I'm going to take a risk here and say that I'm a designer who generally likes flat design. I see a lot of hate here against flat design, and it makes sense. A lot of designers abuse it, making their UIs ambiguous. It's probably true that if flat design was never conceived, UIs would be less confusing on average. But it's clearly possible to do flat design well. iOS is mostly flat, but it's quite beautiful and user fr…
> Why do we need to remove unneeded clues, you ask? To make room for more important things. If Instagram was littered with gradient buttons and blue underlined links, they'd draw attention away from the real content, the pictures. If Figma had too much personality, it'd influence users' designs. This is an oversimplification and not always correct in all situations. Take the original article as an example. How did 3D…
...
> This is an oversimplification and not always correct in all situations.
You are both saying the same thing, I guess. grandparent states that it is "possible to do flat design well" and gives examples (Apple). I don't have anyhting Apple, don't like it, but I do find their designs awe-inspiring.
To me, this comes from their investment in detail. The issues you describe "Does making "New List" a flat button and thus barely distinguishable" is real and an example of bad design. Not a proof that all flat-design always is bad. It shows that too little time and effort was poored into this piece.
I'm not sure how I would fix this particular issue. But I'm confident that within the contstraints of "flat design" and time and effort (investment) in details, this is solvable.
I'm also confident that without the constraints of flat-design, the time and effort needed would be far less. But here we are.