Apple's aesthetic dichotomy (2011)
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Apple's aesthetic dichotomy (2011)
1–10 of 31 posts
Re: Apple's aesthetic dichotomy (2011)
#2Part of it is that the hardware is a fixed thing. You have it or you don't, and its job is to contain the software. With the software there is a lot more freedom of expression because there is choice. Apple should take that further and let people swap out the official apps.
Re: Apple's aesthetic dichotomy (2011)
#3I understand the strong feelings of dislike, but I'd much rather be pointed towards alternative designs or even better alternative apps as a means to get away from the designs. Malady without remedy never sits well.
Re: Apple's aesthetic dichotomy (2011)
#4The hardware is minimal because its true purpose is to let the software shine. It's a magical box that can become anything, from a calendar to a photobooth to a music studio. Apple's visual design choices in software have always seemed to fall under the skeuomorphic end of things (faux brushed aluminum?) and having a minimal hardware accentuates these flourishes.
Re: Apple's aesthetic dichotomy (2011)
#5I dunno, it sort of reminds me of the Beatles (another Jobs favorite). John being serious and political, Paul being silly and saccharine. The combination was part of the magic, and everyone had their favorite. I think if you fully digitalized the software, the overall package would be too severe. If you made the hardware whimsical, it would be sickening. Part of it is that the hardware is a fixed thing. You have it o…
Re: Apple's aesthetic dichotomy (2011)
#6The counter argument is pretty simple, even though it looks hideous and adds nothing to the app's functionality, it is supposed to encourage feelings of familiarity with people who wouldn't necessarily use an computer application. Whether it does or doesn't is up for debate, and I've never seen any stats to support either position.
Re: Apple's aesthetic dichotomy (2011)
#7I read these articles bemoaning Apple's skeuomorphic application UIs, usually evoking the spirit of Dieter Rams to put their point across. In this instance it's classed as "horrific, dishonest and childish crap". I understand the strong feelings of dislike, but I'd much rather be pointed towards alternative designs or even better alternative apps as a means to get away from the designs. Malady without remedy never si…
Reading this I had a sudden flash why Apple might just be right.
The thing is that modern phones and computers are getting to the point where they can display texture to good effect. Textures are very pleasant, comforting things to add to the UI of an application. Yet what other way is there to integrate texture effects besides using images of familiar physical materials? Images of physical materials leverages our intuitions of the physical world.
What alternative approach improves on this? I'm honestly curious here.
Re: Apple's aesthetic dichotomy (2011)
#8The radio, the computer, the modern art museum are very different from their contents. They may be achievements of design by themselves, but are ultimately meant to disappear and give way to the content -- music, software, art. The content may well be kitschy (why not, I think in 2012 we're way past the 'kitsch is bad' presumption), but it doesn't mean the space should be -- in fact, the space might be the one place where kitsch is an objectively poor idea.
Think brutalist architecture covered with overgrowth. In my opinion, minimal shines in present of the fancy, and vice-versa. And personally, I like the permanent to be minimal, and the fancy to be transient.
Re: Apple's aesthetic dichotomy (2011)
#9Andy Mangold's appropriately-titled blog post "Skeuomorphism: The Opiate of the People" addresses the role of skeumorphism quite clearly, I think:
"Some people believe that skeuomorphism makes an interface easier to use, or more intuitive for the user, and I simply don’t buy that. But what hadn’t occurred to me is that it doesn’t matter if it actually does make it easier to use, all that matters is that it makes the average person think it’s easier to use. In reality, a user must take time to learn any interface, whether clad in faux leather or not. The skeuomorphism in iOS plainly tricks people that might otherwise walk away…" [http://andymangold.com/skeuomorphism-the-opiate-of-the-peopl...]
People often quote the goal of effective skeumorphism as leveraging existing patterns (which just happen to be physical, not digital), to make an interface more familiar and easier to use. I think, if this is true, then it's rarely executed on that level. But if a user is more willing, more patient, and more inclined to go through a learning curve because of skeumorphism, I'd argue this is effective design.
Sometimes anti-skeumorphism sentiment sounds really similar to the "aesthetics don't matter as long as it works!" rallying cry. If aesthetics make it more pleasant to use a product, then the aesthetics serve a purpose.
(Edit—regarding honesty and emotive interfaces in digital design, here's another well-articulated perspective on the issue: http://maxcho.com/2011/10/dont-send-love-letters-in-helvetic...)