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Giant Robots Smashing Into Other Giant Robots | Joshua Ogle
Early graphical user interfaces
and operating systems were limited
by their processors and displays.
During these early days,
monitors with a resolution
around 800×600 pixels and less than 256 colors
were the standard.
This created an aesthetic
that had few colors, less clutter, and simple controls.
Although designers at the time
did look to minimalist design for inspiration,
that was largely out of necessity.
These interfaces also had to be simple
because so much of it was new.
To make people comfortable with their new computers,
it would have to be presented
in a way they understood.
Skeuomorphism is a design concept
used to take advantage of
these affordances,
creating digital imitations
of the things users interact with every day.
Individual items that mimic the real world are called skeuomorphs.
The entire desktop metaphor was a skeuomorphism.
By using skeuomorphs like “files”, “folders”, “windows”, and even “buttons”,
we create helpful metaphors that people can relate to.
This method works well
and as technology improved
it continued to work even better.
Computer displays are now so detailed
that you can’t see individual pixels
with the naked eye.
Our digital interfaces are capable
of producing nearly the same color and detail
(in two dimensions)
as their real-life counterparts.
People have also become accustomed
to digital versions of real-world interfaces
like buttons, sliders, folders, and pagination.
These design patterns
are so successful
because people have built up
a lifetime of affordances
by interacting with physical things,
and some of those ideas
are difficult to change.
“This looks like a toggle
that I can turn off”.“This other thing looks like a dial
that I can rotate”.“This looks like a piece of paper
that I might be able to push
out of the way.”
Designing user interfaces is a balance
between clever new solutions
and familiar proven ones.
Every tried-and-true interface element
was once novel,
but they often use affordances
to push a metaphor
and introduce new concepts.
Things like popovers, text inputs, and breadcrumbs aren’t skeuomorphs
because they don’t quite have a direct analog
in the real world.
They instead represent simple and logical levels
of information and don’t have a lot of interaction to them.
Skeuomorphs aren’t really needed in these cases.
If you can get away with using a plain solution,
then it should take a very good reason not to use it.
Some concepts are implicitly complicated
and a visual clue can make them seem simpler.
Let’s take a look at some ways
to use skeuomorphs
to gain a shortcut to familiarity.
If you are designing a calendar,
it’s helpful for the user
if you present your digital calendar similar
to a typical wall calendar
that they are already know.
Use monthly grids of seven columns.
Adding details like paper edges
and leather accents
can make it immediately apparent
what the user is looking at
and how to use it.
They might be able
to view another month
by swiping the page away
or tapping on a date
to make a new calendar entry.
These details are hints to the user
and let them skip an onboarding process
by mimicking the kinds of interfaces
that already surround them.
Be a lazy designer!
Borrow from the world around us
rather than reinventing what already exists
and works well.
Another simple example is the “Web 2.0” glossy button.
It looks outdated now,
but it was so popular because it worked.
The three-dimensional effect implied
that the user could touch and interact with it,
inviting them to click.
You may see draggable elements with “ridges”
to imply the same thing.
Drop shadows can be used to suggest
that the element is distinct and separate
from its background
and should be thought of as a self-contained item.
More complicated skeuomorphisms go for a bolder approach,
attempting to be completely realistic.
Early versions of Apple’s iOS are probably
the most famously ambitious of these.
The icons and many other elements had a glossy overlay
for a consistently bubbled appearance.
The Newsstand app for magazine content looked like real shelves.
The Notes and Contacts apps also used leather and paper textures
to look as much like their counterparts as possible.
On the web, these trends
had been the norm for several years.
CSS had finally progressed to the point
where layout and complicated textures
could copy the popular style of Print Design
that many web designers had come from.
Interfaces full of gradients, shadows, and glossy overlays
distract from the actual content.
If the user has difficulty
separating style from content,
they will become frustrated
and leave your app.
The extra processor power that these elements required
could also make some devices sluggish
and performance began to suffer.
Responsive Web Design began to gain traction
and scaling the complicated styles of skeuomorphism
was extremely difficult.
Some people thought these styles
were too extravagant
or even gaudy.
For all of these reasons,
the pendulum began to swing
the other direction.
It’s important to remember
that interface design is very different
from artistic expression.
The function of the application
is the most important thing,
and an interface is only beautiful
if it helps you do that thing effectively.
Designers began to shift away
from skeuomorphism,
toward minimalist interfaces
without notions of physical properties.
Many designers drew inspiration
from art and design movements
like modernism, Swiss style, and Bauhaus.
These 20th century design movements
focused on simplicity, typography, and hierarchy.
Shadows dropped to the flat background,
and gradients were replaced by bold colors.
Type grew larger
and typefaces became a central part
of the design.
These art movements were trying
to find a universal aesthetic,
one that belonged to the whole world
and put people first,
a philosophy that fits the web perfectly.
One of the early champions
of flat design on the web was Microsoft.
This was a surprise to some
because they had been one of the worst offenders
with the visual style in Windows 7.
In some themes,
nearly every element was shiny, translucent and had a gradient
(and of course a shadow behind it, too).
When Windows 8 was released in 2012,
they went in an entirely different direction
and relied heavily on big flat “tiles”.
Users hated some of the interaction changes,
but the visual style was generally well received
and other systems suddenly looked out of fashion.
Apple was simultaneously working on a similar approach
for its operating system for phones and tablets.
Abstraction replaced the extreme realism
and a “flat” design language was created.
The elaborate textures were gone.
Typography and whitespace became the center
of a new pattern library
and consistency between apps
made the entire ecosystem cohesive
and interactions more predictable.
On the web, things had been moving this direction
for a few years already,
but the influence of these mobile operating systems
spilled into web design.
The collective experimentation
and concurrent focus on design languages
benefited the larger ecosystem
of web and native apps
in a way that hadn’t happened before.
It was a chaotic few years,
but it finally felt like we were coming
from the same place
and with a common purpose.
It was time to figure out the next step.
I called the move toward abstraction a “pendulum” earlier
because what came next was a swing back
in order to take from the best of both worlds.
Many people describe flat design
as being “clean and simple”
and skeuomorphism as unnecessary decoration,
but that kind of thinking misses the point.
The goal of design is not simplicity,
but efficiency.
An effective interface will be free
of unneeded embellishments,
but will also use affordances to its advantage,
which may include skeuomorphs.
“Minimalism is a process, it’s not an aesthetic.”
— Anthony Casalena, Founder & CEO of Squarespace
Like any trend,
the move toward minimalism
has gone too far in some cases.
When Apple redesigned iOS for version 7.0,
many users felt that the changes were confusing
and important visual clues for interaction were lost.
Elements were collapsed where the depth was needed to separate context.
Buttons no longer felt touchable
and were difficult to distinguish
from non-interactive elements around them.
Things have improved in subsequent releases,
but it hasn’t been a painless process to find the right balance.
Continuing this trend,
Google benefited from watching the stumbling
of Microsoft and Apple
and they shortly followed up
with a well balanced approach on mobile
that quickly spread to their web products
with a design language dubbed “Material”.
At first glance it looks just as flat
as Microsoft’s and Apple’s offerings,
but Google focused on depth and motion
as important visual cues
that work well in native apps and on the web.
We’re taking all of those things and we’re trying to put them together to build a set of rules that’s timeless, in the same way that the rules of filmmaking or graphic design are also timeless
— Google designer Matías Duarte
Combining the successful elements
of abstraction and skeuomorphism
allows us to craft our branding on a spectrum,
just like we would do for color, typefaces, or iconography.
It was a tumultuous time for design for apps of all kinds,
but I think we’re coming out of that debate
with a much stronger approach to building design languages.
Dogmatic clinging to one extreme or the other
benefitted no one,
especially the users,
and a renewed focus on how people interpret
the systems and work with their affordances
will help us build a better web.
So will skeuomorphism ever go away?
We should all hope not.
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