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> Good UX I believe doesn't mean that the implementation details are hidden, but conveyed in a way that is human-readable. You do not hide the machine from the man, but translate between them in a way that makes neither of them invisible.

This is where skeuomorphism used to be king before computers ate the world. In the 90s everybody knew how a paper book worked, so document readers presented as books. Everyone knew how a tape deck worked, so audio apps presented as tape decks. Floppy disk as save icon, etc

Unfortunately, the passage of time is inexorable, and by the late 2000s we had a lot of users who had never actually seen a tape deck/floppy disk. And the whole skeuomorphic project came crashing down.



Skeuomorphism didn't fail. It feel out of fashion with designers.

We should distinguish between skeuomorphic interaction design and skeuomorphic iconography. Attempts at skeuomorphic interaction design did fail badly, I'll give you that. Document readers that expect you to turn the page by pulling at the edge of the page, mimicking a page turn in a physical book, they're terrible.

But skeuomorphic iconography works: The more detail you add to an icon, the easier it is to form mental associations with what it does - and that goes even if you don't know the original object that it's based on. Sure, a lot of people have never seen the floppy disk that the traditional Save icon is based on, making the icon less intuitive now than when it was designed. But what would you replace it with? Any alternative you might suggest is just going to be less recognisable.


> Sure, a lot of people have never seen the floppy disk that the traditional Save icon is based on, making the icon less intuitive now than when it was designed. But what would you replace it with? Any alternative you might suggest is just going to be less recognisable.

Obviously you replace it with the three stacked cylinders that symbolize a hard drive. ;D


Are you sure they don't represent drum memory: https://en.wikipedia.org/wiki/Drum_memory


I don't see much reason to think so, given that that's still what hard drives look like. I don't have any evidence for or against.


A solid state hard drive...?


It’s funny. The only people that regularly, seriously discuss skeuomorphism in software design are software developers. It was a big conversational topic among designers around the time Apple ditched the faux leather padding at the top of the calendar app. Developers started talking about it, I believe, because it’s an unusually concrete topic among typically abstract, nebulous, or artsy design conversations. Since then, there have been a zillion other big topics in the design world, and it’s largely considered a conceptual facet of design that’s just not very important. But developers, decades later, still discuss skeuomorphism in design like it’s one of the great important topics of the field. It’s not.

It would be like if smashing magazine put out an article in 2015 about everybody moving to a “microservices architecture” and then any time any kind of software development came up in a design forum, someone would awkwardly shoehorn the discussion into a framework of microservices vs monolithic applications. (Even better, when a developer would come along and try to give a more nuanced perspective, the designers would see themselves as the authority in the conversation because all the other designers around agreed with them.)

If you really want to dig into the nerdy conceptual side of icon design, triadic semiotics is the far more interesting rabbit hole to fall down.


This is exactly how our letters came about - 'A' originally was written sideways and represented an ox head, but now everybody just knows it as a letter.


I've seen an SD card icon used for a save icon before. I think conveniently the shape is similar enough to a floppy that you find it while scanning for it as well


Did it though? Most people young today probably never pressed a physical play/pause/stop button in their lives. Still, they get it. Some icons outlive their era, some don’t.

> In the 90s everybody knew how a paper book worked

I hope that’s still the case!


> Did it though? Most people young today probably never pressed a physical play/pause/stop button in their lives.

It's hard to call this an example of "skeuomorphism". Those icons were introduced on physical buttons with a certain meaning that everybody had to learn. They have exactly the same meaning on software buttons; the interaction that people have with them now is the same interaction that everybody has always had with them.

This isn't a case of the software appealing to a visual metaphor that made non-metaphorical sense before the software. It was just as much of a metaphor originally as it is now. You might as well call the word "edit" a skeuomorphism in modern software because past software also had "edit" menus.


> the interaction that people have with them now is the same interaction that everybody has always had with them

Right, that was my point. What does it matter what a diskette used to be? Unless something more obvious to convey storage/saving comes along, it’s hardly “crashing down” anytime soon.


The disk icon is skeuomorphic because it's a picture of storage media. That has now gone obsolete and, instead of being skeuomorphic, it's vestigial.

Play and pause icons aren't skeuomorphic. They're symbolic. There is no point at which they were a reference to some phenomenon earlier than or other than themselves.


Play, rewind and FF icons were referring to the physical movement of tape past the play head, back when you could see the tape. Don't know what pause came from. Maybe there was a pair of felt pads that would press the tape on either side of the head to keep it tensioned while preventing movement?


> Don't know what pause came from

The double-pipe pause symbol originates on the video side, where pausing keeps displaying a freeze-frame image, and stopping does not. Audio players had pause long before (which just causes the drive wheel to un-grip the tape), but used a variety of different symbols.


I guess even with the physical buttons you had to just learn that triangle means play and twin towers means pause


I guess even without the physical buttons you had to just learn that "play" means "engage the appropriate technical machinery".

> "[play] The meaning "to cause (a recording) to reproduce what is on it" is by 1903, probably from the "make music" sense." - https://www.etymonline.com/word/play


How did people learn the UX of a book, or a tape deck? When I was a child, sometimes I was fascinated by the fact the tape deck buttons couldn't be pressed in certain combinations, like the record button that forcibly presses play, and the fact rewind and fastforward would latch until you pressed another button. But I didn't know what half of them did.




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