IN THE EARLY days of graphical user interfaces, the visual skills of a professional designer were usually applied to the design of icons, or the visual representations of behaviors such as window structures or tool bars, or perhaps at a more basic level to design typefaces. In these cases the pixels were a disappointing limitation, as seventy-two little squares per inch gives much less opportunity for artistic expression than the fluid forms of metal type, or the free flow of three hundred dots per inch. Designers, like Duane and I, who are attracted to this pixel-based world, find ourselves interested in the underlying behaviors combined with the limited pixels, so that we can create time-based user experiences as well as static graphics.
Basically, the graphic design is about the layout of different elements. Before the era of smart devices, most of the screen-based interface designs were made for websites. And now designers are designing screen-based experience for both the mobile devices and web page. And most of them adapt the principle of the mobile-first design, which requires the designers to first think about the interface for mobile device and then transfer that experience to the desktop-size webpage. However, since the screen size of the mobile page is much smaller than the laptop, the interface design for mobile device become more and more similar to each other. We can see that after the new interface design of the Instagram came out, there are a lot of apps imitate its design. Because the size of mobile screen is limited, the visual design of elements also face the trend of homogenization. As for designers, making their product distinguishable is important but sometime it also requires compromise on the usability. (Xu)