Against UI Chrome (not the browser)
3quarksdaily.com
3quarksdaily.com
Buttons are a good example of skeuomorphic done right. In real life, if something's supposed to be turned, I expect it to be a knob. If something's going to be pulled, I expect there to be a handle. Since you're expected to click or tap buttons, it they should obviously look like buttons.
I think that Apple's decision to continue buttonizing touch UI was probably wise in the beginning, but seeing Windows Phone 7's all flat everything approach feels really fresh. Why don't they chrome up their touchable objects? Because its a _touch screen_ and the only thing you can POSSIBLY do is _touch_ them. The context is I took out my device to do something with it, I expect to be touching things.
So while buttons may still need to be buttons on the desktop, I'm happy to see chrome fade away in touch UIs.
Twitter for Android is an example of how nonintuitive a flat interface can be. When viewing user profiles, you are presented with a list of information (name, bio, tweets, lists, etc). Clicking Name or Bio does nothing, but they are the first items listed and look exactly the same as every other item. (Actually, clicking them causes the item to highlight as if you were clicking a button, but there is not any associated action, so nothing happens.) When looking to see a user's tweets, it always takes a moment to remember that "Oh right, some of these words are interactive."
The Settings menu in Android attempts to solve this by greying out fields which do nothing (e.g., the Model field in About Phone). It works there, but the same technique could fail if your app also has potentially disabled buttons or important static information that shouldn't be grayed out.
The skeumorphism in Reason is so over-the-top – there's a physics engine in there! - that it gets you in the right mindset: it's playful, it doesn't take itself seriously, and that's exactly what you need to get making music. It's exactly the opposite of WriteRoom because it's serving a very different mindset.
Even during my education, wherein I dealt with more than a few individuals in Reason's "target market" (see: aging film composers who have spent their fair share of time plugging real cables into real sequencers) found it appalling and difficult to use.
The only reason I still use the program at all is because it has a few excellent patches built into it. The fact that I have to wade through the swamp of illogic that is its user interface remains one of most frustrating parts of my job as a media composer.
But there is no such thing that I know of (in Reason4), so without a physical MIDI control surface you're effectively lost.
Disclaimer: I'm only a casual Reason user, perhaps I'm missing something. I also hear Reason5 has some improvements but haven't upgraded yet.
Same with iBooks. I know people who love the faux-3d book pages and who swear it enhances the experience for them. Perhaps the author has a point about them not being proportional but that would be a suggestion to make the effect more useful. Not a reason not to use it.
Skeumorphic design elements are, by definition, decorative elements that CAN enhance functionality. So even if they don't enhance functionality they're still acceptable as long as they don't impede it.
There's a point where minimalism is as much a fetish as draping everything in ornate gewgaws, I think.
Not sure I can agree. Check out this confusing screen when editing a contact on the iPhone: http://scotth.tumblr.com/post/2473971776/the-iphones-contact...
Can you tell that the words "mobile" and "iPhone" are essentially select menus that are meant to be touched?
The older way with the green plus buttons (http://artoftheiphone.com/2009/02/02/how-to-add-prefixes-suf...) was easier to intuit so I'm not sure why it was changed.
I can't remember how you would change an entry labelled "other" to "home" with that version of the interface. One benefit of the current one is that you change the field label in the in the same way that you set it the first time, so there are less "parts" of the interface.
1) I don't think 3-D looking buttons are a bad thing per se. I was actually thrown for a loop by the iPhone contact screen where to make a call you have to click on a flat and non-button-like half of a wiget.
2) Some times, I think 3-D shapes can guide the eye/ help the user make sense of a GUI.
3) I actually grab syrup bottles by the little handle. Does that make me a bad person?
Try waffles.
That's going on my list of oxymora.
As a friend says, "realism is the last refuge of a dwindling imagination".
On a separate note, I hate the Windows phone examples he gave. My phone is a communication device - I expect that no matter what I'm doing in the OS, the clock, battery indicator, and my connection status ought to be visible.
I like the auto-hide nature of the status bar. It contributes to the clean look of the UI.
Actually, I know the designers of Reason. That product was extremely successful because it presented users with an interface that they already found familiar (dangling patch cables plugged into input/output panels on audio gear) whereas most competitors were presenting and interface they did not find familiar (signal routing as electronic schematics).
There are far more powerful programs than Reason for making music. But apart from Ableton Live (more modern, but until recently with much less control over signal routing), they are considerably harder to use and have a much steeper learning curve. I have 20 or 30 software packages like this (I used to work in this industry) and while many of them allow open-ended schematics instead of imposing this 'chrome' metaphor on the user, the downside of this is that reading other people's schematics or learning to organize one's own is difficult. A Reason schematic is easy to read quickly because you know where everything is, a lot of the choices have been made for you and you can focus on what's distinctive about it instead of spending the first few minutes trying to parse the graph.
At music biz trade shows, the probability that a vendor will speak of Reason dismissively as a 'toy' is inversely related to the quality of the UI on their soft/hardware. In an extreme case the 'software UI' turned out to be an IDE in which you could write Motorola 56k assembler. A year after the firm went bust the lead designer still claimed to be perplexed about why the music-making public had failed to embrace the product.
I think that could be said of just about every industry.
The dozen-items menu you see on screen is just a block of text telling you the hotkeys. Nothing to click, push or drag, no focus to worry about, you just pressed keys away.
And once you memorize enough of them, you can just hide the big block of text and go completely UI-free.
No wasted space, no button hunting or "I didn't know you could right-click". Just you, the game, and the keyboard to translate your thoughts.
I wish it was possible to implement this in every software.
Not saying it's perfect either, but what do you think the UI could have done better?
If the world was iso metic 2d, with context mouse sensative information, and when clicking on something available
As well, the visualization style has fundamental limitations. The 3D structures are hard to understand well with flat 2D. You can learn what the icons are, but embedded within them is a small pile of properties that have to be enumerated separately. No health bars, status effect overlays, etc. This obfuscates a lot of the game's mechanics.
Chrome can be a good thing. Really.
Windows Phone 7 is, as mentioned, the other great example. When it comes to the user interface I'd replace my iPhone UI with WP7 without hesitation. I'd even go further and say that Metro is the UI that needs to be introduced to the next version of windows. Zune was a nice example of how this could work on the desktop. That said I hope Apple goes a similar way and finally drops that excessively shiny, glossy Aqua look. While the Mac is my favourite platform i don't think Apple deserves its reputation as inventor of cutting edge interfaces.
Reason, for me is probably the most intuitive application I have used since I initially was plugging hardware cables to make music. However, it certainly isn't the most efficient way to patch something, but with the huge amount of routing flexibility in that software, I don't see a better option, the context menu for cable patching isn't really an effective method either since its list can exceed the height of my screen in some cases. I find though that most audio applications(reason included) do offer very flexible and easy linkage to hardware controllers which makes life easier. Most audio processing is about hands on control of many parameters simultaneously, and I think some of the best solutions(jazz mutant had some purpose built touch control surfaces) were much too expensive for the average user. I really hope that someone can make a tablet based app equivalent for iOS/android that could mimic these types of things. <shameless plug> (any software vendors want a dev(me) who would LOVE to work on this sorta project?!?! :)</shameless plug>
One other point that wasnt addressed properly in this article is that much of the "hardware look" UI chrome is due to these things being "emulations" of real gear. I think the market has decided that if you want to model a piece of gear, you had better draw up a photo-realistic picture of it and add some 3dfx to the knobs and sliders. For better or worse, a lot of users just dont buy into the sound emulation thing unless it looks like real device.
I have seen a lot of developers out there that have made some very functional very pretty UIs that also look like gear. U-he, FXPansion come to mind. Interestingly, Logic contains some very clean and easy to use UIs(the included efx) along with the dogs like Sculpture and Ultrabeat. Hopefully Logic10 will have a UI refresh to improve things...
Main point: have to agree that Reason's approach to emulating hardware is a great deal for the home producer/hobbyist/traveling musician. I have a number of MIDI controllers which have all worked seamlessly with Reason... literally plug in via MIDI or USB and then you're physically manipulating the knobs in Reason.
Also one side note on the quality of Reason UI. About 5 years ago I was doing some work in Reason on a flight from Pittsburgh to Boston and and I got a tap on my shoulder. A member of the Fedora UI team just "had to know" what was this "incredible looking software?"
Do you think this sort of UI is still important and relevant now, in 2011?
I have some experience with real hardware, so I can understand the desire to emulate the look of a real device if you are trying to sound like it. I have also always been hopeful about the "future" of music apps and that maybe we should start moving forward more than looking towards the past.
Part of the problem is the fact that until recently much of the "vintage" gear was unattainable to the masses. Now that we can create 90-95% identical digital copies we seem to want to focus on recreating all the gear we couldn't afford. As for the new gear, we seem to have forgotten that we should create things that sound good, not something infinitely flexible.
Most importantly, I think the biggest problem with audio software is that features are emphasized over robustness. I wish that all of the vendors would step back and just spend 3-5 cycles making their apps stable.
Sadly, the developer has not updated them in a long time (2008!), so one must go through the hackish method of updating the maxVersion by downloading, opening, and editing the addon oneself. Even with this, there are a few platforms it doesn't work on fully.
[1]: https://addons.mozilla.org/en-US/firefox/addon/full-flat-abs...
However, there is a new generation of UIs appearing in music production software, and the German company Native-Instruments seems to be playing a big part in it. To contrast with the example of Ultrabeat from the article, consider NI's drum sampler 'Battery'[1] which arranges the same controls (plus some more) in a much more visually approachable manner, using strong, clean lines, and tabs to navigate between less-used controls.
Similarly consider their synth 'Massive'[2], which also employs clean lines and visual simplicity, and employs a system of colour-coding and numbering to achieve what Reason does with it's cable spaghetti approach.
Also, I find the Windows 7 Phone UI to be really bland. It is about as far as you can go in the opposite direction from a UI which has some sense of real-world objects and forms, and I think somewhere in the middle would be more desirable.
[1] http://alex.leonard.ie/wp-content/uploads/2009/03/native-ins...
[1] http://www.native-instruments.com/#/en/products/producer/rea... [2] http://www.cakewalk.com/Products/SONAR/X1-overview.aspx
When all you're doing is copying the physical device experience, it's the laziest UI design you can possibly make, completely ignoring the medium you're working with. Sure it works, just as well as the physical machines with a hundred buttons and knobs do, but it doesn't make use of all the possibilities a computer can offer. The best and the worst of the physical experience has been ported.
To me this is the same as emulating a rotary dial as a mobile phone's only means of dialing a number. It only sounds ridiculous because we all know the more efficient alternative. I think a lot of music software has yet to find the UI breakthrough it needs. Whenever that happens and a new standard of music software UI makes better use of the computer as medium, people will look back at UIs like reason's and find it very misguided.
That doesn't mean the answer to all UI issues is to go minimalistic like the article suggests, but I think real-life device mimicking is generally a sign of lack of UI/usability hard work. It's always the easier solution to copy the existing rather than think hard on a better solution nobody's done before.
You will see some interesting multitouch applications within the next few years, but the real breakthrough will require some sort of 3d holographic display. Truly interactive musical creation requires the same sort of open-ended conceptual space as sculpture does.
Keyboard UIs (vim, pentadactyl, etc) should allow the user to do what they want in as few keystrokes as possible. They allow the user to do things fast. For people who want to take the time and effort to master an interface, they're superior to mouse centric UIs. For people who want to be able to sit down and use something right away without having to read a manual, they're horrible. The discovery of such UIs consists of "RTFM".
Mouse centric UIs should be easier for people who haven't used the program before. The functions should be fairly obviously labeled and easy to click on. For those unfamiliar with the program, at least its basic functionality should be immediately obvious. However, without some form of keyboard shortcut, they tend to be slower and more frustrating for more experienced or technical users who want to simply get stuff done.
All of this is just IMHO of course. I tend to prefer UIs that are essentially not there. My Firefox consists of a pentadactyl command line/status bar, and the TreeStyleTab sidebar. The browser UI is completely out of my way, and I know how to do what I want with just the keyboard, mostly. However, when people sit down and try to use my Firefox, they have no idea how the hell to even begin. (Whether this is a bug or a feature is up to you. :)
Also, I don't really see the issue with Ultrabeat, for precisely the same reason. I don't tend to use that, but that's just because a drum machine isn't my workflow.
I think the author would have got his point across better if he wasn't using creative software as his example.
However, then he tries to pivot the argument towards modernistic design sensibilities. Modern can be beautiful, but it can also be cold. And, like tactile interfaces, it's not immune from the eventual fatigue of seeing it everywhere.
In the end, the classic rule of form following function still applies. Make it work, then make it beautiful. As long as they don't impede function, I welcome the different looks and my occasional dose of nostalgia.
Also, Android's Honeycomb interface shows us that "chromeless" doesn't necessarily equal "flat".
Ben Hunt called for "Design the content, not the box it comes in". More of that over here http://savethepixel.org/save_the_pixel_ch1.pdf
So, I have to disagree with the author. Im not against using relevant visual metaphors. Im against stupid ones (like the messy cables).
The best writing is often found where you can't tell if the author was being sarcastic, and to me, this read like that.