OK.
This isn't plastic vs. metal.
This is "covered in branding stickers and useless details" vs. "sleek and minimalist".
Look at every single thing apple makes.
There is nothing there that does not need to be there. Other than a discreet Apple logo.
Everything else is only there for a reason.
Iconography should be the same.
Oh man.
It's clear iOS7-11 is meant for uber-minimalist customers like you.
Happy for you while many of the rest of us weep.
Point taken for your preference but I have yet to read one objective explanation why "as little as possible" is better. Why do we have thousands of paint colors to choose from, as well as hardwood floor colors & textures? Give me a break about "nothing is there that should not be there."
The problem that most Jony/iOS7/flat/minimalist fans jump to Dieter's rule 10 while ignoring or downplaying #'s 1-9.
1 Good design is innovative
(iOS1 was innovative and then iOS2-6 were refinements. ios7 attempted to be innovative but really it was just different)
2 Good design makes a product useful
(ios7-11 is useful like iOS1-6 were useful. Just one set worked and looked better than the other, depending upon which "side" you're on. Personal preference wins, there is no objective winner.)
3 Good design is aesthetic
(nearly impossible for something to be acceptably aesthetic to everyone...one man's horrible miniminalst Jony-minimal-ego-fest is another man's least-is-more perfection)
4 Good design makes a product understandable
(given that ios7-11 removed many intuitive cues, I fail to see how the majority of iOS7-11 is more understandable than before)
5 Good design is unobtrusive
(this is a hard one to apply objectively. what about those who want to see a beautiful & engaging interface with well thought-out details instead of a white-washed stripped-down draft-looking interface, and vice versa. there is no winner here, so picking just one for all customers is a bad design choice)
6 Good design is honest
(this is maybe just thinking a bit too hard...Dieter should have gone for more mountain bike rides instead of eating white bread and warm water for breakfast, lunch, and dinner day after day...)
7 Good design is long-lasting
(in today's "must see something new every 5 years" world, I don't think this can be applied to iOS. iOS1-6 lasted ~7 years. Ios7-11 is now 4 years old. check back in 3-4 years after this minimalist UI fad is deemed "old" and "in need of freshening" by the masses. all fads come and go, and ios7-11 will also)
8 Good design is thorough down to the last detail
(I could list dozens of inconsistencies with iOS7-11 and blown details from Jony's attempts at being different from a pretty well-working prior iOS...)
9 Good design is environmentally friendly
(Jony's easy-to-shatter too-jewelry-like iPhones truly fail here. Thank God Jony is not in charge of designing automotive tires & bumpers)
10 Good design is as little design as possible
(This is Jony's calling card and what fans of our current stripped-down iOS point to most often, too often, attention
@throAU...

)
Well, this flat minimalistic white on white on white unintuitive flat fad is your time to shine.
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Once customers and designers tire of this fad and morph back to a more artful & intuitive & detail-heavy fad, the rest of us can rejoice.