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The Comeback of Fun in Visual Design

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Re: The Comeback of Fun in Visual Design

#81

I think Apple went overboard with minimalism, flatness, and lack of texture. Walking some of that back is good. Recent Apple designs lack sufficient visual cues to differentiate functions. Some things ought to pop in some way to draw attention. But "fun"? No thank you. All that cutesy crap they used to have was distracting. There was no consistency at all. Yellow lined paper as the notebook background? Winking emoji?…

> I think Apple went overboard with minimalism.

I’ll agree with you there. They went to every possible length to completely remove anything skeuomorphic, which made it much more difficult to determine the function of UI elements. There were very few relatable curs from the real world and everyday experience to help.

I believe that Google’s Material Design is the best at balancing “digital authenticity” with physical cues. And the chief insight is that lighting and surfaces are really important in everyday human experience for determining what things are and what they do. (And we determine what is a surface primarily based on lighting. It’s really all about lighting.) Material buttons, for example, look pressable, because they are raised, which you can infer based on the shadow they cast. But! They don’t look like a picture of a button from reality. That’s the difference. It’s not trying to perfectly emulate a button - it’s just trying to draw on subtle cues that humans use to identify buttons.

> But “fun”? No thank you.

That’s subjective. But in some cases I think you’re confusing fun with extreme skeuomorphism. The lined paper, for example, is so skeuomorphic, that it relies on making the entire application looking almost like a picture of a real pad of paper on your desk instead of using subtle cues to indicate the purpose of the application. The photorealistic objects in the new app icons, however, are not necessary for indicating the purpose of the app. They’re there because they’re rich, complex, and easy on the eyes - AKA “fun” - in the way that a painting is fun. You could easily draw stick figures to show what you mean, but a painting is rich with detail, color, and emotion. If you don’t want a sense of artistry in your desktop environment, you could use Linux with a lightweight desktop. Many of them are perfectly dry, sterile, and utilitarian. Most people, however, do have an aesthetic sense, and enjoy some kind of artistic touch. That’s why car sales are predominantly based on design aesthetic.

> Apple finally dropped their misguided cuteness in hardware design and ditched all the rounded corners and pastel colors. Are they going to undo that too?

I doubt it. There’s a difference between “fun” and “toyish” - what you call “cuteness.” I would argue that the physical aspects of Apple products are fun today without looking like toys. They used to look like toys. The bubbly appearance with pastel colors gave them a childish quality. New Apple hardware is a pleasure to behold, but not childish. I think that same intention is clear with the high-fidelity pen rendering in the new icon shown in the article. It’s not a crayon or a calligraphy pen. It looks like a Bauhaus design. It’s a utilitarian pen that an adult would use. It enriches and beautifies the icon without being toyish. The messages icon, on the other hand, was less expertly executed, I think. How do you add a sense of beauty and richness to a chat bubble? I would argue that you don’t. It’s too simple of a shape/object to try to do that with. It ends up looking like a balloon. They should rethink it. And the battery icon that everyone hates is obviously a mess. That needs to be rethought for sure.

Everyone is too concerned with the pendulum swing. When a pendulum swings, it never moves all the way back to its starting point. In this case, Apple started with full-on skeuomorphism and swung completely in the opposite direction - completely devoid of any kind of physicality to their design. And now the pendulum is swinging back, but will not go back to total skeuomorphism. What we’re seeing now is a refinement. A better balance between the two philosophies. An understanding that physical cues are helpful without needing to make the whole UI look photorealistic. And and acknowledgment that playing with light and photorealism with restraint can be pleasing.

I like this direction, even if there are a handful of missteps.

Re: The Comeback of Fun in Visual Design

#82
I don't want visual design to be fun. I want it to be clean and consistent. I would gladly take something in 16 color EGA with Comic Sans as its main font if it would just stick to a rigid and clear design language.

I don't think if buttons are flat or lickable or shiny or bezeled or oozing pus-filled nodules. As long as every button has the same styling as every other button and nothing that isn't clickable has that styling? I'm happy.

Pick something and stick to it.

And people who want "fun" designs can go work on their blog.

Re: The Comeback of Fun in Visual Design

#83

Anyone remember Kai's Power Tools? Now that was an interesting UI. https://www.mprove.de/script/99/kai/2Software.html?utm_sourc...

Does anyone know what happened to Kai Krause? Last I heard he was working on Something Interesting, and then silence.

Wikipedia links to a blog (of sorts) of his:

http://kai.sub.blue

Re: The Comeback of Fun in Visual Design

#85
post #83

Earlier quoted context omitted.

Does anyone know what happened to Kai Krause? Last I heard he was working on Something Interesting, and then silence.

Wikipedia links to a blog (of sorts) of his: http://kai.sub.blue

That's...interesting.

Re: The Comeback of Fun in Visual Design

#86

here's a very interesting take here - about art deco being the design for the next few years https://vanschneider.com/art-deco-will-be-the-visual-languag... However, I also believe that the Bauhaus way of using flat designs with interesting shapes and motion will be an interesting path forward

Whatever you think of Art Deco - and personally I loathe it, but that's incidental - IMO it would be a tragic failure of imagination to try to reincarnate a design style that's already a century old. Likewise for Bauhaus design - also a century old. There are hints of a new generative aesthetic - busy in an unhierarchical repeated-elements kind of way, with organic influences - but that's better suited to architectur…

In a lot of ways, material design is Bauhaus.

Re: The Comeback of Fun in Visual Design

#87
post #74
post #10

I don't really care about "fun", but I just can't find the words to explain how happy I am that there's a chance we might put all this flat madness behind us. I'm looking forward to: * Not having this conversation with my mom (who, at 60+, is remarkably adept with computers but hey, we all run into trouble sometimes) over the phone anymore: Me: Okay mom, now press the "Edit" button Mom: Which one's the edit button? M…

Honestly, I was actually excited by flat design when I first saw it, but that was on Windows Phone 7. And WP7 had an exceptionally rigid and consistent approach to flat design. If something was colored, it was a button. If you wanted to color something that wasn't a button? Too bad for you. Basically, on WP7 you didn't get to "design" at all - the UI framework basically said "this is what your widgets look like, if y…

Windows Phone had amazing human interface guidelines for hand-held touch devices. I still believe that Live Tiles are unmatched as a home screen pattern.

> The platform provides a rigid design-language, and the individual applications do not deviate from it

The problem here is twofold:

1. Apps actually deviate a lot from the guidelines for their platform. A lot of posts from grumpy.website et al. concern apps (even first-party ones!), not just websites. For instance, title bars that are undraggable/hidden/used as toolbars are a worrying trend.

2. The design language itself may be flawed, so following it blindly would result in a worse UX. (See: Material design and its weird, obnoxious floating button)

Re: The Comeback of Fun in Visual Design

#88
post #67

"Pendulum swings" are going to shake off everyone else at different rates and we're going to be stuck with an eclectic mix of designs. This already plagues Windows (Ribbon, legacy settings) and Android (square, squircle, circle, triangle icons). I don't think people are able to distinguish between what's new and old anymore. Aesthetics will finally be free from corporate trend setting and maybe we'll feel comfortable…

The pendulum swings are not the problem. They have been around forever. The problem, on Windows at least, is that they no longer take the time to finish their work, they don’t give developers standard frameworks to gracefully upgrade automatically to new schemes, and they change their minds so often with little warning to developers that devs don’t have time or patience to keep up.

The difference with Apple is that they finish their work, and the pace of change is much slower.

Re: The Comeback of Fun in Visual Design

#89
post #74
post #10

I don't really care about "fun", but I just can't find the words to explain how happy I am that there's a chance we might put all this flat madness behind us. I'm looking forward to: * Not having this conversation with my mom (who, at 60+, is remarkably adept with computers but hey, we all run into trouble sometimes) over the phone anymore: Me: Okay mom, now press the "Edit" button Mom: Which one's the edit button? M…

Honestly, I was actually excited by flat design when I first saw it, but that was on Windows Phone 7. And WP7 had an exceptionally rigid and consistent approach to flat design. If something was colored, it was a button. If you wanted to color something that wasn't a button? Too bad for you. Basically, on WP7 you didn't get to "design" at all - the UI framework basically said "this is what your widgets look like, if y…

Can’t wait for the flat design trend to return in 4-5 years after this light nudge towards flat + a little depth, leads us right back to yellow legal pads with faux leather binding, but all the elements look flatter.

There’s precious little “new frontier” to chase for 2D screens design. Small touches like expanded drag, swipe, etc would be nice. Designing towards doing not fostering emotional attachment to design. The epistemology has come unhinged from its ontology for wankery of theory sake and here we are looking to escape it. It’s no longer serving the true purpose of the gadget, to do utilitarian work. We’re bored with flat and they need to keep us attached emotionally, so here’s our new season of designs!

I’d prefer we return to utilitarian UI of Win2k, OS9, so I can get a job done and not want to be “in love” with a screen

Re: The Comeback of Fun in Visual Design

#90
post #69
post #10

I don't really care about "fun", but I just can't find the words to explain how happy I am that there's a chance we might put all this flat madness behind us. I'm looking forward to: * Not having this conversation with my mom (who, at 60+, is remarkably adept with computers but hey, we all run into trouble sometimes) over the phone anymore: Me: Okay mom, now press the "Edit" button Mom: Which one's the edit button? M…

The real problem isn't necessarily flat vs skeuomorphism - it's the representations that are not really representative to everyone. Try "Click that icon with the floppy disk to save." with a new user.

I'm actually genuinely curious if young people have an issue with the floppy disk icon. I feel like at this point it's meant "save" longer than it was actually physically in use.
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