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It's not about not being intuitive. It's about the trade off that leads to an emphasis of the design elements for the content. Then functionality. A way to thi
by raphael_o 13y ago
It's not about not being intuitive. It's about the trade off that leads to an emphasis of the design elements for the content. Then functionality.
A way to think about it is that iOS 7 gets closer to real world interaction. You don't press a button to sit in your chair, you just sit on it because you know how to do it.
- Oletros 13y ago> A way to think about it is that iOS 7 gets closer to real world interaction. You don't press a button to sit in your chair, you just sit on it because you know how to do it. You explanation is just the contrary, you press the + button because you have tried to push it without knowing what will do.
- dingaling 13y ago> You don't press a button to sit in your chair, you just sit on it because you know how to do it. A microwave oven might be a better example, since a chair is inert. On a microwave one has to have discoverable controls. Imagine if everything was just flat with the fascia, looking no different in presentation to the maker's logo. It might say 'Cooking power: 80%' with no indication of how to adjust. Apparently, though, if you press on the word 'power' repeatedly you can change it! I don't think we'd accept that.
- gwright 13y agoMicrowaves are one of my favorite examples of poor user interfaces. Why is it so difficult to figure out how to do the most obvious thing: turn microwave on at max power for X seconds?