From Voice ~ Topics: software, web design

Gummy World: Thoughts on the Graphical User Interface

The world can be divided into two basic categories: people who like chocolate, and people who like gummies. Chocolate is serious, sexy, and secretive. Gummies are fruity, cheerful, and transparent. Whereas chocolates are often shaped as simple cubes, bars, and domes, gummies masquerade as worms, sharks, strawberries, coke bottles, teddy bears, cartoon characters, and more. Gummies promise a bright world of postmodern illusion, while chocolates imply a dark modernist sublime.

It looks like the gummy people were behind the visual design of Apple’s OSX. In place of the flat, pixel-based icons of Apple’s old-school interface, our screens now quiver with translucent, 3-d blobs. Prone to technological inertia myself, I have delayed my own switch to OSX for as long as possible. Finally, this spring, I converted my laptop to OSX, while keeping my basic workstation lodged in the static comforts of OS9.

The old-school desktop doesn’t pretend to be real; it is a metaphor for a desktop that pays a knowing nod to the banality of the workplace. The original trash can, for example, has a sense of humor (it is obviously and unapologetically a symbol of a garbage bin, not a “real” one). In contrast, the updated dock features a photographically rendered wastebasket, straight out of the Office Depot catalogue. (Someone should ask Karim Rashid to design a gummy one.) In place of the tiny, turning watch that tells you to wait in OS9, we get a happy pinwheel in OSX that looks like one of those giant lollipops from the beach or the circus. Everything in Gummy World (even waiting) is supposed to be fun.

 

The gummies in the dock are so eager to please, they move, twitch, and inflate when your mouse comes near them, pleading for attention like girls desperate for a dance. (The old interface expects the user to make the first move.)


Many of the animated behaviors in Gummy World are quite wonderful, however. The dialog boxes that “shake their heads” to say “no” provide an ingenius and unmistakable visual cue, and the way files minimize into the dock like the silk scarves of a magician is both poetic and unambiguous.

Gummy World reflects a simulationist point of view, whereas OS9 employs a schematic, abstracted attitude. In the 1960s and 70s, cultural critics described the rise of a simulationist aesthetic; they witnessed a mind-numbing “society of spectacle” that was replacing the intellectual abstractions of modernism. Writers such as Guy Debord and Jean Baudrillard described simulation as a semiotic sedative that had replaced the world of direct physical experience with a dominion of signs.

For many cultural critics and producers in the 1980s and 90s, the rise of new forms of digital media meant that simulation would continue to dominate our experience of technology. But whereas Debord and Baudrillard viewed simulation through a dark and distopian lense, a new generation of authors greeted it with sparkling enthusiasm. For example, Janet Murray’s 1997 book Hamlet on the Holodeck celebrates immersive, hyperreal simulations (Disney theme park rides) as the triumph of simulation and the pinnacle of artistic achievement, where spectators suspend disbelief and lose themselves in a fantasy world of ersatz sensations.

 

The juicy, bulbous icons of Gummy World aspire to postmodern artifice and illusion, in contrast with the flat and obvious bitmaps of OS9, which, like modern works of painting, film, or furniture, call attention to their own concrete constructedness, announcing their status as human artifacts.


Yet OSX, for all its luminous simulationism, ends up delivering a transparency of a wholly different order. OSX is the first Apple operating system to be based on Unix, a more or less “open source” code that can be explored and modified by a user equipped with sufficient skill (and inclination) to do so. Such users choose to bypass Gummy World altogether and speak directly in the language of the Machine, peeling away the illusionistic skin of the desktop to reveal a command-line architecture as transparent as a Calatrava bridge.

As my colleague Yoram Chisik explains it, “There is a cultural divide between those who cherish their knowledge of arcane commands and those who just want their computers to be obvious so they can figure out stuff without having to bang their heads against the wall.” Regardless of the style of its icons (abstracted or illusionistic, static or animated), any icon-based desktop interface hides the structural language of the machine. In terms of surface aesthetics, OSX simply amplifies a narrative that was set into motion by the early GUIs and became the basis of the Apple interface (and was then imitated by Windows).

Does the “improvement” of digital media necessarily mean the pursuit of increasing levels of realism, with ever-mounting levels of detail and ever more complete and exagerrated spectacles? Making things more bright, shiny, and animated does not necessarily make them better, but giving them new structural intelligence and transparency does. Art and design can trigger mental images as well as retinal ones, critical ideas as well as special effects. The designer often acts as an editor, choosing what not to say and what not to show.

Myself, I’m not ready for command-line communication with my Mac. I still do love chocolate, but I am also learning to crave the sweet-and-sour sensibility of Gummy World.

Bibliography
On the critique of simulation, see Guy Debord, Society of the Spectacle (Detroit: Black and Red, 1983); and Jean Baudrillard, “Simulacra and Simulations,” in Jean Baudrillard: Selected Writings, Mark Poster, ed. (Stanford: Stanford University Press, 1988), 166–84. On digital media, see Janet Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Cambridge: MIT Press, 1997). On the evolution of the GUI, see Sherry Turkle, Life on the Screen (New York: Simon and Schuster, 1997). Special thanks to Yoram Chisik.

About the Author: Ellen Lupton is a writer, curator, and graphic designer. She is director of the MFA program in graphic design at Maryland Institute College of Art (MICA) in Baltimore. She also is curator of contemporary design at Cooper-Hewitt National Design Museum in New York City.

  1. link to this comment by stefan Hayden Wed Jul 21, 2004

    --*--*--*--*--*--*--*--*--*--*--*--*
    “There is a cultural divide between those who cherish their knowledge of arcane commands and those who just want their computers to be obvious so they can figure out stuff without having to bang their heads against the wall.”
    --*--*--*--*--*--*--*--*--*--*--*--*

    That's a great quote. Personally I think the answer is in the middle. Enough gui to the computer illiterate can use it but with quick and easy access to the underbelly of the system.

  2. link to this comment by Armin Wed Jul 21, 2004

    As a person who muchly prefers chocolate over gummies I am/have been extremely bummed by OS X and all its eye-candied reverie. First there is the objective part: it takes at least one to two seconds longer to simply open a folder and watch it spring, and with the amount of folders I open, that's a lot of wasted time on a trick that only amuses once. (I have to admit though that I sometimes get hypnotized by the Expose feature?). Secondly, is the subjective part: I like my computers coarse and unrealistic, I don't play Tomb Raider or Unreal Tournament where I need to see all the gory details computer technology can muster. I want my aliased text with my semi-flat icons? boy, I sound old.

    The success of movies like Toy Story and Finding Nemo seem to be making every software/computer manufacturer want to cram that same realism into our daily lives. I, for one, am not digging it. It's gotta stop somehwere, right?

    Right?

  3. link to this comment by Armin Wed Jul 21, 2004

    "I have to admit though that I sometimes get hypnotized by the Expose feature?"

    Oy. The question mark at the end of that sentence was supposed to be an ellipsis, as such...

  4. link to this comment by adam Fri Jul 23, 2004

    If the designers of the classic Mac OS could have used millions of colours, alpha transparency and designed icons at 128 x 128 pixels, what do you think they would have come up with?

    Other than a big leap in what monitors can render now, i don't see such a huge difference in GUI design. The icons are not based on realism, just their version of hyper-realism (eg as mac/digital ideographs of real world things), and OS 9 had it's own visual take on it, constricted by the technology of the time.

    i think i may be a fan of candy and sweet tings of any kind, it seeems like :)

  5. link to this comment by Jon Shipman Wed Jul 28, 2004

    Just a note, most of the effects can be turned off as well. Like the Spring loaded folders, genie minimize effect, and the Dock magnification. It just takes some exploring of your OS and a confidence in yourself ;P

  6. link to this comment by David Morgan Fri Jul 30, 2004

    I would offer that the aesthetic of OSX is designed primarily to entice non-Mac users to buy Macs. The overwhelming feeling of the interface is that of elegance, fun, and ease-of-use. The case and monitor, the box it all comes in, the ad campaigns... all are geared heavily toward those who are tired of having to understand computers in order to use them, and those who will *never* want to understand them. It's not that all Mac users are technically oblivious, (many are very savvy) but that those users who carefully maintain and guard their obliviousness are Apple's target market.

    The OSX style does a fine job of convincing the potential Windows defector that everything will be easier, safer, and better in this new, yummy, gummy land. And it does this before the user ever touches the mouse.

  7. link to this comment by Jason A Tselentis Tue Aug 03, 2004

    I second David's criticism on OSX appealing to non-MAC users. It's such a departure from the traditional 72dpi interface we're used to, that it couldn't at all be directed towards those who grew up with Mac Classic and onto OS9.

    It's a friendly UI, no doubt. But in all, it has such a childish feel to it. Especially the poof cloud that pops when you pull items off the dock. I feel that in time, many new advances will be made to the structure, appearance, and function of OSX. This OS has just been born, still writhing as an infant. Still, the question remains, "Has everything been done that can be?" To that I say, "No." Look to science fiction.

    Steven Spielberg's "Minority Report" demonstrated just how active and interactive an operating system could be. Watching Tom Cruise's character dance and swing as he floats through data looks like a more exciting way of input and interaction. So Microsoft and Apple, what will the next level of our computing experience entail? I for one am tired of sitting in front of the machine. Why should I have to push, pull, type, glance, drag, or drop to open my address book and look up a friend's email? Nevermind the fact that I have the command line through UNIX.

  8. link to this comment by Andrew Thu Aug 05, 2004

    Of the several errors of observation in this article, this one struck me first: "our screens now quiver with translucent, 3-d blobs."

    Look again. In fact, they don't. My screen doesn't "quiver" unless I wack my hand against the monitor. Virtually nothing in OSX is truly "translucent" except for the the "sheets" that appear when you open or save a file from within an application; these are partly translucent. And although many icons are beveled and windows have a drop-shadow, this does not mean the UI is made of "3-D blobs." In fact most of the icons you're probably seeing (Word, Mozilla, Photoshop) are in fact identical to their Windows counterparts (although perhaps larger).

    Comments like "those users who carefully maintain and guard their obliviousness are Apple's target market" are pretty common, but show me some Apple advertising that really bears that out. What seems to be meant by "obliviousness" there is "an understanding of what's really going on inside the computer."

    Aside from the fact that desiging products to accomodate users' mental models is one of the highest goals of current product design practice, who the hell cares what's going on inside? And how far inside do you mean? Are you "not oblivious" because you know a couple of Unix commands? Or do you need to know, say, fifty of them? Or do you just need to know how to show hidden files? Dude, the Linux l33t will laugh at your willful ignornace if you haven't recompiled your own kernel!

    Or in a different realm, if you don't change your own oil, has the car manufacturer targeted your "guarded obliviousness" about the functioning of the engine?

    I guess the gist of these comments is: we clearly hold computers and user interfaces in particular to a different standard from other products. Why? When computers were truly novel consumer products, say, fifteen years ago, that was understandable. Now, it's taken on the tone of art-snob clubbiness and sniping.

  9. link to this comment by Gregor Wed Sep 01, 2004

    I'm not sure what a dialog box "that shakes it's head and says no is," and I'm not ashamed to admit it. As for the old school, (line by line commands) it seems it's only meant for a select few, and honest. Still, I like the analogy between chocolate and gummies being akin to modernism and postmodernism... and the article is as much about these concepts, as it is about the difference between the two interfaces. Whether or not the aesthetics of the OSX interface appeal to a particular group of consumers, is an interesting question.

  10. link to this comment by Riki Fri Sep 10, 2004

    I love my chocolate, but I have to admit, Gummy World is much more enticing than OS9. I love how everything moves fluidly and looks more "today," none of that old Fixedsys font in the menus and at the tops of the Windows, nothing's flat and uninteresting. I have yet to see the alleged dialogue boxes, but I'm patient. Besides, I only use Macs here at school. Amazingly enough, and please don't be offended or think I'm not a "true graphic designer" (I'm still a student, anyways), there are times in which I prefer my Windows over frolicking through Gummy World. Guess that's just me, though.

  11. link to this comment by Casey Tue Oct 05, 2004

    I work at MSFT, just wanted to drop a note informing you that these types of discussions are being heard by people here. I for one am very excited about what the next 5 years holds for usability and design within the context of human interfaces for computers.

  12. link to this comment by gregorj Sun Oct 31, 2004

    As a long time apple user (apple lisa was my 1st apple computer) I've experienced the many changes in the apple GUI as different versions of the operating have been introduced. The most radical change in the GUI has clearly been between 9 and X.

    Personally, when I bought my first copy of OS X, when it was 10.1.5, Puma, my experience was that general computing became fun and exciting. It was a blast - for awhile. However, that experience was not without the knowledge that this is exactly what apple wants -- as does Microsoft with the evolution of Windows 200 to XP to the eventual release of Longhorn. The evolution of the GUI is not separate from the evolution of the role of computing in everyday life. Or I should say the role companies such as Apple, Microsoft, Motorola, IBM and others want computing to play in our everyday lives.

    OS 9 was in many ways a perfect work station -- the only additional feature that would have improved it was the expose feature available in OS 10.3. All matters GUI related, which Ellen refers to Gummy, are geared toward making the computing environment a "fun place to be." itunes, dvd player, etc., followed by the ipod are only extensions of apple's design approach to our macs: extending what began as our work environment to our entertainment center, and our communication center and beyond -- the center of our lives.

    Microsoft's rubbery blue blobs in XP is a similar attempt to Apple's Gummy approach and we can be assured their next OS, longhorn, will attempt to rival OS X as much as it can reaching for the same goals.

    Baudrillard, as a rather benign post-modernist, isn't particularly useful in deciphering the primary objective of the computing industries pretty face on top of millions of lines of code. However, a re-application of Debord's premises would cut to the chase: the evolution of the computer GUI using the desktop metaphor is merely a representation of life. It is not life, merely a commodity. Perhaps a useful commodity, but only in context of a society that allows for that need. As the operating systems evolve, we will witness the extension of the desktop metaphor into a more aggressive push toward pervasive computing. The GUI is merely the face of the computer Spectacle...

    Yes, we still organize our computers in piles of files held by folders, in directories. However, the momentum is to extend the desktop to environments. No longer are our macs, our wintel boxes, or other computing devices designed to be merely a tool for our various roles in the economy - whether that be designer or a general business user. They are being consciously evolved into most every aspect of our life. How many people do you know who use their macs and ipods for home stereo, playing DVDs and reading the daily news among many more tasks?

    Interestingly, last weekend, as a member of the Seattle AIGA Design Camp committee, I was at our chapter's design camp, which Ellen was a featured speaker at, and it was the first time in several year where I was offline for 4 days straight. The first day was odd, feeling out of my "normal" online communication loop. However, after that 1st day, it was refreshing to re-experience what it was like when the computer had a more specific place in my work and non-work life.

    But back to the GUI issue - if you want the OS 9 utilitarian look back, it's easy to achieve. Just get a copy of Shapeshifter ( a mac "theme" changer), download a classic - OS 9 - look-a-like theme, and you're close to back there, in the good old days. What you won't be able to do is reverse functionality and and the evolution of pervasive computing. Or at least a simple theme change can't do that.

  13. link to this comment by Nico R Mon Nov 29, 2004

    For those who dont like the graphics of the OSX interface, there are many things you can do to make it fit your style. There is CandyBar, which can change your icons, and if you do get that, may I suggest the World of Aqua icons, which are insanely cool, and there are a good 200-300 icons (including some graphite ones too). There are also themes, which you install to change the appearance of windows and such, as well as many other apps which will make your Mac insanely awesome.(there is one theme that has an interface that looks like OS 9, only it still has the dock and all our other OS X novelties)

  14. link to this comment by Frank Corridori Fri Aug 26, 2005

    I am a long-time Mac user...and happen to think that more thought went into the design and engineering of the computer's enclosures and hardware than the most important part; the operating system–and perhaps more importantly the GUI. As a designer, I don't need to be entertained and visually stimulated by my tools. They should receed into the background. The work, my work, is the most important part. All of the gummy-candy-looking icons and drop-shadow windows are useless to me, and just take up my computer's memory, time, and processing speed. Mere distractions. I also illustrate, and I assure you that my drawing implements don't light up and play music. Apple, all other developers and computer manufacturers should concern themselves with getting their products to work solidly on a base level – you know, to function properly and well, and less time on how pretty it looks. It's a tool-it'll be obsolete in a couple of months anyway. Who gives a sh-t what it looks like. Less is more Apple, less is more.

Add a Comment

AIGA encourages thoughtful, responsible discourse. Please add comments judiciously, and refrain from maligning any individual, institution or body of work.