Comment by kylehotchkiss

7 days ago

so what you're saying is that we need to resurrect skeuomorphism?

I get the sense that the Scandinavian minimalism thing has worn too heavy on everyone and now we're taking a collective step back to explore things that are a bit more fun and maximalist. So yeah, maybe a little more skeuomorphism but done differently? That was a fun era!

  • > I get the sense that the Scandinavian minimalism thing has worn too heavy on everyone

    As a Scandinavian: I don't feel like we tried that since Braun. Apple has tried to mimic a Scandinavian sort of minimalism, but only in appearance. The iPhone UI is way to busy and is to hard to navigate for me to classify it as minimalism.

Skeuomorphism in the sense of exactly mimicking existing physical interfaces probably mostly not, but skeuomorphism in the sense of using physically-inspired visual effects to add depth to a virtual interface I think so for sure. Liquid glass is so damn pretty.

  • I think modern skeuomorphism must be in a weird spot compared to a few decades ago. Right now our real world devices designers would be inspired are less likely to have physical controls, so the virtual versions are pulling from a more distant original source that's already been through a few degrees of separation. If the original industrial design that computer interface graphics was pulling from was the rise of industrial and consumer electronics through the 20th century (the various switches, dials, indicators, tuning knobs, etc), what new physical design is there to inspire that isn't feeding on itself.

I would be happy with that. After years of using iOS with the current design it still takes me a few moments before I’ve found the Photos app with its meaningless icon that looks way too much like some other icons.

From one point of view, this design language is a type of skeuomorphism, by it mimicking pieces of rounded glass laid on top of one-other.

The problem with skeuomorphism in iOS' first design language was that resemblance to real-world objects was taken too far — at the expense of legibility. Users attributed affordances to virtual objects that they didn't have.

The problem with iOS 7's flatter interface was that the anti-skeumorphism went too far in the other direction, again at the expense of legibility. Users couldn't see what controls were supposed to do.

... And now the pendulum has swung back in the other direction, again too far, and missed the goal.