Marco Arment writes that realism shouldn’t be overdone in UIs:
DVD players don’t make fake whirring noises for five minutes before letting you eject a disc to simulate rewinding. Similarly, nobody should need to perform a full-width swipe gesture and wait two seconds for their fake page to turn in their fake book, and nobody should need to click the fake Clear button and start their calculation over because their fake calculator only has a one-line, non-editable fake LCD.
It’s important to find the balance between real-world reproduction and usability progress. Physical objects often do things in certain ways for good reasons, and we should try to preserve them. But much of the time, they’re done in those ways because of physical, technical, economic, or practical limitations that don’t need to apply anymore.
And Neven Mrgan argues that limitations caused by realistic UIs may be worth the benefits:
After you’ve read your twelfth ebook, you don’t need the candy anymore. Ideally, the candy isn’t so distracting that you hate it, and what was once cute (swiping to flip the page!) turns into sheer utility (tapping to turn the page, which I have to believe will also be possible in iBooks.)
But that flip matters because it gets you going. And it gets going everyone who sees you reading your twelfth book in iBooks. How will you demo it to them? Will you tap or will you slowly turn the page? If your booklist was also available as a boring (and useful) black-and-white table, would that be the screen you’d show your friends?
Both posts are fantastic.