September 07, 2005

iTunes 5 purposely reproduces real-world usability defects on virtual objects

Apple seems to have taken its "real objects" design metaphor a bit too far in the latest version of iTunes, released today. Look at the main display window: it has glare!

itunes display

Now, here's the old one. Notice, no glare:

itunes display

One of the most annoying aspects of real-world electronic devices is the glare on the display. WHY ON EARTH would Apple go out of its way to reproduce this defect on a virtual object? As you can see, it actually divides artist's name in half -- one half on the light side, one half on the dark side. It hinders readability. Why would they do this? Isn't the only explanation "To make it look more real." What's next? Will the buttons in iTunes stop working after 6 months, just like the iPod's click wheel?

This all started with the "brushed metal" and stupid "drawer" device in the Quicktime player (remember that one?), and now it's really gotten out of hand.

I understand that in certain cases, real world metaphors are useful in software design, but the primary advantage of virtual objects is that they are not subject to the limitations/flaws of real world objects. Apple needs to realize that metaphors should be used as guidelines, not absolute rules.

categories: Design, Software, Technology
posted by adm at September 7, 2005 06:00 PM

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Comments

I actually like the way it looks. I haven't found it to be any harder to read. Just a fun, quirky little Apple thing. Don't read too much into it.

Posted by: Tim at September 8, 2005 11:43 AM

I like how it looks too... and it's not taken to the point where it's unreadable. As everything gets more digital and more virtual, I think we're going to start seeing this more often.

Why? Because we get nostalgic for the physical and tangible. The tiny insignificant flaws that give something character. It's calculated imperfection.

Perfect is boring.

Posted by: Jack Cheng [TypeKey Profile Page] at September 9, 2005 11:55 AM

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