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Ask Slashdot: Is the Rise of Skeuomorphic User Interfaces a Problem?

An anonymous reader writes "The evolution of user interface design in software is a long one, and has historically tracked the capabilities of computers of the time. Early computers used batch processing which, is mostly unheard of today, and consequently had minimal human interaction. The late 60s saw the introduction of command line interfaces, which remain popular to this day, mostly with technical users. Arguably, what propelled computer use to what it is today is the introduction of the ubiquitous graphical user interface. Although graphical interfaces have evolved, in principle they have remained largely unchanged. The resurgence of Apple saw the rise of skeuomorphic graphical user interfaces, which are now starting to appear on Linux. Are skeuomorphic designs making technology accessible to the masses, or is it simply a case of an unwillingness to innovate and move forward?"

4 of 311 comments (clear)

  1. Is this applicable anymore? by Latentius · · Score: 4, Interesting

    This might have been a question to ask perhaps 5-10 years ago, when such things were all the rage (brushed metal, faux glass, reflections, etc.), but it seems that of late, between interfaces like Android (especially Honeycomb and later) or Microsoft's Metro, things have been taking a sharp turn away from skeuomorphism and decidedly towards an unabashedly digital styling.

  2. Yes by ubrkl · · Score: 5, Interesting

    Yes it is a problem, and seems to be taking us backward in terms of usability. Apple is the worst for this, imo, their iPhone interface for setting an alarm is abysmal, hard to use with any accuracy, because you're sliding dials around, which have physics attached to them. So instead of being able to type in: 7, 3, 0 on a keypad, you're forced to deal with 3 different dials, pushing up & down until it gets it right. (It also stinks of 'hey, lets use multitouch for EVERYTHING).

    Also, accessibility takes a hit, as you're now dealing with pictures of physical things, and all people are left with are the equivalent of ALT tags on images with image maps.

  3. Re:skeuwhatzit? by iluvcapra · · Score: 4, Interesting

    Hi, I'm a film sound designer and re-recording mixer in my day job. Knobs and analog gauges are much easier for user population to visualize and interpret. You're dealing with people who have decades of training with analogue equipment -- also, IMHO knobs are a superior widget in many cases, because (if they're implemented properly) you can drag the mouse pointer further away from the knob to increase precision.

    --
    Don't blame me, I voted for Baltar.
  4. Re:Shit Editors by williamhb · · Score: 5, Interesting

    The arguments against skeuomorphic design are that skeuomorphic interface elements use metaphors that are more difficult to operate and take up more screen space than standard interface elements; that this breaks operating system interface design standards

    Personally I'd argue that skeuomorphic designs are almost certainly worse for usability, but that might be outweighed in marketing by their attractiveness / emotional connections with the product.

    In UI design, it seems to me that one of the things you're trying to do is communicate relationships between the various controls, the things they manipulate, etc. And you have a two-dimensional non-tangible interface with which to communicate those relationships. (Even with touch, you're not actually "pressing a button" you're tapping on a coloured region of glass.) The trade-offs that optimise communication are almost certainly different than if you have a tangible three dimensional interface (eg, a physical tape recorder, instead of an audio memo app). In a skeuomorphic app, you do not have the physical haptic pliability of the button to your thumb, just a slightly wobbling brown graphic. In a skeuomorphic app, you do not naturally see the item in three dimensions as you pick it up and its orientation to your eye changes on the journey to a comfortable manipulation distance. You just have a flat graphic of a pretend item from a preset angle. The affordances are different, so the optimum design to help the user achieve their goals is probably different.

    The example I'd use is Windows -- over a decade or two it has steadily moved away from previously being skeuomorphic (eg, panels looking like they're in little bevels, buttons looking like square raised things) to something much cleaner. Those bevels etc introduced lines that distracted ("why is my eye drawn to a bevel that does nothing again?") and made an element feel divided from the surrounding controls that they probably wanted to communicated were relevant to it not separated from it.

    The exception however is marketing and the attempt to get a purchaser to emotionally engage with an item (rather than find it easy to use). A picture of a beautiful old tape player is probably more appealing at first glance in the Apple Store than a white background with clearly distinct controls. Likewise a slightly harder to use item might feel as if it can do more even if it can't.