There are a bunch of people that studied semiology of graphics. Frutiger did a lot of work in iconography. Vignilli and a few other
[1] https://en.wikipedia.org/wiki/ISO_7010
PS - Btw, skeumorphic design is back, watch out for it in the next decade.
There are a bunch of people that studied semiology of graphics. Frutiger did a lot of work in iconography. Vignilli and a few other
[1] https://en.wikipedia.org/wiki/ISO_7010
PS - Btw, skeumorphic design is back, watch out for it in the next decade.
The point about Houdini, Max, and Solidworks needing deep training is ridiculous, a French horn only has 3 or 4 keys, so all players should be able to achieve proficiency easily. However in music, (and 3D modeling) deeper concepts exist to create meaningful and diverse compositions. (1) Icons are a recently modern idea - the 1964 Tokyo Olympics employed them to bridge language barriers. Today icons/pictographs are used in almost every interface and wayfinding (signage) device around the world.
Skeuomorphic design is a good concept to help users understand general concepts. Advanced users who have a grasp of computing are more apt to interpret abstract icons and use them as time savers.
I think it was seen as cool for some people to talk negatively about skeuo, because it brought clicks. Most of these blogposts criticizing skeuomorphism never understood what it was about at first place, and it has nothing to do with how much bevel/emboss or drop shadow a UI has. Realword users like skeumorphism because they want some familiar UI, not some abstract/minimal thing that looks good only in Dribbble...