Neumorphism in User Interfaces
41–50 of 65 posts
Re: Neumorphism in User Interfaces
#42> This shot by Dribbble user alexplyuto gained over 3000 likes and pushed the trend forward. [1] That mockup is aesthetically pleasing, but from a usability perspective it's terrible: every UI element looks like a button. The progress bar (?) looks like a slider. How do users know which elements they're supposed to interact with? Why do we make the same mistakes over and over? [1] https://miro.medium.com/max/3200/1*g…
That progress bar doesn't even make sense. For "cash available"? What kind of progress bar makes sense for that? Having available cash in some shitty company's account is not a goal you want to reach. It is unfortunate that people focus on such superficial aspects of design, especially in UI design. When there's some trend showing up, you'll see countless people talking bullshit about aesthetics and how pleasing thin…
Savings goal. Credit limit. Mortgage.
It would be badly named, but it's not completely stupid.
Re: Neumorphism in User Interfaces
#43Earlier quoted context omitted.
> I call it Paleo design Go for it. Come up with some rules + create some examples + market the hell out of it + charge for training classes = profit!
Arrows are artificial to the eyes. They never existed in nature. However, people have been recognizing hand signals for years. Paleo design involves replacing all flat arrows with a photorealistic picture of a hand curled into a fist with the index finger pointing at the subject. That's a free lesson in paleo design for you!
Re: Neumorphism in User Interfaces
#44Re: Neumorphism in User Interfaces
#45Earlier quoted context omitted.
That progress bar doesn't even make sense. For "cash available"? What kind of progress bar makes sense for that? Having available cash in some shitty company's account is not a goal you want to reach. It is unfortunate that people focus on such superficial aspects of design, especially in UI design. When there's some trend showing up, you'll see countless people talking bullshit about aesthetics and how pleasing thin…
> That progress bar doesn't even make sense. For "cash available"? What kind of progress bar makes sense for that? Savings goal. Credit limit. Mortgage. It would be badly named, but it's not completely stupid.
Re: Neumorphism in User Interfaces
#46> This shot by Dribbble user alexplyuto gained over 3000 likes and pushed the trend forward. [1] That mockup is aesthetically pleasing, but from a usability perspective it's terrible: every UI element looks like a button. The progress bar (?) looks like a slider. How do users know which elements they're supposed to interact with? Why do we make the same mistakes over and over? [1] https://miro.medium.com/max/3200/1*g…
No it isn't; I nearly puked in my mouth from looking at that.
Re: Neumorphism in User Interfaces
#47FWIW there is already some push back on this trend in design circles. I just want buttons and form elements to look like you can interact with them again.
My personal pet-peeve is designers removing hyperlink underlines from everything. You can never tell what is a link and what it just plain text, sometimes hovering over it doesn't even activate any response. Links have underlines for a reason dammit. Even right now above this edit text box, all the links at the top of hacker news (" psweber 8 minutes ago | parent | on: Neumorphism in User Interfaces ") have their und…
That's like getting mad at a high school student for sending a open letter to parliament asking to made dictator and them saying yes. Designers shouldn't even be in a position to make that decision in the first place and browsers shouldn't listen if they do.
Re: Neumorphism in User Interfaces
#48> This shot by Dribbble user alexplyuto gained over 3000 likes and pushed the trend forward. [1] That mockup is aesthetically pleasing, but from a usability perspective it's terrible: every UI element looks like a button. The progress bar (?) looks like a slider. How do users know which elements they're supposed to interact with? Why do we make the same mistakes over and over? [1] https://miro.medium.com/max/3200/1*g…
That progress bar doesn't even make sense. For "cash available"? What kind of progress bar makes sense for that? Having available cash in some shitty company's account is not a goal you want to reach. It is unfortunate that people focus on such superficial aspects of design, especially in UI design. When there's some trend showing up, you'll see countless people talking bullshit about aesthetics and how pleasing thin…
Not every bar is a progress bar.
Re: Neumorphism in User Interfaces
#49Earlier quoted context omitted.
Arrows are artificial to the eyes. They never existed in nature. However, people have been recognizing hand signals for years. Paleo design involves replacing all flat arrows with a photorealistic picture of a hand curled into a fist with the index finger pointing at the subject. That's a free lesson in paleo design for you!
Next, we'll be simplifying the hand down to a few strokes in a well-defined order, and...
An arrow represents the minimum amount of strokes needed to convey the needed information. I shall call this minimal form of design "minimalism!"
Re: Neumorphism in User Interfaces
#50Biomorphism: https://en.wikipedia.org/wiki/Biomorphism But yeah, why use an existing definition if you can reframe and score SEO points..
https://www.saatchiart.com/art/Sculpture-file-garden/391790/...
http://arts.siggraph.org/siggraph2011/artists/IanGwilt.html
https://www.academia.edu/524626/Compumorphic_Art_-_The_Compu...
>Compumorphic Art - The Computer as Muse
>Dr Ian Gwilt Sheffield Hallam University
>Key words: compumorphic art, art history and theory, transdisciplinary image
>Introduction
>In this paper I posit the idea that the term ‘compumorphic art’ can be used to describe an emergent collection of artists and artworks that reference the digital computer for creative stimulus, cultural commentary and aesthetic composition. The term compumorphic art can be thought of as a useful placeholder to describe the relationship between material art and inanimate/digital content in the context of the 21st Century technological/artistic experience. Furthermore, I will propose that compumorphic artworks may refer to not only the visual aesthetic of the digital computer, but often reflect or question the emotion values and ontological qualities we commonly assign to computing technologies. However, the rubric of compumorphic art is by no means resolved - in the provision of a definitive list of artists or artworks. With this in mind I will be describing two recent examples of my own art practice that sit under this term. The works described are concerned with the reconceptualisation of the Graphical User Interface (GUI), by reimagining computer desktop icons in material and hybrid media art forms.
>Biomorphism and antecedent movements to compumorphic art.
>There is an obvious and enduring tradition in human culture to reference the world around us. This is often undertaken as a means for communicating ideas, and accrediting notions of power, ritual and meaning, in an ongoing expression of the relationship between people and the places they inhabit (Feuerstein 2002:7). The term Biomorphism was coined in the 1930’s to describe the work of a collection of artists and sculptors who referenced the organic forms of nature in their artwork. This loosely formed collection included artists such as Barbara Hepworth, Joan Miró, Jean Arp and Henry Moore. The creative referencing of nature seen in the work of these artists frequently went beyond a simple retracing of organic shapes, and through abstraction, often explored the visual characteristics and forms associated with the organic (TATE 2011). We can still see this application of abstracted natural, curvilinear forms occurring in many of the architectural, industrial and product design artifacts of today.
>Around the same time the work of artists from the Futurist and Vorticism movements presented an alternative response to early 20th Century environs. Rejecting the natural form, these art movements were more concerned with the impact of the machine age on society and with visualising the speed of modern urban living (Lynton 1981:97). Together with the later ‘machinic’ forms and affordances of Paolozzi’s sculptural works from the 1940s, these creative works can be seen as forerunners to the notion of compumorphic art, in formal if not political terms. They represented a creative response to the technology of their times, demonstrating how the relationship between technology and society could be considered as an appropriate subject matter for artistic works.