One thing that I'm noticing with the app is something I experienced from my days of DVD programming. It is not clear which mode is currently active with the toggle buttons. It is not obvious if the flag is showing you the current mode or if the button needs to be pressed to get the indicated mode. To toggle the weather, do you click the clouds to show cloudy mode or to view clear view or vice versa. It almost feels inverted to me.
I'm also having the same issue on a current project. There's a set of +/- buttons that control the size of a time range window. Clicking the +/- buttons increase/decrease the size of the window, but for the start time + makes the time seconds value smaller, and - makes the seconds value larger. For the end value, it is exactly the opposite. But for the window size, both sets of buttons do what one expects. So it's a matter of perspective that needs to be clear to the user.
This is what I hate most about modern UX-- especially on TV apps. A menu with two items: one is bold white and the other is bold black. What am I about to click?
The youtube captions toggle is guilty of this too. It toggles between black on white and white on black. I just have to click it and wait until I see someone's lips moving with no captions then try the other icon mode.
It's like the move to touchscreen erased everyone's common sense for stateful positional input feedback.
Not sure about common sense and touch screen as it's been around for much much longer. It's also something easily not considered when one is not trained in the ways of the UI. However, it is something that is easy to understand once it is pointed out to you and you are the one under the microscope for it.
For example, in this specific app, the flag/no flag is easier to discern its use compared to the cloud/sun icon. It doesn't follow the same logic as the flag/no flag. It could be cloudy/not cloudy cloud or sunny/not sunny, and then it follows the flag. Consistency between buttons is important
While I've seen similar problems the captions toggle hasn't been one of these for me. On desktop it uses a red underline when activated which is very clear that it's currently activated. On other platforms, I've seen the button's background toggle between translucent button with outlined icon to white button with filled icon, which I find intuitive but I guess others might not.
There's a streaming service in Australia called Binge, and their UX makes me feel something like road rage.
There is a horizontal row of elements for the Seasons of a show, and then below that is a horizontal row of thumbnails for each episode in that season.
The only way you know whether you are currently focused on the Seasons or the Episodes row is that the element you are focusing is perhaps 2.5% larger than the other elements.
There is no border, no shaders over the element - nothing to tell you where you are without arbitrarily moving the focus around just to gather some context.
i'd venture a guess that they were given up on since they couldn't be styled like all native elements. also, check boxes remove one from whatever design the UI is meant to have. if you're recreating the look/feel of a control panel with buttons/knobs/sliders, check boxes are not something you would find. a flip/toggle switch or push button is common for 1/0 binary type options. a knob or fader allows for values between 0-1. you just don't see too many check boxes out in the wild.
This is a very fair point. I think I got hung up a little on making it look like a control panel rather than making the UX good.
And you certainly aren't going crazy either, I shipped a last-minute bug-fix where I got the cloud icon the wrong way around compared to everything else
I'm also having the same issue on a current project. There's a set of +/- buttons that control the size of a time range window. Clicking the +/- buttons increase/decrease the size of the window, but for the start time + makes the time seconds value smaller, and - makes the seconds value larger. For the end value, it is exactly the opposite. But for the window size, both sets of buttons do what one expects. So it's a matter of perspective that needs to be clear to the user.