你是理解为鸡血还是废话_新态是趋势还是设计废话

你是理解为鸡血还是废话

Neumorphism is an upward trend in 2019–2020, a style to which we owe the appearance of dribbble. Already the fact that this style was born on this site, should have warned the thinking designer: many know that dribbble — a collection of often insanely beautiful, but absolutely not working design. Design for likes — that’s what dribbble is all about. In my opinion, it is not surprising that neumorphism is completely unviable, impractical and unrealistic style in design. What my opinion is based on is this material.

神经形态在2019–2020年呈上升趋势,这是我们运球的一种风格。 这种风格已经在这个网站上诞生了,这一事实已经警告了有思想的设计师:许多人都知道这种运球-通常是疯狂的漂亮收藏,但绝对不是可行的设计。 为喜欢而设计-这就是运球的全部内容。 我认为,神经变态在设计中是完全不可行,不切实际和不切实际的风格也就不足为奇了。 我的意见是基于这种材料。

Newmorphism, or neumorphism, most likely came from a combination of the words “new” and “skeuomorphism”. Skeuomorphism in its heyday was quite an interesting style: the interface elements inherited the properties of real objects — materials, shape — and it looked very attractive. Although nowadays we see a lot of interfaces in this style: for example, basket in macOS, most of the interfaces of music processing plugins are still very “skeuomorphic”.Neumorphism is something between ordinary flat design and material design principles: all objects made in the Neumorphism style are either squeezed out of the background or pressed into it. The elements of the Neumorphic interface really want to seem like objects from the real world: for example, stamping on clay is very similar to this style.

新态或新态很可能来自“新”和“拟态”两个词的组合。 拟态在其鼎盛时期是一种非常有趣的样式:界面元素继承了真实对象的属性-材料,形状-并且看起来非常有吸引力。 尽管如今我们看到了很多这种风格的接口:例如macOS中的basket,但音乐处理插件的大多数接口仍然非常“拟人化”。同质性介于普通的平面设计和材质设计原则之间:所有对象都是由Neumorphism样式可以从背景中挤出或压入其中。 Neumorphic接口的元素确实希望看起来像真实世界中的对象:例如,在粘土上压印与这种样式非常相似。

Image for post
Typical newmorphism :)
典型的新态:)

I will try to describe my fears when using numeric design.

我将尝试描述使用数字设计时的担心。

额外的参数给用户带来了额外的负担 (The extra parameter is an extra burden on the user)

I think it’s a pretty big problem. In modern interfaces the user is quite easy to understand: all elements are familiar, their hierarchy is clear. Neumorphism adds a new parameter to the object — its thickness. Remember, how everything is clear in the material design: “Here’s the object, it’s flat and lies in the background; here’s the object with a shadow, it’s raised, first I’ll press it, then I’ll get to the bottom” — to put it simply.

我认为这是一个很大的问题。 在现代界面中,用户非常容易理解:所有元素都很熟悉,层次结构清晰。 同态会为对象添加一个新参数-它的厚度。 请记住,材料设计中的所有内容都非常清楚:“这里是物体,它是平坦的,位于背景中; 这是一个带有阴影的对象,它被抬起,首先我将其按下,然后再到达底部。”-简单地说。

Neumorphism begins to confuse the user at first sight. Objects become thick, and they all look the same, elevated to the same height above the background; all the elements compete with each other for the user’s attention, they don’t obey some clear hierarchy — all this leads to the fact that the user has an additional cognitive load, he has to think, understand or, worse, think for the designer, what exactly and how it should happen on the screen — there will be a lot of errors.

一态性开始使用户一见钟情。 物体变厚了,它们看起来都一样,升到背景上方相同的高度。 所有元素相互竞争以吸引用户的注意,它们没有遵循明确的层次结构-所有这些导致了这样一个事实,即用户承担了额外的认知负担,他必须思考,理解,或更糟糕的是,为设计师思考,它在屏幕上的确切位置以及发生的方式-会出现很多错误。

Button, card, radio-button, sweater — everything looks the same, and you can not predict the behavior of these objects: what is pressed, what is switched, what is now highlighted and what is not.

按钮,卡片,单选按钮,毛衣–一切看起来都一样,您无法预测这些对象的行为:按下了什么,切换了什么,现在突出显示了什么,哪些没有突出显示。

A good design doesn’t blow up the user’s brain.

好的设计不会炸毁用户的大脑。

It’s a pity, by the way, that most of the authors of Neumorphism-style shots probably haven’t tried to use their own interfaces themselves. By the way, just in case: I’m not trying to insult authors by using their examples for illustration, it’s just difficult to draw everything by yourself. If you are an author and do not want to see your design here, write, I will replace everything.

顺便说一句,遗憾的是,大多数Neumorphism风格镜头的作者可能并未尝试自己使用自己的界面。 顺便说一句,以防万一:我并不是想通过用他们的例子来侮辱作者,只是很难自己画出所有东西。 如果您是一位作家,并且不想在这里看到您的设计,请写下,我将取代所有内容。

微观互动 (Micro Interactions)

Interface animation is the most important element that allows the user to understand what happened to the object. From painting or enlarging the heart during liking to shifting the product card during piling, all these micro-interactions give the user a good feedback on his actions.

界面动画是最重要的元素,它使用户可以了解对象发生了什么。 从喜欢绘画或放大心脏到打桩期间移动产品卡,所有这些微交互作用都为用户提供了有关其动作的良好反馈。

Neumorphism will add a lot of complexity to designers who animate interfaces. The user feels completely at ease with the product card “leaving” the edge of the screen — he understands that everything is physically accurate. Here’s the card, here’s its shadow, it is raised above the background, here it is “gone”. In the case of the Neumorphism-style card squeezed out of the background, I can hardly imagine how the designer will explain to the user what happened to it during the animation :)

神经同质化将给为接口设置动画的设计人员增加很多复杂性。 用户使用产品卡“离开”屏幕边缘时会感到完全自在-他了解一切在物理上都是准确的。 这是卡,这是它的阴影,它在背景上方凸起,在这里是“消失”。 如果将“ Neumorphism”风格的卡片从背景中挤出,我很难想象设计师将如何向用户解释动画过程中发生了什么事情:)

Neumorphism will add a lot of difficulties in the implementation of microinteractions of interface elements.

在实现界面元素的微交互作用时,同构将增加很多困难。

Perhaps soon we will see a perfectly animated interface, completely made in the style of neumorphism. But no.

也许不久之后,我们将看到一个完全动画化的界面,完全采用了神经变态的风格。 但不是。

对比度和视觉限制 (Contrast and visual limitations)

It feels like neumorphic designers instantly forget everything they taught before, how they tested their designs for contrast, how they proved to customers, why they make the buttons on the sites as contrasting as possible.

感觉就像神经变态的设计师立即忘记了他们以前教过的一切,如何测试设计以进行对比,如何向客户证明,为什么他们要使网站上的按钮尽可能地对比。

Contrast, one of the important features of the interface, is thrown overboard in the works in the style of neumorphism. It’s for the weak, the main thing is beautiful!

对比度是界面的重要特征之一,它以同态的形式被抛诸脑后。 是为了弱者,最主要的是美丽!

If you plan to make the interface as non-contrast as possible (and you can’t do it otherwise — object and background of one color separated by a pale shadow), which will be uncomfortable to use — dare to make it in the style of neumorphism. All users with color blindness, color blindness or any other visual impairment will thank you. And everyone else, if they use your interfaces on sunny days.

如果您打算使界面尽可能无对比度(否则就无法做到这一点-物体和背景的一种颜色由浅阴影分隔),使用起来会很不舒服-敢于使其成为样式同态。 所有有色盲,色盲或任何其他视觉障碍的用户将感谢您。 其他所有人,如果他们在晴天使用您的界面。

视觉垃圾 (Visual garbage)

Having looked through enough works in the style of neumorphism, I concluded for myself that I do not like it yet — visual garbage. The designer goes from complex graphic-saturated layouts to clean and practical designs, getting rid of all sorts of stripes, dies, dividers and, in most cases, shadows along the way.

在看完了有关同态论的作品之后,我得出结论:我还​​不喜欢它-视觉垃圾。 设计师从复杂的图形饱和布局过渡到简洁实用的设计,摆脱了各种条纹,模具,分隔线,并且在大多数情况下消除了阴影。

Neumorphism offers us the opposite — it adds a lot of visual noise to interfaces. All shadows, external and internal, not only add extra elements to the design, but also take up useful space. Normal radio-button will take up 32x32 px of the whole area, will be large and accessible to press with your finger on a mobile device. A “Neumorphic” radio-button in the same size should also hold shadows around its hook.

神经态向我们提供了相反的东西-它为界面增加了很多视觉噪声。 所有外部和内部的阴影不仅会在设计中添加额外的元素,而且还会占用有用的空间。 普通的单选按钮将占据整个区域的32x32像素,该按钮很大,可以用手指在移动设备上按下来访问。 同样大小的“ Neumorphic”单选按钮也应在其钩子周围保留阴影。

I had to communicate with several designers from subscribers of my channel about design, who when developing the interface in the style of Neumorphism faced the limitations and problems that the use of this style, scrambled to solve these problems and did only what will look beautiful. And in the life and real design of interfaces, especially complex or highly loaded, these problems will have to be solved — most likely, the refusal in favor of another design style.

我必须与我的频道订阅者中的一些设计师进行设计方面的沟通,他们在以Neumorphism风格开发界面时遇到了使用这种风格的局限性和问题,他们忙于解决这些问题,只做了看起来很漂亮的事情。 而且在接口的生活和实际设计中,尤其是复杂或高负载的接口中,必须解决这些问题-很可能是拒绝采用另一种设计风格。

I am sure that even partial use with other styles will not save the situation — all elements in the style of Neumorphism will look foreign, cartoon and stupid.

我敢肯定,即使仅与其他样式一起使用也不会挽救局面-Neumorphism样式中的所有元素看起来都会显得异国,卡通和愚蠢。

There are many ways to train in design, invent new styles and meanings: illustration, drawing, poster — I can advise designers to try to find themselves in these areas, not to support the development of the style of neumorphism in the interfaces, often changing the logic of the familiar elements.In 2020, our task as designers — to make interfaces and design as accessible as possible to people with disabilities (especially since it is an important modern trend), to remove the boundaries between reality and virtual, immersing the user in the product without creating unnecessary boundaries, creating designs, adapt them directly to the design systems and algorithmic design. And I’m glad we’re going to do it without newmorphism.

有很多方法可以训练设计,发明新的样式和含义:插图,绘画,海报-我可以建议设计师尝试在这些领域中找到自己,而不是为了支持接口中同质化样式的发展,并且经常变化熟悉元素的逻辑。在2020年,我们作为设计师的任务-使残疾人士尽可能容易地访问界面和设计(特别是因为这是一种重要的现代趋势),消除现实与虚拟之间的界限,沉浸于现实中。产品中的用户,而无需创建不必要的边界,创建设计,并使它们直接适应设计系统和算法设计。 我很高兴我们能够在没有新变形的情况下做到这一点。

Thank you, write comments if you want to discuss this opinion or fight with the author :).

谢谢,如果您想讨论此观点或与作者抗争,请写评论。

翻译自: https://uxdesign.cc/is-newmorphism-a-trend-or-design-nonsense-5169b3fcc034

你是理解为鸡血还是废话

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