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Good design is (still) all about affordance

Granted, the skeuomorphism vs. flat design debate (a false dichotomy anyway) is getting a bit old. But it’s worth reading Matt Gemmell’s take in Tail wagging, because he makes some great points about what makes for good interface design. Like this one:

Our tastes, and capabilities, have moved a bit beyond screamingly-obvious knobs and dials. We don’t need drop-shadows to encourage us to poke at something. All we need is an invitation, in the form of icons or labels or animations which imply functionality, and a consistency of presentation which allows us to make a good guess about what we can interact with.

After all these years, proper affordance remains the bedrock of good design.