Flat design is great for mediocre designers like me
whoo.ps
whoo.ps
I think flat design is inclusive design, that is, it's not hoity-toity, impossible-to-execute, beautifully 3D-rendered and textured expensive design. It's simple and clean, sparse and understandable. In the most simple application of "flat design" trends, it's essentially one step up from a wireframe: pick a color scheme on some color scheme website, download a 200-pack of glyph icons and BAM you've moved from an abstract wireframe to something a little more sophisticated and approachable. Friendly colors, nice spacing, good typography, and you've got something.
Yes, I am saying it is quicker to execute a "flat" design than it is to execute a skeuomorphic, highly-stylized, deeply-textured design. A product manager or developer without a lot of design experience could probably use some flat design trends and one nice font and put something together that doesn't look like horse shit. I don't think that same product manager could spend an equal amount of time trying to mimic a beautifully-crafted and textured interface and have anywhere near the same luck. Using flat design trends gets you to some sort of product design quicker than if you're spending 20 minutes crafting a 5-color gradient to emulate the perfect lighting of a semi-glossy aluminum rod for your button texture.
No, I am not saying that by simply using "flat" design trends you are able to bypass all processes and thinking surrounding good whitespace, grouping, contrast, alignment, typography, usability, etc., but because "flat" design elements are graphically simpler it lets the content of the design show through and not be muddled by textures or skeuomorphic execution flaws, so your design message is clearer and cleaner by default.
Non-designers or "mediocre designers" seem to be flocking to these flat design trends the same way they flock to the excellent Bootstrap framework: because it's a simple way to jumpstart a product design out of a blank canvas or browser window into something that, even when starting out, looks pretty decent.
I agree with you @lucisferre, and for this reason I think the flat design trend will become obsolescent at a faster rate than most design trends usually do.
I also think that animation is going to become "the next big thing" and will be the primary differentiator between "meh" and "wow" apps.
http://www.amazon.com/Symbol-Sourcebook-Authoritative-Intern...
Flat design is a dogma, but nearly so dependent upon revelation and faith. A five colored gradient emulating perfect lighting of a semi-glossy aluminum rod is carving saints into the tympanium - semiotics for the initiated and confirmation of one's devotion to sacred values. The word "perfect" gives the language game away.
An example of the opposite is so-called good design, where skilled designers set out to make a visual statement and, in the process, obfuscate the content. E.g. this site, where every article is more than half-buried by a ginormous image: http://www.fastcodesign.com
> "get out of the way and let the user focus on content. E.g. https://dispatch.io
There's just not enough content on that site - The 'learn more' button barely explains what the service does. Even a few decent screenshots can go a long way.
If depth, texture and so on can be used to convey functionality, but isn't in the name of fashion, then it's form over function IMO.
I haven't played with flat design yet (my crutch for bad design is Bootstrap), but this is as compelling an argument for it as anything else I've read.
So, there may not be a good argument for software developers to produce good design for these customers (awful design has gotten them this far, after all!) but it doesn't mean that design quality isn't still super-important in some other areas, too — namely those where the purchaser is actually the user.
And that's consumers. Most people don't build applications for end consumers; they build tools for businesses. Businesses pay to have their problems solved. They're human beings and will swoon over beautiful pixels like anybody else, but if your application effectively solves their problem, that's what they're going to care about. If you're entering a crowded market, design might be a negative/positive differentiator... but, then, don't enter crowded markets; there's a universe of business problems nobody has effectively solved with software yet.
Though, I will admit, it looks pretty horrid.
Assume that you give both a carpenter craftsman and an amateur instructions to build a table. You only want solid blocks of wood, nothing fancy. Would you be able to tell them apart?
It's all in the fundamentals, I doubt a mediocre designer can develop a coherent visual system on flat design.
I hate (maybe hate is not the word, but I think you get it) all these webs/apps with this type of design (not every web, there are great designs out there), think about the last couple of years, we were struggling with javascript to make round corners, all these type of fancy effects, shadows, etc., and now, that we have the opportunity to deal with those things natively and make some GREAT graphic, full eye-candy webs, the trend is flat, simple colored divs... are you kidding me?
</rant>
Thanks.
Also, I don't think flat design precludes rounded corners?
This isn't exactly limited Flat UI, anytime you're grabbing set of premade content, be it Designmodo's flatui, Bootstrap, a word press theme, a JQuery plugin, you're outsourcing levels of your design.
You can leverage these in your favor. Sometimes this is the best choice and will enable you to focus on other aspects of the project or extend onto functionality without having to reinvent the wheel and other times you're a lazy designer.
Flat UI is just a rejection over-design, part of a cycle of design that loops. We'll edge back towards more over-design until we hit the reset button again.
The thought that always comes to my mind regarding this topic is how "delete" buttons are implemented. Often times a classic "trash can" icon is used to depict the delete action. But how often do you ever see an old aluminum trash can anymore? Not very often. Eventually this icon will make absolutely no sense to users (like an old proverb that your parents used to use). However, the word "delete" will likely be around for a lot longer. Using that little trash can icon might save space and help to improve the overall aesthetic of your site/app, but it will never be as clear as a big red "delete" button.
HackerNews is the perfect example; very simple, flat, but doesn't get in the way, and allows you to use the site in a very functional way. You can add the flashy design intricacy later if you want, but I hope that most people won't. I love the simplicity.
Can't stand the group-thinking of designers. Where is your creativity? </rant>
In fact, graphic design has been more or less flat for its entire existence up until the Xerox Star.
I'm happy to see this article calling it out for what it is: a crutch. Good design is still 90% typography and flat vs. skeuomorphic is a pointless argument of taste perpetuated by people who don't know their design history.
From Bauhaus to Braun, Frank Lloyd Wright to I.M. Pei, architects, artists, graphic designers and engineers have been studying and applying these concepts. Lost on many, but still perfectly valid.
Flat design is bad because it gives up visual cues that convey information in return for conformance to a monotonous style. Sure, it is simple to design in, but trading off visual cues is user-unfriendly, and the future is in more user-friendliness. Style does matter. Flat sites offer a limited design space to explore before they seem repetitive.
So make a flat design that doesn't give up these visual cues? All these complaints are just farts in the wind, and I only single your post out because it was pithy. Not only is the term "flat design" horrendously vague and difficult to pin down, but the very idea that there is some kind of absolute scale by which to judge design–clearly implicit in your judgement–should raise a few eyebrows.
Ultimately what matters is communicating to the user how to interact with the product in question. Everything else is marketing and will be subject to trends. But you could make a delightful and useful skeuomorphic interface or a delightful and useful flat interface or any one of a million variations on those spectrums and many others.
edit: To enumerate some of the affordances you lose and problems:
-What is a button? What can I interact with? A raised button used to be a good cue.
-Is that toggle on or off (depressed or no)?
-What is clickable?
-What is important? Closer things used to be more important.
-Is this a "thing" or a word? Shadows used to hint at this.
-Is this a banner or a button?
-What did I click? I don't even know!
Non-flat designs work because they use real world metaphors to build a natural vocabularly that is almost universally understood by our common experiences living in a 3D world. Now, perhaps you can re-define this naturally shared design vocabulary in the flat world. But the point is, you are redefining something which people intuitively already know, and when you have to teach users your interface, that is never as friendly as when they know how to use it intuitively.
I don't think the affordance of raised buttons is really such a crucial issue.
Humans adapt. People who grew up with console terminal interfaces find them more usable than point-and-click interfaces. The assumption that common people will be all confused and miserable if you take away the bevels from buttons seems kind of unimaginative.
Except that flat designs aren't defined as eliminating depth cues. The simply do not rely on them so much or demand additional cues. The Flat Design Church does tolerate depth, and many "flat designs"include some notion of planar layout. It's just that depth cues aren't supposed to be primary cues in a flat design.
And for good reason. Depth cues are often very subtle and increasingly UX needs to be good even when looking at a dim screen under bright sunlight. The advent of mobile is demanding designers start going high contrast, and so flat design is an obvious choice. It is, ultimately, a phase. People have reverted to the simplest solutions for more visually rugged UIs, but we're starting to see a new and more nuanced set of visual grammars emerge.
I'd say flat design is like Ikea furniture - functional, sparse, nothing ornate, relying on basic colors and shape for differentiation. Very mix-and-match.
I agree with the author - flat design is like having a good UI framework that's widely used (say Microsoft's WFC in the 90's and iOS in late '00s) - low barrier to entry, and the differentiators can be applied once a core success is won. The platform will re-invent, or a new platform will show up, and your UI will look stale after a while, but you do get a couple of years to worry about functionality first.
I don't personally think Skeuomorphism is the opposite of flat design, I think of it more as "realism" as the opposite pole. Skeuomorphsim is less about perspective and distance and more about textural materials or design artifacts.
They have collections of resources and articles curated by web designers and front-end developers focusing on user interfaces and design theories.
These aren't tutorials, but materials for you to read, learn, and apply to your designs and interfaces.
I'm an iOS dev, and I hang out there to get better at design. I'm often in a better place to effect change, and it's always nice to know how to help a designer fix one or two things specific to mobile they may not know.
Let’s fix that: http://pipes.yahoo.com/pipes/pipe.info?_id=4fa38ba24cb2d5459...
You just described the purpose of flat design. The point is for the information to stand out more than the style of the elements. It's substance over style.
Some people (bad designers) take it to an extreme and make everything square and you can't distinguish what's clickable. Some people (bad designers) took skeumorphism to an extreme and arranged information incorrectly, gave everything a leather texture. Some people (bad designers) took web 2.0 / Social to an extreme and put 20 freaken social widgets on every page, neon backgrounds, and glass like shiney buttons on everything.
A design style should not be defined by the worse executors of that style. (same goes for plastic surgery)
Style is an expression placed over the solution for the sake of identity and brand equity.
Many designers seem to chase a style before truly understanding the problem—let alone the solution to that problem.
Definitely something to be said about a proper design education vs loud mouthed Photoshop tutorial monkeys ramblings.