同態加法
Early February, I uploaded this shot onto Dribbble. Nothing fancy –– just two screens experimenting with “
2月初,我將這張照片上傳到Dribbble。 沒什么幻想–只有兩個屏幕在嘗試“
Neumorphism,” or soft UI. Little did I know that this post would become the most viewed on my profile. At first glance — it was a pretty cool concept, the blending of 3D elements into this sort of Neumorphism ”或軟用戶界面。 我幾乎不知道該帖子將成為我個人資料上瀏覽最多的帖子。 乍一看-這是一個非常酷的概念,將3D元素融合到這種flat, paper-like feel that hadn’t been explored much before. But the more I thought about it, the more I asked myself: What makes this concept stand out from the rest of my work? Fundamentally it doesn’t make sense. I spent countless hours designing the other screens on my profile and only invested an hour or so on this piece. 平整,類似紙張的感覺中 ,這是以前從未探索過的。 但是我想得越多,我問自己越多:是什么使這個概念在我的其余工作中脫穎而出? 從根本上講,這沒有任何意義。 我花了無數小時來設計個人資料上的其他屏幕,僅花了一個小時左右。 So does it deserve all the recognition?那值得所有的認可嗎?同態的起源 (Origins of Neumorphism)
Phase 1: Skeuomorphism (Material Design)
階段1:擬態(材料設計)
To start, let’s get one thing clear: Neumorphism is an impromptu term invented by the design community. In fact, it’s shortened from “new-skeuomorphism,” which was a style originally pioneered by Apple leading up to IOS 7.
首先,讓我們弄清楚一件事:神經同質性是設計社區發明的即興術語。 實際上,它是從“新擬態 ”縮短的,“新擬態 ”是Apple最初在IOS 7之前率先采用的樣式。
Unlike Neumorphism, skeuomorphism had a distinct purpose. It’s intended for software to reflect their real-world counterparts. Take Apple’s calculator app in IOS 6 for example:
與同態不同,擬同態具有不同的目的。 它旨在用于軟件以反映其實際情況。 以IOS 6中的Apple計算器應用為例:

Looking at especially how Apple designed their buttons with a distinct bevel and reflection, it’s obvious that the company’s design team worked to mimic the round, rubbery feel of an actual keypad. Here are some more examples:
特別是從蘋果如何設計具有獨特斜角和反射效果的按鈕來看,很明顯該公司的設計團隊正在努力模仿實際鍵盤的圓形橡膠感。 這里還有更多示例:

Phase 2: Minimalism (Flat Design)
階段2:極簡主義(平面設計)
In June 2013, everything changed when Johnny Ive, Apple’s then-Senior VP of Design announced IOS 7 to the world, citing the update as “bringing order to complexity.” From that day onward, minimalism was born.
2013年6月,當蘋果公司當時的高級設計副總裁約翰尼·艾夫(Johnny Ive)宣布將IOS 7推向全球時,一切都發生了變化,理由是該更新“使復雜性井井有條”。 從那天起,極簡主義就誕生了。

Like any refresh, reactions to Ive’s announcement was highly mixed; Apple fans either scrambled to update their phones or quickly switched to Android, where the interface remained largely unchanged. However, as time went by, developers needed to update their brand identities to maintain congruence with this new system. Before long, everyone was adopting minimalism.
像任何更新一樣,對Ive宣布的React也參差不齊。 蘋果迷們要么爭先恐后地更新他們的手機,要么Swift切換到Android,界面基本上保持不變。 但是,隨著時間的流逝,開發人員需要更新其品牌標識,以保持與該新系統的一致性。 不久,每個人都在采用極簡主義。





I believe minimalism is the most progressive shift to have ever been made in software design. Not only does it establish a benchmark for how good design systems and brands should look and feel, but it also:
我相信極簡主義是有史以來軟件設計中最進步的轉變。 它不僅建立了良好的設計系統和品牌外觀的基準,而且:
Empowers Designers: Minimalist icons and graphics are a lot simpler to conceptualize, prototype, and construct. All you need is the pen tool and a couple of shapes and overlay functions.
賦予設計師權力 :極簡主義的圖標和圖形在概念化,原型設計和構造上要簡單得多。 您只需要鋼筆工具以及幾個形狀和覆蓋功能。
Empowers Developers: On the backend, minimalist design does not require programming for fancy gradients, reflections, or textures (especially metal, as seen in the old Safari icon).
賦予開發人員權力:在后端,極簡設計不需要為精美的漸變,反射或紋理(特別是金屬,如舊的Safari圖標中所示)編程。
Empowers Brands: Minimalism is built based on scalability. In other words, graphics could be easily resized and remixed without losing resolution, which makes branding a lot more flexible (pun intended).
授權品牌:極簡主義基于可擴展性。 換句話說,圖形可以輕松地調整大小和重新混合而不會損失分辨率,這使商標更加靈活(雙關語)。
Empowers Users: With a simpler visual interface to manage, design teams can devote more time to delivering better experiences rather than obsessing over how “good” everything looks. This, in turn, empowers the user and puts them at the forefront of a team’s priorities.
賦予用戶權力:通過更簡單的可視化界面進行管理,設計團隊可以將更多的時間用于提供更好的體驗,而不用著迷于所有事物的“良好”外觀。 反過來,這又賦予了用戶權力,并將他們置于團隊優先事項的前列。
Phase 3: ?
階段3:
As far as I’m concerned, phase 3 has not happened yet. It’s waiting for some influential corporations or designers to adopt and hold as an example for their competitors.
就我而言,第3階段尚未發生。 它正在等待一些有影響力的公司或設計師采用并堅持為其競爭對手樹立榜樣。
I believe phase 3 should be focused on feedback-oriented design. Take OnePlus’ Oxygen OS, for instance. The company has long been hailed for showing humility to its “fans,” drawing both software and hardware recommendations from their forums and implementing them into new iterations of its devices. That’s why Oxygen OS remains one of today’s most popular Android variations.
我認為第3階段應集中在面向反饋的設計上。 以OnePlus的Oxygen OS為例。 長期以來,該公司一直被稱贊為“粉絲”表現出謙遜,從其論壇中汲取軟件和硬件建議,并將其實施到設備的新版本中。 這就是為什么Oxygen OS仍然是當今最流行的Android版本之一。

為什么同質化不會成為新的階段3 (Why Neumorphism Will Not Be The New Phase 3)
Neumorphism, unlike minimalism, is the design bubble in the UI community that will inevitably pop in the coming year. It lacks personality, and has not been formally introduced in any large-scale programs. Here are a few reasons why app screens should (and will) not employ Neumorphic elements in their next iterations.
與極簡主義不同,無用態是UI社區中的設計泡沫,它將在來年不可避免地流行。 它缺乏個性,并且尚未在任何大型程序中正式引入。 以下是一些原因,導致應用屏幕在下一次迭代中不應(也不會)使用Neumorphic元素。

It has problems with accessibility
它具有可訪問性問題
Vicky Vo did a brilliant article about this that you should check out. To sum it up, Neumorphism is recognized for often having contrast issues, which makes it hard on those with vision loss, blindness, and colour blindness. Furthermore, it creates a lot more confusion than traditional design. For instance, button clicks often appear reminiscent of skeuomorphic design, which challenges the visual hierarchy minimalism has already established.
Vicky Vo撰寫了一篇精彩的文章,您應該查看一下。 綜上所述,神經同質癥通常被認為存在對比度問題,這使視力喪失,失明和色盲的人難以適應。 此外,與傳統設計相比,它造成了更多混亂。 例如,單擊按鈕常常會讓人聯想到擬態設計,這對已經建立的視覺層次結構極簡主義提出了挑戰。

It’s regressive and lacks compatibility
它具有回歸性且缺乏兼容性
Minimalism was created to help designers and developers in so many ways. Any kid with a laptop could easily create beautiful designs using the simplest of tools. It was the reason why I originally joined the UI design community, and I can’t imagine what it would be like as a beginner learning a system that requires more complex shadows, bevels, and colours. Minimalism is by no way “easier” to execute than Neumorphism, but it’s less intimidating to start.
極簡主義旨在以多種方式幫助設計師和開發人員。 任何擁有筆記本電腦的孩子都可以使用最簡單的工具輕松創建漂亮的設計。 這就是我最初加入UI設計社區的原因,并且我無法想象初學者學習需要更復雜的陰影,斜角和顏色的系統會是什么樣。 極簡主義絕不像“同態”那樣“容易”執行,但是起步時沒有那么嚇人。

While Neumorphism is still less complex than skeuomorphism, it lacks compatibility with a lot of modern interface design tools today. While programs like Figma and Adobe XD offer exclusive support with features like inner shadows, there is still minimal infrastructure behind crafting large-scale 3D mockups and animations. Besides, these tools were built specifically to create flat designs –– which explains their limited features.
盡管Neumorphism仍比擬態簡單,但它與當今的許多現代界面設計工具缺乏兼容性。 盡管諸如Figma和Adobe XD之類的程序提供了諸如內部陰影之類的功能的獨家支持 ,但是制作大型3D模型和動畫背后的基礎設施仍然很少。 此外,這些工具是專門為創建平面設計而構建的-解釋了其有限的功能。

It fundamentally undermines the concept of UX Design
它從根本上破壞了UX設計的概念
User experience design became popular when teams started to realize that visuals aren’t everything. For instance, Craiglist landed a 3-billion dollar valuation with a site that’s almost entirely developed via HTML. At the end of the day, users prioritize functionality over everything.
當團隊開始意識到視覺并非全部時,用戶體驗設計便開始流行。 例如, Craiglist通過一個幾乎完全通過HTML開發的網站獲得了30億美元的估值 。 歸根結底,用戶優先考慮所有功能。
However, Neumorphism challenges this idea. More and more artists are spending time developing these screens as a means of filling their portfolio when in reality, they should devote their efforts to solving real-life problems and tackling more pressing challenges in design.
但是,神經形態挑戰了這一想法。 越來越多的藝術家正在花時間開發這些屏幕,以填補他們的作品集,而實際上,他們應該致力于解決現實生活中的問題并應對設計中更為緊迫的挑戰。
As Neumorphism was pioneered by UI designers first, this trend represents an artist-driven approach rather than a user-driven approach to software positioning. What this means is that it’s shifting the narrative away from the user, which makes the piece more susceptible to criticism later on.
由于Neumorphism由UI設計師首先提出, 這種趨勢代表了藝術家驅動的方法而非用戶驅動的軟件定位方法。 這意味著它將敘述從用戶身上轉移開來,這使得該作品以后更容易受到批評。
One such example of this happening in hardware design is Apple’s butterfly keyboard on its MacBooks, which although complemented their sleek positioning, ultimately had to be reversed due to annoyances with key travel and functionality issues.
這種在硬件設計中發生的例子就是蘋果公司在其MacBook上使用的蝶形鍵盤,盡管這種鍵盤補充了其圓滑的位置,但由于對關鍵行程和功能問題的煩惱最終不得不撤消 。

銀襯里 (The Silver Lining)
While Neumorphism is impractical for UI and UX, this doesn’t mean the style should be completely disregarded. After all, it is inherently unique and beautiful. We just need to put it to other uses.
盡管對于用戶界面和用戶體驗來說,“同態”是不切實際的,但這并不意味著應該完全忽略樣式。 畢竟,它本質上是獨特而美麗的。 我們只需要將其用于其他用途即可。



The issue of Neumorphism comes down to physical interaction between the design and the user. However, with print or social media campaigns, graphics do not need to reflect this relationship. Here are two of my recommendations on where to employ Neumorphic design:
Neumorphism的問題歸結為設計與用戶之間的物理交互。 但是,在印刷或社交媒體活動中,圖形不需要反映這種關系。 這是我在哪里使用Neumorphic設計的兩個建議:
Advertising: One strong example of Neumorphism used in advertising is Samsung’s recent Unpacked Event, where they used square elements to unveil its new Galaxy Z Flip device.
廣告:廣告中使用的同態性的一個有力例子就是三星最近的Unpacked Event,該活動中他們使用方形元素展示了其新的Galaxy Z Flip設備。

Illustration: Ironically, illustrations nowadays are in dire need of a more three-dimensional look. Neumorphism helps fix this issue while adding more depth to the design.
插圖:具有諷刺意味的是,如今的插圖迫切需要更立體的外觀。 神經形態有助于解決此問題,同時增加了設計的深度。

Neumorphism only works when used in the right places. But for now, that place is not in UI/UX. While it’s exciting that so many designers are trying this out on Dribbble, this style undercuts the goal of User Experience Design. Instead, designers should devote more time to creating functional and practical experiences and applying Neumorphism in other ways, like in advertising or creative illustrations.
只有在正確的地方使用神經同質才有效。 但是目前,該位置不在 UI / UX中 。 如此眾多的設計師在Dribbble上進行嘗試令人興奮,但這種風格削弱了用戶體驗設計的目標。 取而代之的是,設計師應該花更多的時間來創建功能和實踐經驗,并以其他方式(例如廣告或創意插圖)應用Neumorphism。
Thanks for reading! I (try to) write a new blog post every day based on topics listed here. Be sure to check out my personal links: Dribbble, Website, Twitter
謝謝閱讀! 我(嘗試)每天根據此處列出的主題撰寫新的博客文章。 請務必查看我的個人鏈接: Dribbble , 網站 , Twitter
翻譯自: https://uxdesign.cc/my-thoughts-on-neumorphism-18d58bd5306c
同態加法
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