Flat UI is not the only way forward
blog.maxrudberg.com
blog.maxrudberg.com
The winner. I wish designers would stop pursuing styles & fads and instead pursue results. Stop worrying what's best for looks or minimalism and start caring about usability and predictability.
Someone rebelled and wrote a blog how skeuomorphs are bad, put some pictures of leather textures up for everyone to laugh at. The next thing you know, you get OS UIs (Windows 8), websites and a whole bunch of other interfaces where you have no freakin' idea what to click. It all looks flat and so I end up mousing around elements on the screen like a drunk person stumbling in the dark trying to find how this thing works.
How about a little drop shadow on that button so it looks like, you know, a button? "Oh but it looks like a real world button and we shouldn't have to mimic the real world...blah blah.." -- I don't care about the philosophy of design or whatever the latest thing came from Apple labs, I want to get my stuff done and just knowing what is clickable is helpful.
I have now put my SIM card back in my two year old iPhone 4 since, although the interface looks a bit daft these days, it has good usability.
(On live tiles: they are cute and give a personal touch to your phone, but they are to small to be informative for many applications.)
It makes it impossible to create a taxonomy, because the only thing you can do to organize them is put them in groups.
In Microsoft's defence, Apple haven't done anything to fix the problem of people with several screens of apps, which is basically impossible to navigate enjoyable. I almost always use Spotlight to open apps that aren't in the first two screens nowadays.
Those two sentences contradict each other.
I am not aware of a UI idiom that would provide access in a way you imply.
Since doing this, my experience finding apps has improved significantly. It does mean you have to be frugal when installing new apps (add one, delete one sometimes). But then you're forced to keep only the stuff you use.
I haven't looked into fixing it, but I have way too many apps for my own good anyway. But even so, I'd still have a lot of apps on my phone.
That's why I'd like to be able to hide them somehow, for instance by tagging them and only make them appear, if I want something in Games or such. As it is, I have one or two screens full of games.
This is a per-device setting that allows you to prevent the device auto-downloading new music, apps and books.
There are actually three different tile sizes. You may be thinking of iOS.
Windows Phone barely gets any attention, so the apps that get written for the platform use all the stock UI widgets, making everything look boring and bland. Plus XAML has a pretty steep learning curve if you try to do anything outside of the simple templates Microsoft provides.
The problem I've found with Windows 8 is that there is no visual difference between clickable text/icons and nonclickable text icons. The whole experience comes one of trial and error where you tap on random things like an idiot to see what elicits a response and what doesn't.
The web's way of solving this problem is by underlining text that can be clicked. HN violates this in many places, but at the very least text links underline when moused over - not ideal, but works, and is something that doesn't exist in touch-land.
Ditto, we've been using rollover effects for years to demarcate clickable icons from the unclickable. This entire strategy is now kaput thanks to touch.
We don't necessarily have to have drop shadows, but what we do need is a consistent and unambiguous language that clues the user into how the UI operates. Windows 8 currently lacks this in a really, really bad way. We can do this without skeumorphs, but we still need to do it.
And therein lies the greatest problem with this flat design trend - many designers are going flat without remembering that skeumorphs carry a lot of user hinting that you have to replicate.
I remember initially HN didn't strike as a particularly intuitive site. It worked and I am using it because of the community and the content, I am used to it by now.
Ok maybe there some value in having users slowly discover cool features by randomly trying to click things. I don't know. But at least it, seems, the core functionality should be somewhat obvious.
Buttons on the web for every link don't work, but I like some special markup to show links (traditionally it is the underlining but anything else can work as well).
To me there is often a tension between making something looking cool and making it functional. I'll admit the look of the flat interfaces maybe cleaner (whatever that means...) but unless it is meant to just be looked at, it also has to be functional.
Thank you! I feel like nobody is allowed to say it on the internet, because Microsoft finally released a phone UI that isn't objectively terrible, but I find Metro goddamn confusing on a phone. The "People" app is a disaster. Little bits of text hanging off the side of the screen, no indication about what's clickable anywhere. My mom is supposed to use this?
By way of example: one of my favourite skeumorphs is Apples "head shake" when you enter the wrong password to unlock a Mac.
Flawless execution.
I know that something went wrong, I know what went wrong without ever reading a manual, it's friendly and gets the point across without big red Xs and intrusive DONGGG!! noises.
The fake leather stitcing stuff is dumb. I think that there are many designers who are guilty of throwing the baby out with the bathwater though.
My Ski jacket from about 10 years ago still works really well. At the time it looked great, but now it's outdated in style, although it still works great.
So as a designer, yes I worry about trends, because if I don't then you'll end up picking a jacket that works and is on trend over a jacket that just works (other things being equal like price etc).
Design is not a single input discipline. Many factors go into making a design for a product... including trends and fads.
The problem is that sometimes (usually?) it's 99% fashion, 1% usability studies....
Frivolity has it's place in life. But it is only a subset of design.
Therefore, I think it's ok to disparage articles on the silly aspects of design, when posted to HN, especially when they're met with religious battle type fervent loyalty.
When I'm asked to design something of course I test and make sure it's functional. But I equally make sure it's current and appeals to whoever it should be selling to. Both are important - neither are frivolous.
I am reminded of this definition of Microsoft's Metro aesthetic by Andrew Kim: http://static.squarespace.com/static/50271a61c4aab6c54f9af5e....
~ http://www.minimallyminimal.com/blog/2012/7/3/the-next-micro...
I really dislike what Microsoft did with the Xbox design in general, and a combination of Kim and the Metro aesthetic seems like the perfect antidote to that.
EDIT: Kim also shares my views on the Xbox design, it looks like: http://static.squarespace.com/static/50271a61c4aab6c54f9af5e....
That does not mean I think Apples god-awful "tape deck" interface or the horrors that are games center or find my friends are any good.
I am sick of designey people calling everything good that has a straight line. To paraphrase Steve Jobs, design is how it works.
But it's not too much of a step back from Windows 7, so I find the more strict, general design philosophy to be a vast improvement; the gradients and Aero crap on Windows 7 and below was just so ugly to look at.
Windows's interface is horrible as always, and I don't envy people new to Windows who bought a Surface. Yikes.
I hope more people adopt it.
Never forget we're just monkeys.
Dustin Curtis's flat approach to buttons and links is to use rounded borders: http://svbtle.com. This will probably be how buttons will - and should - work in a flat design.
Of course, they're so dim that I can barely see them at all... ><
An user-selectable UI stylesheet similar Pixate and Teacup for RubyMotion would allow the user to select a view most comfortable for them: be it plain or fancy, retro or modern, or even accessibility-enabled.
Many of Apple's own apps adopt different design styles instead of adopting a single design language. Also, cleaning up "over-designed" skeuomorphic interfaces might help a lot.
I'm not against all skeuomorphic designs....in Game Center's, the design is just bizarrely tacky.
Very amateurish indeed, I'm baffled people praise Apple for UIs.
The fight between styles is unnecessary. Think about who is using what you make and their level of understanding. More importantly, though, never let aesthetics inform functionality. Rather, let functionality inform the aesthetics.
I know this isn't specifically a Microsoft thread, but I can't help myself...
I find myself wishing Microsoft would return to its hardcore productivity app roots, and I don't feel Windows 8's Metro design serves me. Give me desktop apps with multiple child windows and allot only a single, thin button bar and the menu bar for the mouse clickers. Let me Ctrl-Tab/Ctrl-Shift-Tab between my stack of child windows and Alt-Tab between my stack of processes.
Isn't this a form of minimal? To focus one's app and UI design on keyboard accelerations and freeing up a maximum amount of screen real estate for editors/data presentment? A throwback productivity-focused design like that would demonstrate real bravery. Microsoft has already committed to balancing touch with a keyboard and touchpad with their tablet design, so this could be possible.
Most everyone agrees that Calendar and Find My Friends UI adornments are way over the top. Still, their target market is grandma and not us, so the kitschy-ness of it all isn't as dramatic when you keep that in mind.
All design is going to feel dated somehow, even though we can't imagine it in the moment, but I think the flat design is going to age very gracefully compared to a lot of the design memes today.
There isn't really an idea of software design that's extricable from the viewport, and that what I mean is going to make it look dated eventually.
This is in stark contrast with Apple hardware which is pretty much universally timeless designs. Particularly the iPhone 4 and 5 - I am willing to bet they will still look great 20 years from now.
Good design is timeless because it holds inherent characteristics that are not subject to time, it's not exactly about how great it looks or think it would look years from now, this is a side-effect.
I'll give an example. If you compare an IKEA spoon and a renaissance spoon, you'll notice quite a few differences besides the 1800 one looking dated. The recent ones handle better, have better weight, avoid spills, use materials that don't tarnish, etc.
Now contrast this with the japanese hashi (chopsticks). It consists of a pair of bamboo sticks cut at a certain angle and it's design hasn't changed for centuries. It has been perfected, reduced to the essentials, and does it's job still to this day. It's timeless, good design, and by consequence looks great - it's form and shape unconsciously emanate all these characteristics to us.
> True, and very interesting. None of the software currently out could be called timeless. Maybe timeless user interface design has simply not been found yet?
UIs are relatively new, but I would argue command prompts are one example of UI that withstood the test of time, while the WIMP metaphor seems to be fading away with touch devices.