Platform Screen Languages

Design languages that each platform wrote down for its own screens, every one of them with an official guide, and every one recognisable at a glance from chiselled grey to a yellow tab to a crossing bar.

Dictionary entry

  1. Motif 1989– / Style

    Motif is the interface language of UNIX workstations, maintained by The Open Group, standardized as IEEE 1295 and shipped on more than two hundred platforms. Its own data sheet calls the look a distinctive 3D beveled appearance, meaning every part sits on a gray face edged with one light line and one dark line.

  2. OPEN LOOK 1988–1990s / Style

    A screen language for Unix workstations, specified by Sun Microsystems in a functional specification published by Addison-Wesley in 1989. The book defines two parallel designs, one black and white for monochrome displays and one three dimensional for grayscale and colour, sets a single sans serif variable width face for every common element, and tells implementers that restraint is the key to colour. Each pop-up window carries a pushpin at the left of its header, and pinning it leaves the window on the workspace.

  3. NeXTSTEP Interface 1988–1997 / Style

    The screen language NeXT laid down in its 1993 interface guidelines. The document states the goal outright: a color scheme based on black, white, and gray, and a simple appearance that uses shading for a three dimensional effect. The main menu stands as a vertical column at the upper left, and docked application icons run down the right edge.

  4. Amiga Workbench 1985–1996 / Style

    The screen language Commodore set down for the Amiga in its own style guide. Early Workbench works in four colors, blue with white and orange, and packs Topaz, a blocky bitmap face, into a 640 by 200 grid. Its signature move is that the screen itself is a layer, so grabbing the bar at the top and dragging it down reveals another screen running behind it with its own palette and resolution.

  5. BeOS Interface 1995–2001 / Style

    Be's interface language threw away the full width title bar and put a short yellow tab on the top edge of each window instead. The user's guide calls sliding that tab a unique feature of Be windows: hold Shift and the tab travels sideways, so stacked windows leave a row of visible tabs rather than burying one another.

  6. Adwaita 2011– / Style

    Adwaita is the name GNOME gives its default visual style, defined in the project's Human Interface Guidelines. One set of components has to carry a light style, a dark style and a high contrast style, so colour arrives as named variables that switch rather than as fixed values. A header bar crosses the top of every window holding buttons drawn with no background and no border, and interface icons are monochrome symbolics built on a 16 by 16 pixel grid.

  7. Metal (Java Look and Feel) 1998– / Style

    Sun's default look and feel for Swing, built so that a program looks the same on every operating system. Metal was Sun's internal project name for it and stuck as the public one. Blue violet fills, thin straight borders, and a flat refusal to imitate the host platform are its signature.

  8. One UI 2018– / Style

    Samsung's design language for Galaxy devices. It cuts the screen at the height a thumb reaches most easily and calls the part above that the viewing area and the part below the interaction area, so titles sit high while buttons, tabs and dialogs are gathered low. Content is collected into containers with heavily rounded corners, the ground is either white or true black, and a single blue carries every accent.

  9. XrossMediaBar (XMB) 2003–2013 / Layout

    Sony's trademarked interface language for its consoles and televisions. As the official manual puts it, the horizontal row shows system features in categories and the vertical column shows the items available under each category, and the single point where the two cross lights up gold to say where you are. Everything else stays pale blue on a dark field.

  10. Magic Cap 1994–1998 / Aesthetic

    The interface General Magic put on its communicating handhelds, running on the Motorola Envoy and the Sony Magic Link. Instead of imitating single objects it imitates a place, opening on an Office where a telephone, a Rolodex, a notepad and a calendar sit on a desk, with a wall clock, in and out boxes and a filing cabinet behind it. From there a Hallway, furnished and hung with pictures, leads to the Game Room, the Living Room, the Storeroom and the Control Room.

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