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I don't want to argue about the general idea but a lot of the things in your timeline don't really match with history: * The desktop metaphor with its files was not popular, and not successful on 8-bit machines. It was technically possible to get something with a desktop metaphor running on these machines, with enough clever trickery -- e.g. GEOS ran on the C64 and the Apple II. But it wasn't very useful, because they also lacked the storage to make it useful. Things like GEOS or GS/OS had their users but these things weren't too successful in the realm of 8-bit machines. In fact, many of them didn't even show up on 8-bit machines until way into the "16-bit era", when 8-bit computer users began to covet windows, buttons and icons. * By the time the iPhone showed up, in 2007, skeumomorphism had been the way to design interfaces for at least 8-10 years. See e.g. Kai's Power Tools, which in the mid-90s looked like this: https://alchetron.com/cdn/kais-power-tools-5461d370-1529-47a... . KPT was, admittedly, an outlier, in that it was more whimsical than average -- but Aqua/OS X interfaces and, later, the iPhone's interface was not fundamentally different from the status quo, they just looked better. In fact, the iPhone came up late enough that, when it did, its interface was seen as a "final word" on the matter because the field was already extremely mature -- the time for experiments was long gone. The iPhone didn't spark a new fashion in UI design, it adopted what was already the fashion in UI design, everywhere. * Fast-loading and flat are completely orthogonal. Today's websites load way slower than the websites of the Geocities age. * Early Windows version were very much colourful and whimsical because of the VGA palette. By the time Microsoft could bet on enough users having 256-color screens (in the 3.1 age), two major Windows version had passed. The default background in Windows 2.0 was a retina-piercing cyan. * Early Macs models were certainly not whimsical in terms of colours, but that had nothing to do with fashion -- it was because they were monochrome. * Most 8-bit machines certainly used very vivid colours. Most of them could (and most users did) use a TV for a monitor, and the palette choice was deliberately picked with this in mind. The first Amiga Workbench version had an eye-stabbing palette, chosen so that things could be read even on poor quality, black-and-white TVs. |
In the early Aqua UI things like buttons and selected menu elements were colored and composited on top of their backgrounds. It was obvious that "Save" was the default action because the button was colored blue in the dialog. Document modal dialogs were attached to and animated out of the document's own window and composited over the contents. Icons bounced in the dock to get attention for dialogs. The dock itself animated to make icons under the cursor larger (Fitt's law improvement) and minimized windows got sucked into the Dock with the genie animation.
While Aqua still used the WIMP paradigm it had a lot of UX differences from older UIs. It used a lot more animation to convey information to the user. Animations told the user their action was registered and was caused something to happen. This was in contrast to Windows where sometimes you might see a hourglass cursor if you clicked something but you usually had to look at your drive activity light to be confident Windows registered you clicking an icon.
With the iPhone, it was up against a bunch of phones whose UIs were designed to be use with a stylus and were doing their damnest to look like a desktop's UI. The iPhone's design language was all about making elements large enough to be used with a fingertip and convey the idea that you were even supposed to touch the screen. When the iPhone was released most people had never owned or used a smartphone or PDA. The most popular phones were non-touch feature phones.
After the iPhone skeuomorphic design was everywhere. Android aped a lot of iPhone UX elements as did webOS, they wanted to convey that elements should be touched and interacted with directly. Android's pre-iPhone UI looked a lot more like Windows Mobile and Blackberry. Apple certainly didn't invent skeuomorphic UIs but the iPhone was the first smartphone to make such it the default design language.