Claymorphism: Will it stick around?
smashingmagazine.com
smashingmagazine.com
I think there is a lot of knowledge of how to make these effects that gets lost and rediscovered periodically. Both web designers and desktop theme designers had a lot of tricks. For example, you can make something look concave or convex with a subtle gradient (like in neumorphism). Or, you can make a button look more realistic with a 1px grey shadow around, grounding it to the background (like buildings in a RTS game might have. Or, you can use a gradient with a step in the middle to simulate glossyness and get an "aqua" style. It might be a fun and useful project to collect this kind of knowledge.
the problem is it’s not fashionable anymore
To mention some of the most awfully repulsive, having to interact with Travis and MailChimp are always sure to trigger a physical disgust response, and checking Sentry, I was greeted by a similarly awful cartoonish homepage. I can't not think of "cynical company that will sell you to the highest bidder if they can wants to be your BFF, they'll even give you candy!".
One of the major points of criticism is that overusing Claymorphism and going overboard with colors and typography can give off a somewhat childish feel to the UI. Michał Malewicz acknowledged this drawback and gives a few suggestions on how to avoid that.
“The friendliness of those shapes, along with the 3d imagery creates a slightly child-like interface. To counter it, it’s good to use minimal typography, strong accent colors good contrast.”
— Michał Malewicz
There is still room for criticism though since this style of interface is not "somewhat" childish. It is the design language of Fisher-Prize, of large colourful plastic toys for toddlers.If foresee a trend in classical Russian literature inspired user interfaces as a reaction. The Dostoyevsky style, dark and deep.
That's just your impression, though. The Windows XP Luna look felt childish because it was dog slow on XP-era machines compared to the classic theme, so it ended up being pretty disrespectful of its users. But a smooth-shaded high-relief button is arguably the best equivalent to that "Classic" look on our modern, graphically-accelerated, variable-DPI environments. It avoids the overly-detailed skeuomorphic look while still being immediately intuitive.
But about the burger example: Would I buy a burger from the shop with the… extreme site? You bet. Would I buy a burger from the shop with the “modern” site? Less likely! If I had to guess why that is, then maybe it’s about the effort that went into designing the page. The first site may have shit UX, but it at least they went all out with the design. The second site may have better UX, but its design is a soulless husk. No quirks or anything, just 100% boring.
I often miss the old times. The frozen food delivery service I use also had a re-design recently. The catalogue now looks like generic magazine movie prop. At least the new website isn’t as terrible.
I tried elden ring for 3 hours and hardly worked out what I was meant to be doing. Basically no guidance, UI didn’t really explain anything, etc. Went back to playing Skyrim.
I find it quite fun, but yeah there's a bunch of people who will hate it.
The real vs Dribbble ratio of the examples in this post points in the same direction.
I do think the 3d graphics are a trend, which fair enough have often a sort of clayish aesthetic, but I am very skeptical that will become a popular all encompassing UI style.
Done well enough, clay can make for some nice children like UIs but it seems limited.
I may be wrong here.
Yeah. Unfortunately not everyone is masochistic enough to enjoy the Flat or Material design.
"lets create action buttons well away from the action"
"modal dialogues _must_ take over as much area as possible, regardless of triviality"
For all the noise about research lead UX, it doesn't seem that people actually performed research on users, only other UX people.
More recently, I can confirm that material UI, especially when Google does it, confuses the absolute shit out of my parents.
This style was the go to tutorial when Photoshop first added bevel and emboss as a one-shot feature. And it was a common look even before that thanks to Kai's Power Tips: https://photoshopnews.com/2005/04/08/kais-power-tips/
Then we got sick of it and it went the same way as lens flare and animated gifs of dancing babies. A sign that someone was a noob and too unsophisticated to spot an overdone visual cliche.
Because that logo didn't exist yet! YouTube didn't start using their modern logo until 2017 -- before then, they were using a wordmark logo which wouldn't have made for a good icon.
But that sometimes gets too boring even for them, so they invent new crap to get around the ban on skeuomorphism.
I wish they would just go back to skeu as practiced in the 90s to 2000s, just updated for the modern high res. WinXP and Win7 were great. Win2000 was perfectly fine by period standards.
So long as people move away from having buttons that you have to click to work out what state they are in (i'm looking at you, instagram you dick) I'll be happy. Even if its ugly as shit.
A small but important detail that is always off to me in these views is the use of white and black to create shadow and highlight. Real color os much subtler than this and simply dropping pure white or black on top of the base color rarely creates a realistic or attractive mix. The yellow box example in the article is the best example of black shadowing at its worst. A more realistic (and attractive) shadow effect could be achieved by understanding how the material would actually reflect light differently - there would be richer, deeper oranges, not just "grey orange".
Also, this neumorphism/claymorphism thing gives off some strong Windows XP Luna [1] vibes, maybe it should have been mentioned somewhere.
I personally think the superficial users - which are the majority - are to blame. They require things that look in accordance to the most recent fashion and are willing to sacrifice usability and efficiency to get it. You can see this everywhere, clothes, cars, homes. Fashionable design sells more than almost anything. So I think the designers have no choice but to produce what sells.
90% of buttons in material and flat design have buttons with text labels, I really don't have a clue what you're talking about...
There are good use cases for buttons without text labels... As I type this in the single space of the browser window I see:
* Upvote arrows and minimize buttons in the HN UI
* Refresh, back, forward, home, share, star in the Chrome UI
* Close, minimize, maximize in the Mac window
The UI would be absolutely atrocious if many of these were "defined buttons with text labels". Also none of these use novel design systems or semantics.
https://en.wikipedia.org/wiki/Trog_(video_game)
https://www.youtube.com/watch?v=wHPjU7TZ73A
Other Clay Animation Video Games:
https://en.wikipedia.org/wiki/Category:Clay_animation_video_...
Armikrog, BoomBots, ClayFighter, ClayFighter 2: Judgment Clay, ClayFighter 63⅓, Claymates, The Dream Machine, Harley's Humongous Adventure, Hylics, The Neverhood, Platypus, Skullmonkeys, Trog.
This passage is laughable. Mobile performance is a "concern" only on the most abstract sense. In reality, mobile sites are filled to the brim with JS, trackers, and other bloat. I hardly think loading a few hundred KB of button graphics would make much of a difference.
One of my employees once remarked about Windows XP (when it was first introduced) as "Fisher-Price for Windows."
Claymorphism doesn't exist. It will go completeyly unnoticed by the average internet traveler unless specifically asked for their opinion upon which point you will be bored out of your mind with their reply. They will barely notice it and forget about it just as quickly. The product of some overemployed artists at a corporation.
and so on
https://useaxentix.com/docs/getting-started/ and choose "Trends" in the menu.
But can the user make it through the UI with less clunks?
I dont like it as it seems too playful and wouldnt be appropriate everywhere.
is there any UI framework that is based on Claymorphism?
all i've seen so far were bunch of designer-made concepts that never made it to real world
Hahahahahaha. No.