Yes, skeuomorphism went too far but the pendulum swigged way too far in the opposite direction. Metro, flat, ultra minimalistic design makes user interactions harder when they remove useful visual clues from interfaces.
Yes, skeuomorphism went too far but the pendulum swigged way too far in the opposite direction. Metro, flat, ultra minimalistic design makes user interactions harder when they remove useful visual clues from interfaces.
Clearly UI designers are fighting to prove me wrong.
Yeah, it reminds me of the old graphic text adventure games (e.g. Zak McKracken) where you had to hover the mouse over the entire screen to find the thing you are supposed to click on. If you're luck, the cursor might change shape. I generally prefer UIs to not be puzzles.
Just swipe, shake, tap the corners, try scrolling even if there's scroll bar, until it does something!
In many graphical interfaces that expect a mouse as input, the programmers will make the clickable area of the upper row buttons the same as the lower row ones, although this will be invisible at first. You can hover with your mouse over the buttons and then, magically, a button shape will appear. It’s not going to be a nice 3D-button shape however but just an outline. This serves no functional purpose. For instead of showing the user where all the buttons are from the outset, the whole affair becomes sort of a hide and seek game, where users have to guess which item they might be able to click.