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Skeuomorphs &
      Visual Metaphors
& what the heck they do in interface design.
SKEUOMORPH [skyoo-uh-mawrf]:
 A design feature
 that is no longer
     functionally
        necessary,
       like human
       fingernails,
      appendix &
   wisdom teeth.
 Or maybe a "derivative object that retains
ornamental design cues to a structure that
  was necessary to the original". —Oxford
                       English Dictionary




                                              IMAGE: @NAILSFV / INSTAGRAM
VISUAL METAPHOR:
 An image used
     to make a
   comparison.

The comparison
  infers certain
 characteristics
     (brand) or
   functionality
     (features).
The difference is...
...a skeuomorph's
ornamentation references
original functionality, like
woodgrain on laminate
flooring standing for the
strength of wood.

A visual metaphor likens
the UI to something
familiar to help us
understand.
                               IMAGE: incase / HUNTERGATHERER / ARKITIP
Loosely,
       people have
     been referring
   to anything that
references the real
     world when it
 doesn't have to as
  "skeuomorphic".



                      IMAGE: iOS Learner
We're talking "UI stuff that looks like,
acts like or reminds us of real stuff."

Let's not get hung up on semantics.
So why are people
talking about this?
The recent firing of
Scott Forstall,
Sr VP of iOS Software
at Apple has brought
the retro-reference
haters out of the
woodwork.

                        IMAGE: GETTY IMAGES
People accuse Apple software's visual design of
being mired in retro references.
There's even some
for your ears.
The (nonexistent) shutter
sound you hear when you
snap a photo is an audio
skeuomorph.

It makes you feel like you
really, definitely took a
picture.

                             IMAGE: STATE OF TECH
Then is the new now.
   Retro camera apps like
 Instagram & Hipstamatic
add vintage-inspired light
leaks, lens flares, borders,
        paper & film stock.

 These nostalgia-invoking
   skeuomorphic artifacts
       have become a real
            stylistic force.
The idea kind
of eats itself
with these
upcycled
vintage radio
& camera
iPod / iPhone
docks.




                 IMAGE: LABORATORIOALTIERI, RELECTRONICS
Steampunk
style celebrates
skeuomorphism
& modern
gadget's roots
in ancient
machines.




                   IMAGES: JAKE VON SLATT, DAILY STEAMPUNK, MEGGRS, URBAN DON
(This isn't the first time
     designers have reacted
 against regurgitated styles.
      The Modernists of the
    1920s got sick of Greco-
       Roman historicism &
    decided to do away with
  ornamentation. Simplicity
     meant designed objects
 could "plainly express their
          function"—that is,
                  be usable.)
                                MASTERS OF MODERNISM. IMAGE: BERTHOLD WERNER
They decided form oughta follow function.




                                     IMAGE: VALUEYOU / WIKIPEDIA
So,
      some people just
  find skeumorphism
tacky. The suggestion
    that we need to be
    comforted by faux
    leather to use a UI
        strikes some as
           patronizing.


                          IMAGE: APPLE
But it's not just about how things look.




                                           IMAGE: VOLKSTUDIO
There's a usability rationale for designing
UIs that reference the past visually.




 As analogue items transform into digital ones,
 users are able to transfer their mental models of
 how things work.
                                        IMAGE: HIPSTAMATIC / JUDY IS OK
New things look comfortably old & familiar.




   Familiarity eases the learning curve,
    because we aren't afraid to try it.

                           IMAGES: BEEPSTREET / GREATSYNTHESIZERS / STEINWAY & SONS
The perception
that something
is easier to use
 actually makes
it easier to use.
 (because you don't
    have to think as
 much. It's less, you
  know, cognitively
             taxing.)

                        IMAGE: SURPAX TECHNOLOGY
(unless your audience is too
 young for the metaphor.)




                               IMAGE: VISUAMOBIL
"When virtual objects & actions in an
application are metaphors for objects &
actions in the real world, users quickly grasp
how to use the app."

—Apple's Human
Interface Guidelines




                                         IMAGE: WALLPAPERSTOCK
AFFORDANCE:
A quality of an object or
environment that allows
you to do something.

In UI terms, it's the easy
discoverability & suggestion
of potential actions.

Poetically, it's a design's
"functional colouring".
                               IMAGE: APPLE
Do you know how to operate this radio,
or at least where to start?




                                  IMAGE: WEGRASS INTERACTIVE CO. LTD
Real-world references
can make UIs more:
●   intuitive
●   usable
●   quick to learn
●   easy to understand

                         IMAGE: THE BLIMP PILOTS
Many simple metaphors
 like tabs, folders,
  windows & even
 the desktop itself
       have helped
people understand
software, organize
       their data &
            interact
 comfortably with
        computers.

                        IMAGE: MIKHAIL MISHCHENKO
"Skeuomorphs are
hobbling innovation by
lashing designers to
metaphors of the past."

—Wired's Clive Thompson
But sometimes, getting all tied up in a
metaphor can limit a design.




                                          IMAGE: GAYNOIR_
Skeuomorphic / metaphoric UIs can
●   limit functionality
●   make things harder to operate
●   take up more screen space
●   sacrifice accuracy by avoiding numeric input




                                      IMAGE: WEGRASS INTERACTIVE CO. LTD
Realistic UIs
can also interfere with
     understanding by
   breaking OS design
 conventions, creating
inconsistency between
      app experiences.



                          IMAGE: THERMOMETER APP
When UIs get random, users can’t really transfer
their existing knowledge of computer interaction.




Which makes them have to stop & think.

                       IMAGES: AGINOVA, PATRICK GUIDICELLI, PRESSELITE, ROBOCAT, SEBASTIAN CAMMERER
Which interface's interactivity helps you get lost
in a story? Which calls attention to itself?




                                        IMAGE: APPLE / ANANDTECH, AMAZON
Visual metaphors
in the form of illustrations, photos or design
elements can also be used for branding. This is
the basis for much logo design & websites where
product shots aren't available.




                                        IMAGE: STARTUP WEEKEND
See how the designer explains with metaphor?




Blue sky thinking/creativity, grass/growth,
clouds/imagination.
Even without a logo, do you get what
these guys are saying about their brand?




                                           IMAGE: LAYER VAULT
"Good design makes a product
understandable.

At best, it is self-explanatory."

—Dieter Rams
Let's practice using
visual metaphor.
Take an object that has a
real-world analogue, like a
flashlight, radio, phone or
tv, and design an interface
that doesn't use the expected
metaphor but still offers
affordances that make it
easy to use.


                                IMAGE: HTC

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Skeuomorphs & Visual Metaphors in UI Design

  • 1. Skeuomorphs & Visual Metaphors & what the heck they do in interface design.
  • 2. SKEUOMORPH [skyoo-uh-mawrf]: A design feature that is no longer functionally necessary, like human fingernails, appendix & wisdom teeth. Or maybe a "derivative object that retains ornamental design cues to a structure that was necessary to the original". —Oxford English Dictionary IMAGE: @NAILSFV / INSTAGRAM
  • 3. VISUAL METAPHOR: An image used to make a comparison. The comparison infers certain characteristics (brand) or functionality (features).
  • 4. The difference is... ...a skeuomorph's ornamentation references original functionality, like woodgrain on laminate flooring standing for the strength of wood. A visual metaphor likens the UI to something familiar to help us understand. IMAGE: incase / HUNTERGATHERER / ARKITIP
  • 5. Loosely, people have been referring to anything that references the real world when it doesn't have to as "skeuomorphic". IMAGE: iOS Learner
  • 6. We're talking "UI stuff that looks like, acts like or reminds us of real stuff." Let's not get hung up on semantics.
  • 7. So why are people talking about this? The recent firing of Scott Forstall, Sr VP of iOS Software at Apple has brought the retro-reference haters out of the woodwork. IMAGE: GETTY IMAGES
  • 8. People accuse Apple software's visual design of being mired in retro references.
  • 9. There's even some for your ears. The (nonexistent) shutter sound you hear when you snap a photo is an audio skeuomorph. It makes you feel like you really, definitely took a picture. IMAGE: STATE OF TECH
  • 10. Then is the new now. Retro camera apps like Instagram & Hipstamatic add vintage-inspired light leaks, lens flares, borders, paper & film stock. These nostalgia-invoking skeuomorphic artifacts have become a real stylistic force.
  • 11. The idea kind of eats itself with these upcycled vintage radio & camera iPod / iPhone docks. IMAGE: LABORATORIOALTIERI, RELECTRONICS
  • 12. Steampunk style celebrates skeuomorphism & modern gadget's roots in ancient machines. IMAGES: JAKE VON SLATT, DAILY STEAMPUNK, MEGGRS, URBAN DON
  • 13.
  • 14. (This isn't the first time designers have reacted against regurgitated styles. The Modernists of the 1920s got sick of Greco- Roman historicism & decided to do away with ornamentation. Simplicity meant designed objects could "plainly express their function"—that is, be usable.) MASTERS OF MODERNISM. IMAGE: BERTHOLD WERNER
  • 15. They decided form oughta follow function. IMAGE: VALUEYOU / WIKIPEDIA
  • 16. So, some people just find skeumorphism tacky. The suggestion that we need to be comforted by faux leather to use a UI strikes some as patronizing. IMAGE: APPLE
  • 17. But it's not just about how things look. IMAGE: VOLKSTUDIO
  • 18. There's a usability rationale for designing UIs that reference the past visually. As analogue items transform into digital ones, users are able to transfer their mental models of how things work. IMAGE: HIPSTAMATIC / JUDY IS OK
  • 19. New things look comfortably old & familiar. Familiarity eases the learning curve, because we aren't afraid to try it. IMAGES: BEEPSTREET / GREATSYNTHESIZERS / STEINWAY & SONS
  • 20. The perception that something is easier to use actually makes it easier to use. (because you don't have to think as much. It's less, you know, cognitively taxing.) IMAGE: SURPAX TECHNOLOGY
  • 21. (unless your audience is too young for the metaphor.) IMAGE: VISUAMOBIL
  • 22. "When virtual objects & actions in an application are metaphors for objects & actions in the real world, users quickly grasp how to use the app." —Apple's Human Interface Guidelines IMAGE: WALLPAPERSTOCK
  • 23. AFFORDANCE: A quality of an object or environment that allows you to do something. In UI terms, it's the easy discoverability & suggestion of potential actions. Poetically, it's a design's "functional colouring". IMAGE: APPLE
  • 24. Do you know how to operate this radio, or at least where to start? IMAGE: WEGRASS INTERACTIVE CO. LTD
  • 25. Real-world references can make UIs more: ● intuitive ● usable ● quick to learn ● easy to understand IMAGE: THE BLIMP PILOTS
  • 26. Many simple metaphors like tabs, folders, windows & even the desktop itself have helped people understand software, organize their data & interact comfortably with computers. IMAGE: MIKHAIL MISHCHENKO
  • 27. "Skeuomorphs are hobbling innovation by lashing designers to metaphors of the past." —Wired's Clive Thompson
  • 28. But sometimes, getting all tied up in a metaphor can limit a design. IMAGE: GAYNOIR_
  • 29. Skeuomorphic / metaphoric UIs can ● limit functionality ● make things harder to operate ● take up more screen space ● sacrifice accuracy by avoiding numeric input IMAGE: WEGRASS INTERACTIVE CO. LTD
  • 30. Realistic UIs can also interfere with understanding by breaking OS design conventions, creating inconsistency between app experiences. IMAGE: THERMOMETER APP
  • 31. When UIs get random, users can’t really transfer their existing knowledge of computer interaction. Which makes them have to stop & think. IMAGES: AGINOVA, PATRICK GUIDICELLI, PRESSELITE, ROBOCAT, SEBASTIAN CAMMERER
  • 32. Which interface's interactivity helps you get lost in a story? Which calls attention to itself? IMAGE: APPLE / ANANDTECH, AMAZON
  • 33. Visual metaphors in the form of illustrations, photos or design elements can also be used for branding. This is the basis for much logo design & websites where product shots aren't available. IMAGE: STARTUP WEEKEND
  • 34. See how the designer explains with metaphor? Blue sky thinking/creativity, grass/growth, clouds/imagination.
  • 35. Even without a logo, do you get what these guys are saying about their brand? IMAGE: LAYER VAULT
  • 36. "Good design makes a product understandable. At best, it is self-explanatory." —Dieter Rams
  • 37. Let's practice using visual metaphor. Take an object that has a real-world analogue, like a flashlight, radio, phone or tv, and design an interface that doesn't use the expected metaphor but still offers affordances that make it easy to use. IMAGE: HTC