Earlier quoted context omitted.
Jobs had plenty of design failures on his conscience, like the G3 cube, the skeuomorphism fad, and the hockey puck mouse. We should not pretend the guy had irreplaceable design sense.
Skeuomorphism wasn’t a failure. The iPhone and the touch interface were new to the market. Making the interface look familiar was important at the time even though it went too far. The iPhone did well from iOS 1 - iOS 6 and I don’t remember too many complaints until iOS 6.
Ive's (and others') asinine "flat" look tells you nothing. Buttons masquerade as plain text, and colored boxes next to each other are supposed to tell you which one (out of two) is active.
Apple's childish and ridiculous "skeuomorphism" wasn't just over the top and cheesy; it was just plain INCORRECT. They had controls designed to look like the paint on the felt surface of a blackjack table. WTF? You don't interact with the paint on a blackjack table in real life, so why the hell would I expect to do so in a program?
iTunes had a similarly defective UI: The "LCD" panel at the top (which was even depicted as having a sheen over it, to represent a glass cover) had controls in it you could click on. Again, WTF? You can't poke at the sealed LCD display on a tape deck, so... this is laughably stupid.
Yet year after year, very few decry the fallacy of reacting to plain old bad UI with even worse: the failure and design dereliction that is "flat" UI.