[HN Gopher] Challenge: Pixel perfect design
       ___________________________________________________________________
        
       Challenge: Pixel perfect design
        
       Author : tosh
       Score  : 156 points
       Date   : 2022-06-12 16:54 UTC (6 hours ago)
        
 (HTM) web link (developer.apple.com)
 (TXT) w3m dump (developer.apple.com)
        
       | drno123 wrote:
       | Is Apple preparing a new product that will have low-res
       | black&white display?
        
         | solarist wrote:
         | Apple glass maybe?
        
         | solardev wrote:
         | I hope it's an Apple Microwave
        
         | vbezhenar wrote:
         | My bet is keyboard with programmatic top key row (like Touch
         | Bar)
        
         | Macha wrote:
         | Maybe the next iPhone gets an always on display
        
       | mas-ev wrote:
       | I can't help but think this is linked to an Apple eink display
       | prototype.
        
         | solardev wrote:
         | Would be cool to see an eink keyboard too, where each key can
         | show something different, like:
         | 
         | https://www.artlebedev.com/optimus/popularis/
         | 
         | (but with tactile feedback!! not one giant touch bar, lol)
        
       | stefanv wrote:
       | Just a thought: what if this some kind of teaser for a new device
       | Apple is preparing? Maybe some e-ink device? Ok, I know we are in
       | 2022, but I would really love to see some "low-tech" device from
       | them. I'll try to wake up now :)
        
         | richardw wrote:
         | Yeah, my wife just wants a shuffle. No not some other thing
         | that needs you to be connected to Spotify. Just music to run
         | with.
        
           | selykg wrote:
           | Apple Watch kind of plays that part.
           | 
           | https://support.apple.com/guide/watch/add-music-
           | apd483798d11...
        
             | solardev wrote:
             | Sorry, dumb question, but does it let me listen to
             | downloaded music on my earphones even when I don't have a
             | phone with me? (Never had a proper smartwatch).
             | 
             | Like can I download music directly to the Watch (what about
             | DRM?) and can it connect to Airpods or other bluetooth
             | without a phone?
        
               | hutattedonmyarm wrote:
               | You can download music directly to the watch, at least
               | with Apple Music. No idea if it works with a local
               | library. However, other apps have the ability too, so
               | chances are good that there are other apps as well.
               | 
               | It can connect to Bluetooth headphones just fine without
               | an iPhone, I only carry the watch when I go for a run
        
               | solardev wrote:
               | Cool, thanks! I didn't know they could do that. Looks
               | like it supports Spotify Premium too. Music for exercise
               | would be awesome! (I know, I'm way behind the curve)
        
             | richardw wrote:
             | I have one but she has a Suunto. Can't believe someone else
             | hasn't created a real competitor to the shuffle.
        
         | yosito wrote:
         | This was my thought too. Although I don't think resolution is a
         | really big constraint on eink devices.
        
         | seanalltogether wrote:
         | Could also be the opposite. This could be a "one last hurrah"
         | kind of contest to announce that they are moving the entire os
         | to some kind of resolution independent vector ui architecture.
        
         | 2bitencryption wrote:
         | possibly the v1 of the inevitable "Apple mixed reality
         | visor/glasses" has a low-res, mono-color display, or else it
         | uses low-res mono-color as an "idle" mode when not actively in
         | use so the user is not distracted?
        
         | [deleted]
        
         | nlh wrote:
         | I agree with your thought. "Challenges" like this rarely exists
         | in a vacuum -- I bet there's something coming where this is
         | relevant, and this is a chance for them to crowdsource design
         | options.
         | 
         | BTW -- not implying there's malice here -- there is something
         | genuinely fun about a design challenge like this, but I bet
         | there's an ulterior motive too :)
        
       | 0x20cowboy wrote:
       | Aesprite is a great piece of kit for anyone doing the challenge
       | (or doing pixel art in general) https://www.aseprite.org/ - you
       | can get it via the steam store too for the big 3 platforms.
        
       | jws wrote:
       | Problems with pixel perfect layout were what made me give SwiftUI
       | a 12 month "wait for maturity" last year. I hope this and the new
       | SwiftUI custom layout capabilities signal an interest in this at
       | Apple.
       | 
       | I was making strip charts of data at fairly high density and
       | wanted my minor grid lines to be one pixel wide. You _must_ make
       | them line up with a physical screen pixel or they turn into a
       | blurry anti aliased mess. As of last year I never found a good
       | way to connect a SwiftUI view to its physical screen pixel
       | positions. I've done this for many years in UIKit, and while
       | extra effort, it is at least possible.
       | 
       | I think this problem is partially why people used "magic marker"
       | aesthetic on their digital charts rather than "engineering pad".
       | I guess it's time for another crack at it.
        
         | solardev wrote:
         | How do you do "one pixel wide" when there are so many devices,
         | viewports, LCD/LED types, zoom sizes for accessibility, etc.?
         | It's all virtualized these days, no? A single pixel on
         | something like a watch or 4k 27" display might not even be
         | visible to the average person...
        
           | jws wrote:
           | With UIKit you can query the device, it's subpixel structure,
           | and the alignment of your abstract window on the device and
           | work it out from there.
           | 
           | Mostly, it's possible there is an abstracted display at a
           | non-native resolution over something like an HDMI. But if you
           | are running your display at a non-native resolution then you
           | just don't care about details and you deserve what you get.
        
       | steve76 wrote:
        
       | dmix wrote:
       | This is a really good video about how Apple cares about being
       | pixel perfect compared to Windows with something simple and
       | obvious like the mouse cursor icon:
       | 
       | https://www.youtube.com/watch?v=YThelfB2fvg
       | 
       | The improvements he made are also quite nice, Microsoft should
       | take note...
        
         | WHA8m wrote:
         | It's a catastrophe with windows. Make two windows snap to the
         | borders, so together they're fullscreen? 2 pixel gap between
         | the windows; 1 pixel gap at the right, left and upper side; 2
         | pixel gap to the windows bar at the bottom. How can this be so
         | hard? And even if it's hard, this is so obvious you really want
         | to fix it.
        
           | layer8 wrote:
           | I'm pretty sure it's a deliberate choice for some reason,
           | though I agree that it's hideous.
        
         | grishka wrote:
         | Apple gives no shit about being pixel-perfect lately. Try using
         | modern macOS on a non-retina display and your eyes will bleed
         | because every single icon is drawn as if there's no pixel grid
         | whatsoever. Everything is a blurry mess. Steve Jobs would've
         | definitely fired someone over this, yet with Tim Cook it stays
         | unfixed for more than 2 years -- I'd guess because pixel-
         | perfect icons don't affect the bottom line.
        
           | foodstances wrote:
           | On some MacBooks, the default screen resolution is not a
           | perfect 2x, but something like 1.75x. This means macOS is
           | drawing its framebuffer in 2x, then scaling it down to 1.75x
           | to fit the actual screen resolution which blurs things.
           | 
           | The new MacBook Pro for example uses perfect 2x scaling, but
           | the MacBook Air has a smaller resolution screen and is not
           | 2x.
        
           | deergomoo wrote:
           | It really is appalling. It's not just icons; if you switch
           | Finder to gallery view and look at some photos, the previews
           | aren't scaled properly. The only way I can describe it is
           | that it looks like it was downsampled without any blending--
           | as if they just picked every fourth pixel or something.
           | Really jaggedy.
           | 
           | I fully appreciate that it's never gonna look anywhere near
           | as good as a display with 4x as many pixels, but it's really,
           | really bad. The same monitor on a Windows machine looks
           | great!
        
           | Macha wrote:
           | Did some rearranging of my desks to seperate my work and play
           | spaces, so my work from home desk now has a 1080p 21"
           | monitor. It's amazing how not built for that modern macOS is.
           | Even font rendering is a disaster again.
        
             | grishka wrote:
             | defaults -currentHost write -g AppleFontSmoothing -int 0
             | 
             | This should help with the font rendering.
        
           | gabereiser wrote:
           | To be fair, if you are trying it on a non-retina display,
           | you're out of spec or running hackintosh. Aren't all mac's
           | retina?
           | 
           |  _edit_ I totally forgot about plug-in external displays...
           | in which case, ya need 1440p or better.
        
             | deergomoo wrote:
             | > in which case, ya need 1440p or better
             | 
             | You can't really get 1440p monitors any smaller than 27"
             | though. And I have a (really quite good) 27" 1440p monitor
             | and it looks like dog shit on macOS. Same monitor under
             | Windows looks great. Sure it doesn't hold a candle to my
             | MacBook's own 220ppi screen but it handily outclasses
             | whatever the hell macOS is doing at 1x scaling
        
             | grishka wrote:
             | Apple still sells Macs that don't come with a screen. If
             | someone buys a Mac Mini, chances are high that they will
             | plug into it the monitor they already own, which most
             | probably won't be retina.
             | 
             | I do use a 1440p monitor. The blurriness is still very much
             | noticeable. It was much better on Mojave when all icons
             | were drawn to the pixel grid.
             | 
             | And yes I'd buy a 5K monitor, which is the retina
             | equivalent of 1440p, but these things aren't exactly easy
             | to come by. Besides the blurriness is still visible even on
             | retina displays, it's just not as pronounced.
        
         | chrismorgan wrote:
         | You can't tell me Apple cares about pixel perfection when they
         | implement fractional scaling (which, last time I heard, was I
         | think effectively the _only choice_ on most of their laptops)
         | with rendering at the next integer up and downscaling.
         | 
         | Basically Apple have made it so that it's _literally
         | impossible_ to be pixel perfect, even though they were in the
         | best position by far to force developers to do it properly, in
         | those few where it didn't Just Work. Microsoft's approach to
         | fractional scaling is incomparably more sensible, and Wayland
         | is finally heading towards being able to handle it properly
         | (though I find it quite ridiculous that they didn't just
         | _start_ by doing it properly).
        
           | paldepind2 wrote:
           | How did Wayland do it initially and how are they doing it
           | now?
        
           | grishka wrote:
           | Actually no. The latest generation of MacBooks increases the
           | screen dpi and the default setting is actual real 2x scaling.
           | Though it doesn't help much because see my reply to the
           | parent comment. It's noticeable on retina too, just not as
           | much.
        
       | cube00 wrote:
       | I noticed the images looked a little blurred to me for pixel art.
       | Digging further into it, they're oversized high resolution JPEG
       | images scaled down by the browser rather then correctly sized
       | PNGs.
       | 
       | Putting quality aside and thinking about the poor internet pipes;
       | each image is around 100kb in size and had it been a two bit
       | black and white PNG would have been around 12kb.
       | 
       | I know, I know, it's a probably an off the shelf CMS system but
       | still, it's Apple, if anyone can afford to care about the little
       | things like this shouldn't it be them?
        
         | 0xCAP wrote:
         | If only Safari shipped AVIF support...
        
         | jansan wrote:
         | Yes, using a lossy image format for pixel art or images with a
         | small number of colors in general has always been a a bad idea.
         | Many people do not see the artefacts, but they are there, and
         | the fact that the file size is even bigger with lower quality
         | does not make it better.
         | 
         | BTW, the images also contain a grid, so you would need at least
         | three colors, which requires 2 bit per pixel before
         | compression.
        
         | arendtio wrote:
         | Didn't notice it until I read your comment... Revenge:
         | https://xkcd.com/1015/
         | 
         | Btw. what display/resolution are you using?
        
         | greggman3 wrote:
         | There is actually no perfect solution
         | 
         | For one, browser's can't agree on what CSS solution to pick.
         | Chrome and Safari have `image-rendering: pixelated` whereas
         | Firefox has `image-rendering: crisp-edges`. The spec used to
         | say pixelated meant "keep it looking pixelated" and that
         | "crisp-edges" meant to keep the edges crisp and so allowed
         | various algorithms. The spec was changed in early 2021 so that
         | crisp-edges means "nearest-neighbor" and "pixelated" still
         | means "keep it looking like pixels" which implies nearest-
         | neighbor + extra.
         | 
         | It gets worse though. What is the web developer's intent?
         | 
         | Example: I put                   <img src="128x128.png"
         | style="width: 256px; height: 256px; image-rendering:
         | pixelated">
         | 
         | Seems straight forward right? I want my 128x128 pixel image
         | displayed double size (256x256) where each original pixel is
         | 2x2 pixels on the user's machine.
         | 
         | But, that's not how browsers work. My Windows Desktop has a
         | devicePixelRatio of 1.25 so asking for a 256px by 256px CSS
         | pixel image gives 317x317 device pixels. That means this
         | 128x128 pixel image, scaled to 317x317 with nearest neighbor
         | filtering is going to look really really bad as some pixels get
         | 2x2 and others get 1x1 scaling. This is why `pixelated` =
         | "nearest neighbor" may not actually be what the web designer
         | wants.
         | 
         | Where as, if you manually scale the 128x128 image to say
         | 512x512 using nearest neighbor and then let the browser scale
         | it to 256x256 * devicePixelRatio using the default bilinear
         | filtering it will likely look better.
         | 
         | Note: You can get these non-integer devicePixelRatio values on
         | Chrome or Firefox just by zooming in the browsers (Cmd/Ctrl
         | +/-). On Windows you can also go into the display settings and
         | choose an OS level devicePixelRatio so that OS handled UI
         | widgets and well written apps will adjust how they draw.
         | 
         | See example:
         | 
         | https://jsgist.org/?src=c65dfc4e2ed2e547a2d5aad69360be6d
         | 
         | Zoom in and out and, at least on my machines the right (pre-
         | scaled externally and then scaled down) looks better than the
         | left (original resolution with image-renedering: pixelated
        
           | codedokode wrote:
           | > There is actually no perfect solution
           | 
           | There is one: choose the size so that the image is displayed
           | without scaling.
        
           | kixiQu wrote:
           | I'm not sure why you're saying there's "no true" definition:
           | there is a spec difference between pixelated and crisp-edges:
           | https://stackoverflow.com/a/25278886
        
             | greggman3 wrote:
             | I'm saying it because I've actually read the spec. The spec
             | 
             | https://drafts.csswg.org/css-images/#the-image-rendering
             | 
             | says
             | 
             | > pixelated:
             | 
             | > The image is scaled in a way that preserves the pixelated
             | nature of the original as much as possible, but allows
             | minor smoothing instead of awkward distortion when
             | necessary.
             | 
             | The spec does not say "use nearest neighbor". In fact in
             | specifically allows not using nearest neighbor (end of
             | first sentence). And further, it doesn't specify the
             | algorithm used.
             | 
             | So there is no true definition of what you'll get. There is
             | only a general definition of the intent.
        
               | kixiQu wrote:
               | It explicitly says in the crisp-edges section:
               | 
               | > The image must be scaled with the "nearest neighbor"
               | algorithm: treating the original image's pixel grid as a
               | literal grid of rectangles, scale those to the desired
               | size, then each pixel of the final image takes its color
               | solely from the nearest pixel of the scaled original
               | image.
               | 
               | and then it explicitly says in the pixelated section,
               | right after the summarizing sentence you excerpted:
               | 
               | > For each axis, independently determine the integer
               | multiple of its natural size that puts it closest to the
               | target size and is greater than zero.
               | 
               | > Scale it to this integer-multiple-size as for crisp-
               | edges, then scale it the rest of the way to the target
               | size as for smooth.
               | 
               | The first sentence is descriptive; what is prescribed
               | follows directly after it. I'm not sure how it could do
               | more than that to define "what you'll get".
        
         | toxik wrote:
         | They look great here. Safari on iOS.
        
         | saberience wrote:
         | They looked perfect to me, using an Macbook Air M1 and Chrome.
        
           | emkoemko wrote:
           | how do you not see the grey gradient they adding next to each
           | black pixel? making it seem blurry...
           | 
           | unless i am missing something
        
             | vbezhenar wrote:
             | I can clearly see JPEG artifacts on iPhone.
        
           | zffr wrote:
           | Take a screenshot and zoom in. If perfectly pixel aligned the
           | edges should be sharp even when zoomed in on a screen shot.
           | In the screenshot you will see slightly blurry edges.
        
         | throw457 wrote:
        
           | emkoemko wrote:
           | https://devimages-cdn.apple.com/wwdc-
           | services/articles/image...
           | 
           | your saying there is no anti aliasing ? this looks really
           | blurry, like you said open it up check with a color picker
           | and you will see the gradients....
        
             | prashnts wrote:
             | I see gridlines on my iPhone, but only if I zoom in a lot.
             | I'm guessing this is a case of "designed and exported on
             | Retina display, for Retina display". Because yeah, in true
             | 1-bit image there won't be a grey gridline.
        
             | throw457 wrote:
        
             | pdpi wrote:
             | There's something odd going on with that picture, though,
             | because it has faint grid lines for the pixels. It's hard
             | to tell what's anti-aliasing blurring, and what's a grid
             | line.
        
               | ectopod wrote:
               | If you open it in GIMP, say, and zoom in the grid lines
               | are clearly part of the image. It's a mess.
        
               | throw457 wrote:
        
       | flowerbeater wrote:
       | Pixel art is a fun retro hobby, but as the article acknowledges,
       | "we create work for high-resolution HDR screens." Icons, logos,
       | and illustrations in general should be vector-first, so they will
       | show up cleanly on HiDPI and in the future, 4X or 8X DPI
       | interfaces. Too many icons and logos (even the Y on the top left
       | here in HN) look blurry on a simple 4K monitor with 200% scaling
       | (which is not uncommon now).
        
         | dmitriid wrote:
         | > will show up cleanly on HiDPI and in the future, 4X or 8X DPI
         | interfaces
         | 
         | That future is still as far away as it was 20 years ago.
        
           | flowerbeater wrote:
           | Why do you think so? 20 years ago, everything was clearly in
           | 1X. Now, the Windows default for many resolutions is 1.5X and
           | my Macbook is 2X by default. iPhones and Androids are at
           | least 2X scaled by default. iPhones in the last 2 years (like
           | iPhone 12 and 13 are scaled 3X. So we've gone from 1X only,
           | to 2X pretty much everywhere for desktop, with 3X on the
           | latest phones.
        
             | layer8 wrote:
             | Full-HD monitors and laptops are still very common in the
             | corporate world and for non-affluent PC gamers. I don't see
             | this lower-cost segment going away anytime soon, since
             | display yield drops quadratically with DPI, and therefore
             | the associated cost increases quadratically with DPI.
        
         | ziml77 wrote:
         | > Too many icons and logos (even the Y on the top left here in
         | HN) look blurry on a simple 4K monitor with 200% scaling (which
         | is not uncommon now).
         | 
         | This has been an issue with application icons on Windows for a
         | long time. For many applications the largest icon would be
         | 32x32. So when they changed the default desktop icon size to
         | 48x48, those all looked terrible. I hated seeing blurry icons
         | enough that I would make a larger version myself if I couldn't
         | find a decent replacement online
         | 
         | In some cases I would actually need to make a custom 16x16 or
         | 24x24 icon, because whoever made the icon went the easy route
         | of just scaling down a larger icon to create the small ones.
         | Even if the source is a vector, most icons will not scale down
         | to those sizes and retain readability since the details
         | disappear. Alignment to the pixel grid is essential for tiny
         | icons. In these cases I would have to use Resource Hacker to
         | modify the icon stored in the executable (for desktop icons
         | that wasn't needed since you can change a shortcut to use any
         | icon file).
        
         | toxik wrote:
         | True, and pixel art was originally designed for cathode ray
         | tubes. This leads to a funny effect where modern pixel art
         | designers perhaps misunderstand the intended look of actual
         | oldskool pixel art and emulate it anyway. The same is true of
         | old fonts.
        
           | qubidt wrote:
           | Modern pixel artists far from "misunderstand" the legacy of
           | pixel art. They're specifically designing for a sensibility
           | and context that didn't exist when pixel art was originally
           | made. Actually talk to pixel artists and they'll explain this
           | to you themselves perfectly fine
        
             | layer8 wrote:
             | I have no idea about modern pixel art artist's thought
             | process, but it's generally under-appreciated that CRT-era
             | pixel art looks significantly different on todays displays
             | than it looked on the originally targeted hardware.
             | 
             | That being said, there were also a couple of years in the
             | 2000's where pixel-based icons were specifically designed
             | for LCD.
        
             | toxik wrote:
             | So it seems you missed the word "perhaps" which essentially
             | makes this correction meaningless.
        
         | solardev wrote:
         | Even in the vector age, though, one of the things we've learned
         | from pixel icons is that different sizes would ideally have
         | different levels of detail.
         | 
         | For example, see this camera icon:
         | https://useiconic.com/icons/camera-slr/ (in the left pane,
         | click the "three squares" icon to render them all at the same
         | size). All three are vectors (you can inspect them if you
         | want), but they still show different levels of detail. If you
         | take the high-detail icon and render it at a small size, the
         | details add visual clutter that are hard to understand at a
         | small output size. Or with this book icon
         | (https://useiconic.com/icons/book/), if you go the other way
         | and scale the small book up to a larger size, it's harder to
         | tell what it is because the "pages" part at the bottom is so
         | thick -- which was a design necessity at smaller outputs, or
         | it'd have been invisible, but at larger sizes it's too thick.
         | 
         | So even with vectors, the essential takeaway of this particular
         | challenge still stands:
         | 
         | > [how to] distill the essence of your design and make sure
         | your icon is clear and understandable at all sizes
         | 
         | Every vector icon still gets rasterized at some point for
         | displaying to your monitor's pixel grid, not to mention human
         | perception. Vectorization is a transport/delivery concern, but
         | in and of itself it doesn't replace the thoughtful design of
         | the pixel era.
         | 
         | Fonts can work similarly... they are usually vector these days,
         | but still each glyph can look different at different sizes and
         | can be dynamically controlled to look better at different
         | render sizes: https://developer.mozilla.org/en-
         | US/docs/Web/CSS/font-optica...
        
           | ziml77 wrote:
           | This is what annoyed me the first time I saw vector icons
           | used in Linux desktop environments. I appreciate the attempt
           | at making something that scales to any size, but in practice
           | you need to custom design the smallest versions of an icon.
           | 
           | Even at the larger sizes, a vector won't always look great.
           | If the renderer doesn't fudge vector edges to snap to pixel
           | edges, you'll end up with blurry edges instead of clean,
           | sharp ones.
        
             | flowerbeater wrote:
             | > Even at the larger sizes, a vector won't always look
             | great. If the renderer doesn't fudge vector edges to snap
             | to pixel edges, you'll end up with blurry edges instead of
             | clean, sharp ones.
             | 
             | Do you have an example? Text is essentially "vector" these
             | days, and I've never heard of anyone complaining that text
             | rendered on a modern screen has blurry edges. The
             | blurriness of some text is often "cleartype" or whatever
             | tricks are being used to make it look better on low-dpi
             | screens, which end up making it worse on modern displays.
        
               | layer8 wrote:
               | Fonts have hinting to align to pixels, which vector icons
               | don't.
        
       | navanchauhan wrote:
       | Submissions on Twitter:
       | https://twitter.com/search?q=%23WWDC22Challenges
        
         | lelandfe wrote:
         | Nice round up:
         | https://twitter.com/lindadong/status/1534573814079598594
        
         | hnlmorg wrote:
         | I can't help feeling that a large number of those submissions
         | are really missing the point of economising on the canvas.
         | Almost all of them seem to have large swathes of empty space
         | around the icon rather than enlarging the logo to use the
         | entire canvas space. This leads to icons that are completely
         | unrecognisable at the smaller scales. Plus the smaller icons
         | are almost all just clones of their larger counterparts (as if
         | they just resized the image in photoshop -- though obviously
         | that's not what they literally did) rather than simplifying the
         | detail.
         | 
         | That all said, there are still some genuinely impressive
         | efforts there.
         | 
         | Yeah me thing that definitely stood out was how a lot of the
         | more iconic logos are already pretty simple (often even
         | monochromatic). Though I do also believe there was a fair
         | amount of selection bias going on too (people picking easy
         | icons to redesign).
        
       | 2bitencryption wrote:
       | > Once you've decided, explore a single element that captures the
       | essence of the app, and express that element in a simple, unique
       | shape. For example, the Mail app icon uses an envelope, which is
       | universally associated with mail.
       | 
       | And this bullet point is underneath an example of... the "Photos"
       | app icon, I believe? Which basically violates this suggestion,
       | and as a result looks like a total mess in pixel format (even
       | more so than than the real-life hidpi version on my iPhone).
       | 
       | Mail => envelope
       | 
       | Messages => message bubble
       | 
       | Photos => ...colorful peacock tail that suggests more of a
       | "painter's canvas" than it does "photographs" ??
        
         | jammaloo wrote:
         | The icon isn't the photos app icon, although the general shape
         | is similar.
         | 
         | >Add details cautiously. If the content or shape is overly
         | complex, details can be hard to discern. Icons at all three
         | sizes should generally match in appearance, although you can
         | explore subtle, richer, or more detailed additions at 48x48
         | pixel size.
         | 
         | I believe that example is meant to be an example of a bad icon,
         | as it has a complex shape with lots of different textures.
        
           | 2bitencryption wrote:
           | > The icon isn't the photos app icon, although the general
           | shape is similar.
           | 
           | are you sure? I'm holding up my iPhone side-by-side, an to me
           | there's no doubt this is attempting to represent that. To
           | represent the different colors, the pixel version uses a
           | unique pattern for each "feather". It seems as 1:1 as a 48x48
           | pixel version could be.
        
       | EGreg wrote:
        
       | planarhobbit wrote:
       | See also: all the commentary around font rendering on MacOS/OS X
       | vs Windows. IMHO Windows has always been far more towards pixel
       | accuracy, but what the hell do I know (the internet will tell me
       | I'm wrong either way!)
        
         | [deleted]
        
         | Macha wrote:
         | Well pixel accuracy is the wrong term for it, as the two
         | options are fitting the pixel grid (aka hinting) and being
         | accurate to the font vectors. Mac OS historically picked the
         | later, Windows the former. It was more of a difference before
         | subpixel rendering and now hi-dpi displays, but Apple have
         | recently dropped their subpixel support (since it's not needed
         | on retina displays) so it's once again an issue using macOS on
         | low PPI displays.
        
       | warpech wrote:
       | It's interesting that the nostalgia for "pixel-perfect design"
       | comes from a company that seems to have been on a mission to
       | remove pixels from the user's perception for the last 20 years.
       | 
       | First, Apple promoted skeuomorphism as the most visible
       | difference from the pixelated look of Windows (OS X, 2001).
       | 
       | Secondly, they made pixel-perfect designs irrelevant by making a
       | powerful, small handheld computer. It made the goals of pixel-
       | perfect design futile and triggered the RWD trend instead
       | (iPhone, 2007).
       | 
       | Thirdly, they successfully pushed Hi-DPI screens to the masses,
       | which make the smallest elements on the screen too small for the
       | naked eye to be seen. (Retina, 2010).
       | 
       | I say it with all due respect. These are absolutely brilliant
       | achievements. Still, some "Yeah, thank us for killing pixels"
       | would be in place.
        
         | jonassalen wrote:
         | Correct me if I'm wrong, but Steve Jobs didn't believe in
         | responsive webdesign and the browser on iPhone originally
         | didn't support RWD. He believed people should access the full
         | website and use gestures to zoom in and out on the website.
         | Part of the reason apple.com was so late adapting to mobile
         | breakpoints.
         | 
         | So saying that the iPhone was responsible for RWD is too much
         | credit I think.
        
           | warpech wrote:
           | Apple invented the non-standard "viewport" meta tag and gave
           | guidelines on how to use it [1]. The article that has
           | popularized the term RWD mentions iPhone four times [2]. For
           | me it is obvious that RWD started from the iPhone, but maybe
           | our viewpoints (or viewports) differ.
           | 
           | [1] https://developer.apple.com/library/archive/documentation
           | /Ap...
           | 
           | [2] https://alistapart.com/article/responsive-web-design/
        
       | im_down_w_otp wrote:
       | This is an interesting challenge. I fire up my Macintosh SE/30
       | regularly to journal and organize my thoughts using Microsoft
       | Word 5.1
       | 
       | Every time I do it I'm impressed again and again what was
       | possible with a 512x342 black & white screen and a 16 MHz 68030
       | attached to 8 MB of RAM (which is "overkill" for my use). It's
       | incredible the collective and integrated creativity that was
       | motivated by the constraints of the medium.
       | 
       | Seeing Apple propose this challenge makes me wonder if there's
       | some kind of low-power, low-res product they're wanting to
       | release where these kinds of design constraints are relevant
       | again.
        
         | klodolph wrote:
         | Still hoping that some day, Google Docs will catch up with
         | Microsoft Word 5.1.
        
       | chrismorgan wrote:
       | When it comes to things like favicons, I _always_ design variants
       | for 16x16, 32x32 and larger scalable (or occasionally just
       | 256x256). It perpetually bothers me that no avatar system that I
       | know of supports different images at different sizes; the
       | constraints can be _significantly_ different, as in my own site's
       | favicon, where at one extreme 16x16 pretty much ignores vertical
       | border to get it as big as possible, and is also effectively
       | super thick and blocky, while at the other extreme the large-size
       | scalable one wants some definite padding, thinner lines, and
       | maybe other details. This is basic design stuff that is intuitive
       | and has been generally practised from the dawn of GUIs.
       | 
       | As for black and white, well, I _have_ been thinking that way a
       | little more when contemplating e-ink displays, which handle
       | monochrome better than greyscale (faster, less ghosting). It may
       | surprise those that don't know to learn that reMarkable renders
       | your writing strictly monochrome with no antialiasing, presumably
       | for both of these reasons; and it works rather well, though I
       | _would_ appreciate a higher resolution than its 226dpi. (The UI
       | is all firmly black-and-white with no greys, but they _do_ use
       | anti-aliased rendering throughout.)
        
       | nurettin wrote:
       | I don't think apple is the company to talk about pixel perfect.
       | They don't even support native resolutions. It's either tiny,
       | unreadable text, or you have to scale.
        
       | parentheses wrote:
       | I feel that this a community feeler to test enthusiasm for
       | technical ingredients of their possible AR future offering.
        
       | mister_goo wrote:
       | I always turn off font anti-alias where possible. Some fonts are
       | pixel perfect without AA while others are not. I hate aliased
       | text with passion.
        
       | ChrisMarshallNY wrote:
       | I've been designing Apple icons since 1986, and clearly remember
       | using ResEdit to "paint" icons, one pixel at a time.
       | 
       | These days, I always use Adobe Illustrator to create my digital
       | assets in vector form, and always start with black-and-white, for
       | logos and icons. That's fairly standard "branding" stuff. The
       | icon needs to be recognizable, even when reduced to 16 X 16 (OK,
       | I'll allow 32 X 32), and in monochrome. I seldom need to move to
       | Photoshop, to apply any raster work.
       | 
       | Nowadays, Apple allows vector assets, so I usually include them
       | as vector PDF. It slows down Xcode, but seems to make the apps
       | look a lot better, and they are probably much smaller (App size
       | has never been an issue for me, anyway).
        
       | dmitriid wrote:
       | It's funny they post this challenge on Apple Developer when their
       | own icons in MacOS are not pixel perfect.
        
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