Material design seemed to me to add an unnecessary overhead to interaction especially with colors bleeding in. I love a strong, and arguably ugly, contrast ratio of 7:1
Material design seemed to me to add an unnecessary overhead to interaction especially with colors bleeding in. I love a strong, and arguably ugly, contrast ratio of 7:1
I wonder if the actual problem is that minimal designs are easier to get wrong. Skeuomorphic designs might be easier to get right just because you’re almost “cheating”: you don’t have to decide on the best way to represent X digitally. You just copy/paste X from the real world as best you can, and people will get it because they already know the IRL interface. As many users are very comfortable with touch interfaces now than 15 years ago, that’s less important.
Remember old QuickTime with wonky drawers and knobs everywhere? Everyone hated it, and rightly so, and switched to alternatives in every case where they could.
This is about usability and familiarity, not eye candy. "flat" stuff is way too abstract for many users thus the very definition of not inclusive design.
When (old and younger) people can't tell what your icon does because you decided to go "flat" at any cost, you failed as a designer.
flat is also boring has no personality. It's appropriate in some contexts (a web form), but not necessarily in others.
Trend and hype drove the change from skeuo to "everything is flat", this was never about good design.
I would imagine it takes much more work to design something skeuomorphically than it would something flat. And clarity is the top priority - you should instantly know what the thing does upon seeing it.