Quick answer: How has iOS design changed since 2007?
- 2007–2012, skeuomorphism — interfaces copied real materials: a yellow legal pad for Notes, leather stitching on Calendar, felt in Game Center.
- 2013, flat design — after Scott Forstall left, Jony Ive led iOS 7: flat colour, thin type, layers and translucency.
- 2014–2024, refinement — San Francisco font (2015), large titles (2017), Dark Mode (2019), widgets (2020), tinted icons (2024).
- 2025, Liquid Glass — iOS 26 made controls a translucent, light-bending material across every Apple device.
- 2026, the correction — iOS 27 kept Liquid Glass but added a slider from 'ultra clear' to 'fully tinted' after readability criticism.
Key takeaways
- Each era answered the previous one's weakness: skeuomorphism taught touch to novices, flat design removed clutter, Liquid Glass added back depth.
- Flat design has a measured cost: in an NN/g eye-tracking study, weak clickability cues made people spend 22% longer on pages.
- Translucent interfaces have a measurable legibility problem: text contrast changes with whatever scrolls behind it.
- Organisational change drove design change: iOS 7 followed a management reshuffle in October 2012.
- For app teams: copy Apple's principles (hierarchy, clarity, deference to content), not its newest surface effects.
When the first iPhone shipped in June 2007, most people had never used a touchscreen without a stylus. Apple's answer was to make every app look like the object it replaced: Notes was a yellow legal pad, the calculator had chunky plastic-looking buttons, and later the Calendar was bound in stitched leather. Six years later Apple threw all of that out. Twelve years after that it added a new material, glass, that bent light around your content, and a year later it gave you a slider to turn the glass down. This is the story of those three eras, who made each call, and what usability research says about each.

The three eras of iOS design at a glance
Each era of iOS answered a problem the previous one created. The table shows what changed and why.
| Era | Years | Look | Problem it solved | Problem it created |
|---|---|---|---|---|
| Skeuomorphic | 2007–2012 | Leather, paper, wood, gloss | Taught touch to first-time users | Visual clutter, dated quickly |
| Flat | 2013–2024 | Flat colour, thin type, layers | Removed clutter, put content first | Weak cues for what is tappable |
| Liquid Glass | 2025– | Translucent, refractive material | Restored depth and hierarchy | Contrast varies with background |
Table: The three eras of iOS design (Apple announcements and NN/g research)
- iPhone OS 1 ships with skeuomorphic apps
- 2007
- iOS 7 released: the flat redesign
- 18 Sep 2013
- Extra time on pages with weak clickability cues (NN/g)
- 22%
- Liquid Glass announced for iOS 26
- 9 Jun 2025
Era 1: why early iOS looked like leather and paper (2007–2012)
Early iOS imitated real materials because its users needed to be taught what a touchscreen app was. This is skeuomorphism: digital design that keeps the appearance of the physical object it replaced. The team that built it was led by Scott Forstall, Apple's senior vice president of iOS software, and the style was strongly supported by Steve Jobs.

The metaphors made sense. A button that looked raised and glossy said "press me". A page that curled at the corner said "turn me". A notes app with ruled yellow lines told people they could write there. In behavioural terms, these are signifiers: visual cues that show what an object affords (see affordance). For a population learning a new kind of device, they lowered the cost of the first tap.
By iOS 6 in 2012 the metaphors had piled up: felt tables in Game Center, wooden shelves in Newsstand, a reel-to-reel tape deck that animated in the Podcasts app. Each was crafted well. Together they made the system look heavy and inconsistent, and they used visual attention on texture rather than content.
Era 2: why iOS 7 went flat (2013–2024)
iOS went flat in 2013 because of a management change as much as a design argument. On 29 October 2012, a month after the troubled launch of Apple Maps, Apple announced that Scott Forstall would leave and that Jony Ive, already head of industrial design, would "provide leadership and direction for Human Interface across the company"1.

Ive's team unveiled iOS 7 at WWDC on 10 June 2013 and shipped it on 18 September 20132. It replaced textures with flat colour, used the thin Helvetica Neue typeface, added a parallax effect to the wallpaper, and redrew every icon on a common grid. Its central idea was layering: translucent panels such as Control Centre showed blurred hints of what lay beneath, so people kept their place. In Apple's announcement, Ive framed simplicity as "bringing order to complexity" rather than simply removing ornament.
The redesign had a cost that research later measured. In 2017 the Nielsen Norman Group ran an eye-tracking study comparing pages with strong and weak clickability signifiers. On pages with weak signifiers (flat text links, borderless buttons), people spent 22% more time and made 25% more fixations, evidence of uncertainty about what to tap3. The authors' conclusion was not "flat is bad" but that flat design needs deliberate cues: colour, position and consistency instead of shadows.
Apple spent the next decade adding those cues back:
- 2013
iOS 7
Flat colour, thin Helvetica Neue, translucency and parallax.
- 2015
iOS 9
Apple's own San Francisco typeface replaces Helvetica Neue, designed for legibility on small screens.
- 2017
iOS 11
Bold large titles and heavier type: clearer hierarchy after the thin-type period.
- 2019
iOS 13
System-wide Dark Mode.
- 2020
iOS 14
Home-screen widgets and the App Library.
- 2022
iOS 16
A customisable lock screen with depth effects behind the clock.
- 2024
iOS 18
Tinted and dark app icons; icons can be placed anywhere on the grid.
- 2025
iOS 26
Liquid Glass, and a new year-based version number.
- 2026
iOS 27
Liquid Glass refined, with a transparency slider.
Era 3: what is Liquid Glass? (2025–)
Liquid Glass is a translucent material for controls and navigation that reflects and refracts the content beneath it and responds to touch and motion. Apple introduced it at WWDC on 9 June 2025 as its broadest design update ever, spanning iOS, iPadOS, macOS, watchOS, tvOS and visionOS, and said it brought "greater focus to content"4. The design was led by Alan Dye, head of human interface design since 2015. At the same time Apple renamed its operating systems by year, so the version after iOS 18 became iOS 26.
The reaction from usability specialists was sharp. The Nielsen Norman Group's review, "Liquid Glass Is Cracked, and Usability Suffers in iOS 26", argued the interface was less legible and less predictable, with controls that moved and changed appearance as content passed beneath them5. The underlying problem is measurable: accessibility guidelines ask for a contrast ratio of at least 4.5:1 for body text9, and text over translucent glass has a contrast ratio that changes with every frame of whatever scrolls behind it.
In December 2025 Bloomberg reported that Dye was leaving Apple for Meta and that Stephen Lemay, an Apple interface designer since 1999, would replace him7. At WWDC on 8 June 2026, Apple kept Liquid Glass for iOS 27 but said it was updating how it is built "to ensure exceptional readability": panels diffuse busy content more strongly, and a new setting lets people choose anywhere from "ultra clear" to "fully tinted"6. A slider is an admission that no single level of transparency suits everyone.
What every iOS era gets right, and what app teams should copy
Across all three eras, the durable part of Apple's design is not the surface style but the principles in its Human Interface Guidelines: clear hierarchy, consistency, and deference to content8. Surface styles have changed three times in 19 years; those principles have not.

- Make tappable things look tappable — whatever your style, use colour, shape and position consistently so people never wonder what responds.
- Test contrast over real content — if you use translucency, test text over the busiest image your app will show, not over a grey placeholder.
- Let people choose — respect system settings such as Reduce Transparency, Increase Contrast and Bold Text.
- Change surfaces slowly — users relearn your app every time you redesign it; adopt new system styles where they help, not everywhere at once.
- Measure, don't argue — run a quick first-click or task test before and after a redesign instead of debating taste.
The pattern behind the reactions to iOS 7 and iOS 26 is the aesthetic-usability effect: people forgive a beautiful interface at first, which makes early praise or anger a poor guide to long-term usability. Measured task success is the only reliable guide, and it is what a mobile app UX audit checks.
Key terms, defined
Skeuomorphism — designing a digital object to imitate the material of the physical object it replaced.
Flat design — a style without simulated depth: solid colour, simple shapes and typography, no gloss or texture.
Signifier — a visual cue that shows what action an element allows, such as a button's border or a link's colour.
Translucency — partial transparency that lets blurred content show through a panel, used since iOS 7 and pushed much further by Liquid Glass.
Contrast ratio — the luminance ratio between text and its background; WCAG asks for at least 4.5:1 for normal text.
How we researched this
Dates and quotations come from Apple's Newsroom announcements, the Human Interface Guidelines and contemporary reporting by Bloomberg and TechCrunch. Usability findings come from the Nielsen Norman Group's published studies, and contrast requirements from the W3C's WCAG 2.2. Apple's interface artwork is copyrighted, so the icon comparison above is our own illustration, not Apple artwork; photographs are from Wikimedia Commons with credits under each. Last reviewed October 2026.
Frequently asked questions
What is skeuomorphism?
Skeuomorphism is designing a digital object to look like the physical object it replaces: a notes app drawn as a yellow legal pad, a calendar bound in stitched leather, a bookshelf made of wood. Early iOS used it heavily from 2007 to 2012 because it helped people who had never used a touchscreen understand what each app did.
Why did Apple switch to flat design in iOS 7?
Touchscreens were familiar by 2013, so the visual metaphors were no longer needed, and they had started to look heavy. After Scott Forstall left in October 2012, Jony Ive took over human interface design and led iOS 7, released in September 2013, with flat colour, thin type, translucent layers and a simplified icon grid.
What is Liquid Glass?
Liquid Glass is the design material Apple introduced at WWDC on 9 June 2025 for iOS 26 and its other operating systems. Buttons, tab bars and panels are drawn as translucent glass that reflects and refracts the content behind them and reacts to movement. It was Apple's largest visual redesign since iOS 7.
Why did people complain about Liquid Glass?
Because text and controls sit on translucent glass, their contrast depends on whatever is behind them, so legibility changes as content scrolls. The Nielsen Norman Group called the result less predictable and less legible. Apple responded in iOS 27 (June 2026) with stronger diffusion behind panels and a slider from ultra clear to fully tinted.
Who designs iOS?
Apple's Human Interface design team. Scott Forstall led iOS software until 2012, Jony Ive led interface design from 2012 until he left Apple in 2019, and Alan Dye led it from 2015 through the Liquid Glass launch. Dye left for Meta at the end of 2025; Apple named long-time designer Stephen Lemay to replace him.
Why is iOS 26 not called iOS 19?
At WWDC 2025 Apple renumbered all its operating systems by the year that follows their release, so the version after iOS 18 became iOS 26, alongside macOS 26 and watchOS 26. The 2026 release is iOS 27.
Sources
- Apple Newsroom — Apple announces changes to increase collaboration across hardware, software and services (29 October 2012)
- Apple Newsroom — Apple unveils iOS 7 (10 June 2013)
- Nielsen Norman Group — Flat UI elements attract less attention and cause uncertainty (2017)
- Apple Newsroom — Apple introduces a delightful and elegant new software design (9 June 2025)
- Nielsen Norman Group — Liquid Glass is cracked, and usability suffers in iOS 26 (2025)
- TechCrunch — Apple is tweaking its controversial Liquid Glass design (8 June 2026)
- Bloomberg — Apple design executive Alan Dye poached by Meta (3 December 2025)
- Apple — Human Interface Guidelines
- W3C — Web Content Accessibility Guidelines (WCAG) 2.2
- Checked October 25, 2026. Figures that change — fees, salaries, prices — are reviewed every six months; if something is out of date, tell us.
Where to go from here
- iPhone evolution — the hardware the software was designed around
- Aesthetic-usability effect — why beautiful interfaces get forgiven, for a while
- Design historyLogo evolution: how 20 famous logos changed, and why almost all of them got simplerLogo evolution of 20 brands from Coca-Cola (1886) to Air India (2023): who designed each, what changed, and the memory science behind simpler logos.
- Design historyiPhone evolution: every iPhone from 2007 to 2026, and the design decisions that shaped itiPhone evolution from the 3.5-inch original (2007) to the foldable iPhone Duo (2026): every model, the design change it made and why Apple made it.
- Design historyWindows evolution: how every version from Windows 1.0 to Windows 11 was designed, and what testing changedWindows evolution from tiled Windows 1.0 (1985) to Windows 11: the Start button, XP's Bliss, Windows 8's missing Start and the tests behind each change.
- UI/UX designApp design trends for 2027 — what's changing, and what's worth adoptingMobile app design trends for 2027: Apple's Liquid Glass, Material 3 Expressive, AI in the flow, voice and vernacular, passkeys and accessibility.
- Design historyOld website designs: what Google, Amazon, Yahoo, YouTube and Facebook looked like at launchSee old website designs from the first web page (1991) to Google, Amazon, YouTube and Flipkart at launch, with Wayback Machine links and what each one teaches.
- Design historyFamous fonts history: the stories behind 15 typefaces, from Gutenberg to Helvetica to Comic SansThe history of 15 famous fonts, from Gutenberg's blackletter to Times New Roman, Helvetica, Comic Sans and the ₹ sign, and what reading research says.
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