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Skeuomorph

A skeuomorph (/ˈskjuːəˌmɔːrf, ˈskjuːoʊ-/)[1][2] is a derivative object that


retains nonfunctional ornamental design cues (attributes) from structures
that were inherent to the original.[3] Examples include pottery embellished
with imitation rivets reminiscent of similar pots made of metal[4] and a
software calendar that imitates the appearance of binding on a paper desk
calendar.[5]

Contents
Definition and purpose Simulated woodgrain on a woodie-style
station wagon
Physical skeuomorphs
Virtual skeuomorphs
Skeuomorphic design
Arguments in favor
Arguments against
Gallery
See also
Notes
References
External links

Definition and purpose


The term skeuomorph is compounded from skeuos (σκεῦος), meaning "container or tool", and morphḗ (μορφή), meaning
"shape". It has been applied to material objects since 1890[6] and is now also used to describe computer and mobile interfaces.[7]

A similar alternative definition of skeuomorph is "a physical ornament or design on an object made to resemble another material
or technique". This definition is broader in scope, as it can be applied to design elements that still serve the same function as they
did in a previous design.

Skeuomorphs may be deliberately employed to make a new look more familiar and comfortable, or may be the result of cultural
influences and norms on the designer. They may be artistic expression on the part of the designer.[7] The usability researcher and
academic Don Norman describes skeuomorphism in terms of cultural constraints: interactions with a system that are learned only
through culture. Norman also popularized perceived affordances, where the user can tell what an object provides or does based on
its appearance, which skeuomorphism can make easy.[8]

The concept of skeuomorphism overlaps with other design concepts. Mimesis is an imitation, coming directly from the Greek
word.[9] Archetype is the original idea or model that is emulated, where the emulations can be skeuomorphic.[10] Skeuomorphism
is parallel to, but different from, path dependence in technology, where an element's functional behavior is maintained even when
the original reasons for its design no longer exist.
Physical skeuomorphs
Many features of wooden buildings were repeated in stone by the Ancient Greeks when
they transitioned from wood to masonry construction. Decorative stone features in the
Doric order of classical architecture in Greek temples such as triglyphs, mutules, guttae,
and modillions are supposed to be derived from true structural and functional features of
the early wooden temples. The triglyph and guttae are seen as recreating in stone
functional features of the wooden temples that preceded them, respectively the carved
beam-ends and six wooden pegs driven in to secure the beam in place.[11][12][13]

Historically, high-status items such as the Minoans' elaborate and expensive silver cups
were recreated for a wider market using pottery, a cheaper material. The exchange of
shapes between metalwork and ceramics, often from the former to the latter, is near-
constant in the history of the decorative arts. Sometimes pellets of clay are used to evoke
Triglyph and guttae in the
the rivets of the metal originals.[14]
Doric order; traditionally
seen as recreating in stone
There is also evidence of skeuomorphism in material transitions. Leather and pottery often
functional features of the
carry over features from the wooden counterparts of previous generations. Clay pottery wooden Greek temples that
has also been found bearing rope-shaped protrusions, pointing to craftsmen seeking preceded them.
familiar shapes and processes while working with new materials.[12] In this context,
skeuomorphs exist as traits sought in other objects, either for their social desirability or
psychological comforts.[7]

In the modern era, cheaper plastic items often attempt to mimic more expensive wooden and metal products, though they are only
skeuomorphic if new ornamentation references the original functionality,[15] such as molded screw heads in molded plastic items.
Another well-known skeuomorph is the plastic Adirondack chair.[16] The physical "arm" lever on a "one-armed bandit" gambling
machine is a skeuomorphic throwback feature on modern computerized slot machines, since it is no longer required to set
physical mechanisms and gears into motion..

Automotive design has historically been full of physical skeuomorphisms, such as thinly chrome-plated plastic components and
imitation leather, gold, wood, pearl, or crystal jeweled elements. In the 1970s, opera windows and vinyl roofs on many luxury
sedan cars imitated carriage work from the horse and buggy era. As of 2019, most electric cars feature prominent front grilles,
even though there is little need for intake of air to feed an absent internal combustion engine.[17]

Virtual skeuomorphs
Many computer programs have a skeuomorphic graphical user interface that
emulates the aesthetics of physical objects. Examples include a digital contact
list resembling a Rolodex,[18] and IBM's 1998 RealThings package.[19] A more
extreme example is found in some music synthesis and audio processing
software packages, which closely emulate physical musical instruments and
audio equipment complete with buttons and dials.[20]

Apple Inc., while under the direction of Steve Jobs, was known for its wide Skeuomorph in user interface
(hardware-like user interface) with
usage of skeuomorphic designs in various applications. This changed after Jobs'
emulating control knobs for
death when Scott Forstall, described as "the most vocal and high-ranking
manipulating digital audio in the
proponent of the visual design style favored by Mr. Jobs", resigned. Apple Redstair GEARcompressor Audio
designer Jonathan Ive took over some of Forstall's responsibilities and had Unit-Plugin.
"made his distaste for the visual ornamentation in Apple's mobile software known within the company".[21] With the
announcement of iOS 7 at WWDC in 2013, Apple officially shifted from skeuomorphism to a more simplified design, thus
beginning the so-called "death of skeuomorphism" at Apple.[22]

Other virtual skeuomorphs do not employ literal images of some physical object; but rather allude to ritual human heuristics or
heuristic motifs, such as slider bars that emulate linear potentiometers[20] and visual tabs that behave like physical tabbed file
folders. Another example is the swiping hand gesture for turning the "pages" or screens of a tablet display.[23][24]

Virtual skeuomorphs can also be auditory. The shutter-click sound emitted by most camera phones when taking a picture is an
auditory skeuomorph.[25]

Skeuomorphic design
Retrofuturism incorporates spatial motifs from previous iterations of the future; especially visions of electro-industrialism.[26]
This is frequently incorporated in retrowave or synthwave illustrations. Skeumorphic time is closely linked with metamodernism.

Arguments in favor
An argument in favor of skeuomorphic design is that it makes it easier for those familiar with the original device to use the digital
emulation by making certain affordances stronger. Interactions with computer devices are mostly cultural and learned. Once a
process is learned and adopted in a society, it develops persistence. Proposals for change, especially radical change, often result in
debate between proponents and opponents. Don Norman describes this process as a form of cultural heritage.[8]

Arguments against
The arguments against virtual skeuomorphic design are that skeuomorphic interface elements use metaphors that are more
difficult to operate and take up more screen space than standard interface elements, that this breaks operating system interface
design standards, that it causes an inconsistent look and feel between applications,[27] that skeuomorphic interface elements
rarely incorporate numeric input or feedback for accurately setting a value, that many users may have no experience with the
original device being emulated, that skeuomorphic design can increase cognitive load with visual noise that after a few uses gives
little or no value to the user, that skeuomorphic design limits creativity by grounding the experience to physical counterparts,[28]
and that skeuomorphic designs often do not accurately represent underlying system state or data types due to inappropriate
mimesis, such as analog gauges in a digital interface.

In the case of an electric tea kettle, such designs can be dangerous. If it is used in the manner of the original tea kettles,
catastrophe can ensue, resulting in property damage or injury.

Gallery
Ancient flint copying shape Electric kettle in the Incandescent Pushbutton phone with
of an expensive copper axe form of a traditional bulbs imitating imitation rotary dial
stovetop kettle the shape of
candle flames

1970s opera window and Digital keypad of an Virtual


vinyl roof imitating horse electronic safe, on a skeuomorphic
and buggy design circular escutcheon imitations of
mimicking a mechanical pieces of
combination dial paper

See also
Trompe-l'œil, 2D artwork using realistic optical illusions to simulate three dimensions
Flat design
Human interface guidelines

Notes
1. "Skeuomorph" (https://en.oxforddictionaries.com/definition/Skeuomorph). Oxford Dictionaries. Oxford University
Press. Retrieved 2016-01-22.
2. "Skeuomorph" (https://www.dictionary.com/browse/Skeuomorph). Dictionary.com Unabridged. Random House.
Retrieved 2016-01-22.
3. Basalla, George (1988). The Evolution of Technology. Cambridge, UK: Cambridge University Press. p. 107.
ISBN 0-521-29681-1.
4. "Skeuomorph" (http://dictionary.reference.com/browse/skeuomorph?s=t). dictionary.com. Archived (https://web.ar
chive.org/web/20131015002140/http://dictionary.reference.com/browse/skeuomorph?s=t) from the original on 15
October 2013. Retrieved 7 December 2012.
5. Thompson, Clive. "Clive Thompson on Analog Designs in the Digital Age" (https://www.wired.com/magazine/201
2/01/st_thompson_analog/). Wired Magazine. Archived (https://web.archive.org/web/20121222211646/http://ww
w.wired.com/magazine/2012/01/st_thompson_analog) from the original on 22 December 2012. Retrieved
7 December 2012.
6. March, H. Colley (1890). Transactions of the Lancashire and Cheshire Antiquarian Society (https://books.google.
com/books?id=910vAAAAMAAJ&pg=PA172&dq=%22skeuomorph%22&hl=en&sa=X&ei=JjzCUP2UB7T9iQLl_Y
GIDw&redir_esc=y#v=onepage&q=%22skeuomorph%22&f=false). The Lancashire and Cheshire Antiquarian
Society. p. 187. Archived (https://web.archive.org/web/20180202165310/https://books.google.com/books?id=910
vAAAAMAAJ&pg=PA172&dq=%22skeuomorph%22&hl=en&sa=X&ei=JjzCUP2UB7T9iQLl_YGIDw&redir_esc=y#
v=onepage&q=%22skeuomorph%22&f=false) from the original on 2018-02-02.
7. Gessler, Nicholas. "Skeuomorphs and Cultural Algorithms" (http://www.skeuomorph.com/). Archived (https://web.
archive.org/web/20120624065316/http://www.skeuomorph.com/) from the original on 24 June 2012. Retrieved
7 December 2012.
8. Norman, Donald. "Affordances and Design" (http://www.jnd.org/dn.mss/affordances_and.html). Archived (https://
web.archive.org/web/20121120145620/http://www.jnd.org/dn.mss/affordances_and.html) from the original on
2012-11-20. Retrieved 2012-12-03.
9. Janusheske, Jeffrey. "Thesis: Mimesis to Skeuomorph?" (https://web.archive.org/web/20130215081556/http://ww
w.jfree-design.com/2012/02/14/thesis-mimesis-to-skeuomorph/). Archived from the original (http://www.jfree-desi
gn.com/2012/02/14/thesis-mimesis-to-skeuomorph/) on 2013-02-15. Retrieved 2012-12-03.
10. Sen, Rahul. "Archetypes and Their Use in Mobile UX" (http://johnnyholland.org/2010/05/archetypes-and-their-use
-in-mobile-ux/). Archived (https://web.archive.org/web/20121226223052/http://johnnyholland.org/2010/05/archety
pes-and-their-use-in-mobile-ux/) from the original on 2012-12-26. Retrieved 2012-12-03.
11. Vickers, Michael; Gill, David (1996). Artful Crafts: Ancient Greek Silverware and Pottery. Oxford: Oxford
University Press. ISBN 0-198-15070-9.
12. Manby, T.G. (1995). Unbaked Urns of Rudely Shape: essays on British and Irish pottery for Ian Longworth.
Oxford: Oxbow Books and others. pp. 81–84. ISBN 0946897948.
13. Summerson, John, The Classical Language of Architecture, pp. 128, 133, 1980 edition, Thames and Hudson
World of Art series, ISBN 0500201773
14. Knappet, Carl. "Photographs, Skeuomorphs and Marionettes" (https://archive.is/20130201184641/http://mcu.sag
epub.com/content/7/1/97). Archived from the original (http://mcu.sagepub.com/content/7/1/97) on 2013-02-01.
15. Bullock, Alan (1999), The Norton Dictionary of Modern Thought, W. W. Norton & Company, pp. 795–796,
ISBN 978-0-393-04696-0
16. Winchester, Simon; Lederer, Richard (2006). "Foreword". In McKean, Erin (ed.). Totally weird and wonderful
words. Oxford: Oxford University Press. ISBN 0195312120. OCLC 70060979 (https://www.worldcat.org/oclc/7006
0979).
17. Torchinsky, Jason. "Why Do All These Electric Cars Have Grilles?" (https://jalopnik.com/why-do-all-these-electric-
cars-have-grilles-5964070). Jalopnik. Vox Media. Retrieved 2019-04-05.
18. Worstall, Tim. "The Real Problem With Apple: Skeuomorphism In iOS" (https://www.forbes.com/sites/timworstall/
2012/09/12/the-real-problem-with-apple-skeuomorphism-in-ios/). Forbes. Archived (https://web.archive.org/web/2
0121204021844/http://www.forbes.com/sites/timworstall/2012/09/12/the-real-problem-with-apple-skeuomorphism
-in-ios/) from the original on 4 December 2012. Retrieved 8 December 2012.
19. Mullay (April 1998). "IBM RealThings". CHI 98 conference summary on Human factors in computing systems.
ACM Press. pp. 13–14. doi:10.1145/286498.286505 (https://doi.org/10.1145%2F286498.286505). ISBN 1-
58113-028-7.
20. "G.F.". "User interfaces: Skeu you" (https://www.economist.com/blogs/babbage/2012/11/user-interfaces). The
Economist. Archived (https://web.archive.org/web/20160308015117/http://www.economist.com/blogs/babbage/20
12/11/user-interfaces) from the original on 8 March 2016. Retrieved 3 March 2016.
21. Wingfield, Nick; Bilton, Nick (2012-10-31). "Apple Shake-Up Could Lead to Design Shift" (https://www.nytimes.co
m/2012/11/01/technology/apple-shake-up-could-mean-end-to-real-world-images-in-software.html?pagewanted=a
ll&_r=0). The New York Times. CLXII (55, 941). Archived (https://web.archive.org/web/20121104084356/http://w
ww.nytimes.com/2012/11/01/technology/apple-shake-up-could-mean-end-to-real-world-images-in-software.html?
pagewanted=all&_r=0) from the original on 2012-11-04. Retrieved 2012-11-05.
22. Evans, Claire (2013-06-11). "A Eulogy for Skeuomorphism" (http://motherboard.vice.com/read/a-eulogy-for-skeu
morphism). Motherboard. Archived (https://web.archive.org/web/20130613043144/http://motherboard.vice.com/re
ad/a-eulogy-for-skeumorphism) from the original on 2013-06-13. Retrieved 2013-06-11.
23. "An E-Book UI That Lets You Flip Digital Pages, Just Like A Real Book" (http://www.fastcodesign.com/1669802/a
n-e-book-ui-that-lets-you-flip-digital-pages-just-like-a-real-book). Co.Design. Archived (https://web.archive.org/we
b/20160322193502/http://www.fastcodesign.com/1669802/an-e-book-ui-that-lets-you-flip-digital-pages-just-like-a-
real-book) from the original on 22 March 2016. Retrieved 3 March 2016.
24. Baker, Justin (20 November 2017). "Skeuomorphic Design — A controversial UX approach that is making a
comeback" (https://medium.muz.li/skeuomorphic-design-a-controversial-ux-approach-that-is-making-a-comeback
-a0b6e93eb4bb). Muzli - Design Inspiration. Medium. Retrieved 2019-04-05.
25. McNeil, Joanne. "Skeuomorphic Sounds: Digital Camera Shutter Clicks and Car Door Clunks" (https://rhizome.or
g/editorial/2011/jul/14/skeuomorphic-sounds/). Rhizome. Archived (https://web.archive.org/web/2016030701435
1/https://rhizome.org/editorial/2011/jul/14/skeuomorphic-sounds/) from the original on 7 March 2016. Retrieved
3 March 2016.
26. "21 examples of skeuomorphism" (https://www.popicon.com/blogs/iconography/21-examples-of-skeuomorphism).
Popicon. Retrieved 2019-04-05.
27. Carr, Austin. "Will Apple's Tacky Software-Design Philosophy Cause A Revolt?" (http://www.fastcodesign.com/16
70760/will-apples-tacky-software-design-philosophy-cause-a-revolt). Fast Company. Archived (https://web.archiv
e.org/web/20121215043327/http://www.fastcodesign.com/1670760/will-apples-tacky-software-design-philosophy-
cause-a-revolt) from the original on 15 December 2012. Retrieved 11 December 2012. "The issue is two-fold:
first, that traditional visual metaphors no longer translate to modern users; and second, that excessive digital
imitation of real-world objects creates confusion among users."
28. Sharp, Helen; Rogers, Yvonne; Preece, Jenny (2007). Interaction Design: Beyond Human–Computer Interaction
(2nd ed.). John Wiley & Sons. p. 62.

References
Freeth, C. M., & Taylor, T. F. (2001). Skeuomorphism in Scythia: Deference and Emulation, Olbia ta antichnii svit.
Kiev, British Academy / Ukrainian Academy of Sciences. P. 150.

External links
Moon, Jessica. "A Showcase of 50 Skeuomorphic Designs" (https://www.dtelepathy.com/blog/inspiration/50-skeu
omorphic-designs). Telepathy. Retrieved 2019-04-05.

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