4 ms·
Exactly. GUIs are supposed to look like things: buttons and displays, because the state of those things is immediately understood. Simple beveling and shadowing
by PunksATawnyFill 7y ago
Exactly. GUIs are supposed to look like things: buttons and displays, because the state of those things is immediately understood. Simple beveling and shadowing on a rectangle can tell you if the button is on or off. No one is calling for it to have a "brushed-metal" finish or dust motes on it.
Ive's (and others') asinine "flat" look tells you nothing. Buttons masquerade as plain text, and colored boxes next to each other are supposed to tell you which one (out of two) is active.
Apple's childish and ridiculous "skeuomorphism" wasn't just over the top and cheesy; it was just plain INCORRECT. They had controls designed to look like the paint on the felt surface of a blackjack table. WTF? You don't interact with the paint on a blackjack table in real life, so why the hell would I expect to do so in a program?
iTunes had a similarly defective UI: The "LCD" panel at the top (which was even depicted as having a sheen over it, to represent a glass cover) had controls in it you could click on. Again, WTF? You can't poke at the sealed LCD display on a tape deck, so... this is laughably stupid.
Yet year after year, very few decry the fallacy of reacting to plain old bad UI with even worse: the failure and design dereliction that is "flat" UI.