Minimalism Isn’t Just an Aesthetic

Minimalism seems to be a term that is widely used, and not particularly well understood. I once wrote a post on minimalism, which I haven’t read in several years. This is my elaboration, response, and development of those ideas. It’s immanently theoretical, but useful as a way of documenting my thought process.

Minimalism Doesn’t Mean Miniature

The title of this section really sums up my argument, but let me flesh it out a bit more. Minimal typically means the least possible. “The” is an article, and if you don’t know what that means then get the hell away from me. “Possible” is an interesting term too, because it describes the telos of the endeavour itself – obviously in the case of a UI it’s the effective delivery of information and intractability to the user. “Least” is a superlative, and in some ways the heart of minimalism itself. It describes the limit of reduction, the furthest you can go without trespassing in to the area of impossibility. This goal, the least possible, is my guiding principal when creating a UI.

Miniatures are, by definition, smaller facsimiles of larger objects. But miniaturization doesn’t necessarily intimate minimalism. If something is unusable it fails the “possible” test and couldn’t be classified as minimalist at all. This is the biggest mistake most designers make when they try to make a “minimalist” interface; just because your bars are small as fuck doesn’t mean you are a minimalist genius. There are, of course, examples of minimalist interfaces that use miniature elements because those elements contribute to the possible functionality of the interface.

Minimalism is Dual Purpose

I was looking around the internet and found a chair I thought looked pretty awesome on materialicious, it’s from the design company Ventury Paris.

The thing to get from this chair is the reconceptualization of the chair leg as a part of the body of the chair itself. The front part of the chair is dual function: it influences and perhaps defines the aesthetic of the chair as a unified line following the sitting position itself AND it supports the weight of the person sitting in the chair.

This dual-purpose methodology answers Chaud’s question from another post: what’s wrong with both class coloring AND class text? Well, the former contains the information of the latter by altering the nature of the name element or the status bar color. When you color health by class color, you integrate a secondary piece of information into what used to be a simple health display. Finding ways to integrate information in this way is a central component of minimalism as an aesthetic and functional design approach.

Only Minimalism

What I’m about to say is, more or less, exceptionally controversial but I’ll say it anyway: minimalism is the end-goal of design, it is the ultimate perfection of a manufactured object, it is what every person designing their UI should strive for. There isn’t an acceptable or interesting argument against minimalism; most objections rely on a misunderstanding of minimalism as such and are rejected on face.

In a video game, the user interface is both essential and destructive – it gives the player information while depriving the user of information. Minimalism, or the reduction of the interface to the least possible is the only way to minimize the harm done by the interface while maintaining environmental awareness. There isn’t an adequately organic method of giving players information in such a complex game, so the zero-sum relationship is more or less inevitable. As players and designers, our job must be to reduce to the last possible – in other words, every interface must be minimalist or be dismissed.


11 Responses to “Minimalism Isn’t Just an Aesthetic” »»

  1. Comment by Tebla | 06/23/09 at 12:16 am

    I really like what you have to say and how you say it. Especially when you do it in a constructive way. I can appreciate your ragging on designs you don’t like and I see our point, most of the time.

    As one who is learning how to effectively modify my UI, I am (now) subscribed to a plethora of RSS feeds. It is very helpful when I can read:

    ‘Finding ways to integrate information in this way is a central component of minimalism as an aesthetic and functional design approach.’

    Anyway, thanks

  2. Comment by pHishr | 06/23/09 at 1:05 am

    Does ‘Minimalism’ in an interface mean that the unit frames have an exact size where they are perfect or ActionBars perfect size, precise positioning, cast bars made to POP OUT so you see if that Mage is infact intending to sheep you.

    How far can you go?

    Also, maybe unrelated to topic, but where would you define a UI to be most critical; PvE or PvP?

  3. Rob
    Comment by Rob | 06/23/09 at 1:26 am

    Minimalism is an exercise in reduction, combination, and efficiency. There is a point at which the interface is “perfect” in terms of size, positioning, and information displayed. It can go forever, but that is the process of tuning. A UI that is “good enough” isn’t minimalist, and the perfect UI is most likely unachievable. But minimalism is an aesthetic and functional endpoint, towards which every process of modification must strive.

  4. Comment by Noktaris | 06/23/09 at 3:57 am

    Regarding the question about PvE versus PvP: Rob may disagree, but each style of gameplay deals with somewhat different immediacies that need to be addressed by the UI. The strive is about making imperative information entirely accessible, while eliminating the bullshit information that might otherwise be presented.

  5. Rob
    Comment by Rob | 06/23/09 at 4:08 am

    Basically what Noktaris said. I don’t think a UI is more or less critical for PvP or PvE, but the two are very different because the demands of PvE and PvP are different. For example a damage meter is probably not very important in an Arena, while focus frame macros aren’t nearly that important for a mage in PvE.

    A good example of this might be a boss mod versus arena enemy frames. You might want to have enemy frames always show cast bars to monitor interrupts, coordinate CC, dispels, or burn targets. In PvE multi-target casting is organized on a need to know basis, and we call that addon a boss mod. We don’t need a warning on every cast of KT’s frost bolt, but knowing when Ignis will cast flame jets is very important. Constant monitoring of activity in an arena is key just because of the play style.

  6. Comment by Brakhage | 06/24/09 at 2:39 am

    Cheers for using the word ‘immanent’ in the first paragraph, and for using ‘telos’ before the conclusion of the second.

    You summarize my feelings well in your final sentence: “every interface must be minimalist or be dismissed.” I’ve always been a fan of minimalism, but it should be noted that it is in fashion right now in the WoW world (and beyond, if there still is such a thing). Blizzard’s focus on making us Not Stand in Fires (hereafter ~DIAF), and the entire concept of the arena, has made situational awareness much more important in WoW than they once were.

    Once upon a time, fight gimmicks were about knowing transitions and changes in roles. Kill that! Ok! Now go over there and kill that other thing! Oop! Tank switch! Druids go bear and grab a fire ele! Don’t attack that one dude though! Now it’s all: Stand there! Now go over there and stand there! But not too close to that other thing or too far from this thing! Quarter-circle left! And stop! Now, back to original positions!

    The ~DIAF game design changes what we require of our UI. The old days of viewports with art panels are over; such UIs are the laughingstock. We need to see our feet now; and, what’s more, we frequently have to see who we’re close to, and which direction is the safest way to run when we need to spread out.

    So, one factor is a game design shift on Blizz’s part. There’s also, of course, a trend toward minimalism in our culture recently. And, finally, huge monitors are getting cheaper and cheaper, and a 24″ monitor will make even the Blizz UI look minimalist.

    Thus the minimalist UI trend. It is a good trend, I feel; and I’m not afraid to say that. There is such a thing as a good trend. However, Warhol’s line about beauty fits with WoW UI design just as it does with everything else: the truly beautiful was beautiful before it came into style, and will stay beautiful after it goes out of style.

  7. Comment by pHishr | 06/24/09 at 9:01 pm

    Have you seen a UI that is the exact definition of minimalist then?

    If no, then which is the UI _closest_ to the exact definition of minimalist? I know you have many to choose from on this site, but frankly, I want to know which UI you have found to be the best.

  8. nin
    Comment by nin | 06/25/09 at 7:35 am

    Since the main purpose of the UI is to relay information, I guess the “perfect” UI would be very subjective to how good the user is at absorbing said information.

  9. Rob
    Comment by Rob | 06/26/09 at 8:03 pm

    Some of it is subjective, but there are obvious caveats to that. I doubt anyone “naturally” looks to the bottom right-hand corner of their screen to find raid information unless they’ve trained themselves to do it. At that point, they’ve gone years having an improper interface and just adjusting themselves to it.

    But we’re getting ahead of ourselves. I think my current interface is about as minimal as it can get without heading into unusable territory. I have very little information on my screen, and there have only been a handful of circumstances in my year+ raiding with this UI that I’ve wanted more information. Typically in those cases I refine my UI to provide that information in a low-impact way (for example: adding unit level to my tooltip rather than my unit frame).

    I’m about (today) to post an update to my “Clean” UI, and I’ll explain more there.

  10. Comment by sinclsw007 | 08/12/09 at 8:41 am

    I think what Rob means is this:

    “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”

    Antoine de Saint-Exupery

  11. Comment by Wella | 11/14/09 at 5:40 pm

    I discovered minimalist UIs some time ago and have never stopped making more and more and more and more. Every time I finish the major parts of my UI, I come up with brand new ideas, delete those Interface and WTF folders and start anew. I find it so refreshing to have that finished product (or at least, as finished as it can be, since minimalism is arguably never ‘finished’) and making the UI is a lot of fun anyway.

    This is a great little article which helped me dive even further into what true minimalism means and improve my designs even more.

    Ciao! ~

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