me leave Apple. I stopped using Play Store too, since it seems Google changes it so often i barely have time to figure it all out before they do it again, and you can't stop Play Store from auto-updating itself.

Perhaps i'm showing my age, but, i found 3D interfaces more modern, and hoped we'd see holographic interfaces soon, but I can't stand the GUI regression to an era where flat design was the norm (the late 1980s-1990s). I'm not using a VGA monitor and an i486. why should i have to use a UI that reminds me of AOL or Windows 3.1? I can only hope this crap flat design era dies fast.

Flat design may be all good for those who weren't around back then to se it the first time, so to them it's new, fresh, and cool looking. it has a color scheme that would favor teens or children, and the gestures they probably can use just fine. they weren't around when we used mice, so swiping may make more sense to bring up a context menu vs. tapping a menu button or tapping an holding to perform the touchscreen equivilent of a 'right-click' and it does look cool. but it has only made me frustrated as i often am so used to the 'old way' that the 'new way' causes problems. I'm not really good with change. the old way worked fine. wasn't broken. didn't need fixing.

The good news is there are still devices that fit me better, that give me choices that include making my own decisions when the app is updated. there are still flavours of Linux that allow me to choose the GUI and how it looks. not sure for how long, i do know Samsung made TouchWiz follow Google's path which i hate, but my Note 3 and S4 have long lives ahead, so hopefully the fad dies off before i need a new device.
 
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Even as one that grew up using computers (from way back in the Windows 95/Windows NT 4.0 days), I can recognise the legitimacy and ease of some swiping and didn't have transitional issues with that. Like Windows Metro is great for a phone, mediocre for a tablet and utterly wretched/worthless for a laptop or desktop computer.

However, while there are many good, intuitive swiping things, many swiping is poor and not intuitive. Say in a web browser that forces you to swipe from the sides for various menus. Not good, as even many mobile pages require scrolling side-to-side. It's far too easy to accidentally swipe the menus out when all you're trying to do is scroll (or maybe just trying to hold the phone with one hand on a screen that practically goes to the very edge of the phone).

I can't tell you know many times I have accidentally called someone when one-handed holding and scrolling through my messages. It's pointless and annoying, but I do it less now than before. Still would be nice to have the option to turn that off entirely.

However, some of the changes being forced, without option, in Material are totally anti-intuitive, regardless of whether or not you have never used a desktop computer with mouse/key input for years.

See, when mouse input was introduced, it was extremely intuitive and had a very shallow learning curve. With every new major OS update on phones, there's a huge learning curve because it's not very intuitive and has to be half re-learned with each one. What makes that worse is methods that did one thing before, now do something else (like the swiping in G-Mail that you talked about).

I have been using smart phones for over 5 years now and I have had to re-learn how to use a touch phone system like 6 times now.

This all also reminds me of people that go to school and get a business degree and go directly into management without working the business. They try to run everything according to the theories in the books, but the real-world does NOT operate like the books. Nothing is ever a standard case and that's how they fail as managers and how businesses fail. That's part of the reason companies stopped caring what degree you had from what university and decided to only hire people they knew or could vet with who they knew, even if you didn't have the degree (which they would help you to get after moulding you themselves).
 
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Call me stupid, call me ignorant, call me UI design-challenged, but put very simply, I just can't help but like more about Material Design than I dislike. I'm not nuts about the look, but it's definitely growing on me. As for functionality, I just don't have any significant complaints. I even find myself kinda liking the new animations.

I think complaints about colors and icon shapes are easily addressed by adding simple configuration options. For example, AquaMail now incorporates some MD elements but you can choose all colors and square or round contact icons.

Anyway, like it or not MD is gonna be around a while.
 
Why does everyone keep talking about minor taste things like animations and colours when the primary problem is layout and function?

Also, apologists talk about liking the colours or that, if you don't like the colour, you can change it with theming, but theming is irrelevant as not even half of the apps have it.

What about the numerous other issues nobody will discuss outside of colour and shapes? Apologists seem to harp on that point only and talk about how that's a matter of personal taste, when 90% of the complaints (for those that hate it) aren't about colour or shape and are about layout and function?

To me, it sounds like those that love it are blinded by flashy graphic distractions, not realising the many issues under everything eelse.

If I am buying a car, one that looks nice is great, but is worthless if I have to jiggle the key to open the door and have to put it in drive then park then drop the right window just to turn on the left-turn signal. Or if I have to uncomfortably cramp in to a seat that doesn't asjust.

I would gladly even take paint scratches to not have to deal with crap. Technology seems, in the last 10 years, all about implementing as much flashy, useless crap as possible with no, or ever decreasing, funcrion through over-engineering.

Lollipop is like a MySpace page circa 1999 or something, where it has 500 pointless .gif images, bogging down my 56K and unreadable purple text on a slightly darker blue background with falling snowflakes and a customized navigation bar that removes the "home button" and anything truly fuctional and replaces it with links to the page owners own LiveJournal and Vampire Freaks accounts, all with a hidden music player that auto starts with awful music that can't be turned off except by throwing my computer speakers half-way across the hall.

Material could be great, but it's not in reality. On paper it is good, but everyone is opting to use all the new features, whether they should or not, just because tthey can rather than using them in a way that would make sense. Like adding a distracting aanimation to a block of text content that, ever time you touch to scroll as you're rreading, obscures wwhat you're reading until you lift your finger. Hopefully nobody has epilepsy...

And while it's all well and good to say "it COULD be fixed if they did this or that", the reality is that most are not (and never will). That leaves the end user with garbage they can't fix. Sure, app developers COULD do things, but they aren't. They can and they mostly aren't or won't (as evidenced by the massive back-lash and complaints in app reviews for many apps that they never do anything about, then wonder why the use of their apps is dropping).
 
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I am saying that I don't have any issues with the form and function. For me, the function has improved since going to 5.0:
  • Lock screen notifications. I've been wanting those since i came from sense.
  • Smart lock. I love that my phone can identify when it needs to be secure and when it can reasonably say that I have it, and the quick toggle to override and lock anyways works well.
  • Interruptions: I spend evenings on call, and in that case I want my device to ring and ring loud if I get a call without waking me up for every text and email I get.
  • I haven't seen any change in how an app works that's really been confusing to me.
I think a lot of people are talking about animations and color schemes because that's what you're talking about a lot of the time. Other than spacing issues and the new navigation paradigms, I'm not sure what other form and function stuff you've taken real issue with. That's not to say I don't believe your issues, but i don't know what you're referring to really.
 
Read, I have stated exact problems, with examples, in this thread, numerous times and consistently said that colour and shape is far less the issue.

I have given numerous examples, but everyone else keeps going back to colour. I don't know how to make it any more clear without redundantly restating everything I already said. Not to mention, I even titled the thread APP DESIGN (not OS design).

I am trying to talk about app development trends and everyone is going on about "I like colours and circles" or "I like new [insert OS feature that has nothing to do with actual apps]".

I am not talking about the core OS or OS functions. I am talking about APP design in general in the Material system. Not the OS, not new features of the standard OS (like notifications changes), but the APPS. APPS APPS APPS (third-party or Google apps).

Example, placing everything in an app into a single view with little to no differentiation between elements except by adding a little extra whitespace.
 
I can only speak for myself, but as I said, as for functionality, I just don't have any significant complaints.

We could dissect MD technically until the cows come home. But I don't have the time, inclination or expertise for that. I wanna keep it in simple terms that relate to my experience.

So yeah, some things are a little worse but others are improved and overall I've found MD apps nice to use. I'm feeling positive enough to give it a chance to mature and see where it goes from here.

I get a Windows 3.1 kinda vibe from MD in that it's a rough outline of what could become a very usable, successful if still flawed UI. IOW Win 3.1 eventually matured into Win 2000/XP, which, while not perfect by any means, was easy and usable enough to rule PCs with an iron mouse. I get that MD has basic flaws, but I think that like Win 3.1 the basis is there for a very successful UI.
 
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Yeah, except I have reiterated at least 4 or 5 times now, that I am not talking about the Lollipop OS, I am talking about app design and layout...

Or for analogy, I am complaining about the basic design trends of Microsoft Word and Photoshop and Adobe, and you're equating it with complaints about the design of Windows 7.

Yet after reiterating, with examples, blatant examples, of APPS and not OS, everyone is still talking as if my grievances are with Lollipop (OS) rather than APPS.
 
I wouldn't go calling people Android "apologists" around here mate.
Maybe some people have just got with the program a lot quicker than you and have hardly noticed this huge downward leap in functionality you speak of?
 
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It's not a fault of Material Design itself, it's app developers. Some examples I find really nice, such as QQ and WeChat, others are just horrible, like Tapatalk 5.10. If an app has been changed, and say is now showing much less information and you think has too much white space, has become clumsy, awkward, long winded, etc. let the devs know about it.


You can give people the tools, say a blank canvas, paint brushes and paint, but not everyone is a Rembrandt or a Picasso. :D
 
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