Linked by Thom Holwerda on Tue 12th Feb 2013 22:52 UTC
Graphics, User Interfaces "If you're paying attention to what's going on in the design world, you've probably noticed the ongoing debate around skeuomorphism vs. flat design." Good overview of the subject from Sacha Greif. This is a very important point: "But where the main victim of realism is merely good taste, taking minimalism too far can have serious consequences on usability. Users have come to rely on a lot of subtle clues to make their way through an interface: buttons have slight gradients and rounded corners, form fields have a soft inner shadow, and navigation bars 'float' over the rest of the content. Remove all these clues, and you end up with a flat world where every element is suddenly placed at the same level, potentially leading to confusion: Is this a button, or simply a banner? Will anything happen if I tap this?"
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To clarify where I'm coming from, a plastic TV housing is blatantly not made of wood and no amount of pattern-print will change that.

A desktop application's GUI is not made of stitched leather and no amount of patterning will change that... though it can still be visually-pleasing.

I like visually-pleasing applications, but I've never really perceived them as "made of" anything but the virtual pseudo-plastic (almost) that grey backgrounds register as in my mind. (I tried to explain the feel for years... then I bought a Rosewill RK-9000I keyboard and realized it was an almost perfect example of the desired "slightly matte" except for the sound my finger still makes if I rub on it)

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