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I find your reasoning difficult to follow. Your assumption seems to be that many design decisions in OF2 were taken with no other purpose than to "allude" to the iOS version, but I see little evidence of that.

For example, the large checkboxes are a productivity win to me, because the larger hit target makes it much easier to click. It makes more sense to presume that this was a conscious design decision, and not simply an "allusion" for the sake of allusion.

Also, while I agree with you regarding the sidebar icons (I think they have too much visual weight), how is this related to "allusion noise"? As far as I'm aware, these icons debuted in OF2 and any problems they may have have little to do with "allusion noise".

You make some very good points, but I don't think the argument for "allusion noise" as a common thread is very compelling.