Flat UI is not the only way forward(blog.maxrudberg.com)

7 years ago from Ben Taylor, Developer at Shiny Things

  • Marc EdwardsMarc Edwards, 7 years ago

    I find it hard to agree with the notion that "Special Effects" should are part of a good designers toolbox. <<<

    Really? We're communicators and story tellers. There's nothing wrong with delighting users. There's nothing wrong with some well placed embellishment to make a point, highlight or aid memory.

    There should be many things on your Bat-utility belt. It's about knowing when to use the right one.

    If you have to rely on the above mentioned faux effects to allow users to comprehend, and engage with your design, I'd argue, you're a bad designer. <<<

    I'd argue that if your interface doesn't have a concept of depth and if it doesn't build a mental model of how it's constructed, you may have failed.

    A user interface should describe how it can be used. Sometimes that means building a hierarchy and construction with depth. Subtle shading, shadows and edge lighting can make it really obvious how an interface will move, all without the user needing to experiment.

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    • David McGillivrayDavid McGillivray, 7 years ago

      "We're communicators and story tellers. There's nothing wrong with delighting users. There's nothing wrong with some well placed embellishment to make a point, highlight or aid memory."

      But a drop shadow isn't delighting. A glossy button isn't delighting. Having a delightful experience, is delighting. I'm not saying they should NEVER be used and can't contribute to crafting an experience, i'm saying treating them as a crutch - as an essential part of your toolkit that a good designer can't do without, is the part I have a problem with. I can design a good, intuitive, delightful interface without the need for a linen texture to create a sense of nostalgia, or to engage the user. Saying design can't move forward without these treatments is short sighted.

      "A user interface should describe how it can be used. Sometimes that means building a hierarchy and construction with depth. Subtle shading, shadows and edge lighting can make it really obvious how an interface will move, all without the user needing to experiment."

      But there are other ways to make the interface intuitive, these are A way, but to suggest they are the main way (as per the orignal blog post) , and to suggest that's why the use of them won't disappear, is a stretch in my opinion.

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      • Marc EdwardsMarc Edwards, 7 years ago

        “But there are other ways to make the interface intuitive”

        Sure, but not that many. A button that doesn't look raised, doesn't look pushable.

        I'm all for experimentation and other methods, but I find the current trend of flat design elements throws out way too much important information for it to be seen as a viable style for most of the projects I work on.

        There is a nice mid-ground, where you allow yourself to use lighting, but keep everything minimal.

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        • David McGillivrayDavid McGillivray, 7 years ago

          "A button that doesn't look raised, doesn't look pushable."

          wow, OK... I'm tapping out of this conversation at this point.

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