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G.Power 3 is a statistical power analysis program. It covers many different statistical tests of the F, t, chi-square, and z test families as well as some exact tests. Updated July 27. Article originally posted July 25. The Mac's move to ARM is an exciting one for Apple, but it is one with some major problems along the way.One of the biggest problems is the.

If you watched Apple's annual WWDC event this week, or have been even casually observing some of the announcements the company made, you may have noticed something new — something a bit jarring.

Yesterday saw the introduction of a whole new version of macOS, moving beyond the X designation into a new version number: 11. macOS 11 (known as Big Sur) boasts loads of new features that bring it closer to parity with its iOS counterparts on iPhones and iPads, but one area where there seems to be a divergent path is… its icon and user interface design. You can blame that on a little something called Neumorphism, and like or hate it, it's the next wave in UI design.

Neumorphism has been making the rounds on Design Twitter for a little while now, and most of the response to it has been negative. There are plenty of valid criticisms out there, primarily that early design experiments were focused on design differentiation and not actual usability. But if you look beyond specific implementations we've seen thus far — usually created by designers whose focus is formalism as opposed to usability — to the base concepts, there is something that's actually quite exciting and sustainable; something that has yet to be fully realized.

When you boil it down, neumorphism is a focus on how light moves in three-dimensional space. Its predecessor, skeumorphism, created realism in digital interfaces by simulating textures on surfaces like felt on a poker table or the brushed metal of a tape recorder. An ancillary — though under-developed — aspect of this design style was lighting that interacted realistically with the materials that were being represented; this is why shadows and darkness were so prevalent in those early interfaces.

When you boil it down, neumorphism is a focus on how light moves in three-dimensional space.

But the lighting and texture simulations being done for those designs were still relatively simple: which objects are shiny and which are rough? Which objects are transparent and which opaque? Bahamian rhapsody mac os. These were ultimately utilitarian and somewhat arbitrary choices. What sets neumorphism apart from its progenitor is that the focus is on the light itself and how it interacts with a variety of objects in a purely digital space. The light simulations in neumorphism are more complex, and are focused on how light from one object could affect another, or the function of the object itself.

The earliest examples that drew so much criticism often show white UI elements on white backdrops, with the differentiation created solely by the interaction of the elements with light, the reflection of the light from the top and shadows cast from the bottom, suggesting they were raised from the surface. There are usability improvements that would need to happen before this style could be widely applied, but it demonstrated something that skeumorphism had not — a concept of a global lighting schema that transcends one individual object and dictates how multiple objects interact in one world.

Going flat

Abandoning skeumorphism in favor of flat design in the early 2010s allowed for a much wider and more expressive toolkit of colors and design elements. Untethered from a basis in physical objects, objects could become any color and space could be better used. By removing unnecessary embellishments that only existed to indicate an element was intended to represent a three-dimensional object, designers were free to explore.

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During the near-decade reign of flat design a lot of important developments were made in the realms of usability and user experience. But as time wore on and physically-based, two-dimensional design became less common, the reintroduction of physicality was always going to be appealing to return to and investigate further. This is doubly true when you consider the possibility of bringing the learnings from flat design back into a more tangible context. And so the pendulum began to swing back.

Criticisms aside, there is one undeniable feature to neumorphism that makes it so appealing. It looks new. Flat design's core 'digitally native' look, and its implementation of ideas like stacks, pages, and layers have become familiar to the point of ubiquity over the last 8+ years. Neumorphism is far enough away from what users have become accustomed to that it genuinely does feel like a new language. That differentiation is valuable, especially to a company like Apple trying to move its operating system to a new numbered version for the first time in 19 years.

The iPhone was released in 2007, and the flat-design of iOS 7 was introduced in 2013. Its basic look and feel has existed for longer than the original skeumorphic iPhone UI and has undergone only minor alterations. Neumorphism provides a way to keep things moving without committing to a serious overhaul of the design language (let's be honest, 'implementing neumorphism' at its most basic is just adding drop shadows, outer glows, and the occasional 3D object; pretty easy). But where neumorphism really gets interesting is when the system goes beyond simple visuals, when it explores and exploits those digital spaces to make user interfaces more understandable, approachable, and beautiful.

Baby steps

So why does Apple's take on it look. kinda bad? As mentioned earlier, the conceptual framework of neumorphism is relatively new, and there has been a resistance to it in much of the design world. UI design has been plagued for the longest time by designers who love to create hypothetical designs untethered to actual usability or user experience needs as a purely formal exercise, and this has led to infighting. On one hand, conceptual design explorations are just that — explorations. On the other, UI/UX design is unique from some design disciplines in that there are very concrete definitions of success and failure (some would argue that all design disciplines require a rigid interpretation and that this is simply the nature of Design™ but those people are nerds and are wrong).

A designer could 'explore' whether a button that a user needs to tap should be invisible, but since the user is thus not able to progress, in this application the design is considered a failure. Experimentation with form will always be difficult to balance with usability in the field of interface design, but it doesn't mean it should be dismissed outright. Hardcore UX/UI designers disparage almost all forms of formal experimentation as unnecessary and speculative; hardly something that could exist in the real world.

Some of the dismissals of neumorphism stem from this divide, the early in-depth explorations centered around applying the most identifiable aspects of the new style to the most identifiable aspects of user Interfaces, resulting in it being utilized in places where doing so would break the necessary tenets of UX design. In order to develop neumorphism to what it should be, we need to separate them a little and develop them independently. In a way, Apple's new design system for OS 11 seems to be the first high-profile instance of this decoupling actually happening. There are signs of neumorphic style, particularly a focus on the complex interactions of light being used on non-UI elements all throughout these icons.

As always, third-parties will move the ball forward faster and with more daring than Apple can muster
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During the near-decade reign of flat design a lot of important developments were made in the realms of usability and user experience. But as time wore on and physically-based, two-dimensional design became less common, the reintroduction of physicality was always going to be appealing to return to and investigate further. This is doubly true when you consider the possibility of bringing the learnings from flat design back into a more tangible context. And so the pendulum began to swing back.

Criticisms aside, there is one undeniable feature to neumorphism that makes it so appealing. It looks new. Flat design's core 'digitally native' look, and its implementation of ideas like stacks, pages, and layers have become familiar to the point of ubiquity over the last 8+ years. Neumorphism is far enough away from what users have become accustomed to that it genuinely does feel like a new language. That differentiation is valuable, especially to a company like Apple trying to move its operating system to a new numbered version for the first time in 19 years.

The iPhone was released in 2007, and the flat-design of iOS 7 was introduced in 2013. Its basic look and feel has existed for longer than the original skeumorphic iPhone UI and has undergone only minor alterations. Neumorphism provides a way to keep things moving without committing to a serious overhaul of the design language (let's be honest, 'implementing neumorphism' at its most basic is just adding drop shadows, outer glows, and the occasional 3D object; pretty easy). But where neumorphism really gets interesting is when the system goes beyond simple visuals, when it explores and exploits those digital spaces to make user interfaces more understandable, approachable, and beautiful.

Baby steps

So why does Apple's take on it look. kinda bad? As mentioned earlier, the conceptual framework of neumorphism is relatively new, and there has been a resistance to it in much of the design world. UI design has been plagued for the longest time by designers who love to create hypothetical designs untethered to actual usability or user experience needs as a purely formal exercise, and this has led to infighting. On one hand, conceptual design explorations are just that — explorations. On the other, UI/UX design is unique from some design disciplines in that there are very concrete definitions of success and failure (some would argue that all design disciplines require a rigid interpretation and that this is simply the nature of Design™ but those people are nerds and are wrong).

A designer could 'explore' whether a button that a user needs to tap should be invisible, but since the user is thus not able to progress, in this application the design is considered a failure. Experimentation with form will always be difficult to balance with usability in the field of interface design, but it doesn't mean it should be dismissed outright. Hardcore UX/UI designers disparage almost all forms of formal experimentation as unnecessary and speculative; hardly something that could exist in the real world.

Some of the dismissals of neumorphism stem from this divide, the early in-depth explorations centered around applying the most identifiable aspects of the new style to the most identifiable aspects of user Interfaces, resulting in it being utilized in places where doing so would break the necessary tenets of UX design. In order to develop neumorphism to what it should be, we need to separate them a little and develop them independently. In a way, Apple's new design system for OS 11 seems to be the first high-profile instance of this decoupling actually happening. There are signs of neumorphic style, particularly a focus on the complex interactions of light being used on non-UI elements all throughout these icons.

As always, third-parties will move the ball forward faster and with more daring than Apple can muster

In some places it's executed more successfully than others. In places where the translation from two-dimensional icons to three-dimensional-inspired neumorphic style was obvious, the icons are more successful. Looking at the Messages icon, for example, the concept of a speech bubble is well-defined, and so the way that this object would behave in these lighting conditions is known. There are other, more abstract instances, however, where the translation to a three-dimensional, light-interacting object is less clear. This is where the style starts to break down.

The Photos icon is a great example. In an effort to keep it recognizable, the design was barely altered, but to allow it to sit comfortably in this neumorphic world, some drop shadows and outer glows were applied to an otherwise flat icon. This adds complexity without resolving the actual object into something that exists in shared space alongside other icons in the suite. The App Store icon fared a little better than the Photos icon did, but the same principle applies, translating a line-art icon designed for two-dimensions into what is effectively 3D digital noodles. To have something like this truly belong in the suite of objects designers are moving towards, it would need to undergo a more significant rethink, which then opens the door for user confusion.

Obviously, these designs will be gradually modified over time until they begin to form a more cohesive whole. When you look back at the very first cut of flat design in iOS 7, there were many places that were rough around the edges. The Helvetica Neue was too light, the overall appearance of the colors too saccharine. Interactive ruler games. Little by little, it evolved and became more refined. The same will be undoubtedly true of Apple's foray into neumorphism. In fact, its move towards this school of design confers an air of legitimacy to the concept that will now be well exploited by any designer hoping to fit within the company's new philosophy.

Now that the design world at large will be forced to reckon with neumorphism, there will be an explosion of development around the possibilities of the system, and far more headway made on how the philosophy of this new digital space is legitimately applicable to user interface design and functionality. As always, third-parties will move the ball forward faster and with more daring than Apple can muster — and this is when we will truly begin to unlock the power of neumorphism.

Also, Apple will probably release an update with some better icons.

Jack Koloskus is the lead designer for Input and The Outline. He likes plants, mushrooms (which are not plants), 3D software, and designing websites. You can say hello to him here.

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Home > Resources > Dual Boot Windows 10 & macOS without Erasing Windows
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https://herecfil973.weebly.com/blog/kurtmaster2d-mac-os. A dual boot Windows PC containing Windows 10 and macOS is not that hard to create. Fondly called a Hackintosh, such a setup allows you to enjoy the best of both operating systems on a single computer, hence the phrase dual boot. One of the biggest reasons that people want to create Hackintoshes is that they have the freedom to choose from two different desktop app sources. On a dual boot, you can enjoy popular Windows applications from the Microsoft Store as well as the best nuggets from the Mac App Store - all on a single computer.

The easiest way to do this is to get a Windows 10 PC and then partition the drive so you can install macOS on that partition. Each OS requires its own partition or its own drive. In this article, we'll show you how to create a partition and install the Mac operating system alongside the existing copy of Windows 10 on your PC.

Currently this tutorial is applied to macOS Mojave and High Serria, Mac OS X Serria, EI Capitan and Yosemite

Preparations before Making a Dual Bootable (Win 10 & macOS) PC

There are a few things to keep in mind at this point. First, you don't need a secondary drive to do this. The shared drive method of dual booting will work just fine as long as you have enough space on the disk for an additional partition for your copy of macOS.

The second requirement is that the disk needS to be already partitioned as GUID Partition Table, or GPT. Otherwise, you will need to first delete Windows, install macOS after formatting the disk, and then install Windows 10 at the end. The reason Windows 10 comes last is that certain errors might occur if you try installing Windows first.

Ways to print screen. P.S if the current OS is not Windows 10, then you have to create a bootable Windows 10 USB and install it on the computer first.

Third, you will need to create a macOS USB installer before attempting the dual boot. You can do this on a Mac by getting the installation files via the App Store and then burning the DMG file inside to a USB drive using Disk Utility app.

Dual Boot Windows 10 and Mac OS on PC without Erasing Windows

To start off, you will need a disk partition utility to help you allocate the required space. A free tool like MiniTool Partition Wizard Free Edition is more than adequate. Once you have the software, follow the steps shown below.

Step 1: Launch MiniTool Partition Wizard and look for the EFI system partition. If not EFI partion found, then create a new partition with GPT.

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Step 2: If the EFI partition is less than 200MB, you will need to expand it by taking space from the partition before or after it. This is usually the case when the disk is formatted for Windows, which only allocates 100MB for the EFI partition. You can right-click on the partition to resize it. Death gate mac os.

Step 3: Now right-click on the new partition and select Split to create a new partition for the macOS installation. The size can be specified on this page. Click OK to apply the changes.

Step 4: The next step is to format this partition. To do this, right-click on the macOS partition and select Format. Set the file system to FAT32 and confirm by clicking OK.

Step 5: You will now need to boot your PC from the macOS USB installer. In Windows, you can do this by hitting the F2 during the startup process. This takes you to the BIOS Setup Utility, where you can change the boot priority so the computer boots from your macOS USB installer instead of the existing Windows files. Once the PC boots up from the installer, open Disk Utility from Applications >Utilities. Select the partition inside Disk Utility and hit Erase. Set the format to APFS (macOS High Serria and Mojave) or Mac OS Extended (journaled) Becky mac os. for OS X 10.12 and below. After that, click the Erase button to start the partition process.

Step 6: The next thing is to merge the EFI folders from Windows EFI boot drive and the USB installer, and for this, you can use an EFI mounter like Clover Configurator. The purpose of this step is so that your macOS can boot from the partition instead of from the USB installer.

Step 7: Restart Windows 10 PC and boot from macOS install USB. Follow the prompt to start the macOS installation process.

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Step 8: There's still one more step required to make sure the dual-booting works, and that is to modify one single file so that both partitions are visible as boot sources. This is important because, otherwise, you will have to boot to macOS from the installer each time, which is a complex and unnecessary task. The steps in the image below show you how it's done:

Step 9 : The final step, which is optional, will make your computer boot into Clover instead of Windows. This allows you to choose which OS to boot into, and it's a very convenient thing to set up. You can also do this when your drive name fails to show up despite following Step 6. See the steps shown in the image below.

The process is now complete. When you restart your PC, you will see two boot options in the Clover interface - one for Windows and one for macOS. Select the OS you want to work on and resume the boot process. You will need to restart to access the other OS, which is a minor inconvenience, but that's a trade-off you're going to have to be willing to make if you want a dual boot computer with both Windows 10 and macOS.

Another way is to use separate drives so each OS has its own drive and own EFI system partition. This can be done when your original Windows drive is not formatted for GPT. If it is, then you can follow the steps described in this article to do a dual-boot on a shared drive.

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