Why are designers not understanding this these days?
I think one reason is that flat UI is super easy. Skeuomorphic is extremely hard to get right, and if you don't get it right it looks super tacky. Most people who have the word "designer" in their job title don't have the artistic skills needed to pull it off. This is why most designers are opposed to skeuomorphic.
Somewhere in between is the right approach. The NeXTSTEP UI from the late 1980s is what we need to return to. It still looks beautiful today: https://guidebookgallery.org/screenshots/openstep42
I've been saying for many years that it seems most UI "designers" are just art school dropouts. Art school graduates would have a better sense of style, even if they weren't HCI experts.
Windows 2000 was peak Windows UI. Yeah, it wasn't visually exciting, but it was the peak of functional and discoverable UI. Of course, the Windows 10/11 UI isn't visually exciting either, and in many cases it's more boring looking, and definitely less functional. I would pay money to go back to the Windows 2000 UI, but I guess Microsoft isn't sophisticated enough to do that any more. The current Windows UI is less customizable than Windows 2. Yes, you heard me right. Windows 2.1 was more customizable than Windows 11.
Flat UI is also really difficult, as it can easily look cheap, boring, and unfinished.
Even Apple’s initial move to a flat UI in iOS 7 suffered from this. It took a long time to get refined to the point of not feeling like a major step backward. I still preferred the look of iOS 6 to anything that came afterwards. The skeuomorphic designs were warm, inviting, and fun. They served as a nice juxtaposition to the rather austere hardware.
What’s the meaning of skeuomorphic design for a generation that has never worked with the original physical artifacts they’re based on, though?
That does look surprisingly good. And dated. For some reason my first thought was "why the hell is this reminding me of Carmen San Diego?!"
Following the standard is easy, deviating from it is hard.
Every designer nowadays insists on deviating.
> flat UI is super easy. Skeuomorphic is extremely hard to get right
What I don't understand is why those are treated as the only two choices?
Just adding some shadows, dividers, 3D buttons and real scroll bars again would go a long way to making things more usable without going full on into skeuomorphism to represent elements of the physical world.
A good example of the wrong direction was macOS in the switch to Tahoe. Buttons in modal dialog boxes became flat instead of 3D. They no longer look like buttons, they just look like a web-UI card with a gray background. There is no visual indicator at all that it is a clickable button.
Why? Legitimately, I want to hear from the designer(s) that made that decision and what their reasoning was.