I don't understand why flat design gets such a bad press.
One of the best thing I have ever used was a classic windows phone. Efficient, organized, straight to the point.
Maybe it is just part of a retrocomputing trend, but I really like that.
I don't understand why flat design gets such a bad press.
One of the best thing I have ever used was a classic windows phone. Efficient, organized, straight to the point.
Maybe it is just part of a retrocomputing trend, but I really like that.
Classic MacOS isn't flat design, there are hard borders all over the place and (by today's standards) subtle cues of dimension throughout.
Flat design gets bad press because when it is done poorly, usability suffers greatly. I love the iPhone—and I like many aspects of its current UI aesthetic—but the UX design is woeful in many places, with countless problems that arose when the dumped the "classic iOS" appearance.
Most critically is that unless you're an experienced user of iOS, it is no longer obvious what (or where) is tappable. Buttons used to be obvious through design, now they are just text on the screen, sometimes in a different colour. Sometimes they're on the bottom, sometimes they're top-left, sometimes top-right. This all used to make sense when there were title bars and arrow-shaped back buttons that visually reacted when touched; now it is an ambiguous mess.
Most of the current interfaces require too much learning. It seems to come with a cognitive load.
Fun thought: I can still use a windows phone after a few drinks. With an android device, not so, while I have used androids for a longer time.
I don't know what causes it, but usability seems to suffer inded.
https://upload.wikimedia.org/wikipedia/en/5/50/Apple_Macinto...
https://c1.staticflickr.com/1/12/69888558_ee83d000f9.jpg
https://www.macobserver.com/imgs/tmo_articles/20140124-01-Re...
The screenshots you link to are flat in the sense of lacking 3D effects - I only see a single pixel wide dropshadow around windows. But they're not flat in the sense of being lifeless and unhelpful: There's clear highlighting of the active window and selected desktop item. The scrollbars in the first screenshot are not flat by nature, but flat because the content they enclose is currently entirely visible and consequently scrolling is disabled. The large blank spaces on the screen are accurately conveying what you can do to them (nothing), and they avoid cluttering the display to the point that everything else would need extra highlighting and color to be distinguishable as something that can be interacted with.
if you work in a job where you go through 500 emails a day, this can be a problem.
https://medium.com/theories-of-form/frame-of-reference-eeb32...
There is also a cultural aspect to it. Recently, I had to find icons to represent the concepts numerical minimum and maximum. This was hard, and not just because the space was limited. I settled on Chevrons (like v ^ ) while fully aware it was not standard.
It is just a way of setting a convention, and hoping your users will catch up to it.
Note, I’m not a designer, Skeuomorphism is probably not the right word, but it’s certainly not flat.
Classic MacOS didn't have the gratuitous visual noise you may be used to from the Windows Vista school of design or even the Windows 95 faux 3D borders on everything, but it's hardly flat, except for the stuff that you actually can't interact with. And that's the stuff that is supposed to be flat looking. The button outlines in classic MacOS are always obvious, even when they're only a single pixel thick, and things that aren't buttons never look like buttons.