Realism in UI Design
uxmag.com
uxmag.com
Fortunately, they wised up and the next version looked like this:
'skeuomorphism'
http://en.wikipedia.org/wiki/SkeuomorphI'm glad that companies like Native Instruments are building interfaces that are driven by usability[1], not analog fetishism, and I have high hopes that Apple will do the same with the next version of Logic Pro, if their approach to Final Cut Pro X[2] is anything to go by.
[1] http://www.creativeobserver.com/img/5238_native_instruments_...
[2] http://vicenteborrell.files.wordpress.com/2011/04/final-cut-...
It has some serious problems. My eyes glared over the entire thing and I didn't really catch much. The boxes don't work and I didn't consume anything. They need some usability testing bad.
This is case where a site's RSS or Atom feed ends up being more practical that the home page.
Apparently they've fixed it now, anywhoo my point is they also said they are in the middle of a grand site redesign, so I think, hopefully, they know about the dodgyness of the homepage.
Except... maybe not. The trash can icon on OS X is photo realistic. The HDD icon is photo realistic. Transmits icon is a pretty detailed truck from where I am sitting. I waaay prefer Chrome's shiny & detailed icon to the flat simpler one... et cetera, et cetera.
UI design articles have a tendency to be a little lazy on the science IMO, but I think that's a reflection on the fact that UI design sits between art and engineering and it's hard to be a master of both.
Also, I don't really agree with the comment that the icon shouldn't include any details other than the bare minimum needed to convey function. Things like shading/shadows can give icons a more polished look. For example, I wonder if the author would argue that the red/yellow/green indicators in his home button example shouldn't have shading or specular highlights because that's just adding unnecessary detail.
Like I said, maybe a few more realistic and/or real-world examples would have made the actionable takeaway clear. As it is, it's just another blog post stating the obvious -- IMO.
That being said, I think that often they are targeted more towards things like section header graphics than tiny buttons so I'm not sure how much of the criticism is applicable.
"Perfection is attained not when there is nothing more to add but when there is nothing left to remove." ―Antoine de Saint-Exupéry
The real one is set to the left while the others are on the right, or am I once again misinterpreting this button? I never ever understood their design and they utterly confuse me wherever I encounter them. Is it "On" if it shows "On" or does it mean I can click "On" when it is shown. Aaaargh.
Then they released the original iPhone with all it's slidey touchy interaction and it became obvious why they were introducing new UI widgets.
Plus, since the action is a toggle, it matters less which is which. For the most part I don't care if it's left or right, I just want to toggle it.
Of course radio buttons are explicit, but real estate is also at a premium on an iPhone.
It's funny, because interfaces have always represented reality in a metaphorical sense (desktop, window, document, trash), but now we take it up a notch to represent things that couldn't actually exist.