Mike Kruzeniski

Thoughts on Design, Technology, & Culture

How Print Design is the Future of Interaction

This post describes “How Print Design is the Future of Interaction,” a talk I gave at SXSW Interactive on March 12, 2011. The slides from the talk are available to view on Slideshare, and you can see some of the discussion that followed on Twitter here.

 

Intro
There are three areas that I covered in the talk. First, how the visual language of UI has evolved and been shaped in to what we find in the interfaces we are familiar with today. Second, I’ll discuss why I think a new approach to the visual design of interfaces, influenced by Print Design, is emerging and necessary. And finally, why I think Print Design is an important influence to the next evolution of UI, and what we (as UI and Interaction Designers) can learn from the discipline of Print.

When I talk about “Print” here, I’m not interested in the literal transfer of printed media on to screen, like we see in some applications which try to recreate the exact textures and layouts of newspapers, for example. What’s interesting for me is the broader practice of designing for print over the last few hundred years, and the resulting principles of design and information communication which they’ve refined. It’s those fundamental principles of Design which I think have a huge amount of relevance and are important to Interaction and UI Design.

Print_and_interaction

 

A brief history of Interaction Design
If we trace the history of modern User Interface, it all begins with Vannevar Bush’s Memex machine. In a 1945 letter to the editor in The Atlantic Monthly, Bush described a machine built in to a desk, that would allow its owner to store, annotate, and link documents and media. The interface to the desk was two displays; one would display information, the other was a surface for taking notes, annotations, or linking to other material. The machine would help humans organize large collections of knowledge, and is regarded by some as one of the original blueprints for the modern web.

At the very least, the Memex was an important inspiration for the first computer designs at SRI and Xerox PARC, which formed the foundation for the PC’s we use and live with today. In 1973, the first graphical user interface was built at PARC, using the desktop as a metaphor. The UI introduced windows, icons, menus, file management, and tool palettes. Looking back at the screenshots of this first GUI, the designs feel familiar even now. In 1974 PARC developed a What-You-See-Is-What-You-Get cut & paste interface, and in 1975 they demonstrated the first pop-up menus. The desktop concept was pushed quite a bit further by 1981 in the commercial Xerox Star PC interface, which was an important influence for the PC UI’s created at Microsoft, Apple, NeXT, and Sun Microsystems. In the 80’s and 90’s, the metaphor was extended (with much less success) to include other tangible objects and environments such as offices, bookshelves, doors, hallways, people, animals, and even streetscapes in Magic Cap and Microsoft BOB.

(download)

Fast forward years later to modern PC interfaces and you can see those same initial metaphors and design patterns have firmly cemented themselves. The increase of resolution from 16 to 32 bit saw UI rendered in increasingly greater detail. The extra pixels and colors gave our metaphors the textures of real materials, including bevels, glows, shadows, reflections and gloss. Controls are rendered as knobs, switches, dials, tools, and three-dimensional buttons to evoke the familiarity of their analogy counterpart.

The extreme rendering of interface elements has become sophisticated, but hasn’t subsided. Media, like books, photos and music, are packaged and presented with outdated details, shading or textures to simulate the look and feel of real world artifacts. While most mainstream UI’s rely on simulated texture, drop-shadows and lighting effects to mimic the materiality of their metaphors on an upright 2D plane, some concept interfaces like Bumptop push the desktop metaphor deeper by adding a 3rd dimension to the desktop, and physics to the icons to allow them to move more realistically across the desktop surface. On the web, the Web 2.0 aesthetic streamlined and cleaned up the look and feel of the desktop, but the metaphors and textures remain. As computers have become faster and resolution surface higher, the focus of visual UI design has been on polishing metaphors rather than exploring other approaches: more detail, more shine, more texture, more depth, more shading, more transparency. It’s as if we are trying to rebuild the physical artifacts around us inside of our computers. But that approach makes less sense today than it did 30 years ago.   

(download)
Because of bandwidth constraints and limitations of rendering technologies, UI development on the web saw a different approach from UI on the desktop. The focus on the first web sites was on delivering only the most essential information, which came in the form of text and links. Over time, websites added more information and more content, such as photos and videos, so the design of websites has been primarily focused on improving the organization and interactivity of that content.  Rather than recreating and polishing physical control metaphors, the web polishes the information instead. 
(download)

 

Artifacts and Information
The first interfaces were built on a need to communicate what they were. They were like a desk, but better. They were completely new, so an approach of direct representation was appropriate. To understand that a word such as “ok” was a new kind of action; surrounding it with the texture and shading of a button made it clear that it should be pressed. Today however, most onscreen content is assumed to be interactive. The literal analog affordance is no longer necessary, and yet, it’s the default path that so many interactive experiences follow. We don’t need to make an eBook look like a book for people to understand how to use it. The book isn’t the cover and binding, it’s the images and the text that make the story. Similarly, a movie doesn’t need to look like a DVD on a shelf to understand that it belongs to a collection, and an audio mixer doesn’t require cables and knobs to be capable as a tool, and a Notebook does not require leather and a spiral bind to be familiar. In the early days of interaction design when software concepts were best explained through heavy handed metaphors, the familiarity of these objects and textures was appropriate. However, the rendering of artifacts has outlived its usefulness as the definitive approach to UI design. As Designers we should be critiquing it for what it often is: shallow, meaningless, and often distracting from the information it surrounds.

“Leather buttons…feels very much like real leather buttons would feel: Tacky. It feels wrong and it is wrong. It’s kitsch. If you favor style over function to make something look like something it is not, you are not a product designer, you are an illusion artist.”
- Oliver Reichenstein

“Chrome arises from a chronic case of object-envy. We like interacting with physical objects in the real world, goes the reasoning, so it will presumably be more pleasant to interact with computer software if it pretends to be a physical object too. But why?
- Steven Poole

Functionally speaking, the use of analog metaphors are at best limiting, and at worst, misleading. I expect that my digital and networked content has new and superior capabilities compared to that of my physical and unconnected content. The new interfaces that are needed to support these emerging interactions continue to break down the usefulness of any surrounding analog metaphors, if they aren’t outright hindered by them. For so much digital content, there is no good metaphor to render anymore – the content is just information, text and images – so new approaches to visual UI design are needed. In an age where our interactions are information-based rather than tool oriented, a visual communication language that is hinged on arcane artifacts is no longer relevant. The value of interfaces today is the information it wants to present, not the physical vessel that the information once resided.

“…a networked, digital, interactive copy of, say, the Tao Te Ching is simultaneously more and less than the one I keep on my shelf. You give up the tangible, phenomenological’isness of the book, and in return you’re afforded an extraordinary new range of capabilities. Shouldn’t the interface, y’know, reflect this?”
- Adam Greenfield

This change in value deserves a change in expression. Interface mechanics themselves are no longer something that needs to be explained or reinforced.  As interaction designers, our role of making UI’s familiar as tools has shifted to one of communicating vast amounts of connected information. It tilts the form and function balance from a focus on how things work to how information and meaning is conveyed. The visual quality of UI is critical, but, today we owe more to the existing look and feel of digital devices to the engineers at SRI and Xerox Parc, than the early leaders of information design such as Paul Rand, or Massimo Vignelli... 

 


Learning from Print
As a craft, design for printed media has a rich history. Several generations of designers have pushed its boundaries in countless directions. It has been shaped over several hundred years as both a functional and aesthetic discipline, with a deep foundation of principles, practices, theories, and professional dialogue. It has gone through many periods, influenced by advancement of technologies, politics, and cultural movements. The movement of the International Style – or Swiss Style – in particular established a way of thinking that is particularly relevant to challenges that concern Interaction Design now.

The International Style rallied against the overuse of ornamentation, embellishment, illustrations, and decoration that was common in graphic design prior to the 1950‘s. Functionally, the International Style created a foundation for thinking about information that is very useful for UI Design: a mathematical grid for organizing information, a tight structure, iconography that is recognizable and memorable, simplicity and clarity through the fierce reduction of clutter, authenticity, objectivity through photography, and a keen attention to detail. Even as Graphic Design has continued to evolve, those principles of design persist as a foundation in contemporary Print Design practice today.

In 1999, Jakob Nielsen stated that “Anything that is a great print design is likely to be a lousy web design. There are so many differences between the two media that it is necessary to take different design approaches to utilize the strengths of each medium and minimize its weaknesses.” I disagree. The design principles established through the history of Print Design are also true for Interaction. In our exploration of the differences, we’ve forgotten how much they are the same. They are both about clarity in communication and simplicity through systems. I believe we can learn from Print Design and apply to Interactive experiences:

1. Hierarchy and Structure with Grids
“Well designed grid systems can make your designs not only more beautiful and legible, but more usable.”- Mark Boulton

Much of Interaction Design is about reducing complexity. A grid system organizes information in a logical, consistent, and meaningful framework, which both designers and developers can work within.  A grid provides anchors for the eyes, improving readability. Strong use of geometry in a layout creates a visual hierarchy that allows users to easily scan and discover information.

2. Confident use of Negative space
“Perfection is achieved, not when there is nothing left to add, but when there is nothing left to remove” - Antoine de Saint-Exupery

A common goal of UI design has been to densely pack as much information as is possible on a given screen. However, giving content some space to breathe provides critical focal points. It allows the positive space to communicate clearly and create impact. A balanced page makes the promoted information more easily digestible.

3. Reduction of Elements
“Less is More” – Robert Browning
“Make everything as simple as possible, but not simpler” – Albert Einstein

UI elements clutter the content it contains. The role of the designer is to edit, to find balance. Reducing an interface to only the most essential elements puts focus on the primary tasks of the UI. What may be lost in information density is gained in simplicity. The resulting UI will feel light, smart, easy, fast and responsive.

4. Objectivity through Imagery
Though much of Swiss graphic design is remembered for its powerful use of typography, photography was also an important part of the style. Photos were seen as a more accurate means to convey information compared to illustrations. Similarly in a UI, it’s the content that people want, not the chrome. Using imagery instead of iconography or illustration reduces the need to translate metaphors, and promotes direct interaction with content.

5. Emphasis on Typography
Emphasizing typography is not about reducing an interface to only text. Good type is about appreciating the ability of type to create impact, hierarchy, direction, and rhythm through size and weight. Diogo Terror described the power of a typographic approach to UI well in Lessons from Swiss Style Graphic Design:

“Font-size is a tool for readability, impact and rhythm. Different font-sizes not only generate visual impact, but also provide readers with a hint about the hierarchy of the presented data. Huge words are the entry points, the top-level elements in the content’s information architecture and page’s hierarchy. This is a very efficient way of guiding the reader’s eyes through the page, thus working as an interface to the content.”

6. Proportion and Pacing
In Print, the proportion of elements creates a pace for a story to unfold over time. It leads the direction of the eyes over content, and gives character to the information.

7. Universal Iconography
The International Style pursued standardization and simplification of iconography so that icons were universally understood. The use of icons today has become so rampant and gratuitous that we’ve lost a lot of common understanding. They are used too often as decorative elements and are losing a lot of communication value.

(download)

 


Inspired by Print
There are already a lot of designers that beginning to approach UI in a way that is inspired by Print Design. A couple years ago Dustin Curtis popularly proposed a redesign of the American Airlines front page. Though he didn’t explicitly state print being an inspiration, the clean, photographic, and strongly structured result feels familiar. In my own spare time, I’ve toyed with a redesign of facebook.com using print principles. At this year’s IxDA conference, designers from Adobe cited print as an inspiration for the new Photoshop.com. At Microsoft, Print Design has been an important inspiration for a lot of work, going as far back as Encarta 95, Media Center, and more recently in Zune and the Windows Phone 7 redesign. Some other recent examples include the Nike Betterworld microsite, Edition 29, Flipboard, and the Popular Science magazine app designed by BERG London.

(download)

 


The Undesigning
In an essay in The Atlantic in November, Dylan Tweeney attempted to dissect the trend behind new content readers such as Flipboard and Readability. He describes the separating of content from its original format in to clean, minimalist, easy-to-read designs as “The Undesigned Web”. It suggests that users don’t want design, and are taking to minimalist, “undersigned” tools like Instapaper for relief.  It’s unfortunate that “Design” has become synonymous with noise, overly graphic, heavily decorated, ornamented experiences that stand in the way of content. The problem is well described by Andrei Herasimchuk in his post, The Culture of Fugly:

“Paul Rand famously wrote: The public is more familiar with bad design than good design. It is, in effect, conditioned to prefer bad design, because that is what it lives with. The new becomes threatening, the old reassuring.

In the context of web and high-technology product design, this observation from Mr. Rand takes on special import.”
- Andrei Herasimchuk

It’s with that in mind that I believe UI design needs to look to Print Design as an inspiration and a quality bar to hold our work to. Regardless the debate of whether Print is dead, Print Design is not. We need the thinking, the aesthetic, and the quality of Print Design applied to the digital surface. And we need the designers that are skilled in Print to bring their sensibilities to User Interface design. The so-called undesigning of the web needs to recognized as the best examples of design today, not a lack of.

“I say that flat is the new black, that 2D is the new avant-garde; that a surface doesn’t have to be ashamed of being a surface”
- Steven Poole

Products like Flipboard are attractive because they are consciously and carefully designed to highlight the content, instead of crowding the experience with UI tools. The design of these experiences is being driven by new thinking in interaction design, where visual design is central to the experience, rather than painted on at the end. Once the traditional elements of UI are torn away, designers can concentrate their efforts on working iwth the content that remains. And it ends up looking a lot like Print. If we pull Visual Design to the front of the product creation process, we can break free of the bad design habits that surround us. As Interaction Designers we can stop polishing our icons, and focus on communicating the content inside, clearly and with style. The rewards are simple: more beautiful products that are easier to use, and beautifully branded experiences with more room for self-expression. 

 

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Filed under:   interaction   print design   sxsw   visual design  

The Aesthetics of Interaction Design

While working on my SXSW talk about the influences I think print design is starting to have on interaction design, I became curious about how many talks at the recent IxDA ’11 conference had to do with aesthetics and visual design. After a quick survey of the 50 talks and workshops from the conference, I only saw 6 talks (give or take) whose subject I believe spoke to the aesthetics of experience. Only 3 of those were specific to visual design in UI. I posted this observation on Twitter, which sparked a really nice discussion. It’s tough debating with 140 characters at a time, but it’s a conversation worth carrying on, so I decided to carry on here instead.

The reason I posted the note in the first place is because I believe that the visual quality of the products we make is much more integral to our discipline than is being discussed. Style matters. If our mission is to improve the human condition through good experiences, then we can’t ignore the aesthetic. It should be an equal part of our mission. Not talking about it is ignoring it, and right now, as a group we’re not talking about it.

 

Below, a wordcloud of the topics covered in the lightning sessions and workshops at IxDA '11. What we did, and didn't talk about this year.

Ixda_2011_wordcloud

 

In other design fields, there is a balanced tension in the discourse around form and function. In the best examples of any design practice, the considerations of the form and function are tightly interwoven. They push and pull on each other. Since the focus of interaction design in its short history has largely been on making products easier to use, formal interests have often taken a back seat to function – to the point that the aesthetic expression of the things we make is seen as a wholly separate discipline. In some ways, it makes sense. We use different tools and processes, have a different focus, and have different skills. But Interaction Design, as a field that cares so deeply about great product experience should embrace such a closely related discipline as Visual Design as integral. They benefit each other; A beautifully designed product will also be perceived as functionally better and easier to use. A design is incomplete without quality in both the surface and the mechanics. And as companies start to think of the interface as their brand, aesthetics are more important than ever.

Rather than viewing ourselves as subset of design, focused only on behavior and systems, can we instead look at our work as a superset: a holistic practice focused on bringing together all the theory and tools relevant to creating great interactive products and experiences? Can we build a conference the pulls Visual, Industrial, Motion, Fashion, and Architecture in from the fringe? The exchange is already happening in most design studios, so let’s bring it to the conference and make it more central. I’d like to know the form philosophies and tradeoffs behind the creation of Mint.com, Omnigraffle, Twitter, Flipboard, and Photoshop. What were the challenges? What are the opportunities? With Interaction and Visual Design practices divided as they are, we lose a necessary and meaningful exchange if we go to separate conferences. If it’s not a larger part of our discourse, then our aesthetic course will continue status quo. In my opinion, the status quo isn’t great. It’s time that we hold ourselves to a higher standard of aesthetics in the products we make. More dialogue is needed. Our relatively central role in product development gives us the opportunity to make sure that visual design isn't an end of the waterfall activity. I want products that beautiful just as much as I want products that are easy to use.

Near the beginning of the Twitter conversation, I suggested that a sensible distribution of topics at the IxDA conference would be 25% Think (Design Theory), Make (Interaction Design technique), Art (Aesthetics, Visual, Form), and Practice (the Business of Design). Of course, a quota would be silly. The conference should reflect the interests and submissions of the community. So I guess I’m saying that I’d like to see us take more interest in aesthetics as a group. So next year, will we be talking about it?

If you’re interested in this topic, follow me on Twitter here. I'll be talking about this topic more in a couple weeks at SXSW.

And thanks to everyone below for the great conversation

@gretared

@amyhillman

@kaleemux

@eadahl

@nickf

@nickmyer5

@k

@AndrewCrow

@eduardoortiz

@mojoguzzi

@jmk

@Elena_Moon

@udanium

@bopuc

@ambroselittle

 

Vis_ixd_twitter_thread

From Transportation to Pixels

This post is a summary of a talk the Windows Phone Design Team has given a couple times recently. This article was originally posted on the Windows Phone Developer Blog.

In November, myself and Albert Shum drove a few hours north to visit our friends at the Vancouver User Experience Meetup, to talk about Metro and the design philosophy behind Windows Phone. The beginning of the presentation traced the roots of the Windows Phone Metro design language, a topic we’ve spoken about at a number of developer conferences (Watch Albert at MIX 2010). From there, we decided to push the discussion a bit further this time, to look at where we see Metro going next. As you can imagine, this was a lot of fun. Our presentation was over an hour long and covered a lot of material, so rather than just posting the slides up, I’ll describe the talk in its four parts. First, the story of Metro. Second, a look back at the history of UI design. Third, visions of future UI design in Science Fiction. Fourth and finally, where we see UI (and Metro) headed in the future.

 

The story of Metro

A couple years ago the Windows Phone design team realized that the design path that Windows Mobile was on was not sustainable. Once we decided to reset the direction, we didn’t look towards other mobile or PC user interfaces for inspiration. Instead, we surrounded ourselves by what we considered to be the best examples of design work, from Josef Müller-Brockmann and other pioneers of the International Style, Massimo Vignelli’s design systems for the NY Subway Map and brands like American Airlines, to conceptual work by Experimental Jetset. Similar inspiration was being used in Windows Media Center, Zune, and Xbox. In addition to this visual inspiration for our art direction, we create a series of principles to guide the interaction design, motion design, and overall experience for the phone.  

Metro_transportation_graphics

Our design principles were, and still are:

Clean, Light, Open and Fast

We took an approach that we call “Fierce Reduction” to remove any elements in the UI that we felt were unnecessary; both visual elements and feature bloat. It allows us to shine a focus on the primary tasks of the UI, and makes the UI feel smart, open, fast, and responsive.

Alive in Motion

The transitions between screens in a UI are as important the design of the screens themselves. Motion gives character to a UI, but also communicates the navigation system, which helps to improve usability.

Celebrate Typography

Our design inspiration is very typographic, and it felt like it was time for User Interfaces to be uncompromising about type as well. Type is information, type is beautiful.

Content, Not Chrome

It’s the content on the phone that people want, not the buttons. Reducing the visuals on the phone that aren’t content will help you create a more open UI, and it also promotes direct interaction with the content.

Authentically Digital

Finally, we believe in honesty in design. A user interface is created of pixels, so in Metro we try to avoid using the skeumorphic shading and glossiness used in some UI’s that try to mimic real world materials and objects.

Windows_phone

 

So now that we’ve established Metro, where do we go next? To help us think about what the future of our experience is, we need to understand where we’ve come from.

 

Looking back

Before Metro, the UI of Windows Mobile 6.5 looked like most other software interfaces. How is it that most UI’s use the exact same metaphors and basically look the same? Well, we like to look back. Way back.

If we trace the history of modern User Interface, it all begins with Vannevar Bush’s Memex machine. In a 1945 letter to the editor in The Atlantic Monthly, Bush described a machine built in to a desk, that would allow its owner to store, annotate, and link documents and media. The interface to the desk was two displays; one would display information, and the other was a surface for taking notes, annotations, or linking to other material. The machine would help humans organize larger collections of knowledge, and is regarded by some as one of the original blueprints for the modern web. At the very least, the Memex was an important inspiration for the first computer designs at SRI and Xerox PARC, which are the foundation for the PC’s we use and live with today. In 1973, the first graphical user interface was built at PARC, using the desktop as a metaphor. The UI introduced windows, icons, menus, file management, and tool palettes. Looking back at the first screenshots of this first GUI, the designs feel familiar even now. In 1974 PARC developed a What-You-See-Is-What-You-Get cut & paste interface, and in 1975 the demonstrated pop-up menus. The desktop concept was pushed quite a bit further by 1981 in the commercial Xerox Star PC interface, which was an important influence for the PC UI’s created at Microsoft, Apple, NeXT, and Sun Microsystems in the 80’s and 90’s.

Xerox_star

Fast forward years later to modern PC interfaces and you can see those same initial metaphors and design patterns have firmly cemented themselves. Icons - some which represent objects from the real world, and some which don’t - are rendered in increasingly greater detail. Media, like books, photos and music, are packaged and presented with outdated details, shading or textures to simulate the look and feel of real world artifacts. Some concept interfaces like Bumptop push the desktop metaphor deeper by adding a 3rd dimension to the desktop, and physics to the icons to allow them to move more realistically across the desk plane.

So here we are. The first interfaces were built on a need to communicate what they were. They were like a desk, but better. They were completely new, so an approach of direct representation was appropriate. Today it’s not necessary, and yet, it’s the path that most software interfaces seem to continue to follow. We don’t need to make an eBook look like a book for people to understand how to use it. The book isn’t the cover and binding, it’s the images and the text that make the story. With an increasing amount of digital content, we don’t have a good metaphor to render anymore - just information, text and images. What do you make a UI look like when it’s just information? That’s where we go next.

 

Design Fiction

It’s probably not surprising that most of the designers in our studio are fans of Science Fiction movies. Aside from the characters and plots, designers in our studio (myself included) get really excited at the user interfaces that are visualized in films. There’s been a lot of great discussion recently in the design community at large on this topic of Design Fiction: the design of products, interfaces, and other artifacts that we see in Science Fiction. The product and UI’s that are designed for film are important because by imagining the future without the constraints of current technology, the film-makers are really visualizing idealized interfaces for our present culture. These visions serve as a target for engineers to build towards, and educate audiences for the kinds of experiences they will have in the future.

Ironman_2

When we look at the interfaces that Hollywood has forecast for us over the past 20 years, there are three clear trends. First, computer interfaces are no longer something that needs to be carefully explained to audiences, rather, they should push the imagination. Second, the time between a technology appearing and film and being available commercially is shrinking considerably. And third, the user interface becomes increasingly invisible. By that I mean, the interfaces in Science Fiction move away from existing on a computer to being layered over the environment. With that, the desktop metaphors and shaded buttons disappear. The interface surrounds us, lives with us, and augments our spaces. It’s just…information. When that information is an object, it’s an object. When it’s text, it’s text. There are no unnecessary elements.

 

Where Next

We believe that different inspiration leads to different results. Already we see how the interfaces in movies have inspired new products or interfaces that are currently being researched and developed. There’s the Microsoft Surface computer, which aimed to move software experiences on to the surfaces of more casual environments. In 2008, Esquire magazine published the first magazine with an e-ink cover; a nod to the digital newspaper in Minority Report (2002). The 3D table in the first Xmen movie (2000) was built by Xenotran in 2004. John Underkoffler, one of the visionaries behind the Minority Report interfaces, founded a company soon after to develop the gesture UI. Microsoft Kinect puts controller free gesture interaction in the living room for $149. Qwiki creates an information storytelling experience similar to the Artificial Intelligence aboard the ship in Pixar’s Wall-e, and Zebra Imaging is building 3D displays and prints that are a step towards those seen in the movie Avatar. For us, our inspiration for the future of interface lies in the information experiences visualized in films like Minority Report, Avatar, Star Trek, and Iron Man 2. We like the idea of information existing as it is without embellishment, seamlessly overlaying itself and complementing our environment, present when it needs to be and invisible when it doesn’t. It’s a vision that resonates well with the philosophy behind Metro. 

Zebra_imaging

 

Now back to the present

While we made a giant leap from Windows Mobile 6.5 to Windows Phone 7, our approach to where we go next with the design of Metro in the next few years will be a careful and considered evolution. Metro isn’t a new style designed for the sake of being different. It’s a foundation to build on for a long time to come. It’s our starting point for what we believe is the next era of user interface design, one that is focused on content over metaphors, information over tools, and movement over static pages. It’s a language designed to clearly augment the information around you, by removing the clutter around it.

The interfaces that we see in Science Fiction like Avatar and Iron Man 2 might be a few years off, but Metro feels like a good starting point to get us there.

 

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