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Re:Material UI by paulojreis on Monday November 10, 2014 @07:04AM (#8583080)
I don't know if he was talking about flatter designs, but (IMO) they might fail because the elements are less affordant. We know that affordances are important so, again IMO, the removal of graphical cues that afford action should be approached with care (and empirically validated).
Re:Material UI by calinet6 on Monday November 10, 2014 @08:34AM (#8583378)
That's one of the success marks of MD I think; it retracts a bit from total flatness and says, ok, even though this is on a screen and will appear flat, how can we give subtle cues that it's actually a thing (material) and you can do stuff with it?

And they decided to do it with shadow, animation, and contrast.

Maybe there are better ways as well, but the end goal is sound.