“Flat Design”? Destroying Apple’s Legacy… or Saving It
by amy
No argument here: Jony Ive has produced some of the best industrial design in the history of consumer products. He’s done it by cutting out all the extraneous parts. By eliminating edges, by smoothing and streamlining.
But what works beautifully for hardware does not work for software.
The “purity” of Jony’s designs inspired a lot of reflection in the software design community. A few critics got their panties in a twist over the software that ran on those pure devices. The faux leather, stitching, and colored backgrounds. Because it was “skeuomorphic.” Because software isn’t “real.”
This kicked off a witch hunt against anything that is remotely “real” in its style — stitching, yes, but also buttons, outlines, and shading.
There was never any evidence that a few decorative pixels hurt the user.
But based on the saber rattling of a few, Apple killed it all.
This view in the Clock app pretty much sums up every problem with Apple’s new direction in interface design:
- The awkward, time-wasting, inaccurate 3 dimensional “dial.”
- The capricious use of red text – and only red text – for “clickable.”
- The inconsistent bolding.
- Labels (which never change) styled with more visual impact than the actual data (which does).
- The confusion of button vs data element.
- All four different types of data elements styled the same, with the same visual weight.
- The lack of information hierarchy and priority.
There are design choices that can harm the user
But a little faux leather isn’t the problem. The problem is deeper:
- misusing metaphors (e.g. turning buttons into links)
- eliminating the only affordances that software can have — visual affordances
- using fake physical metaphors for interactions, such as using “wheels” for data entry
- eliminating information hierarchy – homogenizing spacing and typography, for “visual tidiness”
- giving all types of interface widgets the same visual appearance
- reusing the same interaction design for click UIs (on 13″-27″ screens) and touch UIs (on 5″ screens)
- tiny tap or click targets with invisible boundaries
- software and icons that all look the same
And these mistakes are especially galling because they’re exactly the kind of thing that Apple themselves used to rail against.
Apple used to lead the industry in usability
Apple used to publish its famous Human Interface Guidelines for designers inside Apple and out. Every guideline was user-focused. It covered everything from how to lay out a screen, to how to write an error message, to the appearance and placement of buttons.
The HIG was a powerful force for software quality in the Mac world. It was a major reason why the Mac’s shareware business was so strong, the quality so high.
The HIG wasn’t about aesthetics, it was about interaction.
It was based on research, not trends.
That Apple is gone, now.
Design isn’t how it looks, it’s how it works.
And “it” doesn’t “work” in isolation. Design is how it works for a human being. Thankfully, there’s more than 40 years of experimental research into human-computer interaction that tells us what human beings need.
At heart, what users — humans — need is to not deal with bullshit:
- A user should never have to ask themselves: “Is that clickable?”
- A user should never have to pause and be concerned: “Wait, am I in the right app?”
- A user should never wonder: “Did that tap… work?”
- A user should never have to use a widget where proper use impedes accuracy (e.g. a date/time scroll wheel, where scrolling with your finger covers the time being selected).
- A user should never have to click on every single element to figure out which is a radio button, which is an on/off, which is a multi-select, which is editable text.
- A user should never have to wonder about the purpose of the menu bar.
- A user should never, ever, EVER be mistaken about whether the Shift key is active.
- A user shouldn’t have to work harder to read text because it is made out of “translucent material.”
These rules are small, and basic. Break one of these rules and it’s not a big deal. Each of these rules represents a small frustration for an individual user.
But Apple doesn’t break just one. And they don’t have just one user.
You can get a grip on the scope of the problem with a little man-hours math:
Minor wastes & frustrations x hundreds of millions of users
= design crisis of epic proportions.
In other words, Apple’s design choices harm the user. A lot. At a massive scale.
Worse, Apple sets the trend.
There’s nothing wrong with minimalism.
You can strip the hardware to bare simplicity, as long as the software can pick up the slack; you don’t need a physical back button if the software is clear and consistent. You don’t need a physical alarm clock with dials and switches, if its software replacement is simple, forthright, logical.
But it isn’t.
Minimalism in software is achieved by simplifying feature sets, not stripping away pixels.
In software, affordances are everything. And all affordances are made of pixels. It’s not minimalism to rip away the very things your users need.
It’s sadism.
The direction of iOS 7, 8 and 9 is simply wrong.
This is not an aesthetic argument. It’s wrong based on 40+ years of computer-human interaction research. It’s wrong based on 30+ years of Apple HIG.
There is no good reason to make the user guess at what is clickable. None! And it is even more wrong to apply these same designs to the desktop.
This is the result of a war between aesthetics and function…
- increased user error
- increased user uncertainty and anxiety
- increased cognitive overload
- wasted time, energy, effort, and confusion
- loss of productivity, money, and… love
These are the effects of a philosophy of digital brutalism.
But it doesn’t have to be this way.
Jony is not single-handedly responsible for this.
But he’s the most powerful design leader inside Apple, and it’s his job to fix it.
Jony, you hold all the cards.
And where you go, so goes the entire software design industry.
Please don’t allow visual design trends to destroy Apple’s — and Steve’s — legacy of excellence in interaction design.
Please, bring back Apple’s legacy of usable design innovations, backed by its legacy of human-computer interaction research.
Please, fix this.
Recommended reading & watching
Books:
- The Laws of Simplicity by John Maeda
- Don’t Make Me Think by Steve Krug
- Badass by Kathy Sierra
- About Face by Alan Cooper
- The Design of Everyday Things by Don Norman
- Designing Visual Interfaces by Kevin Mullet and Darrell Sano
- Computers as Theater by Brenda Laurel
I made some interaction videos:
(Sound off if you don’t like impassioned cussing.)
From others who care…
I’d love to add more resources here. If you know of a great essay, video, or podcast about how Apple’s recent design direction is harming users, please let me know.
Neven Mrgan on Why Skeuomorphism Is Like a Classic Car from Story & Pixel on Vimeo.


Comments
Good points. Designer Eli Schiff has written essays about ‘trendy flat design’ on his blog. http://www.elischiff.com/blog/2015/4/7/fall-of-the-designer-part-i-fashionable-nonsense
Apparently he caused quite a ruckus on Twitter between other designers. I don’t know the dude and I know jackshit about design, however I do know that the direction Apple (amongst others) has taken pissed me off tremendously. Reading Eli’s articles was really insightful.
In the Mail vine, why’s swiping to the right better than swiping to the left? Both seem pretty arbitrary. They changed it to allow for the edge swipe back action and you picked up on the change pretty fast too. Having to adapt in exchange for a new (very useful!) gesture seems like a fair trade.
[…] Amy Hoy: […]
“In the Mail vine, why’s swiping to the right better than swiping to the left?”
Because in previous versions of the OS, and in all other first-party apps, you swiped the other direction. They changed it. For no reason.
You say „The future of design is not an interface, it is the interfaceless.“ But people really want to interact with interfaces and tools. The painter likes to use his brushes, the guitarist loves his collection of plectrums or picks and we have stirring-wheels in our cars for over 100 years. And why do we have an Apple-Pencil now? Its a perfect example for a UI. I think we all want UIs and we like them to work intuitively. We like to use a computer-mouse with two buttons and a scroll-wheel, no one understands a mouse with 4 additional control-keys. A new technology like 3D- or force-touch bears a great responsibility for the programmers to keep pop-up menus and controls clear, consistent and not overloaded. In iOS 7 and 8, alas, there is not much consistency between apps at all and there are many functions which you’d never find without help. What is wrong with a decent an non-kitschy skeuomorphism if it helps to intuitively understand every operation at first glance. You say „Design … has always been moving towards designing for our senses.“ Sure, that’s the key! But it is often misunderstood. First, human senses are limited and with tools we widen our senses. Second, our senses are literally screaming for being used. I’m writing these sentences on a real MB—pro-keyboard though I have an iPad nearby with a touch-keyboard or I could dictate the whole text on Mac, iPad or iPhone. But so I can write my text silently and watch my favorite series on TV besides. And afterwards, when I’ve finished my text, I’ll take my iPad and love to play a wonderful skeuomorphistic Hammond Organ within the Garage Band App on iOS 6
So lets hope that Apple software developers will see reason to reconsider their course.
… sorry, my comment was an answer to another comment which probably was deleted in the meantime … I fully share the concern that Jony Ive endangers Apple’s legacy with inconsistent software development.
Thanks for this article! This is what was floating around in my head since iOS7. I saw a two year old in my family using iOS6. He didn’t even talk, but he was able to use the iPhone to play games and watch videos. This unfortunately changed with iOS7. I know it’s pathetic and old, but it sums up how I think about iOS 7-9: https://www.youtube.com/watch?v=JTpXVv-DaBQ Maybe someone should start a petition, if that would make sense.
So again, thank you! You put into words what I was thinking all the time!
[…] Er Apple i ferd med ødelegge sin egen, stolte design-arv? […]
This not wasting anyone’s time, Ali.. you chose to read this. A good perspective read imo.
The minimalism we are going is way to extreme. The only way we(designer/developer) can connect to audience through software are pixels, which are taken away too much in current trends.
When the software has a very deep learning curve, its not only lose it’s functionality but also it’s simplicity.
I’m not saying trendy flat design is bad, it is beautiful. But keep in mind that we provides ‘function’ to user, not a ‘painting’.
Sorry for my bad english.
Interface must move with the times and so must designers. IOS remains one of the most simple to use operating systems ever created, you need to understand that when you add functionality it’s harder to keep things simple. More options, more gestures, more buttons!
In IOS 7 they added over 200 new features and needed to add them without changing too much of the existing wireframe or layout, a few years down the line and everyone is breezing through the OS. As far as I’m aware we have nothing to bash about the design, it works and people don’t complain about it.
Agree, Im an iOS developer and was shocked at ios7 when it came out.
This abrupt change co-incidended with Mr Ive moving from hardware to a software role in apple if I recall correctly. ‘Deference’ is good when you’re designing the box holding the screen, however, the screen is the point of the device. Whats left when you use ‘deference’ there too? The idea as explained at the time was for the interface to ‘get out of the way’ of the content ; Makes some sense if you’re talking about a photo or video app… but the damn thing needs to be usable.
Skeuomorphism is useful. If something looks like a button I know its a button. iPhones still have physical buttons for volume, lock, mute. Buttons still exist, people know what to do with buttons.
My theory is that the child like appearance of ios7 was more to do with the new (and failed) design direction taken by the 5c iPhone – if you recall, released alongside ios7. I thought it was hideous but it was clear that the physical look of the phone matched the ios7 childs toy interface ; Coherence between software and hardware, an apple staple and competitive advantage.
The look was out of place on non 5c devices, and we still have some legacy of that failed experiment now to deal with. There is no 6c so far as I am aware, and sales volumes of 5c disappointed.
Apple should learn from the 5c mistake and roll back some of their software changes made with that device in mind.
I still have buttons that look like buttons in my apps. No user has complained in the 2 years since ios7 that my buttons are too easy to use. Nor, may I add, have they asked for my apps to look more like ios7 (I avoided the style where I could).
No-one wanted the 5c and no-one wanted this.
[…] a post entitled “Destroying Apple’s legacy…or saving it”, Hoy argues that the minimalist principles that worked well for Ive as a hardware designer do not […]
While I generally like the look of iOS 7 and later, I often find myself asking, “Did anyone even test this?” The iOS 7 keyboard is the perfect example. Is the shift key down or is it not?
Drop shadows have become very uncool lately. I come from vision science and computer graphics, where we know drop shadows work! Take away drop shadows and it’s a lot hard to know what is popping out for you to push on.
Interesting points, but I’d much rather see a solution presented in how you’d design that UI better rather than just saying how you disagree with the current UI.
I spend a huge amount of my time programming around the weaknesses in Apple’s new philosophy. For example, the hit point for a back chevron is now about 10px by 10px which takes maybe three or four taps to hit accurately. You would think it would be an easy task for the developer to just increase the hit rectangle – not so – Apple have made it impossible to do so with the standard UI elements and one needs to create a new control from scratch to get a natural experience across to the user. This might be okay in a simple app but in a large app it is an ongoing and increasing nightmare. The keyboard (as a user) on my iPhone 5s is also now ridiculously hard to use – just try tapping xxx – it always comes up as cxx!!
Fred, you don’t need to see how I would ‘design it better.’ That’s a strawman argument. You can look at every piece of Apple software pre-iOS7 to see how it could be done better. The HIG. The books I included.
Your pseudointellectualism is so annoying.
[…] a post entitled “Destroying Apple’s legacy…or saving it”, Hoy argues that the minimalist principles that worked well for Ive as a hardware designer do not […]
SteveCologne, I deleted that guy’s nonsense comment about “senses” since it was basically a word salad that had no meaning except “Look at me, look how smart I am.” Ain’t nobody got time for that.
Brilliant insights. Thanks for posting… and this blog in general.
[…] Ben: Clean, minimalist design doesn't mesh well with Apple's Human Interface Guidelines. Guess which one was thrown out. […]
Thank you so much for this article! Hopefully fewer designs will copy Apple/iOS design now…
I agree with your points and I think it’s never too late to sound off–obviously Apple is not hearing us very well. Another downgrade from iOS 6 is blocking UI interactions during animations. iOS 6 worked perfectly when you tapped or swiped during an animation, but iOS 7 and above lock you out during the animations. It’s infuriating!
I’m an iOS developer, and I pass my old iDevices on to family members. I’ve seen it all: The back button being mistaken for a label (“but the screen says ‘All Contacts’ at the top!” – yes, but that is a BUTTON)… Confusion about the stupid date/time spinners, especially the inline ones…(took me a while to figure out how to dismiss them on iOS 7+!) Confusion about how to get out of the “editing mode” in lists, which is not consistent across apps (the list of alarms exits editing mode after you’ve changed one alarm, the Health app doesn’t even use modal editing altogether, but usually you need to tap “Edit” again)… Mistaking one app for another because they are all blue-on-white lists (swipe to delete a mail..oh wait, that was a LONG iMessage thread, and it’s now gone without even a confirmation)… People being overwhelmed by the number of dumb default apps (iOS 9 added three more!)…and so on.
I’m not surprised that customer sat is at 9x%, though. The hardware is outstanding, and third-party apps are much better than Apple’s own. And in my experience, users who don’t understand the UI usually blame it on themselves, because they’re “not good with computers”. Argh
[…] an article from Amy Hoy that has been making the rounds in a big way. The […]
Since iOS 7 and the march to strip away all character from software, in defiance of decades of human factors research, with bizarre accusations of earlier designs as “decadent” and “masturbatory”, has drained from me all the enthusiasm I once had for developing software on Apple’s platforms.
“A change that UI designers universally seem to embrace (and have done since the first screenshots of iOS 7 were seen – and it’s not like they have to!). Furthermore, it’s a style that inspired Microsoft and Google to go into the same direction.”
Actually, no. UI Designers doesn’t universally embrace “modern design” or whatever this is called nowadays because some know better and take into account design history and culture.
We are now up to the point we are re-creating International Style and De Stijl movement from scratch, but worse.
If the vast majority of UI designers definitely had some design culture, there is a lot of mistakes we wouldn’t see happen.
Even worse, an insane number of users don’t seem to embrace this vision if you do spend some time with them.
Then, for what it’s worth, you discover Material Design could probably be the most hated design language ever, Metro Design was such a fail that Microsoft had to change a lot of things because users complained so much about UX that it was impossible to ignore, and a significant number of people despise iOS 7+’s spatial skeuomorphic design—as opposed to pixel skeuomoprhic—but they have no other choice since “Modern” is becoming the standard and Material/Metro Design are subs.
Also, minimalism is the most difficult thing to achieve in design, and I’m not using minimalism as a synonym of simplicity there—and BTW, you’re definition of minimalism is really wrong but that’s a debate we’ve already had in the seventies… if only we cared about design culture… but arrogant UX designers who know nothing about Eames, Bass, Rams, Vignelli, Crouwel & Co., or try to abuse their legacies, are now considered “flasghips” or role models because they are head of design at Google.
In other words, it’s absolutely insane to impose this trend on an entire industry. If we actually take a look at Design’s history, what the software industry is trying to impose on designers is a mistake of the nature; never, never have we made the choice of a bunch of designers at big companies a “standard” for the whole industry. Standards emerged because of constraints, like for books for exemple, but those constraints are completely artificial right now.
I mean… Google has decided to use the paper metaphor for Material Design but… oh, well… it’s paper that doesn’t fold. And that’s so stupid they should have fired the designer who proposed that since the metaphor should be a 3″ sheet of iron—we borrow the paper metaphor but get rid of its most noticeable trait… folding, the first thing a sheet of paper does when you grab it!
Something is really wrong in UI/UX design right now. And if we had built and taken care of a design culture, users wouldn’t hate designers more and more, a feeling you can clearly grasp if you take some time observing them.
Apologies if I missed it but where’s your research on the points you’ve made? I’ve spoken to many non-geeks who don’t have a problem with the change from iOS 6 to 7. Not real research of course but I think your complaints would be more valid with some research to back it up. Again, apologies if I missed it.
I understand there have been years of research into interaction design but are normal people really saying “Is that clickable?” about anything?
Without research, we can’t be so sure.
it distresses me as well that the Apple HIG is being undermined today. It’s a real shame that current Apple developers don’t understand the power of the HIG. I don’t really care for iOS for many of the kinds of things pointed out here. I’m far more productive with OS X, thus it really troubles me when Apple keeps dumbing it down to the level of iOS. OS X is far more elegant but powerful, and it is how I interact with the OS that makes me love the Mac so much. Otherwise, it’s just another tech box. I’m not against change, but so much change today confers no real benefit. If change does not command a clear advantage, it seems to me the best course of action is to keep things the same.
the thing is not many people are complaining about the flat look. if my mom and dad can figure it out and not complain, then it must be pretty intuitive.
Thanks. Agreed. Well done.
Nice article.
Completely disagree with many of the points in your other article though.
“Don’t listen to Le Corbusier—or Jakob Nielsen”. Nielsen actually does often show how a study was done and who the participants were. Just not in the free summary of the article, but in the purchased article. I also happen to know someone there and she is an excellent experimental psychologist. If you read Jeff Sauros’ website you can see a lot of the statistics behind usability studies.
[…] Hoy describes the entire experience as surreal. She also says that although she and Fuchs never meant to hurt anyone personally, she won’t stop criticizing Apple’s software designs when she thinks the company deserves it — read her great essay about its flat design here. […]
I’ve switched from Android Gingerbread to finally getting an iPhone 5s a few years back. My impression of iOS 6 before my 5s was that iPhones were running this horribly gawdy theme. The switch to iOS on the other hand is a bit too jarring, but overall I like it better. Nothing against skeumorphism, I’ve always admired OS X Aqua, but I think iOS 6 was just ugly.
So, looking in the future, Google’s Android Material Design I think represents a nice balance between the skeuomorphism of the past with the sleekness of today.
http://www.google.com/design/spec/components/buttons.html#buttons-flat-raised-buttons Yet they still commit “faux pas” like borderless buttons.
My opinion is that everything doesn’t have to be so black and white. A lot of things from Android were very explicit, whereas I found iPhones simple on the surface, but brimming with secret knowledge my mom would never figure out (double tapping Home to multitask, left from the home screen to search apps). I think Apple wants to kind of develop user’s intuition to kind of figure out what buttons are, so that things look better. Sure it’s not user friendly, but that always have to be the absolute priority?
[…] Hoy describes the entire experience as surreal. She also says that although she and Fuchs never meant to hurt anyone personally, she won’t stop criticizing Apple’s software designs when she thinks the company deserves it (read her great essay about its flat design here). […]
Jony must be “..skating to where the puck will be” on minimalism in UX. Well, we all know where that puck mouse ended up
Interestingly on the Android side of the pond things have become easier. Selecting times on the calendar is now a series of clock like circles where you can hit what past the hour you want, there’s some nice choices been made where it looks like the designers have really been thinking hard about things that annoy users.
And droid has a back button, used to be hardware, now soft, but it’s just there. When I pick up an iDevice I keep hitting the big button and ending up where I don’t want to be.
There was also a “long click” feature that let you get to extra menus associated with (say) the item on the list you’re looking at but because Apple didn’t do it most designers didn’t want to use it because they felt users wouldn’t know to think of it. This is sad, because it was a great way to get contextual stuff appearing without having to put buttons there and lose space. Not so much of a problem on modern screens but when we all didn’t have the real estate we do now it could help.
I wonder if people saying droid is easier to use will change Apple’s mind? Doesn’t feel likely, sadly.
I totally agree with the article. Here is an example of other UI blooper in iOS phone app http://imgur.com/7t8wAD9
Better Call Tog.
New Jony Ive Piano App https://www.dropbox.com/s/xn2n27r862rm9tu/JonyIvePianoApp.png
[…] Excerpt taken from a post on cheerfulsw […]
[…] – would have done. I tossed out a misfit who dared to challenge me. Jony I left alone, I have no clue how and when to constrain his creativity. Please beam him some direction from your […]
[…] would have done. I tossed out a misfit who dared to challenge me. Jony I left alone, I have no clue how and when to constrain his creativity. Please beam him some direction from your […]
I could not agree more with this article. It’s what I have been saying to my colleagues and everybody willing to listen since the release of iOS7, but was never able to express as clearly as this article does. Thanks for writing this article and providing me with more ammo to fight his minimalistic flat design trend.
[…] “Flat design”? destroying Apple’s legacy… or saving it No argument here: Jony Ive has produced some of the best industrial design in the history of consumer products. He’s done it by cutting out all the extraneous parts. By eliminating edges, by smoothing and streamlining. But what works beautifully for hardware does not work for software. Cheerfulsw […]
[…] “Flat design”? destroying Apple’s legacy… or saving it No argument here: Jony Ive has produced some of the best industrial design in the history of consumer products. He’s done it by cutting out all the extraneous parts. By eliminating edges, by smoothing and streamlining. But what works beautifully for hardware does not work for software. Cheerfulsw […]
The other area in which Apple has made great strides backwards is multitouch. I started using Macs when many PC users still used DOS. The big joke about DOS was that to do many things you needed to memorize arcane key combinations, often with at least three keys needing to be pressed. And they were different in each program. (There weren’t ‘apps’ back then.) There were even keyboard overlays to help you remember. Now fast-forward to a few years ago, and the emergence of large trackpads and multitouch gestures. So: two finger vertical drag scrolls up and down (except when it doesn’t — well done Google). Drag left and right sometimes scrolls left and right. Or it might switch pages, or tabs, or something. Pinch zooms in an out on the page you are looking at. Or it might just show you all your tabs (in Safari). So far, so ok. But hey, there’s Mission Control, easy access to your windows. That’s three fingers drag down. And spaces: three fingers left or right. And launchpad — I’ve forgotten.
Apple will say that multitouch is intuitive because it’s your hand: “the best pointing device even designed.” (Until Apple Pencil came along, presumably.) Maybe it is on a touch-screen, within limits. But try explaining multitouch on a trackpad to your parents — the ones who were able to use the Mac because you could point and click on visible things. It’s no different from the DOS days, but no-one seems to notice. Younger people may be able to learn the gestures, and as an option for power-users, they are great — just as key-combinations are. But there’s no simple backup for ordinary users — how do you get to Mission Control with clicks from a simple mouse?
Multitouch strikes me as something made by designers who are annoyed that they still have to deal with non-touch-screens. Rather than deal with different interface paradigms, they are trying to shove their favorite one onto everything. The Onion, was as always, prescient: http://www.theonion.com/video/apple-introduces-revolutionary-new-laptop-with-no–14299
[…] Amy Hoy: […]
[…] We’d still like you to read our blog post about the problems of flat design in software. […]
Amy, Absolutely awesome. I am no fan boy, never used Apple devices (after the first Mac plus) because to me they failed the cost benefit analysis vs. Windows, Palm, Android,. However I was always impressed even jealous of the UI consistency within the Apple garden. It was to be envied because it was superb UI design forced onto all ecosystem participants. I do not much care about whether Apple lost its way now except for the fact that it lead designers in general to good design. The points made regarding the “user never having to deal with bullshit” are spot on and minimalism for aesthetic reasons should take second row. The user is primary, the designer’s aesthetic sense and taste must be secondary. Great post. Thanks
I didn’t see it mentioned anywhere on this page, but did anyone see the somewhat recent interview with Cook where he said something effectively about how they are designing to meet the expectations of Chinese consumers? Or rather, that they are now designing to make the iPhone more appealing and iconic to Chinese consumers? It was an article on Bloomberg if I recall correctly.
If that’s really why they made some of these design decisions when they skinned iOS, then we basically have usability being thrown out for marketing purposes. Not good.
[…] Destroying Apple’s Legacy… or Saving It : Cheerful – No argument here: Jony Ive has produced some of the best industrial design in the history of consumer products. He’s done it by cutting out all the extraneous… […]
However I disagree with a few points. I have been using IOS ever since iOS 5 came out and I love what Jony Ive and the software team has done recently. I feel that (aside from the alarm clock wheel) there aren’t really any additions that make the phone any more or less difficult to use. In particular I heard a lot of complaints about “buttons” with no examples… I was hoping somebody could clear up this issue for me. Thanks
“I heard a lot of complaints about ‘buttons’ with no examples… I was hoping somebody could clear up this issue for me.”
In the old Apple HIG days, if you wanted to perform a function, you had to do one of two things: press a button, or select a menu item (there were exceptions, but that’s like poetry… break the rule when needed, don’t change the rule itself).
By the time OS X came along, it seemed that a number of choices were being made for “visual continuity” reasons, overriding human feedback and the original HIG reasons for doing things in a simplified way — it was a way of tying a unix-style backend with a “each executable block of code should be self contained” concept into Apple’s “each design element should have an explicit and well defined function” way of doing things. For the most part it worked.
When iOS came along, Apple was in the middle of buttressing this fusion approach to UX with skeumorphic elements (remember the dials? ick.” This found its way into the original iOS, and stuck around until iOS 6. With Jony moving to software UX on iOS 7, this multiple-layer of bandages was stripped away to get at the underlying functionality.
Unfortunately, this was done indiscriminately, and the original point of the HIGs appears to be lost on many of the design reviewers. So as a result, where iOS 6 has buttons that are clearly identifiable as “make it so” elements, all bumping out of the interface, we’ve moved to red underlined text, a la visited hyperlinks. Or not.
Right now I have beside me a device running iOS 6, and one running iOS 9.1b. When you turn them on, they both display a swipe screen, where it’s very obvious what to do — although the 9.1 variant requires me to be significantly more accurate with where I touch to slide. Because the button boundary isn’t defined.
Once I’ve swiped, I get to the password keypad. Here, both interfaces have recognizable buttons. Entry is pretty obvious. Text fields are as they’ve been since System 2, confirmation text is clear enough to know what to do.
Then we get to the springboard. More buttons. Clearly defined, and obvious to see how to use them.
But at this point, things go a bit funny in post-iOS 6: Finding button borders is really difficult. You have to look carefully (this is harder as your eyesight deteriorates) to figure out where the edge is, or whether or not it’s a button, or just some highlighted text. Random hyperlinks have taken over where traditionally (as in in books) we’d find the title of the current app/page/process.
The Contacts app is pretty decent, they’ve kept the same skeumorphic design in general, and just stripped back the look of the interface elements. I can live with that, partly because I’ve already used the previous version.
The Mail app is somewhat of a disaster however. “back” chevrons cause part of the window to move, and you might end up in a message thread view which you never went into in the first place, going “back” to get to a list of messages, and then “back” again to get to… a list of mailboxes AND accounts. And at any time, you can tap outside this side pane, and it slides away… along with its chevron link, and suddenly you’re sitting somewhere else in the hierarchy with no visual aids other than a short string of text to tell you where (are you in your message in the inbox, or are you actually in the thread? If you press back, do you leave your message to go to a full screen listing of your inbox? Nooo… the side pane pops up again, and you’ve moved OUT of your inbox back to the listing of mailboxes).
So are these hyperlinks, function buttons, or what? And how do you know? When do they change, and how do you know how to efficiently interact with them? The truth is that you can’t know until you’ve memorized how they currently work in the interface you’re working with. If they change in the future (and they will), you have to learn it all over again. And that’s for each screen in each app.
At least buttons never appear to have lighter text than anything else… unfortunately, that’s not the case for editable text. Where once text was only greyed out when it was purely informational text on the screen and otherwise non-editable, now you can get text that looks just like that, but if you tap on it, suddenly it springs to life, becoming editable. But if you tap on the bright and bold label associated with the text, does the text become editable? No; nothing happens.
There’s a lot of “nothing happens” on the current iOS interface; it becomes difficult to figure out whether that “nothing” is due to your interaction not being recognized, you “holding/pressing it wrong”, that you’re trying to interact with an object that is purely a display element, or whether you actually DID press it, and something’s happening in the background — you just haven’t been notified yet.
And that’s the problem with buttons as they currently exist.
At least the touch keyboard is finally fixed. With THAT, you know know what key you are touching, what modifier key you’re pressing, and what other options you’ve got. And 9.1’s even added some extra elements missing in 9.0
But why oh why did the extra feedback ever get stripped out of the iOS7 and iOS 8 keyboards in the first place? That’s the logic that is missing all across the UX. Jony has a bit to answer for here, as he was the go/no go guy that allowed it all to happen in the first place. “Because the guys at Google are doing it” isn’t a good enough excuse. It could have been done while returning to the Apple HIG (modified where needed) instead of throwing the baby out with the bathwater.
[…] direction in interface design and what is wrong with it. She took the Clock app and listed all its issues related to UI and UX + other general problems with Apple’s software […]
[…] http://cheerfulsw.com/2015/destroying-apples-legacy/ […]
[…] a post entitled “Destroying Apple’s legacy…or saving it”, Hoy argues that the minimalist principles that worked well for Ive as a hardware designer do not […]
The problem IMO is that Apple used to be a tool company and now they’re a fashion company. Jonathan Ive is a very talented fashion designer. The fashion market demands fresh and new every season so changes are made purely to assuage the addiction to novelty (and keep the shareholders happy and employees employed—in that order). Imagine if the effective design of a hammer changed on a yearly basis and one had to acquaint oneself with the new tool after every update—lots of bent nails and banged thumbs. The fashion industry can’t make up its mind about popped collars and now they’re affecting how I work and communicate!
I always was an android user. Also because I couldn’t afford one when it came out back in the days.. However, I’m also using an iPhone since some weeks now and IMO flat design is the smallest problem iOS has.
https://bugreport.apple.com/
Please tell your Features Request on Apple Bug Report Site. Login with your Apple ID done.
“In the Mail vine, why’s swiping to the right better than swiping to the left?”
Amy: Because in previous versions of the OS, and in all other first-party apps, you swiped the other direction. They changed it. For no reason.
I’ll ask that question again since you’ve failed to answer it, why’s swiping to the right ‘better’ than swiping to the left?
Great article.
But why did you take down the Jony Ive web site?
PLEASE PUT IT BACK. I want to see that video.
I can’t read this thanks to your essentially random swapping between bolded and unbolded text. It makes it incredibly difficult to believe you know anything about consistency, to be honest.
I was never a fan of flat design that Apple did. There were no dimensions or layers that separates the heading from the content. Well, if you call that thin line a separator, I can hardly see it. Don’t even get me started with the buttons activated. Contrast-speaking, blue text on medium dark grey is the worst. Speaking of contrast, they removed the subtle drop shadow of the apps starting at iOS 8, but the shadow of the text of the app still remains. I know this may be a no-no for some designers but I know of well-designed traditional magazines that still do that to add more definition to text. Some app buttons work great on my background, some just blends.
This has been an issue for a long time, but I’ll bring it back again. If Apple wants to lead the design industry, they need to stop splashing bright colours to appease teenagers, practice “CONTINUITY” not only through their ecosystems but also their app icons, and REALLY add more depth to the content and how the users may interact with them. I say bring back the old without the stitches, leather, and other skeumorphic elements – though, I do love me some of those non-tacky ones.
Calling this a strawman argument is itself not productive. It’s easy to criticize and you could communicate your ideas more clearly by providing some kind of examples of illustration.
Writing about interaction and a visual design. A child can criticize their mother’s cooking, but ask the child to cook a meal and suddenly the momster’s looking like a solid option.
I fully agree with the spirit of the article, great to see it being articulated. I suspect you’re not alone in spotting this slip.
Ive simply isn’t a native interaction designer and will never produce industry-leading results. The symptoms you’ve called out here are all symptoms of the greater erosion of Apple.
Apple under Jobs was largely great.
Apple under Cook/Ive is at best meh.
As a simple man, I wonder simple things. For instance, I wonder how much time I’ve wasted hunting for skinny scroll bars and clicking where there are none.
Apple became Apple with the release of the (classic) iPod. Then Steve asks how could it be improved? The answer was to use flash storage and make the screen the size of the device. The next year the same question is asked, and this time the answer is “we turn it into a phone”. And thus it was so for many many years. But Steve also wanted to improve the laptop, so they came out with iPad.
Then Steve died.
Apple started, apparently, asking itself “How can we destroy what Steve created?”. Their first answer was iOS 7. Their second answer was iPad mini. Their 3rd answer was “OSX Mavericks”. Their final answer was to stop producing and selling the iPod classic that had MADE their company relevant.
Then they made the Watch for reasons only Apple knows. Well actually we know why – it’s because iPhone isn’t a market leader anymore, and I believe Apple is going to shock everyone by leaving the phone market at some point in the next few years, and will concentrate on Watch and iPad. I also believe they will get out of the PC market, no more laptops or desktops or mini-macs of any kind.
Steve Jobs was a bit like the 2nd runner in a baton race. He took Apple from 2nd place to arguably 1st place, but then when the baton got passed to the 3rd runner (the current apple exec lineup) they tripped and fell and undone all his work.
All this in a website where the comment’s author and date font is 9px in size… humm. Funny.
I find the article, and many of the comments, wrong-headed. Apple created the HIGs when the Mac had powerPC chips for a brain, and before that advent of the NEXT-inspired OS X. As Apple brought on new generations of engineers, especially the large mass of them from NEXT, HIG standards slipped. Compare OS 9 and OS X and you’ll find many sins in the latter, egregiously placed there by uncaring engineers. Several generations of engineers later, we have only Jony Ive’s team to get people to toe the line. If history is any guide, Apple evolves change through iterations.
It’s easy to dump on Apple and Ive, especially when they’re on top.
There’s an extremely easy way to solve all this… Themes. Let the public at large develop interface themes for iOS, just like you can do when you jailbreak it. I’ve submitted this request to Apple several times now. I doubt that they’ll ever implement it because they think that however they design is the best design.
Also, since this is an article about UI design, it is extremely odd to have the Post Comment button off to the right side of the comment box, not to mention the label for Comment: appears aligned to the bottom of the textarea, whereas all the other field labels are above them. In addition, your site search is located at the bottom of the page in the footer. I doubt 99% of people even know this blog has a search feature.
lol @ the vines – great article though
Users are actually called ‘people’ these days. And most of the bullshit (not my word) in that list is either a) fictional since there is no research or 2) obsolete since iOS9 was released. Move along, nothing to see here.
Can you please fix the date format for your comments? It’s somehow wrong and completely confusing to use month.day.year, the correct form is either month-day-year (US not quite logical format) or day.month.year (Used by most people in the world). Check here for reference: https://en.wikipedia.org/wiki/Date_format_by_country
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
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[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] smooth. And it’s far from the only criticism of Apple’s design trends these days. Over at at CheerfulSW, the author roundly criticizes Apple’s recent “flat design” trend in iOS 7, 8, and 9. At […]
[…] it’s distant from a usually critique of Apple’s pattern trends these days. Over during during CheerfulSW, a author roundly criticizes Apple’s new “flat design” trend in iOS 7, 8, and 9. At […]
You asked for more resources:
Don Norman & Bruce Tognazzini (2015) How Apple Is Giving Design a Bad Name: http://www.fastcodesign.com/3053406/how-apple-is-giving-design-a-bad-name
Amy,
I added a link to your article to our bibliography of flat vs realistic design: http://www.flatisbad.com
[…] Read More […]
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Wrong!! It is all about how IT LOOKS. First. Otherwise no one will try it out, FUNCTION. That’s second. Minimalist approach is exactly WHAT? Design itself is about a hierarchy of order. What takes precedence, what is subjugated, all this happens on the shoulders of giants, evolved. Case in point: THE APPLE CAR…. Ive is not JOBS, never will be,- never wants that comparison, I’d guess. Does nothing proactive. The universe is all about change, the sooner you accept this, the better. Guys in the position of Ive have to trust, and delegate. Thats tough, especially in design of anything.
Want a recipe for disaster? 1. Give an extremely competent product designer (Jony) unlimited funds (in the trillions) in developing a new car concept. 2. Hire some of the best car designers (Bangle & Co) in the business to form a design consortium to define the new CONCEPT. 3. Bring along the iconic arrogance that goes with an incredibly successful design platform (Apple) that simply got LUCKY. 4. Pretend like you know what you’re doing….
The best “design” comes from understanding first what doesn’t work (Edsel & al.) and elucidating on concepts which do: (275 Berlinetta, 911, FF12, Bugatti,- et al.) If you drop what is KNOWN and allow for what has NOT been accommodated (3D printing, Vectorworks, etc) the success is more probable, because it’s not about the funding, nor about the talent.
It is the product only, esp. in cars: How it LOOKS, and what it DOES. THINK first
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Great article. Absolutely right!