I'm Frankie, I play TTRPGs too much. I will be reblogging and/or posting a lot of furry arte and some of that's going to be kink stuff so heads up
AKA Nerts but that's going back a while


geometric
@geometric

I would argue that skeuomorphic design is alive and well in games (would diablo be diablo without health and mana gauges that look like spherical flasks of swirling potions?) and the reason it became so reviled on the iPhone is because the aesthetic taste of corporate executives fucking sucks.

And it still sucks, they've just learned to be as conservative as possible in expressing themselves so as to keep things bland and inoffensive. "Ah, white boxes. Perhaps slip a rounded corner in there? Maybe an accent color, blue is neutral enough. Some icons, design them like the swiss. Nobody can get mad at the swiss."

Everything we use has been sanded down into its blandest form. Nothing will show its personality because the people who run things have none.

But we long to click on shining gemstone buttons with our gauntlet shaped cursor. We yearn for the warm touch of an oak table to slap our tattered playing cards upon. We crave the feeling of running our hands across cold steel buttons and switches from within the cockpit of our spaceship.


algometric
@algometric
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fwankie
@fwankie

bring that shit back honestly, looking god awful and terrible to behold is fashion. it's a personal computer let me personalise it


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in reply to @geometric's post:

Maybe the problem with the bad skeumorphic designs isn't the skeumorphism but the design. Making interfaces is hard and a basic principle like "material-based metaphors" isn't a comprehensive solution that does all the work on its own.

Not gonna say all frameworks are equal, but I think blaming bad design on the framework is misplaced 90% of the time.

my general issue with this: I want my applications all to look and behave roughly the same. I think basic UI controls ought to be like a set of wrenches or screwdrivers or some other standard toolkit—I don't want people trying to make them look like gumdrops or rivet-heads or whatever else strikes their fancy. I want these basic things to do their job quietly and consistently and uniformly across all applications, and that's incompatible with a fixation on making computer applications look like arbitrary physical objects.

if you want that sort of UX experience...well, isn't that what games are for? ~Chara

Yeah this stuff lives and dies on novelty value. When guis and touchscreen phones were new, it was fun to have all these weird looks and wild designs but when things settle down and you have to actually do work, it makes sense to have consistent, abstract UI metaphors.