I think this author has some fair criticisms of the Metro desktop experience, but is sadly ill informed about the decisions that drive Metro's design. It is very far from "undesigned."
For one, remember that Metro is deeply driven by touch devices. As a general approach, Microsoft's designers made the decision to avoid skeumorphism by making _almost everything touchable_. It's a great philosophy for touch interfaces, and it works quite well on today's windows phones.
Another piece of the puzzle driving metro is Kinect. Since Microsoft uses the same design language on all its platforms, the XBox shapes the desktop. Since the Kinect has trouble reading vertical hand gestures, the designers push for most desktop screens to lay out horizontally like the XBox.
With just those two small examples, you can see why the Metro desktop experience is both flat and horizontal (in many places, not all), which this author interpreted as thoughtless.
To reiterate my point, I think the Metro language is very well considered for devices that ask users to complete one task at a time (mobile, tablet, television). It's not so great in a multitasking environment, perhaps because Microsoft is trying to make their cross-platform experience too consistent.
I agree completely. By "undesigned" I'm not trying to say "no thought into it"… I'm merely commenting on the failure to make the most important decision of all: is it a UI for mono-task, touch-driven devices or multitask, mouse-driven devices? That failure creates this seemingly lack of design: the feeling that each interface belongs with that feature/application. If you use Windows 8 on a desktop, you start using the built-in apps less and less and will be drawn to install third-party, standalone apps. That is almost the exact opposite of Apple, where you're driven to use Apple's built-in apps because they're "they fit"…
Again, Microsoft has great designers and Metro has some awesome design ideas but it's, in my opinion :), fundamentally undesigned because it fails to make the hard choice of defining what is its purpose and use. :)
For one, remember that Metro is deeply driven by touch devices. As a general approach, Microsoft's designers made the decision to avoid skeumorphism by making _almost everything touchable_. It's a great philosophy for touch interfaces, and it works quite well on today's windows phones.
Another piece of the puzzle driving metro is Kinect. Since Microsoft uses the same design language on all its platforms, the XBox shapes the desktop. Since the Kinect has trouble reading vertical hand gestures, the designers push for most desktop screens to lay out horizontally like the XBox.
With just those two small examples, you can see why the Metro desktop experience is both flat and horizontal (in many places, not all), which this author interpreted as thoughtless.
To reiterate my point, I think the Metro language is very well considered for devices that ask users to complete one task at a time (mobile, tablet, television). It's not so great in a multitasking environment, perhaps because Microsoft is trying to make their cross-platform experience too consistent.