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Comment by Findecanor

7 days ago

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.