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elxryesterday at 4:21 PM1 replyview on HN

You can reference other things without resorting to skeomorphism. Like using stars to represent favorites, typography to emphasisze/deemphasize things, the color red for warnings/errors, the color green for go/submit/ready, or the clearest of all: using descriptive naming in buttons and having self-documenting labels.

Skeuomorphic UIs absolutely have a place in things like games and tutorials for the youngest of children (like 5-6 yr olds, max), but past that, I honestly think labelling, a UI with feedback after significant inputs (like sounds, button states being extremely distinct, animations, etc), and not overcrowding the UI with too many controls and jargon will all go much further than skeuomorphism.


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Telaneoyesterday at 4:28 PM

> Like using stars to represent favorites, typography to emphasisze/deemphasize things, the color red for warnings/errors, the color green for go/submit/ready,

Screw the dyslexic and colourblind, I guess.

> using descriptive naming in buttons and having self-documenting labels.

Screw the non(-native)-English speaking in this case.

And even in the case that you're a native speaker, this is really hard to do well. You should try. Most fail.

I agree you should do these things, and many of your other suggestions (within reason) if only to give your users a better chance at understanding your software, but they cannot replace a solid grounding in the real world. We should have both.

What's clearer? [Call] or [(telephone receiver emoji) Call]?

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