58 Andare oltre l'interpretazione delle metafore del mondo reale


Sintesi del contesto di applicazione
Situazione: normale utilizzo dell'interfaccia.
Problema: una grafica ispirata agli oggetti reali crea confusione o non è comprensibile.
Accorgimenti in sede progettuale: Sperimentare metafore non riferite alla realtà e/o completamente astratte

Stato dell'analisi Tema complesso. Solo abbozzata e applicazione ai prodotti mancante.


Applicazione del principio:  (analisi in fase di completamento).

Enunciato originale del principio Most metaphors evoke the familiar, but can and usually should add a new twist. For example, an electronic newspaper might bear a strong resemblance to a traditional paper, but with hyperlinks than enable users to quickly dive as far into articles as their interest drives them, something quite impossible with their paper counterparts. Not only is there no need to slavishly copy a real-world object (skeuomorphism), but unnecessarily limiting the functionality of a software counterpart just to “perfect” the imitation is most often bad design.
The inverse of skeuomorphism is abstraction, a prominent feature in so-called flat design, a fashion that took hold in 2013, turning once well-understood icons and other elements into meaningless abstractions and even false symbols. (For example, the icon for the browser on the iPhone became a compass, only connected to the concept of the web through the vaguest of abstractions. The iPhone has an actual compass, so they turned its icon into… another compass! Two compass icons: One tells you which way is north and the other connects you to your bank account. The Settings icon had originally looked like the inner workings of a clock, clearly carrying the message that this is an app that will let you see and affect the inside workings of the iPhone. That was abstracted to the point that it looks exactly like a large industrial fan.)

(fonte: Bruce Tognazzini, First Principles of Interaction Design)



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