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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Bill Shooter of Bul
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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.

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