Skeuomorphism and Flat Design
within Contemporary Design Movements.
‘Designers
loaded everything with drop shadows and gradients to give the illusion of
depth, and of a light shining above and to the side. They did this because it
was comfortable. Society had to adapt to perceiving things on a digital
screen.’ (Greenstein, A, 2013)
‘Skeuomorphism’
and ‘Flat Design’ are two terms that refer to different design movements that
are at the opposite ends of the spectrum in regards to aesthetics,
functionality and usability. A
skeuomorphic design emulates objects in the physical world to make it easier
for people to feel more familiar with a device. Flat design does the opposite, it doesn’t
employ any three dimensional realism by disregarding gradients, bevels, shadows
and lighting, instead favouring typography and blocks of colour. With such high
contrast in philosophy, flat design offers an alternative to the familiarity of
skeuomorphic design. In his essay ‘laptop aesthetics’, Adrian Shaughnessy
suggests, ‘Within the digital domain, for so long the place for graphic
innovation, there are signs that a burgeoning aesthetic maturity has arrived
offering an alternative to Toy Story 3D-ness.’ (2003)
This essay attempts to
discuss what exactly flat design and skeuomorphism are, the pros and cons of
both and the possibility of a new and more balanced system that combines
successful elements of the two.
‘More than ever,
technology constraints have disappeared, and designers have their version of
the mythical perpetual motion machine — a new medium where pixels are
infinitely available and infinitely malleable. We should focus on setting them
free.’ (Maeda, J, 2013)
Before
writing about Skeuomorphism it is necessary to define what it means. The word ‘Skeuomorph’
originated from Greece and is compounded from the Greek words skeuos, container
or tool, and morph, meaning shape. The Oxford Dictionary defines the word as
‘an object or feature, which imitates the design of a similar artefact made
from another material.’ Around 1980 the term was applied to material objects
but now it is most commonly associated with computer applications as well as
mobile interfaces. Skeuomorphs are designed to familiarise the user by creating
a connection with past experiences that are ingrained into society, making new
mediums feel more comfortable and easy to understand.
‘At its core, skeuomorphism is more than just the
gratuitous mimicry of the look of a leather calendar. Buttons, shadows, ridges
and toggles are skeuomorphic functionalities. Swiping, pushing and pulling are
also real life interactions and could perhaps be called skeuomorphic, since
they are not absolutely necessary to the functionality of the interface. But
this is where the lines blur and I would argue that although not necessary.
They make it easier for our 3D brains to understand how to interact with a 2D
interface and thus serve an important purpose.’ (Sanchez, E, 2012)
Donald
Norman highlights this notion in his book ‘The Psychology of Everyday Things’ suggesting,
‘the human mind is exquisitely tailored
to make sense of the world. Give it the slightest clue and off it goes, providing
explanation, rationalization, understanding.’ (1988, p2) Victor Dewsbery takes
this point about skeuomorphic design further in relation to technology and
computer interfaces describing a need in digital design for a metaphor that ‘is
often used to place the individual program routines into a meaningful context
that can be understood by the user.’ (2002, p112) Kuang would argue ‘When you’re looking at
computer windows that layer on top of each other like paper, you’re looking at
metaphorical rules for how computer interactions should behave, drawn from the
physical world.’ (2013)
Therefore, these ideas
about what Skeuomorphic design is comprised of have common threads that exist
in all the definitions proposed here. Skeuomorphism could be considered to be the
manifestation of ‘root metaphors’ that are now embedded in all of our day-to-day
interactions with objects and products. This gives users that sense of a
‘connection to past experiences’ and a familiarity that is sometimes necessary
for people to engage with products, emerging technologies and the design of
digital interfaces.
The term ‘flat design’ refers
to a design trend currently influencing the digital domain that has grown in
popularity over the last two years. It disregards visual clutter such as drop
shadows, gradients and lighting effects, instead favoring vivid colours, simple
shapes and crisp typography.
‘As each new technology matures, customers are no
longer happy with the flashy promises of the technology but instead demand
understandable and workable design.’ (Norman, D, 1988, p15)
The trend may be current,
however the philosophy is not. The aesthetics and ideology associated with flat
design can be clearly seen in a historical context when compared with modernism,
a philosophy from the 1920’s that emphasized simplicity, truth to materials,
the progression of technology and the well-known phrase ‘form follows function.’
Massimo Vignelli confirms this in
his essay ‘Long Live Modernism’, stating ‘modernism was and still is the search
for truth, the search for integrity, the search for cultural stimulation and
enrichment of the mind. Modernism was never a style, but an attitude,’ (1991) a
sentiment and ideology that can be clearly seen in today’s current flock of
technology, mobile and web applications. Microsoft’s ‘Windows 8’ or Apple’s
‘Maverick’s’ user interface are excellent examples of how when ‘flat design’ is
applied correctly, it can exploit the virtues of designing for the screens two
dimensional space, adding only what is necessary to maximize usability and
functionality. Stefan Mumaw describes this concept stating that ‘designers
also use visual tools-colour, shape, size, and layout-to communicate order,
emotion, mood, and attraction. These elements allow designers to design and
create simple structures from complex assets. In short, designers can make a
lot look like a little. They do that by applying not only what they know but
what they have experienced. Simplicity is rarely the result of too little to
say, but rather, how it is said.’ (2002, p65)
Certain
aspects of graphically intense design styles are considered bloated and
unnecessary by ‘flat design’ advocates, as is the use of effects such as drop
shadows or textures. In his writing ‘Material Honesty on the Web’, Kevin
Goldman suggests ‘without all the shading, shadows, and bulbous buttons, we get
a flatter (or honest, or native, or authentically digital)
web. Call it what you will, the flat web focuses more on content.’ (2013) This
‘visual clutter’ is replaced with simple 2 dimensional objects, typographical
styles and block colours that create a relationship between the figure and
ground. In turn, this establishes a visual hierarchy in which the content is
placed with more importance than other visual elements. ‘The palette
of emotional design for flatlanders is instead temporal. Temporal beauty lives
in state-change animations, nuanced timing effects, strategically placed user
feedback, and other “interesting moments,” not drop
shadows and Photoshop layer effects. Flatlanders build all kinds of emotion and
depth combining these moments with delightful microcopy, personality, and typography. All honest—all
web—all good.’ (Goldman, 2013)
This idea is fundamental to the
recent success of flat design in the digital space due to technological
advances in screen display sizes and monitor resolutions, the mobile web and
user interfaces.
In order to illustrate
the ideas talked about above it is necessary to analyze examples of
skeuomorphic and flat design. This will form the basis for a discussion of the
benefits and draw backs of the two. The skeuomorphic image refers to the Apple
Mac operating system 10.1 and the flat design image references the Windows 8
operating system.
In regards to ‘visual
clutter’, figure1 overloads the page with information; the main points of
interaction are displayed at the top and bottom of the page with the content in
the middle. The layering of documents mimics the conventional method of
workflow by imitating a physical desktop space with documents placed on top of
each other. This is an example of skeuomorphism transferring restrictions of
the physical into a digital space. In
his writing ‘Flat Design vs. Skeuomorphism - why you are comparing oranges to
apples’, James Duval comments on a
similar issue with skeuomorphic boundaries. ‘Realism can bring the limitations
of the real world with it in its digital form. Think of how most calendars
still show you days on a monthly basis, or calculator apps only show you one
line for the results, rather than allowing you to keep track of your history or
multiple calculations at once.’ (2013) In figure2, it’s clear to
see that a strict grid system has been put in place. This creates a consistent
layout that helps to organize applications, giving structure and clarity to
information. Garaza would argue that ‘society is quickly moving into the
Jetsons era and the future is now. This means that some of the original design
patterns that we leveraged to introduce people to new technologies are also
changing. As users get more sophisticated, design systems evolve into something
that is more suitable to the medium, rather than emulating models from the
past.’ (2013) This is a good example of how form can follow function as the
content avoids unnecessary noise allowing it to become the main focal point.
In figure1, the user
interface relies heavily on skeuomorphic indicators to inform the user of
points of interaction. For example, the software icons in the dock at the
bottom of the page use techniques such as gradients and lighting to portray
depth, which in turn creates hierarchy and helps separate the information from
the background. In figure2, the majority of icons have been stripped of
decoration, solely relying on colour and type to decipher information; this
could be a problem for some users that are unfamiliar with navigation. Norman
comments on this by suggesting, ‘there must be some way of knowing what action
and where it is to be done. This requires a
convention of highlighting, or
outlining, or depiction of a actionable object.’ (2004) This is supported by Nishant Agrawal as he
suggests, ‘Gradually, you start
understanding, and appreciating, the detail of skeuomorphism. There are many
layers which separate the button from the background – shadow, color, gradient,
border … You start to understand that each has a role to play and together they
give a unique individuality to the button.’ (2013) However this could be argued
to be something of a one-dimensional outlook on the progression of digital
design, stalling innovation and creativity. In his article ‘The Real Problem With Apple: Skeuomorphism In iOS’,
Tim Worstall suggests ‘that may well
have made sense twenty years ago, when most in the world of work were familiar
with the physical world example. It’s quite possibly less so now when a goodly
chunk of the labour force have never even seen one. And the perpetuation of
this organisational form might be limiting innovation in more modern ones.’
(2012)
As discussed briefly in
the last paragraph, a big uncertainty surrounding flat design is the execution
of navigation. Typography and colour have a leading role in successfully
achieving the distinction of points of action. Figure2 is a good example of
this concern; the blocks of vivid colours separate the content from the
background, resembling a panel or button. In his article ‘Flat design, iOS7,
Skeuomorphism and All That’, Turnbull comments on the importance of selecting
an appropriate colour scheme by suggesting, ‘you can still embody flat design
using shades of grey with an accent colour, but adopting new colour trends and
creating a bright, diverse palette can help to create important contrast and
help to recreate effects rivaled only by gradients, shadows and other outgoing
embellishments.’ (2013) Payne challenges this by suggesting good design has ‘to be effective, designers must set
their sights well beyond easy-to-use. We need to convey more than how. We need
to convey what as well. We need to be interpreters, to contextualize and
concisely convey their identity, purpose, and value.’ (2013) Further more, Spiekermann
would argue ‘Cultural parameters like reading habits, literary culture
(or lack of) – our deeply embedded fear of change, all these give an excuse to
imitate the old, even though there are no technical reasons to do so.’ (2012)
This is clearly seen in figure1 where less attention is paid to type aesthetic
and focused more on graphical illustration to communicate a message. Where as
figure2, uses sharp, sans-serif fonts designed to take advantage of higher
screen resolutions, a variety of weights from the same type family have been
carefully selected to enhance an illustration or stand-alone for a call to
action.
Figure1 would
conventionally be classed as skeuomorphic design, where as figure2 can be
classed as flat design. This division between the two can be seen as being
inaccurate because of past connections to certain symbols displayed in figure2.
For example, the icon that resembles a bag is used to communicate the folders
use, to store items. This makes a connection with the users past experience, to
the old and familiar, transferring a message that has been ingrained into
society through the use of metaphors in everyday life. Kuang challenges this
idea of interaction of both design criteria by suggesting, ‘what should the “trash bin” on your computer
desktop look like? After all, it doesn’t really behave like a trash can. Should
it look like a trash can? If not, what could it possibly look like while
still being totally intuitive?’ (2013) Rahul Sen refers to such metaphors as
‘archetypes’. He argues, ‘archetypes can always be deconstructed,
challenged or probed since they merely act as starting points of reference.
There are innumerable examples of archetypes that have been reintroduced to us
in the most puzzling ways in order to question our own understanding of them.’
(2010)
‘In the information-rich
society we will find that users establish many of the criteria for what they
want available and how they want it to be delivered to them. As designers we
must take account of this, and seek to use technologies to satisfy those
desires, as well as to innovate and break through the creative barriers that
will enable us to produce the ‘next big thing,’ (Cook, M, 2001, p364)
To enable the progression of digital design a
compromise could be a possible solution to the problem. For example, the visual
clues of skeuomorphism combined with the functionality of flat design lies
somewhere in the middle, taking successful elements of the two and applying
them in a way that is still familiar and usable. One term used by design
advocates to describe this compromise is ‘skueominimalism.’ Edward Sanchez
describes this idea in his writing ‘Skeuominimalism - The Best of Both Worlds’ as ‘skeuominimalistic design is simplified up to the
point where simplification does not affect usability. And its skeuomorphic affordances are maximized up to the point where it does not
affect the simple beauty of minimalism.’ (2012) Another term used by Mathew
Moore is ‘almost flat design.’ He suggests ‘Almost Flat Design doesn’t ignore the concept of depth. Instead,
depth is used to support comprehension of the interface. But, just like
gradients, this can be done in a subtle way and still allow for separation of
information.’ (2013) Figure3 is the new iTunes platform; this is a good
example of both parameters being used successfully in conjunction. The use of
gradients, shadows and highlights create physical familiarity and are used
subtly and tastefully to indicate points of action without affecting functionality.
Analyzing skeuomorphic design against flat design it
is clear to see the positives and negatives of the two. This suggests the two
philosophies will remain relevant within the digital domain, and by combining
the successful elements from each party, the overall usability and
functionality will be better balanced and appeal to a wider audience. In his
writing ‘iOS 7, Windows 8, and flat
design: In defence of Skeuomorphism’, Grinberg suggests ‘designers
should not simply flatten designs arbitrarily, but also address the functional
qualities of skeuomorphism on each design decision. With these considerations a
balanced approach can drive the optimal design parameters.’ (2013) This is
further supported by Duval as he suggests ‘Flat design isn’t good or bad. It’s just flat. It’s
one company’s solution to the world of responsive design and touch screens but
it isn’t the only solution. You can keep a minimalistic approach while
also using shadows and gradients – as long as you do it tastefully.’ (2013) With
this in mind, the combination of the two design parameters could aid in finding
the solution to resolving the problems of successfully designing for a digital
space.
‘The future is bright for
visual design. Going away are the days of the heavy real-life metaphors of
today’s iOS and as we temper back from the Metro interface, the principles for
highly usable, effective, and efficient design languages are emerging. Let’s
just not forget the lessons of usability we should already know.’ (Moore, M,
2013)
Figure1
Figure2
Figure3
Bibliography
Mumaw, S (2005) Simple:
Websites, America, Rockport Publishers
Dewsbery, V (2002)
Navigation for the Internet and other Digital Media, Switzerland, AVA
Publishing
Norman, D (1988) The psychology of everyday things,
New York, Basic Books
Elsom-Cook, M (2001)
Principles of Interactive Multimedia, England, McGraw-
Hill Publishing Company
Agrawal, N (2013) Why Flat Design Doesn’t Work, While Skeuomorphism
Does:
http://ncrafts.net/blog/2013/06/why-flat-design-doesnt-work-while-skeuomorphism-does/
(Accessed 05.01.2014)
Grinberg,
Y (2013) iOS 7, Windows 8, and flat
design: In defense of Skeuomorphism:
http://venturebeat.com/2013/09/11/ios-7-windows-8-and-flat-design-in-defense-of-skeuomorphism/
(Accessed 03.01.2014)