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> The question is why material design didn't learn from other people's mistakes.

While reading the original material design spec, it seemed enlightened, but now its clear it's more of a standard than a best-practice. Its by no means the "best" design, just like the qwerty keyboard wasn't the best. However, due to a huge marketing push by google, it's now considered a standard and if you do not conform, you'll look weird. Not so different than in the 1990s, if you had a Windows application without a "file" drop-down menubar, you would also be considered weird.

Material design should not be thought of as an optimal design approach, it should be thought of as a standard to rally behind. If you build something adhering to the standard, regardless of whether it's a good or bad design choice, users will understand it because they have already been it by Google.

If you have something that's better, it may be rejected simply because folks weren't already trained on it.



> it should be thought of as a standard to rally behind.

I won't rally behind it, personally. I'd rather rally behind a good standard.

> If you have something that's better, it may be rejected simply because folks weren't already trained on it.

That's fine. Such a loss may be mitigated to some degree by gaining users who really hate MD -- and there are a lot of them.


Before Material Design, Android UI was highly inconsistent. I was used to the inconsistency on my Gingerbread phone but I really appreciated the MD upgrade. Using F-droid brought back all those old UIs.


Oh the number of applications which had (and still have) a File menu when they don't really do anything with files...


Inside Macintosh explicitly told developers that the first two items in the menu bar must be File and Edit.

Throughout the 80s and 90s, Apple's UI guidelines were considered best practice and widely adopted by other companies.




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