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I think we're saying the same thing, but my point that I was trying to emphasis is that there are not real world analogs to some of the controls you highlighted.
Most people under the age of 30 have no experience with real world radio buttons. The thing that makes it a good control is not its resemblance to familiar real world object, but just our own history of computerized interfaces. When the first set of physical radio buttons were created, they weren't designed in relationship to any other thing. The designer needed to solve a problem and created an interface to solve that problem.
So I think that's the crux of today's task for a designer, balance the familiar (weather that's a real object, or just a previous widget) with just a pure design to solve the given task.




Member since:
2011-04-25
The level of familiarity or photorealism or direct analog doesn't change that it is in fact skeuomorphic. Why do buttons need to have a false sense of depth when you are dealing with a 2D target area? As soon as you start to appeal to some unnecessary analog it is skeuomorphism.
I think my point is being misinterpreted. My point is: skeuomorphism is both unavoidable and desirable despite what some would say or have us believe. Of course, it is a question of degree. But unfortunately, I've had to endure nearly 2 years of black-and-white arguments saying that it is bad -- quality articles like this one are returning the nuances back into the debate.
There's nothing in the definition of skeuomorphism that says that the analog must be "real old school 1970's buttons that you'd find on radios." People have been using the term since before the turn of the century -- before there were computers or even transistors.
More or less what I am saying, yes.
Edited 2013-02-13 20:14 UTC