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A look back at skeuomorphism

Skeuomorphism is a term used in technology to describe digital elements that replicate real life objects to enhance their purpose and visual characteristics generating a specific aesthetic. There have been plenty of applications in the past thirty years that opted to replicate something we see on a daily basis, and despite being visually pleasing it’s not the best choice for interfaces.

This design applies to software that pioneered its UX and UI essence to stand out from bland element shapes and colors, gaining popularity through 1990s as software developers believed digital interfaces should imitate real life environments to facilitate the user. Some used skeuomorphism to build interfaces with the intent of standing out from the rest of the competitors, others just went along the trend and often created unpleasant design experiences.

Microsoft’s BOB in 1995 wanted to be the main interface for Windows.

Skeuomorphism and 3D

The purpose of skeuomorphism is to facilitate the user by creating 3D or realistic user interface elements with the purpose to stand out, reproducing a familiar environment, and to be clearly visible by different experience. However, the abundance of elements in the UI doesn’t help understanding how we can clearly accomplish our tasks.

Backed by Y2K design influences, skeuomorphism peaked with Apple’s products between 2010 and 2015, but was also a major driving force for Microsoft’s OS such as Vista, 8, and earlier for Windows XP. Designers and developers toned down the use of skeuomorphism by only using 3D elements for program icons, leaving the background to a much clearer operational state and adopting a much neat desktop.

Through time icons became cooler with more details upgrading the visual style both for Microsoft and Apples products, and everyone at that time thought this design style would be the next big thing in terms of UI; however, it turned out to be a massive load of information for the user to digest and understanding which features can be interactive and which not. Spatial and element disorientation made it difficult for users understanding the interface layout.

Even the trash bin got cooler through the years.

But does it fly?

Skeuomorphism is aesthetically pleasing but places an excessive cognitive load upon the user, and some styles tend to be more detailed than others increasing the hardware and software requirements for the app to run, thus more energy translates in less battery life for the device and lower user expectations. Apple has always been a great fan of skeuomorphism and IOS 6 was peak design representation of realism for this style. It worked very well by impressing the audience when the iPhone was launched as users would interact way more often with these elements compared to their laptop or Macintosh.

Good looking but it’s distracting.

Because we’ve been using our smartphones more often than previously thought, Apple understood they were visually punishing their users with an excessive amount of details for each app. Notes app, Newsstand app, Voice Memo app, they all featured high elements of realism to stand out from their competitor and wow the user. Skeuomorphism is detailed with elements to enhance the high fidelity of real life objects, but here comes how the aesthetic portion will affect the usability of the product confusing the user over what it’s possible to use and what’s not.

Yes, skeuomorphism is nice in small doses and might work well within specific apps that require a certain degree of realism in their UI. Music software is a great example because the depiction of physical equipment connects right well with users: an amplifier, a guitar pedal, a mixer. They’re all technologies that are still used today existing in parallel with their digital version, and they also tend to change very little through time compared to other mediums.

Which features can you interact with and which one are just aesthetic?

Do we really need this type of realism between the analogical and the digital world?

I don’t think we do as much as we needed in the past as today’s users are more trained and prepared to understand software elements. Yesterday’s skeuomorphism wasn’t just a pretty aesthetic feature but rather a teaching element helping users recognize their tools in a faster way. A yellow paper with rows of lines immediately pushes the user to think about a notepad, a shiny metallic gear represents the setup icon to make changes to the device, and so forth.

Replicating the plastic keys of a computer keyboards to be tapped on a touchscreen was Apple’s idea to reduce the onboarding process from those who used physical pads, for example Blackberry users, making a statement about their products by pushing for a full digital experience.

IOS toned down the realism to provide more clarity.

However, skeuomorphism with its elements has the power to saturate the eyes faster than a simpler UI approach, and that’s why over the last ten years a rise in popularity of minimalist design was protagonist in the markets. Simpler is better because it plays easy on the cognitive load, especially since we use our smartphone as a tool for multiple purposes for hours at the time on a daily basis.

Can skeuomorphism exist outside its environment?

Realism and 3D elements are characteristics of skeuomorphism and are visually recognizable from the start. The high details levels and sense of aesthetic is a peculiar leverage standing out from the rest, this will set this style apart from the rest, meaning skeuomorphism is bound to its essence and will clash if paired with other interface models.

Skeuomorphism comes in other flavors and is a strong ingredient in videogames because it represents the optimal intersecting point between realism and 3D. The user perceives a direct connection with this design as different elements bridge the two sides, and this choice of style enhances the experience of the player not just in the dynamic game play session but also with static ones.

Note the map details with the seal stamp on the bottom-left and the name of the printer on the bottom-right of the map. [Dishonored 2– 2016 Arkane Studios]

A new trend has seen a soft return of skeuomorphism under the name of neumorphism where there’s a mix of 3D elements in a clear environment of distinct design style. Personally, I think it’s a good modern option to consider if flat design is fading out, but not all software can benefit from an aesthetic change as the UX behind is the main mechanism for the purpose and functionality of the product.

Neumorphism is perhaps what skeuomorphism was intended in the first place.

Skeuomorphism and logos

With the late changes in design trends, many brands opted to abandon skeuomorphism to adopt a minimalist approach to refresh their status quo. It’s the case of web browser Firefox by Mozilla that evolved from higher details and an aim to realism to a logo representing a fox wrapping a globe, where for every reiteration the details have been removed.

A Firefox is actually a red panda, but it would be difficult not to think of a fox.

As time goes by the skeuomorphism phenomena lost its appeal with designer seeking more essential shapes and contrasts rather than an overabundance of visual stimuli. The race for simple and cleaner logo began across multiple industries, affecting a domino effect from other companies.

British Telecom went drastic in their logo change to a simple purple/white duo.

Skeuomorphism placed a great emphasis over the last thirty years in UI and graphic design, so much that it prompted the industry in opting to flat design choices. As we live in a minimalist design era where we abandoned textures, details, complex patterns, to decor our homes and cities, and with the fact sleek and smooth design seems to be the latest trending choice. I wouldn’t be surprised if skeuomorphism comes back to provide a physical connection with products and services, maybe as an antidote to the abstract gesture and interactions our devices are being developed with.

In essence, skeuomorphism is a cool highly packed and detailed design that wants to mimic real life elements with the intent to provide a unique experience for the user, but that at the same time loses practicality making it a poor UX choice especially for today’s technology where everything it condensed on smaller and portable screen devices.

Happy prototyping!

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User Experience User Interface

Easy peasy

I typed “easy peasy” into generative AI and the image above is what I got, but it’s got nothing to do with this quick posting because I’d like to point out the obvious that yet is still in need to be addressed.

What’s this about, you’re asking? I’ve been using computers for 30+ years and there are still doubts over simple UX/UI rules in the industry; so let me start from this statement: design for your grandma.

Why should you design for your grandma? Many products end up in households where users have nothing to do and have no knowledge how their purchase was developed.

Imagine your grandma having to deal with the latest smartphone you decided to give her for Christmas to stay in touch. Your heart is in the right place and you believe the latest technologies can win obstacles and simplify things.

Wrong! You’re complicating the experience and alienating the user from the product and sophisticating even the smallest task such as making a phone calls. We’ve been there, just don’t again.

To develop successful products you need to start thinking as if the user if a 5-year old or a golden retriever. Start with small interactions and task achievements to build the basic functioning of your project. This needs to be addressed and in the future I’ll write a more extensive post.

But let’s think small and address the very basic communication gap that still persists in software development, mostly because companies delegate the whole process to software developers avoiding hiring product or ux designers leaving behind important researches and prototyping.

Yes, it can happen to you.

Alert and message boxes are essential to comunicate the user critical decisions to take that will affect the outcome of the task. Take a look at the pic above where the buttons to click are written in Japanese, now you can roll the dice and believe the left one is Ok and the right one is Cancel. No, because you don’t know if that Japanese text was written right-to-left in its traditional form or the other way around. Don’t gamble, run your UX tests before the commit.

Motherf…..!

Now, there are developers who really don’t care about you and there’s a special place in hell for them. The above message is quite important and yet it manages to confuse you, providing more doubt into the user’s mind and fogging up the decision making: what am I cancelling?

It’s that simple, yet…

Don’t complicate user’s life, make the task achievable in the shortest time possible without generating doubts. Software is created to simplify our work and developers ought to make it easy on decision-making. The question is simple and so should be the answer.

If I catch you doing this…

Yes and No is a binary selection over a positive question, but often we find more information inside of it that requires a choice in that action: this or that? Therefore we have to adjust the answer output to match the task request so the user can provide its preference.

Pay attention to the message.

However, some software present redundancy in user’s input becoming overzealous and taking too much time, especially if the app is slow because it has to access a remote database to complete its task. In that care lag is a killer but what can you do, impatient user will slam on the Yes button until they stumble on a bad request just like the picture above.

Clear options for clear actions

So, to avoid smashing the Yes button, we can provide engagement by asking the user to make a specific choice when there’s the need to take a specific action. The above image is asking “Do you want to exit the program or close the file?”, in this case the user wants to stop using the software and turn off the machine or it was a mistake. This feature is telling the user: “I know you want to quit, but are you telling me to shut down the software or you wanted to close this file and continue on something else?”.

You’re probably asking yourself:”But what if I want the third option and Cancel?”. Don’t add a third button called ‘Cancel’, instead allow the user to click the X button located at the top-right corner, it’s universally acknowledged how that function works, meaning: close the message box and continue working, but most likely you haven’t saved your work and unless you have an auto-save feature, then press CTRL+S if you’re running Windows or COMMAND+S if you’re on a Mac.

In the end, easy-peasy wins the race reducing the onboarding process and avoiding the cognitive overload onto the user. Tasks shouldn’t be developed with excessive thinking, especially when we deal with a complex software that requires major resources and long hours from the user side.

Happy prototyping!