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The next important thing to remember is that light always comes from above. Wherever light comes from
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below it looks freaky.
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So don't do it in your user interface designs.
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Don't try to go for the Japanese horror style user interface.
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So what do I mean by this?
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So when you're creating buttons or other user interface elements, you should always design them so that
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they give the user a hint as to how they can be interacted with.
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So we've actually encountered a number of clients who've had issues with click through.
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So this is usually a buy now button or download here etc.
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Namely that they don't see anybody clicking on those buttons and a large part of the reason for that
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is poor user interface design.
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So let's think about this. When you're looking at a button from the front you should be able to see a
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slight hint of a shadow over here.
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And that's because when you have a look at a slice through or a side view of that button, light will
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come from above
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shining on it like this which means that this part will cast the shadow down here and it will be darker
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than the surrounds.
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But then once that button is pushed in it should be flushed with the surroundings and that shadow no longer
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occurs and the whole image becomes more uniform in terms of its color.
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Now the reason why this is really important is because you have to remember that none of us were born
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with the ability to interact with digital interfaces.
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Most users will have gone through life interacting with real things i.e. buttons that actually can be
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pressed and similarly when you translate into the digital world, in order for the user to feel that they
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can interact with those elements,
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you have to give them an indication that reminds them of the real world and that comes from user interface
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design giving them a reminder of how a button on a glass screen is similar to a button in real life.
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So a lot of times you see apps on the app stores that have buttons that look like this which does not
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look like a button. That just looks like text.
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Now say what you will.
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You know some people might say, "Well you know it's design like this is meant to be minimalist or is meant
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to look flat.
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You know I'm trying to be like Jony Ive." But always remember that in design the golden rule is that
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function comes before form
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in all cases and whenever you find yourself sacrificing function for form you should always give it
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a second thought.
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So instead of having a button that's just text, what can we do to that image to make it appear more clickable?
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Well the first step is maybe putting a round border around it because round things tend to be buttons
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and they tend to be clicked on.
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So very often you'll see iOS designers compromising with this flat design that's currently popular by
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surrounding the text with a rounded border.
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But even then, it still doesn't look all that clickable. It doesn't make you want to just go and tap on
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it.
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So how else can you improve this?
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Well you can add gradients and you can add shadows. That makes the button look a little bit more rounded,
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a little bit more 3D like it's protruding out of the screen making it more enticing and more likely
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to be clicked on.
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And the last design I'm going to show you is where you've got a drop shadow,
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you've got a gradient, you've even got a little image that indicates to you what will happen once you
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click on the button and that button is far more inviting and hence far more likely to get clicked on.
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This might not be important if you're designing the button for people to look at your privacy policy
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for example but it does matter if this is your buy button or this is your download button.
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If this is linked to your revenue and people can't identify that it's clickable, then you won't get those
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results you're looking for.
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So think about the designs in your app,
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so are your designs representative of the real world?
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And this relates to one of my biggest gripes with the flat design that was popularized since iOS 7.
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Now before if you remember iOS 6 and previous, the iPhone home screen used to have buttons that were fully
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3D.
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They were these glossy glassy little globules that look really really clickable and they looked like
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real things and they gave you great subconscious cues as to how they can be interacted with.
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And then came iOS 7
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and there was a huge design overhaul to go for this flat appearance.
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Now what does flat mean?
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It means that when you're looking at it from the side it's virtually like a piece of glass.
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It's exactly like what you're holding your iPhone.
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It's just a piece of glass.
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There is no gradient,
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there is no shadow to indicate to the user what is a button and what is not a button.
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And so if you have a look at this screen for example the passcode screen, what is the difference between
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this and passcode which we know is a label and does not do anything, and the emergency and cancel button?
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There is literally no difference.
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So for somebody who has never used an iPhone before, or for somebody who is a little
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bit older
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or for somebody who is a little bit older-- the only indication is that they can read that cancel is
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a verb.
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They can only hope to guess what these things do.
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And that's not what design is about.
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Design is meant to give the user conscious and subconscious clues as to how you should be able to interact
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with the digital world.
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So despite all the hype around flat design, I'm not a big fan.
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And in my opinion what will happen in the future is subtle gradients, subtle shadowing, subtle contrast.
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So if you look at the folders and the files in your Mac OS-- in your Mac OS, you can see that it's not
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completely flat.
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This folder looks like it's a little bit 3D like it contains something and that indicates to me that
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if I click on it I should be able to open it up and there should be something inside.
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That just shows me that it's not just text or not just an image, that it can be interacted with. And I
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know that there's a lot of designers who think that flat design is so hip so trendy but actually you
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know if you think about it it's not.
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We've been using flat design for ever.
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In the days of 8 bit graphics, we couldn't afford to put contrast and gradient and shadow onto the screen.
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This is a videogame called the trill of Oregon
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for those you guys you remember and it is flat design.
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So there is nothing trendy about this design concept and I firmly believe that we'll move away, we'll steadily
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move away from flat design and go towards a version that's more akin to what Google does which is material
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design.
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So if you remember the old Android OS it was pretty much designed to be completely flat.
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And then Google decided to go-- and then Google decided to change their design concept to make everything
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slightly more material like.
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And what does that mean?
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That means that you know things should look like pieces of paper and card on screen.
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And so when you look at Instagram where your photos show up, it should look like it's appearing on a
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piece of card and not completely flush with the screen.
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Your buttons have a subtle hint of shadow.
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Your app action bar also has a little bit of contrast below just a hint of interactability.
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And I reckon that digital design will steadily move towards this model.
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Now my predictions might not come true but at the end of the day you're designing to achieve certain goals.
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You're not just designing to make it look pretty.
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You want to achieve--
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you want to architect certain behavior in your users such as clicking on certain buttons or knowing
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how to interact with your app without you having to explicitly tell them.
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And I always urge students to have a look at how they design their user interface and see if it is intuitive
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to their grandmother or their grandfather. Would they know that this is a button that should be clicked
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on etcetera.?
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So look back at your designs,
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think about this.
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How well do you mimic the real world in your designs and how well are you able to convey the interactability
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of your app to the user?
