Hi, 

TL;DR: Not having visual redundancy makes UI brittle. 

And to be fair many of the signifiers in Metro were quite weak---for example, lots of clickable textual elements were the same color as display text, and only visually differentiated by their placement, font, size, etc.

I assume this is partly due to flat design’s focus on a few graphical dimensions. If you don't e.g. use shadows, 3D (or any other additional dimension) there are few redundant fallbacks. And this is what worries me about much flat design: With one very good designer it is probalby all fine. But if many people design slightly incoherently with it and/or make minor mistakes it gets harder to use. Highlighting elements with color and/or bold text e.g. is a standard graphic design practice, but now, if you make the highlight to small or a short text bold, it becomes a fake-affordance-button.  So it is not that flat design is wrong, it is very brittle. 

I can certainly see how this makes a UI less easily learnable.
I strongly think that most, if not all applications should be easily learnable. Partly because everyone begins at some point and because needing to rely on learned things still will have some background cognitive load and proneness to errors. 

Jan



On Di, 2017-09-19 at 10:09 -0700, Jonathan Morgan wrote:
Oh, thanks for sharing this Nirzar. And I DO agree with Sean Dexter: it looks like most of these task scenarios compared "weak signifiers" and "strong signifiers", of which the 'flatness' of the design element was not the most salient difference. Not by a long shot.

I used Windows phone for a number of years. And to be fair many of the signifiers in Metro were quite weak---for example, lots of clickable textual elements were the same color as display text, and only visually differentiated by their placement, font, size, etc.

I can certainly see how this makes a UI less easily learnable. I'm not sure it makes the UI less usable overall, at least not for people who are already somewhat familiar with it. A lot of NN's user testing is performed in an e-Commerce context, and the scenarios implicitly or explicitly assume the user is interacting with a new webpage or UI for the first time. Strong signifiers are obviously important in that case. 

I'm not sure they are always quite as important for applications that see repeated use--like a launcher, a music . Once I know that clicking on widget X causes Y to happen, does widget X really need to look like a big red 3D button?

But then, I loved flat design, and still do. :)

For better or worse, most of us are pretty use to weak/absent signifiers in a mobile context by now--think about all the functionality on your phone that is only accessible through multitouch gestures, which usually aren't called out in the UI at all.

- J

On Mon, Sep 18, 2017 at 12:00 PM, nirzardp@gmail.com <nirzardp@gmail.com> wrote:
Not that I agree with either but just stumbled on a follow up post that might be relevant 

https://medium.com/@seandexter1/flat-design-why-you-should-question-nielsen-normans-research-on-the-trendy-design-style-39a991517e02






On Fri, Sep 8, 2017 at 10:28 AM, Peter Coombe <pcoombe@wikimedia.org> wrote:
For what it's worth, we've done quite a few tests with WMF fundraising banners of skeuomorphic vs more flat designs, and didn't find any clear differences in performance overall. We're now using OOUI styles which have consistently performed well. I think they strike a nice balance between "flatness/cleanness" and signifiers, plus it's nice to have consistency with other parts of the site.

On 7 September 2017 at 09:46, Pau Giner <pginer@wikimedia.org> wrote:
Yet it shouldn't be too hard to notice a 20 % slowdown with small usability tests/focus groups. It could be interesting to test a couple existing skins and a couple big interface changes in the works (such as Special:RecentChanges and Special:Search) to see if there is any such big gap anywhere.

For the case of Recent Changes a before/after comparison does not seem to suggest that the changes involved going flat. In the previous state the filtering UI was a box with a flat lists of links and text, while the new UI uses contrast and grouping to help users identify the different elements. 

If there is any particular aspect related to flatness that anyone thinks we need to pay special attention to, feel free to share it and we can incorporate it in future research. We have been doing different rounds of research to test initial conceptsiterated ideas and the version available on beta. The results suggest that users are able to identify more clearly which is the current state of the filters and how to manipulate them with the new approach.

In general, I think that labels such as "flat design" combine several different aspects that makes it hard to make broad statements like flat design being good or bad for all contexts. Talking about the impact on choices for the clarity of affordances, contrast of elements, layout approaches, etc. makes more sense to me. For example, the Nielsen/Norman article criticizes both skeumorphism (for resulting in "clunky interfaces") and flat design (for the loss of clickability signifiers), but recommends what they call "flat design 2.0" for incorporating signifiers based on our intuition of phisics as Google's material does:

Early pseudo-3D GUIs and Steve-Jobs-esque skeuomorphism often produced heavy, clunky interfaces. Scaling back from those excesses is good for usability. But removing visual distinctions to produce fully flat designs with no signifiers can be an equally bad extreme. Flat 2.0 provides an opportunity for compromise — visual simplicity without sacrificing signifiers.


On Wed, Sep 6, 2017 at 4:58 PM, Saint Johann <ole.yves@gmail.com> wrote:
In all fairness, I hope we wouldn’t. OOUI has so much more elements that have no alternative in Apex theme, even accessible checkboxes are not present in Apex (see https://phabricator.wikimedia.org/T162849). Retiring Apex, not reinstating it, seems like the best solution at this point, since Wikimedia developers and designers have a pretty average track record when it comes to consistent development of alternative solutions (e. g., current skins).

The research itself is a bit misleading and sensationalising: it doesn’t compare stylistic elements of flat design and skeuomorphism, it essentially compares bad design practices (bad styling of CTA/primary button, styling tabs like some kind of buttons, styling links like text) and good practices. It should not be taken at word, although usually Nielsen Norman Group have good points in their studies.


On 06/09/2017 13:22, Bartosz Dziewoński wrote:
OOUI was originally created with a classic design for buttons and other fields, and that theme (now called 'Apex') is still available and maintained. https://doc.wikimedia.org/oojs-ui/master/demos/?theme=apex We could switch to it at a moment's notice. Personally I wouldn't mind seeing it again ;)

Still, buttons in the default theme are not entirely "flat", they have at least borders (or strong backgrounds) to distinguish them. The biggest problem is the existence of 'frameless' buttons (in both themes), which look just like normal text if they don't have an icon or something.




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