Skeuomorphism is a new buzzword in the tech world. So, what exactly is skeuomorphism? Simply put, skeuomorphism is a form of visual metaphor of functionality, most often found in the graphic user interface. In the GUI, the skeuomorph represents some familiar object or task. What makes the visual metaphor skeuomorphic is that it retains some design element from the prior iteration, which in some cases, can be more or less functional than the original design (Kass & Lauer, 2004).

For example, in mail programs we often see the envelope represent the mail function, but the envelope no longer serves a required function of composing, sending or receiving mail. Other examples include: a contacts rolodex, file folders, trash cans, iconic camera designs and sounds for taking pictures, music applications, and a multitude of other designs that mimic physical objects and their functions.

What’s more, with skeuomorphism, the design necessarily evolves from the previous iteration of the thing. Take the example of the phone. We can start with the classic rotary phone, then move to push-button style, then wireless, and finally to the current cell phone. In the current cell phone, when a person goes to make a call, usually they see a rotary or cell phone-like icon, then, they get to tap on some push-style buttons and hear dial tones that mimic the functionality of the predecessor.

Skeuomorphs in particular have been championed for their way of strengthening mental models of UI’s (Glasier, 2012). Take our telephone example: cell phone users understood how the skeuomorphs functioned because of their prior experience with physical phones. However, skeuomorphs have also been criticized for the limitations they place on new functionality. In relation, Apple’s recent firing of Scott Forstall, IOS architect, and chief proponent of Steve Job’s affinity for Apple’s skeuomorphic designs, has ignited the discussion of the skeuomorphic impact on design (Wingfield & Bilton, 2012).

Skeuomorphism as visual metaphor is based on semiotics, in that it encodes meaning onto/into the product for the user to experience, understand and hopefully learn to use and enjoy. This semiotic relationship between technology and visual metaphor is founded in culture and cognition (i.e. How we do something here is not necessarily how they do something there; or, what this picture means to me is not necessarily what this picture means to you) (Gessler, 1998). Nonetheless, without visual and auditory communication, there would be limited ways for humans to interact with computer code; therefore designers frequently rely on visual metaphors and skeuomorphs to communicate ideas and functionality to users.

References


Gessler, N. (1998). Skeuomorphs and Cultural Algorithms. Retrieved from http://www.skeuomorph.com/

Glasier, E. (2012). Skeuomorphism & Visual Metaphors, and what the heck they do in interface design [Slideshare]. Retrieved from http://ericaglasier.com/2012/11/19/lecture-skeuomorphism-visual-metaphors-what-the-heck-they-do-in-interface-design/

Kass, K. & Lauer, T. W. (2004). Media transitions: The cases of digital imagery and e-mail. Information Technology & People. 17, 3. ProQuest. Pp. 252-267.

Wingfield, N. & Bilton, N. (2012, November 1). Apple Shake-Up Could Mean End to Real-World Images in Software. The New York Times, p. B1. Retreived December 15, 2012 from http://www.nytimes.com/2012/11/01/technology/apple-shake-up-could-mean-end-to-real-world-images-in-software.html?pagewanted=all&_r=1&.