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And people forget that we needed skeuomorphism back then because this was all new. We were all moving from devices with physical buttons and switches to devices where those controls were rendered in pixel form on an ever-changing screen. Replicating those buttons, switches and knobs on screen was a huge help in quickly letting a user know what a control was and how to use it.

Ive seemed impatient to get us all past that. And while arguably users were more ready for that, having used the training wheels of skeuomorphism -- Ive also showed a pretty cavalier attitude toward human factors. I think he imagined his products as being used only in that perfect white void of the Apple product videos.

Hear hear. It was as if he imagined the same finite population who benefitted from an ultra-intuitive interface would remain as the finite user population. Was there nobody at Apple who posed the question to Jony: What about new users (and there would always be new users). Amazingly short-sighted/selfish. Then again this is the design genius who felt the ultimate, inviting Christmas tree scene should be fashioned of glass/white/plastic and dark, cold shadows.
 
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Agreed. To that point, and I posed this question at least a dozen times in various threads to which nobody’s answered: since iOS 7 redesigned most every aspect of the interface, can anybody point to how the prior version of any ios7 reworked interface tool/method was a flawed or broken design and *how* the new version was that much better? By and large, most of the new versions are just different and not better in any obvious and objective way.
The reason you can’t get an answer is your question is logically flawed. A fresh coat of paint is mandatory yearly. A coat of paint improves the look while fixing underlying issues. Things don’t need to be flawed for a new coat of paint.
I find it rather easy to come up with objective examples of how the new methods are worse as far as intuitive efficient design: thin, low contrast harder to see font on stark white backgrounds, an absolute minimum of borders and visual indications to help set context, such as the iOS calendar for one example, and, of course, the unintuitive removal of visual cues differentiating actionable items from informational items....
Everybody can come up with example of interface UI they don’t like. With hundreds of millions of customers there is no chance of 100% agreement.
 
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Everybody can come up with example of interface UI they don’t like. With hundreds of millions of customers there is no chance of 100% agreement.

Absolutely!

And more importantly, keeping those hundreds of millions customers happy and coming back to purchase Apple products at premium prices, year after year after year, despite the enormous competition Apple faces.
 
The reason you can’t get an answer is your question is logically flawed. A fresh coat of paint is mandatory yearly. A coat of paint improves the look while fixing underlying issues. Things don’t need to be flawed for a new coat of paint.

Everybody can come up with example of interface UI they don’t like. With hundreds of millions of customers there is no chance of 100% agreement.

Let’s hear some of those underlying issues in iOS 6 and how they were fixed. Or better How were they failed designs before? I’m not talking about skeumorphism felt and woodgrain details that gave some migraines.
 
It is strange that such a brilliant guy isn't hired by Google or Microsoft since he left Apple.
Because no one wants him.

With a pedigree like his — one for which the companies you mentioned would probably be willing to hand him a blank check for his salary — that should tell you all you need to know about the negatives involved with hiring him.
 
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Because no one wants him.

With a pedigree like his — one for which the companies you mentioned would probably be willing to hand him a blank check for his salary — that should tell you all you need to know about the negatives involved with hiring him.

Interesting thought and perspective. Are you 100% sure the negatives aren’t actually still working at Apple instead?
 
Interesting thought and perspective. Are you 100% sure the negatives aren’t actually still working at Apple instead?
Well, one’s spent the better part of the past decade essentially unemployed and the other has grown by over 300% since the former left.
 
You’re certain that’s not unemployed by choice? Having worked in a stressful engineering environment for the past 20 years, I know it’s very possible to outgrow it and just keep walking, especially when you have the financial means to support it.
 
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Let’s hear some of those underlying issues in iOS 6 and how they were fixed. Or better How were they failed designs before? I’m not talking about skeumorphism felt and woodgrain details that gave some migraines.
According to whose yardstick? iOS 4 was difficult to learn. There was no just works. Now, imo, there are no underlying issues in iOS 13. You may not like iOS 13, but that’s a preference.

Apple thought iOS 6 needed a makeover, probably in tandem With a new 64 bit o/s.

Ill repeat what I said above, this was in the works for a while, imo, Steve was probably on board with this.
 
Because no one wants him.

With a pedigree like his — one for which the companies you mentioned would probably be willing to hand him a blank check for his salary — that should tell you all you need to know about the negatives involved with hiring him.

It’s probably a mix of “he’s a hard sell right now” and “he’s not that interested any more”.
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Let’s hear some of those underlying issues in iOS 6 and how they were fixed. Or better How were they failed designs before? I’m not talking about skeumorphism felt and woodgrain details that gave some migraines.

Control Center is way better than having to go to Settings each time.

The new App Switcher with thumbnails and swiping is way better than the weird drawer at the bottom.
 
Let’s hear some of those underlying issues in iOS 6 and how they were fixed. Or better How were they failed designs before? I’m not talking about skeumorphism felt and woodgrain details that gave some migraines.

I wouldn’t necessarily called iOS 6 a failed design. Times change, needs and expectations change, and design too evolves in keeping with the times.

I think one thing iOS 7 fixed was the need to have a physical metaphor for every app.

iOS 1.0 was designed for a world that was new to smartphones, hence its emphasis on visual cues to make touch interactions obvious, as well as making apps seem like their physical counterparts (eg: Notes looking like a legal pad).

6 years later, the tech world has changed, smartphones have become more commonplace, and with Apple adding feature after feature to iOS, it is no longer sustainable to keep finding a physical equivalent for every app. I mean, what is a passbook supposed to like? Or a task manager like Things? iOS 7 freed developers from this constraint by doing away with skeumorphism.

Also, another thing I noticed is that iOS 7 prioritises content over the UI. This gets rid of a lot of cruft and makes iOS feel more organised, precise, fluid and less rigid, even as more functionality gets tacked on with every new release of iOS. Admittedly, it does this by tucking a lot of the features behind menus, but I feel it’s preferable to the alternative.

So what iOS 7 did was to lay the foundation that would allow for the further growth of iOS for the next several years to come. It’s not easy to come up with comprehensive design guidelines to ensure that no app looks out of place with the UI, and if the stories of Jony Ive pushing for this massive overhaul after Steve Job’s death are true, then he definitely has not gotten enough recognition for this.
 
I wouldn’t necessarily called iOS 6 a failed design. Times change, needs and expectations change, and design too evolves in keeping with the times.

I think one thing iOS 7 fixed was the need to have a physical metaphor for every app.

iOS 1.0 was designed for a world that was new to smartphones, hence its emphasis on visual cues to make touch interactions obvious, as well as making apps seem like their physical counterparts (eg: Notes looking like a legal pad).

Precisely.

The iOS 7 move was in part fashion, no doubt (I recall lots of people clamoring for a "flat design"), but also in part a better fit for the times.

iOS 7 freed developers from this constraint by doing away with skeumorphism.

Not to mention apps stopped adhering to the old iOS guidelines anyway. Especially when apps were multi-platform. Very few platform vendors were willing to give iOS one style and Android a completely different one.

Also, another thing I noticed is that iOS 7 prioritises content over the UI.

Yup.

Admittedly, it does this by tucking a lot of the features behind menus, but I feel it’s preferable to the alternative.

Wellll.

I think a good case can be made that the Music app doesn't strike a good balance. It neither shows all that much content (it scales the album artwork down, rather than showing it full-width), nor does it surface a lot of UI. It's extremely undiscoverable (quick: which features do exist in it? And where? Do you need to switch to an album first to access a certain feature? Does the feature only exist for iTunes Store tracks? Or only for Apple Music tracks?), so much so that 13.5 introduces a few "hey, did you know about this feature?" animations, which… oof.

So what iOS 7 did was to lay the foundation that would allow for the further growth of iOS for the next several years to come. It’s not easy to come up with comprehensive design guidelines to ensure that no app looks out of place with the UI, and if the stories of Jony Ive pushing for this massive overhaul after Steve Job’s death are true, then he definitely has not gotten enough recognition for this.

I think it's fair to criticize a lot about the iOS 7 UI. The fonts were too thin in early betas. The buttons were hard to distinguish as buttons rather than labels (in fact, there's still a good example of this: did you know the Touch ID/Face ID label on the lock screen can be tapped to switch towards passcode mode?). Everything was a little bit too plain, generic, and hard to distinguish from each other (again, in part in service of the idea that the UI should disappear in favor of the content, but… I think they went overboard).

And they didn't solve a problem that iOS 1 didn't have because it had, generally speaking, so little: as the feature set grows, the lack of discoverability becomes more problematic. macOS traditionally has far more standardized affordances like the menu bar and window widgets. This becomes troubling in situations like the Music app, or in iPadOS multitasking. They invent more and more tricks like gestures with more and more special cases (this gesture only applies when it starts from the edge; that one only applies if you use at least two fingers; etc.).

I… just think the "everything was great under Forstall and everything has been awful since Ive" narrative is simplistic, and probably wrong. Would Forstall have solved some of those issues? I'm not sure. Maybe? But I do get the sense that he was a little stubborn, and didn't see that the world was moving on from skeuomorphism.
 
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I… just think the "everything was great under Forstall and everything has been awful since Ive" narrative is simplistic, and probably wrong. Would Forstall have solved some of those issues? I'm not sure. Maybe? But I do get the sense that he was a little stubborn, and didn't see that the world was moving on from skeuomorphism.
This is about as biased a narrative as one could have.
 
I think one thing iOS 7 fixed was the need to have a physical metaphor for every app.

iOS 1.0 was designed for a world that was new to smartphones, hence its emphasis on visual cues to make touch interactions obvious, as well as making apps seem like their physical counterparts (eg: Notes looking like a legal pad).

What made the iPhone and its apps any more special or different from the Palm/Blackberry phones with screens, which used apps and icons, to have suddenly needed to remove helpful cues? Or even flip phones of the early 00's which had screens/info - even if they were navigated via arrow keys, the same logic followed then as now. And what about other touchscreens before that, all of which did (and continue) to have clearly-defined interface cues, such as microwave control panel touch screens, refrigerator water/ice controls. Remember, I'm talking about things like clearly differentiating actionable items from info-only items, and maintaining some type of context differentiation to items on the screen (content vs. controls) instead of letting them bleed all together via 50 shades of grey. iOS7-now still has certain physical metaphors, it's just that they're minimalized to the extreme as if it's a cultural insult to help the user.

6 years later, the tech world has changed, smartphones have become more commonplace, and with Apple adding feature after feature to iOS, it is no longer sustainable to keep finding a physical equivalent for every app. I mean, what is a passbook supposed to like? Or a task manager like Things? iOS 7 freed developers from this constraint by doing away with skeumorphism.

Again, try to focus - I'm not suggesting we need a return of overly-lifelike physical equivalents. Please move on from that. We're discussing certain context-providing features that are minimalized to the max now, but at what gains? Truly, what gains besides an acknowledgment of "streamlining."

Also, another thing I noticed is that iOS 7 prioritises content over the UI. This gets rid of a lot of cruft and makes iOS feel more organised, precise, fluid and less rigid, even as more functionality gets tacked on with every new release of iOS. Admittedly, it does this by tucking a lot of the features behind menus, but I feel it’s preferable to the alternative.

Let's explore - what are some examples where the UI caused an issue with understanding or using the content? Again, please refrain from pointing to leather stitching or woodgrain backgrounds. I have posted many examples of lost opportunities and inefficiencies from the vagueness and uncertainty of being unable at times to quickly and almost subconsciously differentiate actionable vs. information items, as well as confusion over searching out controls buried offscreen behind either the ellipses or hamburger or torso/face icon. Where were some concrete functional issues before?
 
Let's explore - what are some examples where the UI caused an issue with understanding or using the content? Again, please refrain from pointing to leather stitching or woodgrain backgrounds. I have posted many examples of lost opportunities and inefficiencies from the vagueness and uncertainty of being unable at times to quickly and almost subconsciously differentiate actionable vs. information items, as well as confusion over searching out controls buried offscreen behind either the ellipses or hamburger or torso/face icon. Where were some concrete functional issues before?

I guess my answer to you is that while I didn’t think there was anything wrong with iOS 6 from a functionality perspective, I find I have come prefer iOS 7 from an aesthetic standpoint.

Personally, I find that the iOS 7 UI (and its subsequent iterations) seem to complement the hardware better. I can’t explain it. It’s like how the skeuomorphic design of iOS 5 or 6 never really seemed to fit well with the minimalistic, metallic design of the iphone 4 or 5, probably because the OS and hardware were designed by separate people.

Conversely, iOS 7 feels more “true” to the iPhone 5s design, which I suppose is to be expected. Jony Ive designed the iphone, and it stands to reason that the UI he would come up with is designed to complement the hardware design of his devices.

It’s like how iOS 7 would remove the “slide to unlock” feature from the lockscreen, because Touch ID (which would debut with the 5s the very same year) would make the need for it irrelevant.

Likewise, the removal of buttons means that the text doesn’t have to force itself to fit within the shape of the button, which can be crucial for foreign languages such as mandarin, or if the name is extremely long. They also feel more integrated with the app’s toolbar, now that there are no buttons to make them stand out.

Another nice touch is when you call someone, the phone UI blurs out the photo of the person you are calling. So while I can’t really see the photo, I can still make out the blend of blurred colours in the background, and can link this to what the person actually looks like in my mind, and it reinforces the feeling of connecting with that person. Compared to the static buttons in iOS 6.

Translucency also helps hint at content available beneath the interface. For example, I am typing this in Tapatalk right now and the use of transparency makes it clear which layer I am interacting with, and which I can’t.
ee73f3e6e7ac1ff939361e660db66b4a.jpg


To use an analogy, it’s like how I prefer a neat desk because of how it looks and how it makes me feel, even if it means shoving everything into drawers and containers and even if it means more time retrieving the stuff I need from their receptacles or forgetting where I have placed them. Conversely, while an untidy desk might allow me to work more efficiently because everything I need is within reach, it’s just an eyesore through and through.

I realise this probably isn’t the answer you will be happy with, because it just feeds the narrative that iOS 7 trades some degree of functionality and discoverability for aesthetics, and maybe it did. But the new UI also makes iOS feel more organised and more cohesive overall, and I suppose that how it looks is just as important as how it works?

I mean, I know I can’t go back to iOS 6. I just googled up an image of an ipad running iOS 6 and I was like - Ugh, I actually put up with that once upon a time?
 
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What made the iPhone and its apps any more special or different from the Palm/Blackberry phones with screens, which used apps and icons, to have suddenly needed to remove helpful cues? Or even flip phones of the early 00's which had screens/info - even if they were navigated via arrow keys, the same logic followed then as now. And what about other touchscreens before that, all of which did (and continue) to have clearly-defined interface cues, such as microwave control panel touch screens, refrigerator water/ice controls. Remember, I'm talking about things like clearly differentiating actionable items from info-only items, and maintaining some type of context differentiation to items on the screen (content vs. controls) instead of letting them bleed all together via 50 shades of grey. iOS7-now still has certain physical metaphors, it's just that they're minimalized to the extreme as if it's a cultural insult to help the user.



Again, try to focus - I'm not suggesting we need a return of overly-lifelike physical equivalents. Please move on from that. We're discussing certain context-providing features that are minimalized to the max now, but at what gains? Truly, what gains besides an acknowledgment of "streamlining."



Let's explore - what are some examples where the UI caused an issue with understanding or using the content? Again, please refrain from pointing to leather stitching or woodgrain backgrounds. I have posted many examples of lost opportunities and inefficiencies from the vagueness and uncertainty of being unable at times to quickly and almost subconsciously differentiate actionable vs. information items, as well as confusion over searching out controls buried offscreen behind either the ellipses or hamburger or torso/face icon. Where were some concrete functional issues before?
There clearly is selective memory. IOS 6 was not the pinnacle of perfection, while ios 7 is not the dumpster fire portrayed. Apple did some creative things as ios got much more complex beyond ios 6. I say where are concrete functional issues now? I don't see them. I only see peoples' opinions there are.

And I'll reiterate that I believe due to the overhaul of ios to accomodate 64 bit, Steve had to partially in with this as this effort had to start a few years prior.
 
Well, it seems to be the narrative of quite a few people here.
MacRumors Forums users? Stubborn? Surely not.
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It’s like how iOS 7 would remove the “slide to unlock” feature from the lockscreen, because Touch ID (which would debut with the 5s the very same year) would make the need for it irrelevant.
That wasn’t iOS 7. It was iOS 10 that removed slide to unlock.
 
Again, try to focus - I'm not suggesting we need a return of overly-lifelike physical equivalents. Please move on from that. We're discussing certain context-providing features that are minimalized to the max now, but at what gains? Truly, what gains besides an acknowledgment of "streamlining."

Better focus on the content is a perfectly valid gain.
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There clearly is selective memory. IOS 6 was not the pinnacle of perfection, while ios 7 is not the dumpster fire portrayed.

This.
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I say where are concrete functional issues now? I don't see them. I only see peoples' opinions there are.

I gave an example earlier: UI that's interactive but doesn't look like it would be.

Another issue is over-reliance on gestures. I feel like iOS 6 was on that trajectory anyway, though.
 
There clearly is selective memory. IOS 6 was not the pinnacle of perfection, while ios 7 is not the dumpster fire portrayed. Apple did some creative things as ios got much more complex beyond ios 6. I say where are concrete functional issues now? I don't see them. I only see peoples' opinions there are.

No there’s no selective memory. But there is clearly an inability for me to get my point across. I never said iOS 6 was the pinnacle. It was the high point, IMHO and the HO of more than just me, that it was the pinnacle of use of interface affordances and cues that didn’t make the user guess and tap as much. Staying “guessing” is inarguable, I feel, as numerous articles on the justifications for iOS 7’s paring down the cues was to promote exploration (a fancy word for hunting & guessing) for learning how to navigate the new iOS frontier. And tapping is inarguable, as more commonly-used functions are hidden offscreen behind hamburger/ellipses icons in the quest for a “cleaner interface.”

In my mind, iOS 7 did three things: A) it reinvented nearly across the board all existing interface cues (such as text in place of “tap me” button cues, tools hidden offscreen, different/new slide-to-access actions, a mandatory-minimalization of context-defining borders and colored zones to help the user subconsciously navigate the content *and* the controls, parallax to indicate “tap me” functionality in place of pressable-looking icons,e etc.), it B) introduced certain “new” features (such as control center, how multi-tasking open apps are shown, etc., and C) iOS 7 “freshened things up” to look different via cleaner/simpler less-detailed styling throughout, via flat design, via more pervasive use of white backgrounds, via low-contrast thin font often on those white backgrounds, etc.

B) did not need A) or C).

C) is unavoidable, as fashion/times change.

But, much of C)’s freshening might have been welcomed by folk like me if so much of the complete rework of A) wasn’t so heavy-handed towards the less-intuitive overly-simplistic-to-a-fault direction.

I’ve said (and read by others) a thousand times, things are *often* just not as intuitive or efficient as before, and they simply can’t be when cues are generally more hard to differentiate (flat design and frequently little differentiation between “action” and “info” as well as “controls” vs. “content”) or non-existent (hidden offscreen) compared to pre-iOS 7. Sure you can learn and adapt, just like those do who lose a limb. But every so often an app appears that is so quizzingly hard to understand from the get-go because things are so “vague” due to both A) and B) above.

And I'll reiterate that I believe due to the overhaul of ios to accomodate 64 bit, Steve had to partially in with this as this effort had to start a few years prior.

I don’t know, who knows. I don’t and you don’t. I’d hope an “expose” of iOS 7’s developemnt appears one day, sharing the development decisions and issues. So much of iOS 7 at launch appeared so disappointingly half-baked...much of it only to very quickly be throttled back or reworked in iOS updates not very long after its launch. Makes me suspect Jony and his team hastily inserted his magna carta with less robust development than was clearly performed before the first iPad OS launch.
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Also, along my criticism that iOS 7is was driven too much by C) at the expense of A), above: iOS 7 really wasn’t a major upheaval of an interface, it was just new paint on dumbed-down controls.

A major upheaval to possibly justify a radical appearance (and interface methods) would be an iOS/iPad OS reworked to say, better work for use with one hand. I‘ll always involuntarily roll my eyes when anyone repeats the “we learned how to tap on glass” as an excuse for discarding intuitive interface cues, but a reworked OS that responded to something more substantial such as the realization of frequent one-handed use would be much more respectable and justifiable for a major rework (And not just a rework because time has passed and things feel stale).

Or, a rework that, say, goes one-handed-operation one step further and makes the interaction more friendly to one-handed use while also requiring less taps with the thumb or other hand. Say, get smarter and return to differentiating the content vs. controls better, and introduce an interaction method that lets one pivot the iPhone such that the “cursor” moves around to the available controls on the screen, which are then selected by tbd action, either a thumb press or fingers squeeze of the sides of the phone. I’m not meaning to suggest I think this is a good idea but I’m using it as an example; I mean to portray that some major evolution of interfacing should justify a revamping of the on-screen interface cues (function first) and not be driven by a new Sheriff in town’s design aesthetic first and foremost. (Form should ideally closely follow function, and never the opposite, etc. etc. etc.)
 
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I… just think the "everything was great under Forstall and everything has been awful since Ive" narrative is simplistic, and probably wrong. Would Forstall have solved some of those issues? I'm not sure. Maybe? But I do get the sense that he was a little stubborn, and didn't see that the world was moving on from skeuomorphism.

Good post (all, not just the part I’m quoting above).

About the “moving on from skeumorphism”...there is a component of skeumorphism we should not (IMHO) have so heavily-handedly abandoned. Someone, and apparently it’s not been me, needs to come up with a succinct way of differentiating the ”interface cue” skeumorphism from the “stylistic fufaru“ skeumorphism. The “interface cue” skeumorphism that helps users should not have been over-minimalized. Those cues which subconsciously guide users to “know instantly” what’s a button and what’s not...what’s content and what’s controls...where the needed tool can be found but isn’t obviously so (is it under the hamburger or ellipsis icon? Is it a swipe away? Is it under that text word? Is it even available? Time to google it. Then, the “stylistic fufaru” skeumorphism like yellow lined Notes, leather stitched Address Book, paper tearaway Calendar sheets, reel to reel Podcasts app, the Larry King microphone Voice Memo app, the Christopher Columbus compass app, etc...though considered playful to some and migraine-inducing to others, none of it was really needed and could have been easily abandoned.

The cues are the baby, the stylistic elements are the bathwater that could have been thrown out in 2013 rather respectfully. We lost too much of the baby in 2013.

Now here we are in 2020 and the Phone dialer app icon still looks like a 1940’s phone (skeumorphism?) that nobody born after 2000 has probably ever even touched/dialed, the camera app icon looks like a 35mm shutter camera that even fewer have probably used. I’ve often wondered why those stylistic skeuomorphic elements OK but the helpful user interface elements are not?

Though I’m constantly prioritizing function, there have been some stylistic losses too IMHO in the quest to blend with all this flat, plain, minimalist push that reduce the function at worst and fun/attractiveness in the least. Instagram bowed to the flat design minimalism, morphing their previously rather beautiful (subjectively) and unique app icon to a tye-dye front-loader clothes washing machine that, ironically, still (now vaguely) represents a 35mm shutter camera. That’s progress? Or just something different looking to look different? Within the Instagram app itself is a reduction of indications between the controls and the content (all on a light grey background with no strong differentiation) such that it’s sometimes hard to differentiate the content itself from one user to another. Progress towards....?

Back onto Forestall, from which this thread started. So Maps was a big part of his great undoing, where Apple’s feud with Google and Eric Schmidt led to abandoning the best in class Google Maps. Forestall gets a lot or all of the blame but, as a development engineer who knows how many moving parts interplay on a project, I do wonder how much of the issues were from decisions out of Scott’s control. The quality of the incoming TomTom data, any compressed schedules that compromised Quality for Schedule, any key technical contributors who played invaluable roles in the past 5-6 years of iPhone successes pulled away onto other projects. When I hear Scott did not want to sign the apology letter, how do we know the basis behind him sticking to his guns like that? Maybe not wanting to take the fall for something that was out of his control. Just a thought.
 
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No there’s no selective memory. But there is clearly an inability for me to get my point across. I never said iOS 6 was the pinnacle. It was the high point, IMHO and the HO of more than just me, that it was the pinnacle of use of interface affordances and cues that didn’t make the user guess and tap as much. Staying “guessing” is inarguable, I feel, as numerous articles on the justifications for iOS 7’s paring down the cues was to promote exploration (a fancy word for hunting & guessing) for learning how to navigate the new iOS frontier. And tapping is inarguable, as more commonly-used functions are hidden offscreen behind hamburger/ellipses icons in the quest for a “cleaner interface.”

In my mind, iOS 7 did three things: A) it reinvented nearly across the board all existing interface cues (such as text in place of “tap me” button cues, tools hidden offscreen, different/new slide-to-access actions, a mandatory-minimalization of context-defining borders and colored zones to help the user subconsciously navigate the content *and* the controls, parallax to indicate “tap me” functionality in place of pressable-looking icons,e etc.), it B) introduced certain “new” features (such as control center, how multi-tasking open apps are shown, etc., and C) iOS 7 “freshened things up” to look different via cleaner/simpler less-detailed styling throughout, via flat design, via more pervasive use of white backgrounds, via low-contrast thin font often on those white backgrounds, etc.

B) did not need A) or C).

C) is unavoidable, as fashion/times change.

But, much of C)’s freshening might have been welcomed by folk like me if so much of the complete rework of A) wasn’t so heavy-handed towards the less-intuitive overly-simplistic-to-a-fault direction.

I’ve said (and read by others) a thousand times, things are *often* just not as intuitive or efficient as before, and they simply can’t be when cues are generally more hard to differentiate (flat design and frequently little differentiation between “action” and “info” as well as “controls” vs. “content”) or non-existent (hidden offscreen) compared to pre-iOS 7. Sure you can learn and adapt, just like those do who lose a limb. But every so often an app appears that is so quizzingly hard to understand from the get-go because things are so “vague” due to both A) and B) above.



I don’t know, who knows. I don’t and you don’t. I’d hope an “expose” of iOS 7’s developemnt appears one day, sharing the development decisions and issues. So much of iOS 7 at launch appeared so disappointingly half-baked...much of it only to very quickly be throttled back or reworked in iOS updates not very long after its launch. Makes me suspect Jony and his team hastily inserted his magna carta with less robust development than was clearly performed before the first iPad OS launch.
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Also, along my criticism that iOS 7is was driven too much by C) at the expense of A), above: iOS 7 really wasn’t a major upheaval of an interface, it was just new paint on dumbed-down controls.

A major upheaval to possibly justify a radical appearance (and interface methods) would be an iOS/iPad OS reworked to say, better work for use with one hand. I‘ll always involuntarily roll my eyes when anyone repeats the “we learned how to tap on glass” as an excuse for discarding intuitive interface cues, but a reworked OS that responded to something more substantial such as the realization of frequent one-handed use would be much more respectable and justifiable for a major rework (And not just a rework because time has passed and things feel stale).

Or, a rework that, say, goes one-handed-operation one step further and makes the interaction more friendly to one-handed use while also requiring less taps with the thumb or other hand. Say, get smarter and return to differentiating the content vs. controls better, and introduce an interaction method that lets one pivot the iPhone such that the “cursor” moves around to the available controls on the screen, which are then selected by tbd action, either a thumb press or fingers squeeze of the sides of the phone. I’m not meaning to suggest I think this is a good idea but I’m using it as an example; I mean to portray that some major evolution of interfacing should justify a revamping of the on-screen interface cues (function first) and not be driven by a new Sheriff in town’s design aesthetic first and foremost. (Form should ideally closely follow function, and never the opposite, etc. etc. etc.)
IOS 7 was a welcome change from IOS 6. I didn't have any issues adapting to IOS 7, but I did take a class in IOS 4/5. It was not that intoo-itive back-in the day. I agree some things could be improved in ios 13, as in every ios version. ios 6 was a tinker-toy compared to ios 13 and it was very easy to believe it was the pinnacle of visual design. One needed to "explore" both ios 6 and ios 7 to see what was possible. If you found ios 6 to be the high-bar of visual cues and design you had a different opinion than me. And it's not really relevant who writes and article and has an opinion. With hundreds of millions of customers, no one will every agree 100% on things related to Apple.

I somehow you don't want to believe that Steve could have had a hand in ios 7 because it would ruin your image of him. While it's true it cannot be proved or disproved until Apple spills the beans, common sense seems to indicate that work could not start on ios 7 September of 2012.

I still believe form follows function in current versions of IOS, however, YMMV. I don't think too much about the interface, because it is not a work art, it isn't a valuable jewel, it's an operating system that provides services so people can use their iphone. If I had to analyze ios everytime I wanted to use, it would slow me down getting real work done in the process. And it's true sometimes I have to figure out how to get things done in the current version of ios as in the previous versions... going back to ios 4. If your belief, is that one can pick up and iphone 5 and start using ios 6, I think it's a mistaken belief.
 
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I’ve said (and read by others) a thousand times, things are *often* just not as intuitive or efficient as before, and they simply can’t be when cues are generally more hard to differentiate (flat design and frequently little differentiation between “action” and “info” as well as “controls” vs. “content”) or non-existent (hidden offscreen) compared to pre-iOS 7. Sure you can learn and adapt, just like those do who lose a limb. But every so often an app appears that is so quizzingly hard to understand from the get-go because things are so “vague” due to both A) and B) above.
I agree. I have lost count of how many times I have pointed out to my friends and colleagues how to force-touch on control centre to expand the box containing wifi / bluetooth settings to access airdrop. I also recently only just discovered that I could paste a copied phone number into the phone app as well.

However, I am not sure whether there is still a place for iOS 6-esqe design in today's day and age. Like it or not, there are nearly a billion active iPhone users today, I daresay the majority of them have gotten used to iOS 7 design, and I think they would prefer it over iOS 6 any time of the day and well, there's a reason why I use Soor over the default music app.

For example, I do agree that buttons make it easier to differentiate which text are actions, but I also feel they look horrible. If there is a way to mesh the two together, I have not seen it.

I somehow you don't want to believe that Steve could have had a hand in ios 7 because it would ruin your image of him. While it's true it cannot be proved or disproved until Apple spills the beans, common sense seems to indicate that work could not start on ios 7 September of 2012.
I actually believe this was the initiative of Jony Ive alone. What I suspect is that he had ideas of what iOS ought to look like all along, just that Steve ultimately decided to go with skeuomorphism because that was what allowed people to learn the iOS interface with minimal handholding. So he just kept everything in a file and bided his time. Steve Job's death would be the perfect time for him to make his move, and since Tim Cook would give him carte blanche to design products as he deemed fit, there would be no one to stand in his way. The last thing would be Scott being ousted due to his reported inability to get along with his other co-workers, which pretty much made Jony Ive the most powerful person at Apple.

It's office politics 101.
 
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Well I think he is enjoying all the money he made back then. He was the prime sponsor/investor in "Fun Home", a broadway show that won a Tony and ran for a couple years. Probably has put his technology days behind him and moved on to other interests. You don't see or hear that he has continued to work anywhere in another tech company. Why? Because he doesn't have to. Can you imagine how much stock in Apple he accumulated in his positions there, over 20 years?
He most likely lost many many billions in stocks due to politically played soft-firing and that had made him to lose that opportunity !

He most likely signed an contract inadvertently where he could not work on competing technologies that Apple is part of, since he was sort of father of iPhone & iOS.
 
Well, I am waiting for him to write his biography. Overall, he appears to me, to be a somewhat private person. There is really so much speculation in all these comments with very little facts, I would find such a book to be very enlightening. I would certainly buy it in a heartbeat. Even if he let his ego embellish the facts, it probably could not be as wild as some of the conjecture here.
 
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