2. Last Time
Looking into incorporating elements of game design into a no gaming application to enhance UX
No practical work to show
Mixed feedback on the outcome of the project.
3. +
New Aim and Objectives
To find a balance between Skeuomorphic and Flat UI design by analysing both in terms of
purpose, pro’s, con’s, functionality and popular opinion to identify a new hybrid style which
reflects the best bits of both designs.
To base my observations on the key principles of application development as outlined in
numerous acclaimed texts.
Show my findings through the design of my own application.
4. +
Skeuomorphic Design
Where the design seeks to imitate, copy or resemble a
real life physical object or counterpart.
It was originally intender to ease users in to GUI’s by
using icons which imitated the real life versions of
themselves. For example the Trash Can used on Mac’s
resembles a real trash can. Instinctively the user knows
this is for rubbish.
The best examples of skeuomorphic design not only
copy style but also try to have a similar function or
purpose.
5. +
Flat Design
Now that we as a whole have become accustomed to using computers and
graphical interfaces, we no longer need such detail. Enter Flat UI Design.
Flat design typically lacks sense of depth, shadows, textures and sometimes
even colour fill. It is a very minimalist approach focusing less on mimicking
real life and more on creating a NEW user experience through
flow, consistency and clarity.
6. +
The Big Three
For the purpose of keeping this project contained, iOS will be used as the primary
platform. However it is important to look into the design in the main OS themselves.
iOS and Android bare the closest similarity with Windows Mobile 8 going for a more
imposing visual style. What is important to note, is that they are all moving towards a
minimal clean design and away from realism.
7. +
The Evolution of iOS
Found on Pinterest, this image was really the what changed the course of the project. It would be
possible to write the entire dissertation based on this alone. Not just in terms of design but also
interaction and public perception.
8. +
Finding the Middle Ground
As stated at the beginning the aim of the project is to find a middle ground between
skeuomorphism and flat design. The point being a style that welcomes newcomers but also
appeals to veterans.
Because of the type of application outlined by the client it would be beneficial to have
minimal instructions on navigation, relying on common iconography so that menu text
interferes as little as possible with the experience. Preferably not at all.
12. +
Developed Concept Interaction Example
Taking one of the examples a bit further so
that the navigation can be clearly observed.
It also highlights the importance of working
out the interaction BEFORE starting any
serious design.
In terms of feedback the Client was keen on
this idea although it was the first pitched.
They wish to see a selection of the other
thumbnails taken to this level and presented
in this manor.
13. +
WHAT’S NEXT?
Continue to mock up the rest of the sketch thumbnails
Meet with client to discuss which designs they like and would like to see developed further
Work on a couple of sets of iconography representing each style and attempting to merge
them
Finalise project proposal plan and get it checked
Write project proposal