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But going back to the comment above, I don’t think that flat design is inherently to blame here. Flat design doesn’t require the removal of shadows etc. in orde
by teucris 5y ago
But going back to the comment above, I don’t think that flat design is inherently to blame here. Flat design doesn’t require the removal of shadows etc. in order to favor aesthetics over usability. That removal of signal is just bad design. If the designers of flat systems did better at replacing the lost affordances and visual cues, flat design has the potential to be incredibly powerful at making clear, accessible user experiences.
Now that I’ve said that, I do want to make it clear that I haven’t seen an excellent exemplar of flat design. I remain optimistic though.
- marcosdumay 5y agoJust to add, Android's material design is full of shadows and 3D encoding, while still being flat. It's not a great design by any means, but it's proof that flat design does not imply on a 2D UI (despite its name). The single largest problem is that when we took 3D buttons away, we got no icon for the idea that you some object is clickable. An icon does not need to be skeuomorphic, just unambiguous and easy to recognize, besides, it needs to exist to be useful. Flat design uses a high-contrast background to encode that, what is extremely ambiguous, but there's nothing prohibiting people from creating a better icon.