iOS 7 is the most skeuomorphic, most liberating version ever
iOS 7 is turbulence. It's change. That scares some people, and makes others hungry. It divides sentiment and reaction, and creates as much fear and noise as it does thoughtful analysis and future thinking. That iOS 7 in its current form had to be realized in under 8 months, that it involved designers at Apple outside the usual human interactive team, and that the beta came in so hot the iPad version wasn't even ready, adds to the turbulence, and to the uneasy feeling that we're still in the midst of change rather than comfortably through it.
Beta 1 has only just been released, and we'll be digging into everything that's been publicly shown off about iOS 7 very soon, but I wanted to share some thoughts to two specific things right now:
First, this is the most skeumorphic version of iOS that's ever shipped. Jony Ive and teams might have removed almost -- though not entirely -- all of the textures like stitched leather and green felt, but they amped up the physicality considerably. iOS 7 is alive. It moves and "breathes" through dimensional layers. It turns and folds and bounces and does all sorts of other delightful, skeuomorphic things. Safari tabs are a rolodex you can flip through. Multitasking has cards you can throw away. Notification Center is a surface you can slam down and watch ricochet.
Just like the original iOS used OpenGL and other game-like technologies to make the smoothest animations ever seen on a mobile interface -- and back Apple up into a mobile gaming empire -- iOS 7 includes physics and effects that take the gamification of user experience to a completely new level. It's a virtual collection of objects that can be directly manipulated -- played with and discovered -- by a person's finger, by acceleration and rotation, or by other elements of the system. It's what Apple calls "depth. It's brilliant -- if unfinished -- and very much the beginnings of that "something next".
Second, the iOS 7 design language is liberating. Apple calls it "deference" and intends it to get out the way. That lets content shine, but it also lets designers shine. Previous versions of iOS layered bars -- status and menu and tab and more -- onto designs. It constrained and covered. iOS 7 lifts that off. It pulls away and overlays.
Initially, like with any new design language, we'll get a lot of apps that try to look like Apple's -- the UIKit or Metro or built-for-BB10 apps. That'll quickly give way to designers who take all the space and frameworks and run with them, and make things, beautiful and hideous things, that are new and exciting and not like anything we've seen before.
Again, iOS 7 has only just gone into its first very early beta. There's a lot that can still be fixed and polished and hopefully will. The new grid is great, but things like the Safari icon fill up too much of it (imagine an Apple t-shirt with a logo on it 3-feet wide). As much as they've nailed the depth and deference, they need to follow through on the clarity. It needs a couple more rounds of interactive polish. That, however, like a thousand other details can and hopefully will be brushed in during the beta process. Still, the broad strokes are there.
iOS is now an object inside and out, one that exists to drive focus to the content, media or app, or both, but still and always delight to the user. It's just taken it all to a much more visceral level.
It's scary, but it's the future.
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Rene Ritchie is one of the most respected Apple analysts in the business, reaching a combined audience of over 40 million readers a month. His YouTube channel, Vector, has over 90 thousand subscribers and 14 million views and his podcasts, including Debug, have been downloaded over 20 million times. He also regularly co-hosts MacBreak Weekly for the TWiT network and co-hosted CES Live! and Talk Mobile. Based in Montreal, Rene is a former director of product marketing, web developer, and graphic designer. He's authored several books and appeared on numerous television and radio segments to discuss Apple and the technology industry. When not working, he likes to cook, grapple, and spend time with his friends and family.
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Irelandjnr says: Jun 13, 2013 at 8:42 pm - 1 week ago
I just tested iOS 7 for two hours tonight. I don't like the parallax feature, it's very gimmicky, and even a bit disorientating. It makes for great demo, but it really isn't something I would have thought Ive would dream of doing. It feels so superfluous. Unpleasant, even.
The second thing I don't like are those dynamic wallpapers. A total gimmick, again. They feel like something on Android.
ATTENTION PLEASE (4Ive): disorientating, unpleasant... this is what I mean! INTUITIVE AND PLEASANT USE IS FOR ME THE ONLY REASON TO BUY iOS FOR MORE CASH THAN HIS COMPETITORS...
A skeuomorph is a physical ornament or design on an object made to resemble another material or technique. Examples include pottery embellished with imitation rivets reminiscent of similar pots made of metal, or a software calendar that imitates the appearance of a paper desk calendar. iOS 7 as done away with the physical artifacts of real-world parallels like the edges of pages in ibooks or the green felt table background in game centre. Adding cool effects to the interface like the parallax shift isn't skeuomorphic, its adding a polish that is not just imitating life, but going beyond what is possible with a 2D page in real life.
http://m.computerworld.com/s/article/9239971/What_Apple_s_new_AirDrop_da... Like I said, please list something that hasn't been done before on other older devices...
Apple have just added the "friends list", so if you have the person you want to send a file too as a friend, and they use a compatible device, then it's simple...
So it's Beam, where you have to hunt from a list to find the device of a person who is likely standing in front of you, given the range an iPhone to iPhone wifi network is likely to be.
I thought the article was insightful, but you are using the term "Skeuomorphic" wrong. A Skeuomorph is a design or technique that imitates something that exists in another material or context, and is often used in user interface design to make users relate the design to the "real world" counterparts, like a virtual notepad that uses yellow lined "paper" textures. Simulating an abstract virtual 3d space with parallax, or representing an app as a rectangle that you swipe into nothingness to close is NOT skeuomorphism. Just because it seems like an object with "real" depth does not mean it is Skeuomorphic. It is not trying to represent an "object" that exists in any other context. iOS 7 is by far the least skeuomorphic design iteration of iOS. You can claim it is not totally "flat", that it has depth, that it feels alive with all the motion, etc, but you cannot claim that it is Skeuomorphic. It got rid of all fake textures and it even forgoes the bubbly, bevelled look of the buttons in the interface for borderless, minimalistic iconography.
The reason excessive skeuomorphism is looked badly upon in UI design is because it is in many cases unnecessary to make people relate to the real world versions of the objects, and the design has to make bad compromises in usable space and beauty to accomodate the borders of a pocket address book, for example, or the faux leather borders of a fake calendar.
1. The following icons are terrible: photos, maps,game center, settings, and safari. Redesigning icons wasn't what iOS 7 needed to be more functional.
2. The action buttons on Safari: they don't have to be so skinny. I mean do you really think the old controls got in your way of using Safari. Now I'll need bifocals to see them.
3. Weather font is too small. Again, now I'll need to wear bifocals.
4. The messages app. According to the pics we've seen, the bubbles and photos overlap each other. How is that clean design? Also, white letters on light blue background?
If you have any pull with some Apple insiders, please pass on this great community's concerns. PS: you can't deny that a blue font on a white background doesn't scream Android. I can't believe Jony Ive would come up with that, IMHO.
After getting an iPad, which has become my 'main' home use computer, I don't really feel the need to upgrade my iPhone4; I mostly use it as a phone and the extra apps are just bonuses on the go.
But I heard lots of moans when iOS6 came to iPhone3GS. Now I am worried that iOS7 may be a bit too much for the old iPhone4.
I do know iOS7beta is just that, (a very early release beta) but would love to hear if the physics work on the iPhone4? Or if it all grinds? Update:
I just found a video on youtube that shows iOS7 running on an iPhone4; I won't post link as it is from a rival site?
It looks like there is no moving backgrounds, or the parallax home screen.
Which I don't mind, as I thought that might tax the little processor.
It looks buggy, but no more then I would expect from a beta.
As long as it adds some new features, and doesn't lose any I will be happy.
My question to you, till iOS6 it has a good sense of familiarity, which make sit very easy to use for new and existing customers, which mac is maintaining it for almost an decade.
Now things have changed, so is still iOS is the preferred choice of OS when it comes to ease of use compared to rest. Is still can you recommend iOS to your mom and dad, like it was before.
It is geeky, unintuitive, an annoying word, and serves little purpose other than to make tech bloggers feel like they know something...