User interface: Flat or "3D" design?
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- KVRAF
- 2565 posts since 2 Jul, 2010
I care more about good layout which guides the user, clearly grouping related elements and emphasising the most-used controls. Valhalla's GUIs are excellent not because they are flat but because they are thoughtful. Photorealistic copies of vintage user interfaces are also good when a) people are familiar with that layout or b) that layout was already a good design.
For new designs, 3D can be nice when it is inspiring and used to guide user (e.g. Auburn Sounds Panagement) but you don't get those things "for free" by choosing 3D, and 2D graphics elements can be used to a similar end (e.g. Unfiltered Audio Specops).
So you should pick whichever supports your aesthetic/usability ideas best.
For new designs, 3D can be nice when it is inspiring and used to guide user (e.g. Auburn Sounds Panagement) but you don't get those things "for free" by choosing 3D, and 2D graphics elements can be used to a similar end (e.g. Unfiltered Audio Specops).
So you should pick whichever supports your aesthetic/usability ideas best.
- KVRAF
- 11093 posts since 16 Mar, 2003 from Porto - Portugal
- KVRAF
- 25053 posts since 20 Oct, 2007 from gonesville
no necessary dichotomy for me, it depends.
This: I like. Some's a little yoogly
This: I like. Some's a little yoogly
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- KVRAF
- 2565 posts since 2 Jul, 2010
Blocks of input/output controls at left and right. Geometry and compander sections clearly marked and separated from the rest. Prominent size/position/colours given to the realtime FFT visualizer, which responds helpfully to the main effect blocks. Yes, Specops is complicated but the layout is thoughtful and plays to its strengths.
- KVRAF
- 11093 posts since 16 Mar, 2003 from Porto - Portugal
Well, I guess people react differently to colors. To me, a black background with bright color blocks over it and no surfaces, is hurtful, displeasing, and disgustingimrae wrote: ↑Thu May 09, 2019 6:25 pmBlocks of input/output controls at left and right. Geometry and compander sections clearly marked and separated from the rest. Prominent size/position/colours given to the realtime FFT visualizer, which responds helpfully to the main effect blocks. Yes, Specops is complicated but the layout is thoughtful and plays to its strengths.
Looking at that GUI doesn't guide me anywhere (except maybe out of it).
Fernando (FMR)
- KVRAF
- 7362 posts since 9 Jan, 2003 from Saint Louis MO
I usually want my GUIs to have clarity, readability, simplicity and good organization.
Within that I don't care if it's 2D or 3D, abstract or skeumorphic. There are good and bad examples of all of those
Within that I don't care if it's 2D or 3D, abstract or skeumorphic. There are good and bad examples of all of those
- KVRer
- 12 posts since 20 Feb, 2019
Exactly. User experience is the key here. Whether you use 3D or flat design is highly subjective. You can use that to target different target groups. There's lots of people that are used to old hardware synths. They tend to like designs that in a way emulate hardware. And for good reason. This usually copies not only the style but also the usability.
- KVRAF
- 6980 posts since 28 Dec, 2015 from Atlantis Island
5D
https://sonograyn.bandcamp.com/music Experimental Ambient
https://martinjuenke.bandcamp.com/music Alternative Instrumental
https://martinjuenke.bandcamp.com/music Alternative Instrumental
- KVRAF
- 9800 posts since 18 Aug, 2007 from NYC
6D
- KVRAF
- Topic Starter
- 4290 posts since 31 Oct, 2004
I decided to give a try at flat design, here are the results:
https://twitter.com/SampleScienceSo/sta ... 2221641728
The good thing with these UIs is that they are done in Affinity Designer, a vector design program. It means that they are scalable without any quality loss, even the background pictures are in such a high resolution that I could render them with the UI for 4K monitors and it would still look good.
https://twitter.com/SampleScienceSo/sta ... 2221641728
The good thing with these UIs is that they are done in Affinity Designer, a vector design program. It means that they are scalable without any quality loss, even the background pictures are in such a high resolution that I could render them with the UI for 4K monitors and it would still look good.
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- KVRAF
- 3508 posts since 12 May, 2011
Those rotary controls in the lower half (mixer?) remind me of mugshot silhouettes.SampleScience wrote: ↑Mon Oct 14, 2019 3:58 pm I decided to give a try at flat design, here are the results:
https://twitter.com/SampleScienceSo/sta ... 2221641728
The good thing with these UIs is that they are done in Affinity Designer, a vector design program. It means that they are scalable without any quality loss, even the background pictures are in such a high resolution that I could render them with the UI for 4K monitors and it would still look good.
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- KVRAF
- 1586 posts since 7 Jun, 2007
+1. I particularly like Softube Parallels for this kind of mix.
I'd choose flat with a touch of depth, like VCV Rack or Presonus MaiTai, anyday over 3D fisheye lens renders where every shadow and reflection from surrounding elements or environment is visible on the knobs, LCD screen, etc ...Softube! and many others... it's just unnecessarily busy.
The new Sylenth GUI and Dune3 skins hit the 3D sweetspot for me. Reaktor Blocks and NI compressors/reverbs too. Very tastefully done imo.
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- Banned
- 2525 posts since 4 Jul, 2019
very nice designs - I think the background pics are still a little too prominent thoughSampleScience wrote: ↑Mon Oct 14, 2019 3:58 pm I decided to give a try at flat design, here are the results:
https://twitter.com/SampleScienceSo/sta ... 2221641728
The good thing with these UIs is that they are done in Affinity Designer, a vector design program. It means that they are scalable without any quality loss, even the background pictures are in such a high resolution that I could render them with the UI for 4K monitors and it would still look good.