ignore the code: Realism in UI Design

The history of the visual design of user interfaces can be described as a gradual change towards more realism. As computers have become faster, designers have added increasingly realistic details such as color, 3D effects, shadows, translucency, and even simple physics. Some of these changes have helped usability. Shadows behind windows help us see which window is active. The physicality of the iPhone’s user interface makes the device more natural to use.

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Great quote from "How do you design?" — The Designer's Review of Books

How do you design? — The Designer's Review of Books

"Harold Kerzner’s variant of a process seen on the wall of the Greater London Council Architects Department in 1978:

1. Project Initiaton
2. Wild Enthusiasm
3. Disillusionment
4. Chaos
5. Search for the Guilty
6. Punishment of the Innocent
7. Promotion of Non-Participants
8. Definition of Requirements"

Real artists ship, dabblers create concept products

"Pretenders don't quite understand that design is born of constraints. Real-life constraints, be they tangible or cognitive: Battery-life impacts every other aspect of the iPhone design - hardware and software alike. Screen resolution affects font, icon and UI design. The thickness of a fingertip limits direct, gestural manipulation of on-screen objects. Lack of a physical keyboard and WIMP controls create an unfamiliar mental map of the device. The iPhone design is a bet that solutions to constraints like these can be seamlessly molded into a unified product that will sell. Not a concept. Not a vision. A product that sells."

From "Why Apple doesn’t do “Concept Products"