Realism in UI Design
The perfect example of this is an old version of the BlackBerry UI that looked like this:
Fortunately, they wised up and the next version looked like this:
Invaluable information for a UI designer. As I'm a bit of a novice in the field, I can say it is a struggle at times to pick out the right iconography and dictate what you want the user to accomplish. This article definitely helps to clarify that process. It also mentions a book worth reading which seems quite interesting: http://en.wikipedia.org/wiki/Understanding_Comics
This article is pretty decent, but have you seen the homepage for UXMag? http://uxmag.com
It has some serious problems. My eyes glared over the entire thing and I didn't really catch much. The boxes don't work and I didn't consume anything. They need some usability testing bad.
Everyone loves the Apple UI, therefore everything the Apple UI does is an axiomatic truth of UI design.
Except... maybe not. The trash can icon on OS X is photo realistic. The HDD icon is photo realistic. Transmits icon is a pretty detailed truck from where I am sitting. I waaay prefer Chrome's shiny & detailed icon to the flat simpler one... et cetera, et cetera.
UI design articles have a tendency to be a little lazy on the science IMO, but I think that's a reflection on the fact that UI design sits between art and engineering and it's hard to be a master of both.
I'm no designer (though I have put together a handful of icons in my day), but the part about too much realism in an icon seems fairly obvious. Are overly-realistic icons actually a problem? If so, a few real-world examples might have been more useful than the fully rendered house icon, which seems far-fetched.
Also, I don't really agree with the comment that the icon shouldn't include any details other than the bare minimum needed to convey function. Things like shading/shadows can give icons a more polished look. For example, I wonder if the author would argue that the red/yellow/green indicators in his home button example shouldn't have shading or specular highlights because that's just adding unnecessary detail.
I find it remarkable that the "Apple toggle button" is shown the wrong way: http://www.uxmag.com/uploads/realisminuidesign/toggles.png
The real one is set to the left while the others are on the right, or am I once again misinterpreting this button? I never ever understood their design and they utterly confuse me wherever I encounter them. Is it "On" if it shows "On" or does it mean I can click "On" when it is shown. Aaaargh.
The say so at the end of the article, but it's a repost (original: http://ignco.de/240). Still all valid points though.
Previous discussion from original article: http://news.ycombinator.com/item?id=1067333
I was just writing a bit about realism for my book the other day. Interfaces, such as Mac OS X's Aqua, actually represent a sort of "hyperrealism," with buttons that are impossibly juicy, reflective, and glowing.
It's funny, because interfaces have always represented reality in a metaphorical sense (desktop, window, document, trash), but now we take it up a notch to represent things that couldn't actually exist.
tldr; uncanny valley
i learned some great stuff, manny thanks i would love to seemore artcles like this