Human Interface Designer at Apple

San Francisco
Alex Widua retweeted
iPhone Duo was announced today. Check out our talk about the design principles behind the device, and how to build great apps for it. Design for iPhone Duo: piped.video/watch?v=do3UqxfY…
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Feels incredible to share the work we’ve done this year, excited to have been a big part in bringing to life a more powerful and personal Siri.
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excited and proud to share what we've been working on!
The latest project I’ve been working on is the design of Liquid Glass, alongside an army of designers and engineers. We're designing it to bend and shape light while feeling like an elastic, flexible material that can dynamically shape shift, to make apps feel fluid and organic.
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I’ve made a little AI copilot for Origami Studio. Think of it as a tiny code editor that sits on top of Origami's canvas and lets you generate patches using GPT-4 – all within the same surface. It’s a native macOS app and you can get it here: kami.alexwidua.com
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In my day-to-day prototyping I use it mostly to create little utility patches and ‘jigs’ for all sorts of things (transforms, validate strings, randomize this and that etc.) Just describing the desired inputs and outputs of a patch helps a lot – it makes you break down the logic of a prototype and is almost as useful as generating the patch itself.
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When designing the app icon I learned about ‘crease patterns’ – structural representations of intricate origami folds. The app icon shows the crease pattern for an Origami Crane – a nod to Origami Studio’s original app icon.
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Couldn't resist and had to remix @jmtrivedi's mesh animation and tried to recreate a 'genie effect' using SwiftUI
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PS. little accidental find: You get a directional Motion Blur for free if you blur the layer *before* applying the distortion shader. The shader compresses the blur horizontally but stretches/emphasizes the blur vertically
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Prototyped a subtle Zoom Blur and Motion Blur SwiftUI shader this weekend. It's a little detail that changes the feel of the dragged element entirely (and is fun to play around with)
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The blur strength responds to the drag/scale velocity. I'm using @jmtrivedi's fantastic Wave package which makes it easy to work with the velocity + animate the shader values. The code is up here: github.com/alexwidua/zoom-mo…
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Tried to re-create the new iPhone’s Titanium particle effect last night and made this interactive ‘material sample’ in SwiftUI
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It’s an amalgam of SpriteKit particle layers, gradients and blend modes. Together they create a nice materiality. I liked the idea of using a turbulence burst to change between the material's colors
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Riffed on @ollybromham's Incense timer in SwiftUI. A pinch of gestures, haptics, motion, blurs and particles
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The stick itself is a spline that gets more flexion the longer it gets (like a flimsy piece of wood). It's a v subtle detail that gives the interface more materiality and makes it feel less like a slider – even if you're not consciously aware of it
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For the time, I just had a hunch how it should move and feel. I pulled some of the variables into sliders and built a little 'design tool' which allowed me to fidget around with the values and feel it out (this makes SwiftUI such a neat prototyping tool!) :-)
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Prototyped a little app that allows you to take frames from @figma and 'pull them into space'. The frames stay linked to the canvas and update on any changes
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...once detected, a high-res version is loaded, mapped onto a plane and stored as a reference for future updates. It's a lot of hot-glue and cobbled together, but it feels pretty magic to just pull frames from the screen like that :-) 2/2
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One little detail is the grid animation while detecting a frame. I wanted to go for something that feels like something is being assembled/constructed. It’s pretty simple and almost entirely driven by a spring delay value (SwiftUI). (Commented gist: gist.github.com/alexwidua/fa…)
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