We’ve all heard the sound — that tinny shutter clicking sound point-and-shoot cameras make when you take a photo.
There’s no complex mechanical mirror assembly swinging upward when the shutter opens. No matter, though. The cigarette box sized camera burps out a faux ka-click anyway. The mechanism producing this noise was quite necessary for its predecessor, the SLR/DSLR camera, but now functionally irrelevant in the newer point-and-shoots. This design cue (audible in this case) inherited from an ancestor is referred to as a skeuomorph, and they can be found everywhere in our daily lives — air intakes on the electric Chevy Volt, window shutters that don’t shut, copper cladding on zinc pennies, nonwinding watch winders. Even the brown cork-pattern on cigarette tips is a holdover from the days when cork was used as a filter.
These design cues are deliberately preserved in the derivative object. They’re used to ease us into a new idea by associating that new idea with its familiar lineage. Sometimes these cues die out. Sometimes they persist. In either case, the original function of the skeuomorph in its ancestor is lost or irrelevant in its derivative. Occasionally design decisions stick for good, and in fact cannot (or is prohibitively expensive to) be changed — even if that change were to result in greater efficiency. This is known as path dependence. The QWERTY keyboard is a often cited example of path dependence.
Skeuomorphic UI design cues
Speaking of keyboards, my high school typing class enlightened me to the brilliant purpose behind the raised bar or dot on the F (or D) and J (or K) keys. The tactility of those keys assist blind users and touch-typers to orient their fingers on home row. These bars provide a clear and intentional function. The iPad’s derivative keyboard still honors this feature.
The iPad obviously lacks tactility, but the raised bars add little sprinkle of realism without getting in the way. You may not have even noticed it. The overall design of the keyboard control is unadorned, clean, contemporary and consistent. Now imagine if this design had been inspired by the keys of an antique Underwood typewriter from the mid 20th century. Visually rich and magnificent, perhaps. But would that positively impact its experience value? How about its usability value?
When Apple introduced the iPad, along with it came a set of Human Interface Guidelines. The HIG encourages app developers to “delight people with stunning graphics” and to “add physicality and heightened realism…The more true to life your application looks and behaves, the easier it is for people to understand how it works and the more they enjoy using it.”
This idea is essentially doubling down on skeuomorphic realism — a derivative device containing features from an analog ancestor for purely aesthetic or emotional reasons.
But how good is that advice, generally? This is clearly a call for more than just the polished aesthetic details and refinements a designer takes pride in. This is about advancing literalist design styles and skeuomorphics on the grounds that it improves usability through a natural understanding of how an app works. Apple rightly resisted this temptation in many cases, but the Notes and Calendar apps are a different story. Apple combined analog design with modern UI patterns at the expense of affordance. My real life, analog paper doesn’t scroll. Are we now to expect its digital replication should?
Usability pitfalls
Literal replications of once-mandatory controls and features can add a positive emotional response, and even aid in the understanding of how the app is supposed to function. However, taking this approach also introduces some usability risks. Skeuomorphic and realistic UI components are susceptible to the following hazards:
- Changing the original component’s behavior to fit a new function or feature
- Straining or breaking established UI standards
- Incorrectly assuming the user is familiar with the original component
- An appetite for screen space
Nice rack
News Kiosk, an iPad news reader, is instructive to help illustrate the last point. Here’s the main view showing me stories from sources I’ve subscribed to. The 9.7 inch screen of 786,423 pixels lets me see exactly six news stories and (possibly) a frustrating glimpse of the excerpt text (depending on the length of the headline). A little arithmetic exposes how crazy this is. This news rack design offers about 27%* of its space to actual content. The remaning 73% is devoted to making me feel like I’m standing in front of kiosk on the corner of 14th and 3rd. How about a little ambient audio? Taxi horns, people talking on cell phones and a street musician might complete the experience.
There’s a good chance you’ll want to peer downward for more newspapers, just as you would at a real kiosk. But the modern page indicator UI control is used to shift the whole rack horizontally in sets of three. The creators of this app thought the newsstand literalism was worth the tradeoffs. Do you?
Proliferation into mobile apps
Camera+ is a nifty photography app that lets you capture, creatively edit and distribute photos. Though I think it gives wonderful results, I’m going to use Camera+ to illustrate the other pitfalls of Skeuomorphic realism.
The Camera+ menu view is shown above/right. It’s contained within a literal reproduction of a DSLR LCD panel. There are two things of note here. First, the size of the LCD display is quite small compared to the device screen. A modal screen could fit all the settings in one view, but this LCD is burdened with containing all these settings and options within a small area. Second, this confinement requires the app to bless the LCD with scrolling powers while real life LCDs do not enjoy this ability.
To show how skeuomorphic realism’s proclivity to intrude on UI standards, consider the Camera+ Lightbox view.

It displays the photos in a negative filmstrip. If you ignore the fact that the photos aren’t negatives at all, but positives, you’d be OK to assume that the filmstrips scroll horizontally — just as you would expect a filmstrip to do. They don’t. The entire view scrolls vertically to expose more negative filmstrips containing groups of three images. There’s really three weaknesses here: Inaccurate portrayal of the filmstrip skeuomorph (1), which causes poor scrolling affordance (2), requiring more space (3). Compare this view to the native Camera Roll which displays 20 photos.
The iDial app serves as a great specimin for showing how realism can backfire. This app rewound the hands of time, turning the most advanced smartphone ever developed into a rotary phone.

It’s likely a college student has never seen a rotary phone, much less used one. As far as the rest of us are concerned, would we use this for any other reason than to enjoy a brief moment of nostalgia only to ditch the app minutes later for its modern, efficient, intuitive derivative? This reminds me of an app I once saw that required one to click on a blue U.S. Postal mailbox to contact them. I suppose it’s possible they didn’t care about international users figuring out what that blue box was supposed to represent, but it’s not likely.
Realism and affordance preservation
I’ve suggested how staying “true to life” has demonstrable drawbacks. But does this mean we have to abandon any degree of realism altogether?
Mint’s iPhone app offers a view displaying a single transaction (income or expenditure). This example resembles a paper receipt, yet makes no compromises in terms of clarity or affordance. The typewritten font, watermark, shadowing and disclosure arrows offer a balance.
The common meanings we’ve come to associate with icons have much more to do with symbolism (or a path dependent association with a literal or analog counterpart) than with skeuomorphic realism. Even though the icon may borrow directly from some ancestral technology (such as an envelope to symbolize email) it is not skeuomorphic because the design creates meaning and provides access to an existing function or feature.
Path dependence and the creation of meaning
Consider the following icon, found in many familiar applications.These icons provide access to an object inspector or more information about a given item. This icon has gained so much traction (that is, gone so far down the “dependent” path) that even if someone came up with a more brilliant way to represent the concept of an object inspector/info, we’ve become too accustomed to associating the “i” with this function. Changing this would incur a usability cost. This icon has emerged as a standard, but still duking it out for a path dependent standard are icons for settings (main contenders: gear cog and sound mixer slider controls) and favoriting (main contenders: heart and star).
How real should real be?
If it feels like you’re shoehorning an experience to fit a real world, analog, nostalgic version of it, you’re probably at risk of overdoing it. Many times it’s just not worth overtaxing an app’s UI design in order to fit a function or feature. Similarly, stretching the app’s function or feature to play nicely with a skeuomorphic design element is also a risky approach with more downside than upside. Lastly, be mindful that employing skeuomorphs and realism in UI design gives you a set of benefits, but also a set of shortcomings.
Keeping an honest balance sheet of the gains and compromises can help shape better UI design decisions. If it begins to feel too much like a device within a device, it might be worth taking a step back and evaluating what you’re gaining and what you’re giving up.
Where is your balance? Does the degree of realism weigh heavily in measuring usability? Let me know what you think.





Feedback
48 insightful responses to Is Realistic UI Design Realistic?
Unfortunately this happens every time a new “media” emerges. People try and replicate what they know in the real world. We saw it with the first wave of consumer software in the 80s, with multimedia CD-ROMs, with the first generation of web sites, and now with mobile apps.
This is a phenomenon with a long history. Many of the first television shows were similar to plays. It takes a few years before creative professionals figure out a new medium.
Adoption rates (especially with mobile) are steeper than any technology we’ve seen in the recent past, so it’ll be interesting to watch the mobile and tablet platforms as they mature.
A cogent piece and enjoyable read., thanks. Give me an interface that elegantly makes the most of the power of the platform without shoe-horning functionality into outdated modes. I avoid the iPad’s calendar app at all costs.
The camera+ light box is actually showing slide film, as opposed to negatives. You can tell because the images are positives (duh) and the frames are black. If the images were on negative film the frames would be brown.
@Simon – You are absolutely right, I stand corrected. Thank you for pointing that out.
Realistic UI Design | Sten
Realistic UI design has been all over music applications since the beginning of time. One of the now-classics of the software-emulating-hardware applications, Propellerhead’s ReBirth, was recently released (mostly for nostalgic purposes) on the iOS platform, and retained the exact same UI as the original desktop software. No improvements or concessions were made to accommodate features of touch devices.
While it’s nothing short of amazing that my pocket-sized device can do what a computer of 13 years ago could (heh), it’s a shame that the software didn’t update the UI, as it makes the app practically unusable. Too bad, too, since it still sounds amazing.
Good article. I agree that skeuomorphic design cues are unnecessary most of the time. While I would hesitate to say that they are never needed, I find myself wondering if the practice of skeuomorph is nothing more than the perpetuation of superfluous embellishment by designers who just can’t seem to let it go. If anything I think it’s getting worse. Perhaps, it’s just easier to wow clients and users with faux wooden shelves and photo realistic icons; it’s all seems like smoke and mirrors to me.
First off: excellent post. Goes hand in hand with Lukas Mathis’ post “Realism in UI Design” http://ignorethecode.net/blog/2010/01/21/realisminui_design/
I often compare the issue with book covers. We shouldn’t judge books by their covers, but still do so. Books with pretty covers appear to be “better”. Same goes for interfaces. Adding fancy stuff, or in this case realism is great for attracting attention, but after a very short time that same stuff distracts. (See my post on UX Magazine here http://uxmag.com/design/eye-candy-vs-bare-bones-in-ui-design)
Pixelscheucher » Linkscheucher 24 » schlaf, webfonts, werkzeuge, produkte, linkscheucher, html, html5, jquery, css3
I enjoyed every word of this article. Realism in UI design has become the de facto standard. Sometimes it enhances the experience, but most often it makes it bloated and clunky…
Navjot Pawera - Skuemorphic design « Navjot Pawera's Blog
This is the reason I didn’t download the camera+ app.
Icon symbolism can also become ambiguous, yet not for the same reasons (or so I think). Take for example the floppy disk icon. It was relevant a few years ago, but for today’s generation it has lost its cultural background and therefore has no meaning.
Fortunately, it is rare we one comes across an application that still makes use of it.
This is what happens when an interface does not exploit natural mappings, isn’t it?
I’ve seen several designers make note of how cheesy Apple’s choice of ‘realistic’ UI is since the iPad came out. What I don’t understand is that most of the apps were on the iPhone, and look exactly the same. Plus the iPhone is much kore common/popular than the iPad, so why are why just now debating it? I wonder if it’s because the ipad is much larger, and therefor the design is much more noticeable?
One of the reasons it’s a point of debate is because Apple now openly advocates designing UIs in this style. Their Human Interface Guidelines for the iPhone didn’t have this recommendation. In Apple’s mind, the iPad touch experience seems to justify, and even call for, the creation of such interfaces on the dubious grounds that it improves usability.
Great article. I totally agree with the first comment from Wayne about this happening with all new mediums. Another example is the video game industry. The whole industry developed around a hand-based, button-based controller. When you had non-button based controllers, i.e. light guns, power gloves, game mats, etc, those were very game- or console-specific uses; There were few to no uses for those non-standard controllers. Now with motion-based controllers, you’re starting to see not just the redesign of the controllers, but of the games, consoles, and the basic actions of video games. I.e. the industry is now designing within the new confines of the motion-based controller. The games that are coming out now were designed from the ground up with the intentions of motion-controller based gaming.
Användbara länkar v. 45 | Samir Fors
This is an excellent article – I really enjoyed it.
While you’ve found some great examples of bad interface design here, I think it’s also worth noting how bad designs with NO skeuomorphic elements can be.
Take for example the UI for Windows Phone 7. It’s so abstract and devoid of realism that it becomes impossible to tell which part of the system you’re in or what the possible functions of an interface might be.
There are so many samples with such skeuomorphic UIs and so little with interfaces which aren’t using metaphors – these realistic UIs are nothing but metaphors. Are there any attempts to introduce physical instead of metaphorical interfaces for the touch devices.
( Physical vs. Metaphorical User Interfaces)
Excellent article and useful info. Thanks.
I completely disagree with this article, you obviously are on the wrong platform with the wrong tools for good design..
http://www.youtube.com/watch?v=yMMbpWz5r08
All the things you are complaining about can be completely avoided on Microsoft’s Windows Phone 7 platform where the design tools dwarf Interface Builder which looks and works like the same tool I used on the NeXTStep OS back in 1993.. Nothing has changed there.. That’s the problem is your tool set and platform and the confines put on you by the makers of the platform you are working with..
Apple even has better design tools for their mac then they have upgraded for iOS.. That’s part of the problem… So what you are complaining about doesn’t exist on at least one other mobile platform and they are leaving design behind on the others..
You have too much of an Apple centrist view to look at design on other platforms to get where design is going there and even a broader view.. I am sure I’d mention Expression Blend for windows phone and Adobe Flash for Android as two better options..
Check out this great SlideShare presentation on LinkedIn titled I phone versus windows phone 7 coding. Click on the link below to view the presentation.
http://slidesha.re/95gJsv
I am just a saying if you are going to talk mobile design you need a broader point of view..
Before the fan boys hack on Windows Phone 7 do you guys know who Bill Buxton is ? Windows Phone 7 was his idea.. You are not relagated to the “metro” interface with windows phone 7 you can make it whatever you want in both type icons and graphics thanks to the flexibility that is XAML and blend..
I couldn’t agree more. There are a ton of DJ apps that fall into this trap of making something look “realistic” without recognising that the hardware limitations that existed before are now redundant, so why still be limited by them?
Mr. Burnett, the argument I’m making is platform agnostic.
You claim the things I’m complaining about can be avoided with Windows Phone 7. They certainly can. But they can also be avoided in iOS, or any other platform. You’re claiming that the tools are responsible for the design of the UI. They’re not. The designer is.
It also sounds like you’re saying that the iOS dev tools create conditions for “bad” design, while the MS tools do not. Without going into a discussion of what “good” and “bad” design is, I think your claim is demonstrably false. For every UI design on iOS that’s over-realistic, I can certainly find some that are not — and I don’t have to go to Windows Phone 7 or Android to find them.
I’ll start arguing the auditive cue on digital cameras is not only useless, is counter-productive and the first thing to get disabled: it disables your ability to be a stealth photographer, so no photojournalism, no candids, no spontaneous pictures…
Moving to user interfaces, realism there is bad too. I want my applications to be consistent and predictable, when using one I don’t want to have to wonder how the app is supposed to be used. The newspaper example is apt: in the last few years I didn’t buy any dead-tree newspaper, all my news are read online, on an electronic device.
Sure, back in the ’90s when Winamp “invented” the crazy, non-default user interfaces and skins, it was a fun novelty (yes, I put most of the blame on Winamp back then) but many of us overgrew them and now know better: simple, easy, efficient.
Is Realistic UI Design Realistic? | Aaron Weyenberg | STATIC ON WAQ177
It’s amazing to see how much relevance McLuhan still has with his ‘probes’ and ideas, especially with this new wave of ‘remediation’ (as Wayne and John alluded to).
“When faced with a totally new situation, we tend always to attach ourselves to the objects, to the flavor of the most recent past. We look at the present through a rear-view mirror. We march backwards into the future…” – MM
Check this out for an interesting take (not mine) on the subject in discussing the RED camera: http://highdefinition-nomercy.blogspot.com/2008/05/3k-4k-5k-and-beyond.html
We’re in the business of making digital magazines ‘apps’, designed from the start to suit the medium it’s consumed on, a computer (we’re still getting to the multi-touch space…). We see so many skeuomorphed examples of traditional magazines now being ‘digital’ – page gutter, turned-up edge corners, page turn sounds – and most of it is really lame. But it’s early days and it’s great to be involved in this latest wave.
Aaron, great article, and your last comment can be summed up nicely with another quote: “We shape our tools, and thereafter our tools shape us.” – MM again.
Simon, Cape Town
Great quotes by Marshall McLuhan, Simon!
Quora
RE – Realistic UI – I agree with your post however I think in addition to your sidebar stating that it verifies the photo being taken it also alerts unsuspecting subjects of the photo being taken. Have you noticed you can’t turn the noise off. This is in case someone sitting on a bench next to a girl etc tries to take a picture up their skirt etc. A good idea against creeps and weirdos !!
I think the main reason that physical interfaces are having another resurgence is simple: we’re using our hands. Physical interfaces don’t make much sense on the Internet or desktop software, but for software we directly manipule with our fingers it helps gives visual clues about what gestures will work and where the user can interact with the software. This is much more evident with the iPad because of the large screen and amount of gestures possible.
Of course it can be over used, tack, and hamper usability, but when done right it removes the abstraction layer of using a computer and puts the user in a mental model that is inline with the software.
Thanks for a great read. You’ve helped me grab a firmer understanding about how I feel about using realism and skeuomorphics.
At its most innocent, adopting design features inspired by physical interactions can create a more pleasant experience. The background image on this very page is a paper grain effect, when combined with the dulcet curves of Georgia makes for a very comfortable reading experience, an experience inspired by reading from paper.
I think that’s the limit of the uses I would make for ‘realistic’ interfaces. The animated turning page on Apple’s Reader app and the iPad’s calendar UI definitely fall into the category of shoehorning and only serve to hamper the experience. But, creating a sense of depth to separate two content sections by mimicking a paper-on-top-of-paper shadow effect or – to add an over-simplified example – using a graphical rotary knob to control volume have clear advantages for communicating editorial and mechanical functionality while providing elements to craft into a visual identity.
In other words, they’re useful tools when they don’t detract from clarity, become intrusive to the user experience or otherwise disrupt the effectiveness of the design.
Cheers for giving me some structure with which to talk about the subject. Spot on.
I despise so-called “realistic” design, I’m not even willing to call it realism. I think ANY argument for skeumorphs comes from lazy mindless designers seriously lacking in creativity. There is always, ALWAYS something you can use the real estate for if you just put your mind to it.
There is always some new, better, innovative thing you could be doing. Some functionality that would revolutionize and blow people’s minds. It may not be obvious but it is there. Instead of finding that functionality, instead of creating that revolutionary UI that would change people’s perceptions and ways of thinking … you just toss it all overboard. The whole space of possibilities … it’s just fucking JUNKED.
So-called “realism” is the last refuge of the lazy ass motherfucker. And if you congratulate yourself and pat yourself on the back for chastising and scorning the LAZIER ass motherfuckers who reach for realism as their FIRST refuge … as far as I’m concerned that hardly absolves you. What it does is amuse me at your chutzpah. Do you want a medal or some sparkling stars?
You want “balance” between usability and “realism”? I’ve got a better idea! How about scorched-earth eradication instead? Embrace the unfathomably weird and alien. Hallelujah and praise the lord!
I suggest you consider the http://richardkulisz.blogspot.com/2010/11/elements-of-excellent-photo-gallery.html design. It took 15 years, that’s right count them FIFTEEN YEARS, since the inception of the web (1992) until one single lonely designer out there got photo galleries right (in 2007).
I am not waiting another fifteen years for you lazy ass wankers to BEGIN to have the barest smidgeon of an idea of how to do mobile apps right. If you all spend the next decade or two jacking off and learning nothing, someone is liable to go postal and kill you all.
Get your ass in gear.
Really great review. Thanks!
http://richardkulisz.blogspot.com/2011/01/why-we-need-systems-designers.html
Apple doesn’t think much of outside software developers if they’re strongly recommending everyone slavishly imitate physical reality. It means Apple thinks you can’t do any better than metaphoric interfaces and it’s desperately trying to avoid technological interfaces.
Or maybe Apple is trying to sabotage outside developers. That is a possibility.
Best of 2010 - Wolf’s Little Store
Nå kommer Android-brettene som ikke er forvokste telefoner
Hey Aaron, I thought about this article of yours when I saw this iPad app design.
http://lookslikegooddesign.com/ipad-app-jonas-eriksson/
It’s pretty, but far from being usable.
Is Realistic UI Design Realistic? | UXified
Notes from a Rookie Speaker | Bookmarks
Quora
Our fortnightly tit-bits (aka Friday procrastination) | Designit
Running in the Halls » POPA app optimisation for Beep Industries
The fake shutter sound is not a skeuomorph. Digital cameras are virtually silent. The sound lets you know on a purely auditory level that a photo was taken. The word skeuomorph is misinterpreted by a lot of people.
I think, technically, it is indeed a skeuomorph.
This is supported by the fact that the noise generated by an SLR was a necessary byproduct of the mirror mechanism lifting out of the way so the light could hit the film — there was no way for it NOT to make that sound.
Now you could argue that you need audible feedback when you take a photo with a point-and-shoot (still a weak one, in my opinion), but that doesn’t change the fact that there’s no reason why it needs to make the same particular sound that its predecessors made. The feedback could be visual, a different audible sound (a beep or short tone for example), or both.
Quora