Do you like guessing games? I do. Here’s a fun one: let’s
see if you can guess what this partially-obscured icon might be:
Part of a pair of scissors? A teapot? Volume control? Could be anything,
huh? Let’s try another…
Care to take a stab at it? No? Too hard? OK, I’ll make life easier for you: let’s send our iPhones back in time and take a look at Thing 1 again, this time through the design language of iOS 6…
And Thing 2…
That’s better. You can actually tell what these two icons are now. Why? Because the original iOS designers had a key insight that for some reason the iOS 7 team found unpalatable: sometimes it’s the details that make an object recognizable, not the abstracted aggregate.
Let’s take a look at a real-life pair of spectacles…
I really think that Apple dropped the ball with the iOS 7 look.
The garish gradients and lack of affordances I could drone on about some other
time, but on icon design, I want to take
a moment to question what the company was thinking.
Judging by appearances, it was thinking this:
Each icon should be reduced to its minimal topological form, then represented as an outline of unvarying thickness.
Why it should think that, I couldn’t comment, save to say
that I think it’s misguided. Not just aesthetically misguided, but philosophically
misguided. While the company has long been famed for its dedication to design
purity, underlying it all, historically, had been a strong focus on customer
experience. But the iOS 7 graphic design principles seem to me more focused on
pursuing purity for its own sake than
for end users’ benefit. Where conflicts arose between suitability and adherence to the rules, it seems to be the former that got thrown under the
bus each time, regardless of how arbitrary the latter may have been.
Hence we ended up with icons that look like bifurcated love-hearts...
...that previously looked like books.
Going out on a limb here, perhaps this is the expected
result of an industrial designer being given oversight of graphic design, as
famously happened for iOS 7? I’m bearing in mind the famous Rams commandment
that good design be consequent to the very last detail, and wondering if it could
stir up an interesting conflict: what’s consequential for the usability of an
object may have little overlap with what’s consequential to how the object might be recognized.
Consider the humble occlupanid for example: the puritan
industrial designer would perceive the distal and proximal palps to be nothing
more than vestiges of the manufacturing process and would take pains to remove them.
The graphic designer, however, charged with drafting an iconic representation
of the clip, may regard them as an integral part of its distinctive shape and would want to include them.
To the former, a pair of eyeglasses is a pair of lenses and
a frame that connects them to a pair of arms. To the latter, the eyeglasses are
a unique set of shapes that distinguishes them from anything else in the geometric
lexicon of everyday objects.
iOS 7’s iconography is thus a showcase for how an industrial
designer might prefer glasses and books to look, whereas previous versions capture how such objects actually look.
For an easy-to-use UI, I’d choose the latter.
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