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The newly born people grow up in a world where computers are already commonplace, so they don’t need to get used to them.
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That fact that they are common doesn't mean they don't need to get used to them.
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Wild take. They’re not born “used to them,” so at some point they quite literally need to get used to them…
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The point is that a computer will just be another thing for them to learn, not a replacement for other tools they’ve been using for tens of years. Therefore, the computer does not need to look like those other tools in order to make sense to them.
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The fact that the people learning it will be younger is not a reason to make it harder for them to learn. The computer doesn't need to look like other items out there in the world, but it sure is helpful, even if only so you have a reference to explain things from, and so that the iconography is somewhat consistent.
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Yes, but they'll be doing it between age of 2 and 7, not 20 and 90.
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Have you tried teaching kids (or just people in general) abstract concepts? Even maths is taught to kids in terms real world items and reasonable actions you can perform with them (you have 5 friends and 25 cookies, how many cookies does it friend get if you give each friend the same number cookies?).

The more you can ground what you're teaching in real world terms, the easier it is to teach. And in the moments where it does deviate from real world conditions, that's where it becomes harder to learn, since now you have to remember exceptions in behaviour compared to what you already know.

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And? What does that have to do with the merits/downsides of flat UI?
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Having people getting used to computers is not a thing that stops happening (short of people not having computers). Literally everyone who is born will need to get used to use computers.

Having computers imitate real world items is useful, because it provides a reference to other things rather than just being its own unique thing. This is useful even if you have never actually used it outside of a computer setting. A stereotypical telephone receiver icon almost always means 'call', even if you've never used a landline phone (much less one that's shaped like that icon usually is). Nobody has ever used a real-world hamburger menu, yet it's described in skeumorphic terms, since it's easier to explain and relate to.

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You can reference other things without resorting to skeomorphism. Like using stars to represent favorites, typography to emphasisze/deemphasize things, the color red for warnings/errors, the color green for go/submit/ready, or the clearest of all: using descriptive naming in buttons and having self-documenting labels.

Skeuomorphic UIs absolutely have a place in things like games and tutorials for the youngest of children (like 5-6 yr olds, max), but past that, I honestly think labelling, a UI with feedback after significant inputs (like sounds, button states being extremely distinct, animations, etc), and not overcrowding the UI with too many controls and jargon will all go much further than skeuomorphism.

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> Like using stars to represent favorites, typography to emphasisze/deemphasize things, the color red for warnings/errors, the color green for go/submit/ready,

Screw the dyslexic and colourblind, I guess.

> using descriptive naming in buttons and having self-documenting labels.

Screw the non(-native)-English speaking in this case.

And even in the case that you're a native speaker, this is really hard to do well. You should try. Most fail.

I agree you should do these things, and many of your other suggestions (within reason) if only to give your users a better chance at understanding your software, but they cannot replace a solid grounding in the real world. We should have both.

What's clearer? [Call] or [(telephone receiver emoji) Call]?

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> Screw the dyslexic and colourblind, I guess.

You can also use checkmark/cross icons for success/failure. And What does this have to do with dyslexia?

> What's clearer? [Call] or [(telephone receiver emoji) Call]?

We’re arguing about flat vs. skeuomorphic design, so more like:

What's clearer? [(simple phone icon) Call] or [(photorealistic drawing of a telephone receiver) Call]?

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> You can also use checkmark/cross icons for success/failure. And What does this have to do with dyslexia?

Your comment on typography.

> What's clearer? [(simple phone icon) Call] or [(photorealistic drawing of a telephone receiver) Call]?

The latter.

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> Your comment on typography.

That wasn’t my comment, and GP was presumably referring to things like headings being larger, not some subtle differences that dyslexic people would miss.

> The latter.

Why?

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> That wasn’t my comment

Sorry about that.

> and GP was presumably referring to things like headings being larger, not some subtle differences that dyslexic people would miss.

I was imagining bold or italics, both of which are easily missed by people who are dyslectic, or using different type faces, which can trip them up. Headings can help, if the text and spacing is suitably big, but I'm not sure what situations that can help much with in typical usage. I'm having a hard time thinking of examples where I would do that beyond what's already common.

> Why?

Easier to recognise as what it's supposed to be and easier to distinguish from other icons. More distinct traits in icons help you recognise something for what it is more quickly.

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