This kind of design ban lift is very welcome, as it brings a freshness to things again (speaking as an user specifically), but I sincerely hope this doesn't become a short-time cycle thing with Apple dictating the new UI motif of the next 5 years only to change it back and then back again and back. My memory of the change from skeuomorphism to a more flat colorful design is that it was rather abrupt across UIs everyw…
The Comeback of Fun in Visual Design
121–130 of 193 posts
Re: The Comeback of Fun in Visual Design
#122Earlier quoted context omitted.
oh man, I didn't even know it was possible to just buy a castle. That's crazy cool
They cost a lot of time and money to maintain, that's why you can buy a lot of them in Europe, in various state of damage.
In northern Nassau County, there's all these 100+-year-old mansions, on a gazillion acres.
Even though they are often owned by people that can afford the upkeep ("old money"), they tend to get sold or donated to the county or state.
There's a few great museums:
https://www.oldwestburygardens.org
and a few in Suffolk, as well:
https://bayardcuttingarboretum.com
https://www.vanderbiltmuseum.org
They are a pretty big pain to keep up. There's also a couple that have been abandoned, because the owners couldn't give them away.
Re: The Comeback of Fun in Visual Design
#123I 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…
100% with you. I absolutely hate the material design, it's the least intuitive way to use a computer. Paired with touch-first interfaces it's one of the worst thing to happen to computers.
A condensed table in material design strikes a nice balance between whitespace and information density in my opinion. It's just sad that nobody uses it.
I'm also that person that has their DPI set to "small" on my phone though. I bought a phone with nearly 6 inches of screen diagonal and I could barely see any more information on it then on my old 3.5" phone from almost a decade ago. Cranked it down in the setting to just above the point where apps start displaying tablet UI on my phone and I've been very happy with it.
We need to take away design from artists and hand it back to specialised UI designers in my opinion. It'd make phones a lot easier to use.
The problem I see with abolishing material design is that a whole range of elderly people have now gotten used to it. Changing all the layouts for apps and websites would quickly lead to a disaster on the scale of Windows 8 for those who can barely grasp technology as it is. I'd much rather keep the waste of whitespace if I couldn't chat with my grandma otherwise.
Re: The Comeback of Fun in Visual Design
#124Earlier quoted context omitted.
> it's the representations that are not really representative to everyone. That's true of virtually every graphical representation in a computer application. Save icon? How about folders ? Where I'm from, folders (the physical item) never took off. Even today, we use a sort of slimmed-down binder for small collections of documents. For millions of people, myself included, the folders in Windows 95 and Windows 98 were…
Just my anecdote... The folder metaphor helped me grasp what was going on. The first computers I spent significant time with were BBCs. They had two filesystems: DFS and ADFS (I think). The Advanced Disk Filing System had folders, but all the documentation I found called them "files". Files could point to files and make a tree of files. 11 year old me just gave up on this. Why would you want a tree of files? Why shou…
It was pretty stupid but it made sense on its own after a while.
Re: The Comeback of Fun in Visual Design
#125I 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…
What Amiga did you have?
Re: The Comeback of Fun in Visual Design
#126- Not using shadows and lines to separate panels, and using solid color blocking or whitespace instead is much more confining, design-wise, and greatly limits possible information density. Sure, all that whitespace looks great in presentations, but it's like the difference between a designer kitchen from a magazine and a place where I can actually cook.
- Panels that are raised up or recessed using shading provide an obvious hierarchy, giving users valuable cues as to the relation of the elements. With shading and depth, it's obvious that items in this toolbar affect the items in this panel below it, one is subservient to the other. With color blocking, it's all just rectangles next to each other.
- Buttons that are slightly raised up have an affordance for clicking, and there's no way in hell you can confuse them for a label - it's much easier to overlook that 'the label with blue text' is actually a button, while the label with black text is just a label.
- Ostensibly, a flat design contains fewer distractions. But ironically, in reality, a human brain may have a much harder time understanding an interface when everything is flat and looks alike, than when elements have depth and distinctness to them. More information communicated does not always translate into more cognitive load in processing it - often the opposite is true.
Sure, I understand the urge to rebel against skeomorphism (that faux-leather in the iOS Find my Friends app was an abomination) but they threw the baby out with the bathwater. I'm glad to see a lot of these changes being slowly walked back with successive versions of iOS - in the linked article the comparison between the "tabs" (segmented control) in iOS 12 and 13 really showcases how a shaded design can look both less distracting and convey more information than a dogmatically flat design.
Re: The Comeback of Fun in Visual Design
#127Let me be the only leperous pariah in this thread to mention that the same rationale can be applied to the way we dress, as a culture of design professionals and engineers. Because UI trends can come in and out of fashion but hoodies and T's are for life I get it. Any ex-military in this thread understand the importance of dressing up to pass muster?
Re: The Comeback of Fun in Visual Design
#128Re: The Comeback of Fun in Visual Design
#129Earlier quoted context omitted.
Does anyone know what happened to Kai Krause? Last I heard he was working on Something Interesting, and then silence.
Kai bought a castle in Germany that he intended to use as an incubator, called ByteBurg (burg being German for "castle"). I am not sure how successful it was, but ByteBurg II was cancelled. The latest news that I could find are from 2016 that claim that Kai would never sell the castle. He had a blog that he did not update after a while. This blog's web address is now being used for some sort of penis enhancement serv…
Re: The Comeback of Fun in Visual Design
#130Earlier quoted context omitted.
As a user, I like where flat design has taken us, generally. But I absolutely agree with you: the loss of “functionality hinting” (I’m sure there’s an actual term for this, but I don’t know what it is) is pretty bad. You can stumble around a design that isn’t in your language, if the cues are strong enough. But all-text directions throw that right out.
> “functionality hinting” (I’m sure there’s an actual term for this, but I don’t know what it is) “Affordance” is the term you’re looking for: https://en.wikipedia.org/wiki/Affordance#As_perceived_action...
> Affordances determine what actions are possible. Signifiers communicate where the action should take place. We need both.