A flat icon set for OS X
flaticns.com
flaticns.com
Some say the change is driven by high-DPI displays. I disagree. I don't see any intrinsic reason that flat designs look better than rich, three-dimensional designs on a high-DPI display. Without a doubt, flat can look nice, but so can things like this:
http://www.sequelpro.com/blog/wp-content/uploads/2013/01/seq...
Another justification I've heard is that it's a reaction to the excesses of the previous trend. People often point to the leather motif in certain Apple applications as an example of such excess. But first of all, those examples are outliers; few designs actually went that far. Second, the existence of a questionable use of a given style is not an effective argument against that style in general. Third, "some things were extremely 3d, so now we'll be extremely flat" seems like contrarianism for contrarianism's sake.
[1] Some call this skeuomorphism. I tend not to, because the term technically means something narrower than what we're talking about: http://en.wikipedia.org/wiki/Skeuomorph
Here are a few theories: is it's a refinement of the icon concept, taking it to a higher level of abstraction.
Possibly the reduced visual noise has a greater aesthetic appeal.
Lastly I think the simplification makes it easier to see at a glance what the icon represents.
For me, I like flat design (to an extent) because it gives the product a more uniform look and feel, but sometimes it can be overdone and I find myself wishing there were an illusion of depth to guide me.
As long as too many cues aren't discarded (iOS 7 went a bit overboard in this regard) I completely agree; shiny or complicated visual elements with "pop" demo well at first but become tiresome.
It's the same reason our keyboards don't make musical tones like they did in Star Trek -- it would quickly become distracting and annoying.
However, design is also trend-oriented, and flat is a rising trend.
Two thoughts on that:
1) Is that just an opinion? (If so, there's obviously nothing wrong with that.) Or is there some objective evidence?
2) How well do icons need to age? Realistically, how many icons in the wild will go 5+ years without a design refresh?
Flat design is good as long as there are no important visual cues lost what elements can be interacted with and which are just passively displaying information. I really do still have problems in iOS7 to separate passive text elements from interactive text elements (formerly called "buttons"). Examples are the contacts list or the famous shift-button of the onscreen keyboard.
Thankfully in OSX 10.10, buttons are still recognizable as buttons, and I like that less radical flatness much more then iOS7. Although, in the current state the UI looks a lot like a Gnome skin which tries to mimic OSX though, I hope that improves until release.
A lot of it is flat, but they use simple bevels for buttons and other clickable elements, and its reuse on, for example, the buttons in the file manager window, looks tacky because it appears cluttered and overused. Also, excessive lines (e.g. for the window borders), high contrast colors, and small color pallet makes the overall appearance not nice to look at. Also the icon set suuuuucked.
For instance: AmigaOS 1.3 (notice in the bottom-most screenshot how the buttons don't have '3D edges':
http://toastytech.com/guis/amiga1.html
'3D' UI elements were introduced later in AmigaOS2.0, and I remember how the user interface style guide made a big fuzz about how UI elements that appear raised are supposed to be clickable while flat or recessed elements shall be used for non-interactive or disabled UI elements which cannot be interacted with.
Actually this site is a pretty awesome collection of operating system UIs. BeOS still looks nice, almost like retro-modern pixel-art.
Older UIs like the Amiga OS one suffered from an even more limited pallet, and even worse typography.
I used BeOS as my main OS for a while and really liked it - it was very snappy and felt more "homey" (that is, more like classic MacOS) than early OSX versions did. (The browser, NetPositive, was absolutely awful though).
pro-3d / anti-flat: details made possible by volume add to the icon's rich design, making its personality stand out, while flat icons results in boring, uniform design in comparison.
pro-flat / anti-3d: the apparent uniformity makes even slight nuances readily apparent and efficient to parse, making each icon stand out against other flat icons, while 3d icons are full of complex and distracting artifacts.
Bottom line: don't mix both, as the result is that 3d crushes flat with its rich details while flat makes 3d look needlessly busy and noisy. Consistency is key to reducing cognitive friction.
Yes.
"... esp. one that is short-lived and without basis in the object's qualities"
No. I explained why.
Also, Apple did not do it first. Google, for one, launched "flat" redesigns prior to iOS7.
Personally, I really liked the modified Platinum UI from MacOS X DR2 code named Rhapsody, though it could have used some polish: http://www.guidebookgallery.org/screenshots/rhapsodydr2
Interesting. I feel like the current OS X UI is just that: Rhapsody with a lot of polish. The core concept seems to be the same.
I've also seen dozens and dozens of flat icon sets for Android that basically have this same exact look. Just go to XDA or the Play Store and search "flat icons", I'm sure you'll find a bunch that have a mix of these designs.
Looking at these icons makes me want to lick my finger and swish across my screen to remove the dust from those.
It would be nice to solve the N+1 problem with a semantic hierarchy providing fallbacks, particularly in the case when only one application within a specific group is installed.
Here is my new dock: http://imgur.com/2vEM5Yv
Why the down vote?
2. Image is low-resolution.
All I was doing was telling the author that I liked what she did and showing that I did indeed take time to implement it.
To elaborate on why the above may be interpreted as harsh, by limiting the ingredients at your disposal to flat colors and simple shapes, you run the risk of amplifying the severity of any mistakes in their selection. The less visual information that get presented, the more the visual units come under closer scrutiny.