Skeuomorph Versus Flat Design: User Experience and Age-Related Preferences

The “right” design of graphical user interfaces (GUI) may help to provide positive user experience and to support users in dealing with the complexity of technological artifacts. We compared two design strategies for GUIs: skeuomorph and flat design. For this purpose, two interface versions of a smart phone operating system (flat and skeuomorph) were created. Since skeuomorph design uses metaphors from the non-digital world, we expected that it is preferred by elderly users (digital immigrants) compared to young users who might choose the modern flat design (digital natives). To test this assumption, we conducted a study (N = 24) with younger and elderly users by combining a standardized usability testing scenario, a user experience questionnaire (meCUE), and a half-standardized interview. Our results indicate that there is a significant difference between the two age groups. Elderly users showed a preference for skeuomorph design whereas the younger generation favored the flat design. Practical consequences and theoretical implications of these findings are discussed on the basis of the CUE model (Components of User Experience).

[1]  S. Parker Work and the Nature of man , 1969 .

[2]  G. Lakoff,et al.  Metaphors We Live by , 1981 .

[3]  M. Gilly,et al.  The Elderly Consumer and Adoption of Technologies , 1985 .

[4]  Jacob Cohen,et al.  A power primer. , 1992, Psychological bulletin.

[5]  M. Prensky Digital Natives, Digital Immigrants Part 1 , 2001 .

[6]  M. Prensky Do They Really Think Differently , 2001 .

[7]  Marc Hassenzahl,et al.  The Interplay of Beauty, Goodness, and Usability in Interactive Products , 2004, Hum. Comput. Interact..

[8]  Alan F. Blackwell,et al.  The reification of metaphor as a design tool , 2006, TCHI.

[9]  Marc Hassenzahl,et al.  User experience - a research agenda , 2006, Behav. Inf. Technol..

[10]  V. Oksman,et al.  Young People and Seniors in Finnish 'Mobile Information Society' , 2006 .

[11]  M. Thüring,et al.  Usability, aesthetics and emotions in human–technology interaction , 2007 .

[12]  Sophie Chen,et al.  How Big is a Big Odds Ratio? Interpreting the Magnitudes of Odds Ratios in Epidemiological Studies , 2010, Commun. Stat. Simul. Comput..

[13]  Anna Elisabeth Pohlmeyer Identifying Attribute Importance in Early Product Development. Exemplified by Interactive Technologies and Age , 2011 .

[14]  Chun-Heng Ho,et al.  A Preliminary study on Aesthetic of Apps Icon design , 2013 .

[15]  Laura Riedel,et al.  Modulare Evaluation interaktiver Technik. Entwicklung und Validierung des meCUE Fragebogens zur Mes- sung der User Experience. , 2013 .

[16]  Tom Page,et al.  Skeuomorphism or flat design: future directions in mobile device User Interface (UI) design education , 2014, Int. J. Mob. Learn. Organisation.

[17]  P. Mayring Qualitative content analysis: theoretical foundation, basic procedures and software solution , 2014 .

[18]  Gaetano Cascini,et al.  A framework for user experience, needs and affordances , 2014 .

[19]  David Oswald,et al.  Flat Design vs. Skeuomorphism – Effects on Learnability and Image Attributions in Digital Product Interfaces , 2014 .

[20]  Christian Wolff,et al.  Changing Paradigm - Changing Experience? - Comparative Usability Evaluation of Windows 7 and Windows 8 , 2014, HCI.

[21]  Angela Zhou Cybernetics and human-computer interaction: Case studies of modern interface design , 2014, 2014 IEEE Conference on Norbert Wiener in the 21st Century (21CW).

[22]  Shaowen Bardzell,et al.  Skeu the evolution: skeuomorphs, style, and the material of tangible interactions , 2014, TEI '14.

[23]  Chun Fu Li,et al.  Two Typical Symbols in Human-Machine Interactive Interface , 2014 .

[24]  Jan-Torsten Milde,et al.  Cutting Edge Design or a Beginner's Mistake? - A Semiotic Inspection of iOS7 Icon Design Changes , 2014, HCI.

[25]  William Hunt Robbins Design Practices in Mobile User Interface Design , 2014 .

[26]  Philipp Mayring,et al.  Qualitative Content Analysis: Theoretical Background and Procedures , 2015 .

[27]  Sun Young Park,et al.  Technological and Organizational Adaptation of EMR Implementation in an Emergency Department , 2015, TCHI.

[28]  Bin Li,et al.  Skeuomorphism and Flat Design: Evaluating Users' Emotion Experience in Car Navigation Interface Design , 2015, HCI.

[29]  Alexandre N. Tuch,et al.  Does Herzberg's Notion of Hygienes and Motivators Apply to User Experience? , 2015, ACM Trans. Comput. Hum. Interact..

[30]  Kun-Pyo Lee,et al.  The Elders Preference for Skeuomorphism as App Icon Style , 2015, CHI Extended Abstracts.

[31]  John H. Blitz,et al.  Skeuomorphs, Pottery, and Technological Change , 2015 .

[32]  Suleman Shahid,et al.  Skeuomorphic, flat or material design: requirements for designing mobile planning applications for students with autism spectrum disorder , 2016, MobileHCI Adjunct.

[33]  Qiang Wang,et al.  Contrastive Analysis on Emotional Cognition of Skeuomorphic and Flat Icon , 2016 .

[34]  H. Freud Emotional Design Why We Love Or Hate Everyday Things , 2016 .

[35]  Maria Kutar,et al.  Collaborative HCI and UX: Longitudinal Diary Studies as a means of Uncovering Barriers to Digital Adoption , 2016, BCS HCI.

[36]  Letizia Bollini,et al.  Beautiful interfaces. From user experience to user interface design , 2017 .

[37]  Jean-Eric Pelet,et al.  From Skeuomorphism to Flat Design: When Font and Layout of M-Commerce Websites Affect Behavioral Intentions , 2017 .

[38]  Erik Stolterman,et al.  Metaphors, materialities, and affordances : hybrid morphologies in the design of interactive artifacts , 2017 .

[39]  Rui Li,et al.  Color Affects the Usability of Smart Phone Icon for the Elderly , 2017, HCI.

[40]  Michael Minge,et al.  The meCUE Questionnaire: A Modular Tool for Measuring User Experience , 2017 .

[41]  Nils Backhaus Nutzervertrauen und –erleben im Kontext technischer Systeme , 2017 .

[42]  Xiaoli Wu,et al.  The Influence of Different Style of Icons on Users' Visual Search in Touch Screen Interface , 2017, AHFE.

[43]  Michael Minge,et al.  Hedonic and pragmatic halo effects at early stages of User Experience , 2018, Int. J. Hum. Comput. Stud..