Liquid Glass. Why?

Whether you love it or hate it, there is no shortage of opinion on Liquid Glass. I have thoughts about what it is, but today I want to focus on why it exists.

Apple’s public rationale for the new design language is that it offers a universal solution across platforms that takes advantage of recent hardware advances. Its touted benefits are a more lively experience that puts a greater focus on content.

The transition from iOS 6 to 7 was used as an example of how Apple has been successful with visual refreshes. But I don’t think that applies in this case.

In late 2012 and early 2013, there was a movement outside of Apple to simplify user interfaces: the highly textured designs introduced with the first iPhone had run their course. You can see this in our own work with Twitterrific 5 and other apps like Vesper. The launch of iOS 7 in 2013 was startling to some designers and developers, but not everyone. There was clearly a need, and the app ecosystem has benefitted from this change for over a decade.

I’m unaware of anyone outside of Apple who’s thinking “we really need to have more fluid glass in our designs”. Of particular note during the introduction is how much time they spend showing off glass blocks and talking about the physical effect itself. While not addressing the most important question: “why do we need this?”

And I’m pretty sure the answer is “we don’t”. The answer is “Apple does.”

I’ve spent the last few months updating Tot for iOS 26 while watching Sean do the same thing with Tapestry. One thing that’s clear from this work is that you never want a control or container that touches the edge of the screen.

It’s like when safe area insets appeared in iOS 11: it wasn’t clear why you needed them until the iPhone X came along with a notch and a home indicator. And then it changed everything.

There has also been an emphasis on “concentricity”. It’s an impossible thing to achieve and an easy target for ridicule. But it’s another case where Apple wants to take control of the UI elements that intersect with the physical hardware.

All of this makes me think that Apple is close to introducing devices where the screen disappears seamlessly into the physical edge. Something where flexible OLED blurs the distinction between pixels and bezel. A new “wraparound” screen with safe area insets on the vertical edges of the device, just like we saw with the horizontal edges on iPhone X.

The user interface work of the past few months will all make a lot more sense, and developers who haven’t been paying attention will have their “holy shit” moment.

I can see this new physical design being very successful with touch-oriented devices: it will feel natural with a phone, tablet, or watch. Hardware and software becoming one in classic Apple fashion.

I’m having a much harder time seeing how Liquid Glass will benefit other platforms like the Mac or Apple TV (where Apple doesn’t even make the screen). Forcing tactility where it’s not needed or wanted feels like a misstep.

Other challenges, like infusing your own branding into an app with clear buttons will be easier to reason about once the reality of the hardware drops. Until then, stay away from the edges and wait for Apple to reveal the real reason for Liquid Glass.