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It's not about not being intuitive. It's about the trade off that leads to an emphasis of the design elements for the content. Then functionality.

A way to think about it is that iOS 7 gets closer to real world interaction. You don't press a button to sit in your chair, you just sit on it because you know how to do it.




> You don't press a button to sit in your chair, you just sit on it because you know how to do it.

A microwave oven might be a better example, since a chair is inert.

On a microwave one has to have discoverable controls. Imagine if everything was just flat with the fascia, looking no different in presentation to the maker's logo.

It might say 'Cooking power: 80%' with no indication of how to adjust. Apparently, though, if you press on the word 'power' repeatedly you can change it!

I don't think we'd accept that.


Microwaves are one of my favorite examples of poor user interfaces. Why is it so difficult to figure out how to do the most obvious thing: turn microwave on at max power for X seconds?


> A way to think about it is that iOS 7 gets closer to real world interaction. You don't press a button to sit in your chair, you just sit on it because you know how to do it.

You explanation is just the contrary, you press the + button because you have tried to push it without knowing what will do.




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