1 00:00:00,467 --> 00:00:06,326 The iOS design of 2007, the year Apple debuted the iPhone, 2 00:00:06,326 --> 00:00:08,942 was heavily skeuomorphic. 3 00:00:08,942 --> 00:00:16,626 Skeuomorphism refers to user interface elements that mimic a real-world object. 4 00:00:16,626 --> 00:00:22,078 The calculator from the first iPhone is a clear example of skeuomorphism. 5 00:00:22,078 --> 00:00:26,638 The shiny highlights and deep shadows suggest raised plastic 6 00:00:26,638 --> 00:00:30,002 buttons you might press on a real calculator. 7 00:00:30,002 --> 00:00:33,878 How about this calculator from a more recent iOS? 8 00:00:33,878 --> 00:00:38,231 Although the buttons now look flat instead of three-dimensional, 9 00:00:38,231 --> 00:00:40,727 this is still a skeuomorphic design. 10 00:00:40,727 --> 00:00:45,387 The arrangement of the buttons still resembles a physical calculator. And 11 00:00:45,387 --> 00:00:46,344 that's okay. 12 00:00:46,344 --> 00:00:52,410 While calculator apps such as Soulver make no reference to any physical object, 13 00:00:52,410 --> 00:00:54,763 the ability to jump right in and 14 00:00:54,763 --> 00:01:00,577 start making calculations as I could with the skeuomorphic app is missing. 15 00:01:00,577 --> 00:01:07,582 Soulver's website contains a lengthy written explanation of how the app is used. 16 00:01:07,582 --> 00:01:12,690 This seems like a pretty steep learning curve for 17 00:01:12,690 --> 00:01:18,060 a user who just wants to multiply 586 by 718. 18 00:01:18,060 --> 00:01:23,110 While the faux wood and leather textures of the first iOS apps 19 00:01:23,110 --> 00:01:30,180 may seem dated to modern eyes, references to everyday objects like bookshelves and 20 00:01:30,180 --> 00:01:35,028 desktop calendars offered usability clues to audiences 21 00:01:35,028 --> 00:01:40,091 who had prior to 2007 never encountered a smartphone. 22 00:01:40,091 --> 00:01:48,309 The launch of iOS 7 in 2013 represented a major shift in Apple's design aesthetic. 23 00:01:48,309 --> 00:01:53,444 Gone were the decorative textures and the illusion of depth, 24 00:01:53,444 --> 00:01:56,624 replaced with a slicker flat design. 25 00:01:56,624 --> 00:02:01,429 While flat surfaces reduce clutter and speed loading time, 26 00:02:01,429 --> 00:02:05,302 not everyone was a fan of Apple's new approach. 27 00:02:05,302 --> 00:02:10,553 Don Norman, User Experience Architect at Apple from 1993 28 00:02:10,553 --> 00:02:15,607 to 1998, and co-founder of the Nielsen Norman Group, 29 00:02:15,607 --> 00:02:21,851 wrote a 2015 editorial in Fast Company Magazine criticizing Apple's 30 00:02:21,851 --> 00:02:27,819 flat design as concealing affordances in favor of a minimalist style. 31 00:02:29,537 --> 00:02:36,667 Affordances are the actions users consider possible when viewing a design. 32 00:02:36,667 --> 00:02:44,284 For example, here is a screenshot of the primary navigation for Apple.com in 2007, 33 00:02:44,284 --> 00:02:49,251 designed to look like physical folder tabs, a popular metaphor for 34 00:02:49,251 --> 00:02:53,327 organizing site content in the early days of the web. 35 00:02:53,327 --> 00:02:56,767 By 2012, the tab metaphor was gone, 36 00:02:56,767 --> 00:03:01,290 but the buttons were still individually separated and 37 00:03:01,290 --> 00:03:05,529 retained a glossy look and a level of visual depth. 38 00:03:05,529 --> 00:03:13,304 But by 2015, the entire nav bar including the logo was completely flat. 39 00:03:13,304 --> 00:03:15,679 The only remaining affordance or 40 00:03:15,679 --> 00:03:21,463 indication that these elements are interactive is the conventional location. 41 00:03:21,463 --> 00:03:27,048 The links are placed in a thin colored stripe across the top of the page, 42 00:03:27,048 --> 00:03:30,971 where primary navigation links are often found. 43 00:03:30,971 --> 00:03:36,804 The 2017 release of iOS 11 saw Apple address criticisms 44 00:03:36,804 --> 00:03:42,430 of flat design by embracing what's been termed Flat 2.0. 45 00:03:42,430 --> 00:03:46,871 While iOS 11 is more minimal than the first iOS, 46 00:03:46,871 --> 00:03:51,326 interface elements are no longer entirely flat. 47 00:03:51,326 --> 00:03:58,824 Subtle highlights, gradients, and shadows, indicate depth and signify clickability. 48 00:03:58,824 --> 00:04:04,452 Skeuomorphism suggesting tactile objects even reappears on occasion, 49 00:04:04,452 --> 00:04:10,326 such as a page curl transition while reading longer documents. 50 00:04:10,326 --> 00:04:16,173 This semi-minimalism with hints of depth is still a part of iOS 13, 51 00:04:16,173 --> 00:04:21,139 the most recent operating system at the time of this video. 52 00:04:21,139 --> 00:04:26,241 If you'd like to learn more about the differences between flat design and Flat 53 00:04:26,241 --> 00:04:31,901 2.0, I've included a reading from Nielsen Norman Group in the teacher's notes. 54 00:04:31,901 --> 00:04:37,091 Now that we've learned how Apple arrived at its current design aesthetic, 55 00:04:37,091 --> 00:04:43,011 in the next video we'll examine the three guiding design themes I mentioned earlier, 56 00:04:43,011 --> 00:04:45,460 clarity, deference, and depth, 57 00:04:45,460 --> 00:04:50,580 and learn how these themes inform your work designing for iOS applications.