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How ironic is it that Jony led Apple’s throwing out of certain artsy-design-heavy skeuomorphic stuff only to replace it with artsy-design-heavy minimalist sometimes to a fault stuff? Potayto Potahto?

It is fad that Microsoft started than Apple copied the flat design from windows 8 being new trendy thing and copied that look and so did Google and Android and so many web designer.

The idea was that contrast and 3D look and different shading distracts people. When you open the UI window with light grey, blue, green and dark grey and light grey and yellow so on that was distracts. The flat fad look was using very little elements and shading.

Look at Apple new finder window that is more flat now than finder window 3 years ago.

MacOS is way more flat now than three years ago. Yet for some strange reason MacOS Icons have not gone really flat like Android or Microsof.
 
It's why I've gone to Linux and on the Android side I use very old devices so I can have my skeuo UI the way I like it. I find skeuo to be more approachable, fun to use, and a great way to showcase that HD screen. It feels more futuristic than revisiting Tandy DeskMate style UI. Also, elderly people could make more sense of that old 'slide to unlock' iOS 5 lock screen. I know my grandmother could. Once iOS 7 came out, she couldn't make head or tails where to slide anymore. God forbid her attempting the iOS 13+ Gesture system.

Tozo, you would love this--this was my first impression when my iPhone 4 had iOS 7 self-install overnight:

palettew.jpg


iOS 7 was the end of the line...why I never believe in updates, and why I use 2010-12 software, and 2012 smartphones and tablets. Why my Linux installs resemble Windows Vista's UI. I didn't think nothing of it installing overnight (my phone just said a new update was available and would install when in wifi and connected to power). All the other iOS updates were major improvements, fixed things, or added features (iOS 6 brought Siri to my iPad 3) so naturally I assumed it wouldn't hurt and failed to do my research. Boy, did I learn a hard lesson!

When Yosemite released, Mac did indeed get flat icons mostly resembling their iOS 7 counterparts to an extent. Some were left alone in their older, canted look like Mail, Numbers, etc. Big Sur had started a sort of half attempt at skeuo icons returning, and Monterey has totally skeuoed them. Sadly the App UI is as flat as ever, and I do hope that Google isn't who they follow next, as their Android 12 'Material You' is god-awful. It makes Material Design in Android 5.0 actually look good in comparison:

1._Android_12_Keyword_Header.jpeg

Someone should let app and UX designers know the '70s ended ages ago
 
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I think the term skeuomorphic is either being misunderstood, or misused here. It seems that it's being used to describe a style that has depth and shading - which isn't it's meaning. It's meaning is to resemble the real world counterpart. If you want to expand that further and think about why we use that, it goes back to long before we had GUIs.

If you want to read about actual skeuomorphic design, then read on. If you just want some 3D shapes and shadows and depth back because that's your preference, then this post isn't for you.

If you look at the concept of a file system for example. We used a real world metaphor (essentially a skeuomorphic metaphor) to describe how we hold files on a computer. We have a "file", which then goes in a folder. Windows even had the concept of a "cabinet", in which you could store your folders. The first Mac file system (MFS) only allowed a single depth of folders, as this is what real life was actually like. You didn't put folders...in folders in real life. And then came HFS which added the ability to have a hierarchy of folders (hence the name), and we were already beginning to move away from mimicking real life in that regard. (You can't put 200 folders in 1 folder in real life).

Now, we're moving away from the idea of the file system being exposed to the end user completely. Mac actually does a bit of it, but all modern phones hide the file system away from the user by default. We're even moving away from the concept of file formats, and even the save function. The file system metaphor is going away - and for anyone not working on something technical, it will be gone within the next decade.

When the GUI came along, the most obvious real world metaphor was the desktop. It's your desk and where you keep your thing. It's essentially training new computer users on how these things work.

The same applied when we went to touch screens for mass market devices. The whole point in skeuomorphic design was to teach the users "Hey, you know how you have a calculator in your drawer? Well this one looks and works the same! Look!". And this was great for the 10 years or so that we trained people on how touch screens work. However, the long term goal of a touchscreen was always to give the interface designers more flexibility. If you have buttons (Blackberry style) then you're limited to the shape of the device. If you have a touch screen, you're completely unlimited - you can do anything you want! So this movement away from making things look like the real life device was always going to happen once smart phones reached market saturation - which they did a while ago. We no longer need to make a contact look like a physical card. We no longer need the notes app to look like a pad of paper. We no longer need a button to have a large physical outline and have an animation of it being pressed, because we understand how these work now.

We also should be moving away from these metaphors, as they're becoming irrelevant in the modern world. Which office still has filing cabinets with folders in them? With physical calculators on the desk? With a roller deck of contact cards? These are things which are largely gone from society, and the majority of people even in their 30s (those young kids) will never have dealt with them before. Making a metaphor for a thing which has never been used is completely pointless.

And I'm sorry to say this, but if you're the kind of person who has managed to not learn how these things work on a phone, despite interacting with them for over a decade, then you're untrainable. Because the kids now days (who are in their 30s) all grew up without these and understand it. And the younger generation who never even used iOS6 and below get along just fine. If you actually NEED a button to look like a physical thing you press to be able to understand how you interact with it, then unfortunately you're in the minority.
 
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And I'm sorry to say this, but if you're the kind of person who has managed to not learn how these things work on a phone, despite interacting with them for over a decade, then you're untrainable. Because the kids now days (who are in their 30s) all grew up without these and understand it.
And the opposite is also true: quite a few students who grew up in the 'iPhone' generation are having trouble understanding the traditional file system metaphor, exhibiting real difficulties in organizing their files.

An interesting article to read: https://www.theverge.com/22684730/students-file-folder-directory-structure-education-gen-z

As someone who teaches in a digital design program, I can relate: I too am experiencing a growing number of students who have no clue about proper file management or even understand why it is important to keep track of your files in a structured way to efficiently develop and manage a software/web project. Which is why our department teaches them the ropes in the first 6 weeks.

But even then a number of students still have difficulty grasping the underlying concepts intuitively - it certainly doesn't come naturally to these students. I regularly encounter students with desktops on their Mac or Windows laptops that are overflowing with icons and files. They search for stuff rather than organize it. But that is terribly inefficient as a developer/designer, of course, and only causes more problems, errors, and stress... Not to mention the loss of precious time.

It is understandable, though: they grew up with mobile OSs that hide the file system entirely from them. Gaming is often done on consoles, rather than Windows or Mac. Mobile and web (SAAS) apps keep access to files restricted to their respective mini 'ecosystems'. The concept of files and sharing files between various apps is often somewhat alien to them.

Searching is of course a valid strategy to find apps and files. But it fails when students are aiming to become developers and designers themselves: file dependencies and rigid project file structures and hierarchies are absolutely essential to understand and work with in this case.

Interestingly enough a few students never seem to truly 'get' this, even as senior students. Those students may regress back to inefficient file management practices when under duress - which only exacerbates their situation, of course. That is something relatively new that I and colleagues are experiencing these past few years.

And I find the same 'flat file structure' approach leeching into their design file structure as well: Photoshop, InDesign, Figma, Illustrator, ... These same students fail to organize their design files. No layers used, and layers remain unnamed or use naming systems that make little sense. Even though it is required of them to structure their design files well (which is important for team work, for example), and it is part of the assignment requirements with specific guidelines stated, they just ignore these.

And they lose SO much time by not organizing their projects and files! I explain again and again, but it falls on deaf ears. Every second lost to having to figure out where your files are adds up in development time to hours of lost work time. Or time to sleep and relax.

Not saying this is bad or good - it just is what it is. We may see the advent of development tools with very different project structure setups in the future. We will see.

That said, nothing new under the sun. :)
I taught users belonging to the boomers generation how to operate Windows and Macs years and years ago, and those had often no clue about file management either, and found it difficult to comprehend. They would place all their files on one heap in their documents folder and have hundreds of icons on their desktops as well.

Ah well. Young minds. Generally they do learn the hard way once in their first internship, because dev / design studios have extremely organized workflows in regards to file management. Sink or swim!
 
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It's why I've gone to Linux and on the Android side I use very old devices so I can have my skeuo UI the way I like it. I find skeuo to be more approachable, fun to use, and a great way to showcase that HD screen. It feels more futuristic than revisiting Tandy DeskMate style UI. Also, elderly people could make more sense of that old 'slide to unlock' iOS 5 lock screen. I know my grandmother could. Once iOS 7 came out, she couldn't make head or tails where to slide anymore. God forbid her attempting the iOS 13+ Gesture system.

Tozo, you would love this--this was my first impression when my iPhone 4 had iOS 7 self-install overnight:

View attachment 1932978


iOS 7 was the end of the line...why I never believe in updates, and why I use 2010-12 software, and 2012 smartphones and tablets. Why my Linux installs resemble Windows Vista's UI. I didn't think nothing of it installing overnight (my phone just said a new update was available and would install when in wifi and connected to power). All the other iOS updates were major improvements, fixed things, or added features (iOS 6 brought Siri to my iPad 3) so naturally I assumed it wouldn't hurt and failed to do my research. Boy, did I learn a hard lesson!

When Yosemite released, Mac did indeed get flat icons mostly resembling their iOS 7 counterparts to an extent. Some were left alone in their older, canted look like Mail, Numbers, etc. Big Sur had started a sort of half attempt at skeuo icons returning, and Monterey has totally skeuoed them. Sadly the App UI is as flat as ever, and I do hope that Google isn't who they follow next, as their Android 12 'Material You' is god-awful. It makes Material Design in Android 5.0 actually look good in comparison:

View attachment 1932989

Someone should let app and UX designers know the '70s ended ages ago

I normally do not like the flat look at all and stay away from it.

But the white every where it makes my eyes really hurt.?


The flat look was suppose to look like tnis.


e1342a0e-1d3b-4b09-b894-a2ccebc40d5d


Flat_Design_UI_Components-future.jpg





set-of-ui-ux-gui-screens-cryptocurrency-app-flat-design-template-for-mobile-apps-responsive-website-wireframes-web-design-ui-kit-cryptocurrency-dashboard-vector.jpg


set-of-ui-ux-gui-screens-fitness-app-flat-design-template-for-mobile-apps-responsive-website-wireframes-web-design-ui-kit-fitness-dashboard-vector.jpg





flatui-5.png


But it is app makers and operating system makers that hate colors and want white every where and looks like this.

Big-Sur-Finder-Home.jpg


24597-32380-onedriveinfiles1-xl.jpg




It really is plain and taking the flat look to the extreme.

It is war on color and contrast.
 
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I think the term skeuomorphic is either being misunderstood, or misused here. It seems that it's being used to describe a style that has depth and shading - which isn't it's meaning. It's meaning is to resemble the real world counterpart. If you want to expand that further and think about why we use that, it goes back to long before we had GUIs.

Your right and there is probably is confusion with flat look vs minimalism look.

There is probably confusion with Mac OS than operating systems like windows and Linux too.

The fact is Mac never had themes and colors like windows and Linux. Apple never allowed it.

The OSX was dark grey theme before. Now all you get is white and dark mode.

Take windows 10.


how-to-enable-the-new-start-menu-in-windows-10-preview-builds-530470-2.jpg


New-Start-menu1.jpg


Windows-10-20H2-October-Update-Redesigned-Taskbar-Start-Menu-More-1.jpg


Windows-10-Intel-update-696x365.jpg


And so on.

You can change the theme if the white them is just too much for you.

I think problem is people who have switched to Mac OS before Apple has done the switch over just like the theme Apple was using before


INSTALL-MAC-OS-X-LION-2.jpg
http://2.bp.blogspot.com/-IKbByUDtO...z6yASkjnzGo/s1600/INSTALL-MAC-OS-X-LION-2.jpg

So no one ask how do I change the theme. They just like the theme Apple was using like in Lion and before.
 
And the opposite is also true: quite a few students who grew up in the 'iPhone' generation are having trouble understanding the traditional file system metaphor, exhibiting real difficulties in organizing their files.

An interesting article to read: https://www.theverge.com/22684730/students-file-folder-directory-structure-education-gen-z

As someone who teaches in a digital design program, I can relate: I too am experiencing a growing number of students who have no clue about proper file management or even understand why it is important to keep track of your files in a structured way to efficiently develop and manage a software/web project. Which is why our department teaches them the ropes in the first 6 weeks.

But even then a number of students still have difficulty grasping the underlying concepts intuitively - it certainly doesn't come naturally to these students. I regularly encounter students with desktops on their Mac or Windows laptops that are overflowing with icons and files. They search for stuff rather than organize it. But that is terribly inefficient as a developer/designer, of course, and only causes more problems, errors, and stress... Not to mention the loss of precious time.

It is understandable, though: they grew up with mobile OSs that hide the file system entirely from them. Gaming is often done on consoles, rather than Windows or Mac. Mobile and web (SAAS) apps keep access to files restricted to their respective mini 'ecosystems'. The concept of files and sharing files between various apps is often somewhat alien to them.

Searching is of course a valid strategy to find apps and files. But it fails when students are aiming to become developers and designers themselves: file dependencies and rigid project file structures and hierarchies are absolutely essential to understand and work with in this case.

Interestingly enough a few students never seem to truly 'get' this, even as senior students. Those students may regress back to inefficient file management practices when under duress - which only exacerbates their situation, of course. That is something relatively new that I and colleagues are experiencing these past few years.

And I find the same 'flat file structure' approach leeching into their design file structure as well: Photoshop, InDesign, Figma, Illustrator, ... These same students fail to organize their design files. No layers used, and layers remain unnamed or use naming systems that make little sense. Even though it is required of them to structure their design files well (which is important for team work, for example), and it is part of the assignment requirements with specific guidelines stated, they just ignore these.

And they lose SO much time by not organizing their projects and files! I explain again and again, but it falls on deaf ears. Every second lost to having to figure out where your files are adds up in development time to hours of lost work time. Or time to sleep and relax.

Not saying this is bad or good - it just is what it is. We may see the advent of development tools with very different project structure setups in the future. We will see.

That said, nothing new under the sun. :)
I taught users belonging to the boomers generation how to operate Windows and Macs years and years ago, and those had often no clue about file management either, and found it difficult to comprehend. They would place all their files on one heap in their documents folder and have hundreds of icons on their desktops as well.

Ah well. Young minds. Generally they do learn the hard way once in their first internship, because dev / design studios have extremely organized workflows in regards to file management. Sink or swim!

I blame Apple and android for dumbing down society.

And that is why these debates come up the iPad and android tablet is not true computer.

Put any one in front of most Linux distro in day they will learn really fast or in front of DOS.

The problem is not the operations system but the roots of the operations system.

Windows, Unix and Linux was base on user account and file access control. You have server and client computers the user would be given a home folder to save files in and out side of the home folder only the admin could access.

Windows 10 base on windows NT did not do away from this or Mac OSX.

The problem with iPad and Android tablet is they came from mobile operating system not base on client and server model with different user accounts having their own home folder with file read and write permissions.


The iPad and Android tablet was base on only one user. Other thing is back in the 90s hard drives where so small in size you needed floppy disk and tape drives. As the hard drive never hold all your files.

Now days the person SSD and cloud storage is more than enough for most people that are just checking the email, web surfing, social media this is well enough and can be done on a phone or tablet.

Unless you having lots of videos and working with lots of files you are going to need external storage. So people that have hundreds of games, video editing , lots of videos and files would need external storage.


But the average person just checking email, web surfing and social media will never need more the the devices SSD and one drive or google drive.

Other bad thing is autosave is dumbing down society. In the past if you did not go to file save as you just lost all your work.

Apple pushing the autosave and saving to app is other bad move of dumbing down society.


I just set up two Apple computers with big sure wow just wow. Such a contrast compared to Lion and before.

After finding home folder concept still there but apple hiding the video folder, picture folder and some other folders and user name and I had to go in the setting to turn it on just speaks volume that kids to day are going to be lost


Other thing is Microsoft is very different than Mac OS and Linux where going back to windows 95 and windows 98 days when you install programs your desktop gets full of shortcuts. That leads to mess if people have too many things on there desktop. Unless you get job and the IT staff locks your computer down. And you a bit of messy person your desktop can get messing

People should learn not to save out side there home folder.
 
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I think the term skeuomorphic is either being misunderstood, or misused here. It seems that it's being used to describe a style that has depth and shading - which isn't it's meaning. It's meaning is to resemble the real world counterpart.

I agree there are some misunderstandings and mis-usings in this thread.

We need a new word (or new words) to differentiate between two things that unfairly get lumped in as "skeuomorphic" sometimes in these discussions. Both are appearance-based but there are subtle differences in that one is more about an overall form while the other is about showing certain specific functions via specific forms.

So for now in the absence of any better terminology, I'll call them Number 1) and Number 2).

Number 1): An interface design style that makes something on-screen look truly like the real-world counterpart. Example, the iOS6 (and prior) compass. A contacts app that looks like a rolodex. An iOS6 (and prior) Books app that shows physical pages and even a textured book cover/binding.

Number 2): Interface design prompts to highlight obviousness beyond a shadow of a doubt that something is actionable vs. info-only. They highlight clearly that something is "available and enacted" vs. "available and not yet enacted" vs. "info-only" vs. "a non-selectable option." Cues that help differentiate controls vs. content. Cues that make all available options/controls obvious and not rely so heavily on discoverability by hiding things off-screen and/or making things a bit too obscurable at times. These cues were honed over decades to be clear and efficient. They can include using certain "real-life-based" cues like a dial or switch appearance that help differentiate them from the background/other content, but therein lies the rub were these cues can fall victim to being lumped in with Number 1) and eradicated by the anti-pixel warriors. By definition, these aren't easily detailed in flat design.

Number 1) above was cute at first and now, in most cases, can seem kind of silly and over the top. Most instances of number 1) above were passionately obliterated with flat design, Metro, iOS7, Material Design, etc.

Number 2) above is vastly different than 1) but in too many instances got unfairly lumped in and wiped away with the zealous execution of Number 1) almost 10 years ago. In general, Number 1) is more about form while Number 2) is more about function. Number 1) was seen more in heavily-skeuomorphic interfaces while Number 2) is important and applicable and helpful in both heavily-skeumorphic (Number 1) above) interfaces and extremely-flat interfaces.

Number 1) is bell-bottom jeans and flower power: Via natural selection, they didn't stick with the passing of time. Number 2) is a tuxedo and little black dress: Classic, timeless, useful, and somehow stuck the passage of time. But too much of Number 2) was short-sightedly white-washed away with the witch hunt of 2012 against Number 1).

My inspiration for starting this thread was from the rabid obliteration and all the unnecessary plastic surgery of Number 2) during the war against Number 1) to the point that intuitiveness, efficiency, and even "a look of thoughtful quality" were sorely missed. Worse was when the interface suddenly started getting in the way...(when certain "new interfaces" were reduced away to something more confusing and less efficient to use than before, requiring re-learning how to do what used to be obvious and/or what was perfectly fine before).

We also should be moving away from these metaphors, as they're becoming irrelevant in the modern world. Which office still has filing cabinets with folders in them? With physical calculators on the desk? With a roller deck of contact cards? These are things which are largely gone from society, and the majority of people even in their 30s (those young kids) will never have dealt with them before. Making a metaphor for a thing which has never been used is completely pointless.

And I'm sorry to say this, but if you're the kind of person who has managed to not learn how these things work on a phone, despite interacting with them for over a decade, then you're untrainable. Because the kids now days (who are in their 30s) all grew up without these and understand it. And the younger generation who never even used iOS6 and below get along just fine. If you actually NEED a button to look like a physical thing you press to be able to understand how you interact with it, then unfortunately you're in the minority.

I‘m with you, we really don’t *need* as much Number 1). We don't need our contacts to look like a rolodex, or a Books or Kindle app book to look like actual pages in a book.

However, have you or anyone else ever wondered why the phone icon is still a handset that most of of have not used in 20+ years? Why is the e-mail app on any given phone still a paper envelope that few still write & send out. Why is the alarm notification in the top header area (and also the clock app icon) still a round-face-clock-with-bell-on-top that fewer of us put on walls and VERY FEW have on their nightstand table. The stopwatch icon is literally a stopwatch timer I’ve not seen in person in decades, the flashlight is a C- or D-cell battery-operated flashlight that I haven't owned or used in decades, and the camera app and “file save“ icons are represented by items my 11 year old son has never touched and may never touch. I could go on.

Why do those interface elements remain as representations of now-pretty-much-outdated objects? I assume it’s because people much smarter and more experienced than us have concluded that there are no better, simpler, more obvious options that would result in an appreciable functional (and/or aesthetic) benefit. And that it's really ok to keep using these "outdated metaphor" interface/icon elements because they're universally understood and about as simple as you can get. Otherwise, the change would likely seem like just a forced reworking of something’s that could just as easily be left alone.

Stepping away from skeumorphic metaphors of the Number 1) type, my issue was (and remains) the forced reworking of the Number 2) interface elements that went too flat, too buttonless, too homogonous...too simple for the sake of something "modern and clean-looking during the war against Number 1). Whether it's a button that looks more like a button (or slider, or toggle, or etc.) via a slight 3D look and/or drop shadows, or better use of colors and gridlines/borders to differentiate "zones," there's such higher ease of use to those types of interfaces vs. a very flat design.

It won't be the best comparison, but it feels to me similar to how the human retina is designed to see what's focused on in front and center with greater clarity, while the peripheral image zones don't need to pick up on all the focused detail. A good interface should provide more detail for "what's to be focused on" so it's differentiated from "the ancillary, background/supporting content." Our eyes are made to see the detail of what we're focusing on, and our nature is to focus on certain things designated with having more detail to draw our attention. So where exactly is the benefit of a flattened, low-contrast, monochromatic simplified interface? I'll never understand or know.

In this thread outside of MacRumors, the Logic Pro interface of 2010 had the perfect balance of non-chromatic intuitive design with enough good "Number 2)" elements such that the interface felt so much more engaging and efficient than that of today...more intuitive and easy to "take in instantly" what was actionable vs. info vs. controls...easier to navigate & use than the flat design of today where everything on-screen blends together as a monochromatic, low-contrast, "info-only-looking" interface. For some buttons and in the control/tool bar above each channel's audio line, there's a 3D contour shape that's made prominent by simulated light reflectivity. To some with not enough to worry about in life, that's taken as an affront to common sensibility and which must be eradicated and flattened since the world "doesn't need to see that." But to me that effect lends a certain mental acuity aid, to almost subconsciously help the eye/mind to focus on how to use the tool/screen in front of them. Just like how light switches or the volume button in a car extends out from its surface to signify "control this here," why can't the same effect/tool be appreciated in a screen interface? It just helps; I just don't get the devaluing.


Current vague interface where flat/monochromatic form is prioritized:
logicgraphics.jpg

2010-era interface where function was put ahead of form:
OAdAG.png



It would be great if we could differentiate in this thread the difference between Number 1) which is more of a "form-based thing for the sake of style" thing (that some people may love/prefer) vs. Number 2) which is more of a "function-based interface element thing via certain targeted forms." That would be really helpful.

Number 1) is more "more" and flat design is more "less." Interfaces that are heavily-skeumorphic or heavily-flat design both need enough Number 2) to be intuitive, efficient, and even a joy to use. This thread I started is about not enough Number 2) starting around 10 years ago. Many seem to rebel against too much Number 1) (too much "more") but it's surprising how many seem Ok with so much of Number 2) thrown out with the Number 1) bathwater.
 
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I normally do not like the flat look at all and stay away from it.

But the white every where it makes my eyes really hurt.?

It really is plain and taking the flat look to the extreme.

It is war on color and contrast.
Amen. Flat design and all-white monochromatic low-contrast is more about form than function.
 
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Amen. Flat design and all-white monochromatic low-contrast is more about form than function.


I think you are confusing minimalism vs skeuomorphic.

Here is skeuomorphic and flat look.

mti-02-00031-g001.png

You can easy tell what they are, it is just skeuomorphic has more of an 3D look.


Here is more skeuomorphic

Skeuomorphism.jpg


Here is flat icons and skeuomorphic icons


skeuo-vs-flat.jpg


The flat look became popular and new and trendy thing. But there is also minimalism that Android,Google, Apple and many Linux distros are going after.

And the thing is that is things that are really shinny, lots of contrast, lots of colors and shading distracts users.

Take finder.

106671344.png

It had lot of bling like unbuntu had before.Lots glitter and things going on in the UI

Screenshot%2Bfrom%2B2018-01-10%2B14-01-36.png

This came around with the windows vista days that was rage of eye candy operating systems back in its days.

But move now is to keeps things simple.

The reason going around that this distracts users. The minimalism look was to keep things simple and new refreshing thing.

Meaning people got bored with eye candy operating systems. All that glitter and flash.

The flat look, minimalism and rounded icons is the latest hype. Not lot going on in the UI .

Now with windows it seems transparency is starting to make come back now.
 
I think you are confusing minimalism vs skeuomorphic.
Thanks, but no I do not think I'm confusing the two. That's why I suggested above that we need a new word or words for conversations like these to differentiate things that are lumped together as "skeuomorphic" by some. I contend we need more of (or, the return of) what I call "Number 2)" above, within interface design. These are cues that, whether it includes some 3D-skeuopmorphic details or not, have "more obviousness" or "increased indication of intent" within interface design. Too much of todays IPad or Mac or Android or websites in general is more vague (or less obvious) than it was before. And sometimes that involves a more skeuomorphic-looking button or interface element.

I contend we need much less minimalism which I (and many) contend was more about “a fresh look at things” than it was for making any purposeful improvement in intuitive, efficient function. But instead there were too many steps back in intuitiveness and/or efficient, clear function. As designers include more complexity into iOS and OS, it makes no sense to head in a direction of more minimal, less obvious interface cues.
 
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And the opposite is also true: quite a few students who grew up in the 'iPhone' generation are having trouble understanding the traditional file system metaphor, exhibiting real difficulties in organizing their files.

An interesting article to read: https://www.theverge.com/22684730/students-file-folder-directory-structure-education-gen-z

This article is the one that's used a lot to prove this point, however I'm not sure I agree with it. I agree that some people don't understand file systems, however I disagree that this is a new issue with todays generations. When I was in school we had similar problems between those who understood file systems and those who didn't. The reason it seems more prominent now is that more jobs than ever are based around computers, and therefore knowledge of the file system in a more technical depth is required more than it used to be. The percentage of people not understanding it hasn't changed - the world has changed around them.

Thanks, but no I do not think I'm confusing the two.
You are confusing the two. As multiple people in this thread have explained to you.
 
I don't really care why skeuo was the thing or the intended purpose (teaching a new user how to smartphone). It was just more fun to interact with apps that resembled their real-world counterparts. I loved using multi-touch to 'tune' a radio or change volume, and I loved how each app was different. It was a time when, you picked up a lifeless iPhone, this slab of dark glass, and it literally became that digital camera, radio, calculator, or notepad and so on. It made it a total widget--a device that serves whatever purpose you asked of it. No digital voice assistants, no weird gestures. It was fun, and looked very dazzling and futuristic and now every app, website looks the same and everything is just bland. It's like being back on old Amiga WorkBench or VISI ON again. It's rehashing the 80s and the worst part of that decade. The only way they can go flatter is to go back to a monochrome command line!

Now there was at least a half-decent Flat UI in the days of Android 4.0-4.4, called Holo, and it was earlier than iOS 7 (came out in 2011). It wasn't too far in one direction, lacked the blinding white problem, and looked really cool. You could still see where vital functions were and what they did, and buttons were still buttons. It was the one time when Android felt less fragmented, and pretty much every app developer conformed with it. Google didn't constantly redefine Holo like they constantly do with Material, so everything fit well together.

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I don't really care why skeuo was the thing or the intended purpose (teaching a new user how to smartphone). It was just more fun to interact with apps that resembled their real-world counterparts.

…and I loved how each app was different. It was a time when, you picked up a lifeless iPhone, this slab of dark glass, and it literally became that digital camera, radio, calculator, or notepad and so on.

…now every app, website looks the same and everything is just bland. It's like being back on old Amiga WorkBench or VISI ON again. It's rehashing the 80s and the worst part of that decade. The only way they can go flatter is to go back to a monochrome command line!

This is it. Even if I personally don’t need my compass app to look like a compass, I get zero benefit from it being a monochromatic all white-and-light-blue minimalistic representation. And I am subjected to several steps backward in usability when any part of an interface is confusing, obscure, vague, and needs tinkering to understand due to occasional minimalist vagueness.

If movies and television haven’t stepped back to black-and-white minimalism, what benefit are we receiving from, say, Big Sur and Monterey‘s mail app that is pretty much all white with light blue and black font? I’ve asked a question like this for a decade now and have yet to receive any objectively good answer.

Why hasn’t there been a march to remove the text “stop” from the red and white octagonal traffic signs? After all, by now we all know what it means and don’t need to learn from the text. The answer: the realities of the infrastructure make it not economically beneficial. The good and the bad of a digital interface is that it’s so easy to change cheaply, generally, that it opens itself up to lots of unnecessary tinkering inserted amongst any real innovation and improvement.

Like in the movie spinal tap where there’s a fine line between stupid and clever, there’s a fine line between change for improvement and change for the sake of change.
 
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I still find it odd that UI design has remained stagnant in flatness and 2D while animation and cartoons have shifted towards a skeuo and 3D approach, with 2D animation on its way out mostly. There are exceptions (Teen Titans GO *cough*) but for the most part animation is into 3D. Same for car interfaces/infotainment systems. In early days of Infotainment systems they were mostly flat (and weren't touchscreen, meaning tons of confusing buttons; look at a 2005 Nissan Quest for a good example!) while today they're fully into the skeuomorphic design, from Ford SYNC to whatever flavor of Linux powers my mother's Hyundai Santa Fe. Why have we remained stuck in this rut of flat UI when it only took 6 years and Steve Jobs' death for folks to get tired of skeuomorphism?

Early Infotainment system using mostly flat UI with tons of confusing hardware buttons:

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Modern Ford Sync, full of skeuomorphic UI and a touchscreen:

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It's almost like NO ONE ever asked for it. We just tolerated it and didn't stop buying, so Apple thought they did a good thing. We need to stop accepting the decisions of a company especially when they're supposed to listen to US. We demand, they supply. At least that was how I was taught in basic economics.

It's a company's job to satisfy their customers, not a customer's job to satisfy a company.
 
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Why hasn’t there been a march to remove the text “stop” from the red and white octagonal traffic signs?
I guess an argument could be made that we should just use the all-white with '-' inside a red circle outline as all other countries (except the U.S.) do for the sake of consistency, much like the whole 'why ain't the USA metric like everyone else,' but I'll leave that for another thread.

It's just funny how automobiles are going forward while mobile/desktop UI is going backwards. Just in case anyone still thinks flat is 'modern' here's a screenshot of VisiON by Visi Corp, an optional desktop GUI for the IBM Personal Computer back in '81. All blinding white flatness and all!

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While we replaced the lower resolution it ain't too far from where we're trending today. Just as hard on my eyes as it was in '81.

There was indeed a purpose for flat design. In 1981. Computers then had super low resolution capable video chipsets, limited RAM (640KB ought to be enough for everyone, right?), and mostly monochromatic monitors for a long time. Obviously skeuo would have been impossible given the hardware at the time. We are no longer limited in that way, so it's ironic how we have screens on our phones that rival a high-end gaming desktop as far as refresh rates and pixels-per-inch are concerned yet we just want to draw a UI straight from or at least inspired by early 80's UI designs. Oddly enough battery life isn't better drawing a design from the 80s, so the argument for that was a myth busted as soon as iOS 7 released.

The only excuse we have today is that those who started their smartphone-infused lives as teens in 2009-10 think of skeuo as 'from their childhood' today, and only 'grandma who still uses a Galaxy S in 2021 would use it today!' so their early experiences are with skeuo design and they didn't live through flat's original coming in the 1980s, so to them anything different from what they grew up with is 'modern' to them. They didn't experience early Amiga OS or early IBM OS. They didn't even know what early Mac OS looked like. When iOS 7 launched, the only ones who loved it seemed to be in their 20s or mid-teens, and they were the ones most likely to call folks like myself as 'luddite' or 'holding back progress' or 'get with the times man!'
 
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This article is the one that's used a lot to prove this point, however I'm not sure I agree with it. I agree that some people don't understand file systems, however I disagree that this is a new issue with todays generations. When I was in school we had similar problems between those who understood file systems and those who didn't. The reason it seems more prominent now is that more jobs than ever are based around computers, and therefore knowledge of the file system in a more technical depth is required more than it used to be. The percentage of people not understanding it hasn't changed - the world has changed around them.
Oh, I completely agree. It is nothing new, which is why I mentioned that I had similar experiences with teaching the baby boomer generation Windows and Mac 25 years ago. The old is new again.

What I find interesting is that since a few years I am encountering more and more students with the inability to intuitively grasp file management, and regressing in chaos when under duress. That is something new - or at least the magnitude compared to only 5 years ago.
 
This is not skeuomorphic. It even has the outline of a house in a classic minimalistic style. This is simply a flat UI with some cheap gradient added. There is not a single thing on that screen which is designed to look like the physical control of it.
This is exactly why I mentioned above how helpful it would be to have an actual term that differentiates skeuomorphism as in the iOS6 compass or contacts app.

But I am picking up what @nickdalzell1 means -- i.e., certain subtle cues, be it 3D button shapes or shading that defines a zone/region, that afford users two key things: 1) a prompt to realize what controls are toggle-able vs. what's info-only, and 2) a larger tap area than text-only-as-a-button which can sometimes temporarily change color upon pressing to denote the press is being sensed, and then to change visually to show it was pressed/enacted.

Using text-as-a-button is a godawful design sin, be it in flat design or heavily skeuomorphic design, both for the vagueness it offers the user as far as visual/cognitive indication, and for the physically reduced tappable area. Too often it's uncertain if the screen is even taking the tap when your fingertip completely covers the text. Unnecessary minimalism.

I was so pleased when I noticed Roku updated the remote control in their iOS app back towards the "right" direction:

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Some might call this example "neumorphic design," which to me is just marketing speak to help those who get their panties in a bunch over skeuomorphism to save face regarding re-inserting some common-sense back into interface design.

The example below I stumbled upon somewhere recently reflects a neumorphism example that has a ways to go but reflects someone's dipping their toes back into the water regarding effectively using certain cues to denote actionable items; this example of neumorphism is still too flat/plain and monochromatic IMHO and misses out two things to almost subconsciously help the user: using color to effectively differentiate numbers vs. operators, and providing some bordering or coloring to separate the input area (the controls) vs. the content (the resulting number(s)).

What gives with this war on pixels/differentiation/user-aids? Why must the calculator buttons be the same color as the background other than for style/form? This is just selfish designer-first folly, to challenge the designer during his or her self-imagined minimalism design contest, and not for any express aid to the downstream user.

Until the world removes white/yellow lines on the road or STOP text from stop signs, I don't buy that users "no longer need" certain usage aids, where "need" means "benefits from." What functional improvement was gained by the flat design example below? What is so terrible about the left example (what's broken), other than it's "too skeuomorphic" for some?

full
 
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This is not skeuomorphic. It even has the outline of a house in a classic minimalistic style. This is simply a flat UI with some cheap gradient added. There is not a single thing on that screen which is designed to look like the physical control of it.
Depends on where you're at on the apps.

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Skeuo buttons, and look at the depiction of a compass.

To go even farther, check out a 2018 Lincoln MKC instrument cluster. Total wacky form of skeuomorphism where the gauge 'needles' are not only fake, but actually 'grow' out of the middle of the LCD on startup.

 
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Depends on where you're at on the apps.
This thread is painful. You provided a photo as an example of skeuo design, and I pointed out it wasn't. And you reply with "depends on where you're at on the apps" and then provide completely different photos which weren't referenced in your original post. I'm not sure how you expect people to talk to you when you literally say something wrong, and then say "well it depends", then talk about a totally different image.

At least @Tozovac appears to understand what skeuomorphic design is. You're just providing random photos with gradient on them, and every so often getting a skeuo one included in the list lol.

@Tozovac The difference between skeuomorphic and neumorphism is that skeuo is designed to look exactly like the original physical item, whilst nuemo is meant to be a nod do it. You calculator example is a great demonstration it. One has serious physical looking buttons that look like the calculator. The flat one is the flat one. The nuemo one has the impression of buttons, but can't possibly work. No calculator actually looks like that - those buttons could never be pressed. Also, the text is sort of floating in a flat way, in a way that a real calculator couldn't do.

You're correct that it's a step towards a more 3D design, and often a design that does have more nods to the physical device than the flat does - but it isn't the same. It isn't trying to be exactly like the physical device - it's just giving nods to some of it.
 
Too often in this thread, I think skeuomorphism for the sake of "wanting to see a real-life counterpart" is incorrectly interpreted by some and unnecessarily skewered by others. I take no offense to those who do simply want to see something true to life. But I specifically want the benefits gained from an efficient interface...I want the "pains" I often encounter with a minimalist interface to be gone. I want the return of purposeful, intuitive design that isn't artificially hindered by some forced minimalism which, in the least is less interesting to see for some, but in the worst, negatively gets in the way instead of helping.

Ironically, so ironically, those efficient gains often exist when...an interface happens to look like the original item. After all, the original item has matured into what it is, so couldn't possibly be something be gained here?

To be clear, it doesn't need to look like the original item to succeed, but often it succeeds when it looks like the original item. For example, the OSX mail app can't possibly look like an "original item" but there's a lot of room for improvement over the current Monterey mail app that's just way too monochromatic & minimalist throughout.

@Tozovac The difference between skeuomorphic and neumorphism is that skeuo is designed to look exactly like the original physical item, whilst nuemo is meant to be a nod do it. You calculator example is a great demonstration it. One has serious physical looking buttons that look like the calculator. The flat one is the flat one. The nuemo one has the impression of buttons, but can't possibly work. No calculator actually looks like that - those buttons could never be pressed. Also, the text is sort of floating in a flat way, in a way that a real calculator couldn't do.

You're correct that it's a step towards a more 3D design, and often a design that does have more nods to the physical device than the flat does - but it isn't the same. It isn't trying to be exactly like the physical device - it's just giving nods to some of it.
Here's the thing. Ok two things. And maybe this conversation can get more interesting.

First, I personally don't need or even specifically want an interface to look exactly like the original physical item, or even a nod to the original physical item. I want it to at least do the following.
  1. Provide obvious cues that identify touchable/command items
  2. Make those touchable/command items large enough so your fingertip does not cover it completely, to provide instant visual feedback when something is pressed or held.
  3. Provide obvious cues that identify content/info-only items *and* differentiate them clearly from 1. above.
  4. Provide smart use of obvious color or shading or drop shadows (like what *used* to be the norm) to clearly indicate what's selectable vs. a non-selectable option vs. pressed vs. not pressed.
  5. Provide smart use of colors or gridlines or borders to differentiate key areas (content vs. controls) or even to differentiate groups of content types and control types, instead of the all-monochromatic zoneless borderless interface
  6. All be on a screen/page/interface that's less artsy and more efficiently laid out. Common tools/controls are in plain sight and not hidden behind gear/hamburger/ellipsis icons. Less splash screens and animation-heavy presentations that require scrolling to get the picture of what's being offered here.
  7. Stop using light/faint-colored font on a stark white background. What is gained other than causing eye squinting and questions over whether that light grey text means it's x'd out and not available?
I wish I could get a copy of Apple's HIG from 2012 or prior to crib from, for the above list. Today's flat monochromatic design generally fails the above and neuo isn't too far behind. The neuo calculator example fails in most all the above criteria. The faint wisps of colored font do nothing to quickly help identify the differences in the controls. And who else thinks that AC, +/-, and % are non-available options since greyed-out classically meant "not available?"

What's one example of a truly broken interface element in the skeuomorphic calculator app, and how did the neuo (or even flat design) app fix it?

Secondly, as far as things looking exactly like the original item...if it does, why is that such a bother to some?
  • How ironic is it that skeuomorphism, when applied lightly and logically so as to not "offend" some, can magically avoid all seven of the sins I list above?
  • Is it at all possible that skeuomorphism was borne less from "needing to teach people how to touch screens" (which is insulting to some apparently) but more about: following common-sensical life-proven interface techniques that "just work?"
People can bitch about a calculator app looking too much like a calculator, or a reading app looking too much like a book, but who of them has thrown out their HP calculators and all the books in their house and purposefully replaced them with a microwave-control-panel-type touch calculator and a Kindle, Nook, or iPad? Who's ripped out all the carpeting and hardwood and replaced it with white slabs of porcelain tile throughout?

Like I stated before, why have certain real-life interfaces matured to where they are? And stood the test of time and stayed where they are? And then what's the harm in enjoying the benefits of an intuitive, efficient interface by borrowing from some of these real-life counterpats?

Other than flat/neuo design succeeding in providing a designer some new challenges while providing some sense of being trendy or new or clean and/or modern (and appeasing the loud voices so offended by digital leather stitching and green felt), what really is gained with flat/neuo design?

I recall some study/article making headlines lately about the fallacy of improving something by continuously tinkering/adding instead of refining what you have. Some might claim flat/neuo/minimalism succeeds in that it removes rather than adds while I contend it often fails by unnecessarily replacing what used to work by adding in a bunch of forced reinventions disguised as being "less" by virtue of the pixels. Adding too much "less."
 
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I'm still using a Galaxy Note II that works fine so I have my skeuo UI intact so as far as I'm concerned I'm happy. I also got my Linux systems looking exactly like Windows Vista and run software from that time and they all work, too. I was quite surprised though that Samsung added some nice whims to some of their Galaxy Watch faces, including an audible 'ticking' sound if you place the watch next to your ear. Congrats Samsung for bringing some life back to your OneUI stuff! I was also amazed that modern apps such as YouTube Music, Apple Music and a 2018 version of Samsung Health work on the Note II, and still connect to all the available services as well. Whoever keeps remarking that 'Android has no support!' was clearly wrong.
 
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