| ▲ | The Windows 95 user interface: A case study in usability engineering (1996)(dl.acm.org) |
| 128 points by ksec 3 hours ago | 64 comments |
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| ▲ | linguae 2 hours ago | parent | next [-] |
| Steve Jobs is famous for his 1996 quote about Microsoft not having taste (https://www.youtube.com/watch?v=UiOzGI4MqSU). I disagree; as much as I love the classic Mac OS and Jobs-era Mac OS X, and despite my feelings about Microsoft's monopolistic behavior, 1995-2000 Microsoft's user interfaces were quite tasteful, in my opinion, and this was Microsoft's most tasteful period. I have fond memories of Windows 95/NT 4/98/2000, Office 97, and Visual Basic 6. I even liked Internet Explorer 5. These were well-made products when it came to the user interface. Yes, Windows 95 crashed a lot, but so did Macintosh System 7. Things started going downhill, in my opinion, with the Windows XP "Fisher-Price" Luna interface and the Microsoft Office 2007 ribbon. |
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| ▲ | AnotherGoodName an hour ago | parent | next [-] | | I'll also give the opinion that Apple consistently creates some absolutely crap designs and when they do this, release something really really mind mindbogglingly stupid that it should be embarrassing they are instead met with applause on the "amazing design". It's a tiresome pattern repeated for decades now. eg. The 'breathing status light' that lit up the room at night due to extreme brightness which meant every macbook of the era had stickers or tape over the LED with endless Q&A's of "How do i turn the annoying light off? You can't!". This crap design was met by articles extolling the subtle sign wave and off white hue. I kid you not. https://avital.ca/notes/a-closer-look-at-apples-breathing-li... Apple today seem to have acknowledged their mistake here and taken away status lights completely (also a crappy design hailed as amazing since they've just gone to the other extreme) which highlights the fact that no matter what they do they're hailed as being amazing at design, even when it's contradictory from their own previous 'amazing designs'. Apple doesn't just get a pass on crappy design. It gets endless articles praising the virtues of everything they do even when, if you think about what they did for even a second you'd realize, "that's actually just plain crap design". | | |
| ▲ | gerdesj 26 minutes ago | parent | next [-] | | I recently had to get printing working for a family member on an Apple tablet. I'm not an Apple jockey so it took me a while to sort out and I've being using computers since 1980 and consulting since 1995. You tap an icon that looks like the outline of a rectangle with an arrow pointing up. Then you tap the name of the printer. Then you tap another rectangle with an up arrow and then tap the word "Print". I may have got the precise steps wrong but it really is that abstruse to print something on a tablet. Never mind that mDNS/Bonjour has done its thing - the steps to actually indicate that you want to print is frankly weird. What on earth is that box with an up arrow actually supposed to mean? Why does the interface switch from icons to text? | |
| ▲ | throwaway290 24 minutes ago | parent | prev [-] | | I got no problem with that tiny LED or glowing apple logo personally But liquid glass and insane amount of bugs that arrived with it is killing me. | | |
| ▲ | AnotherGoodName 21 minutes ago | parent [-] | | Likely you experienced later gens where they toned it down. ~2010 it was one of the brightest LEDs you could purchase. As in they literally put a torch LED on the all white Intel macbooks of the era and it would shine through the laptop bags, pulsating. | | |
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| ▲ | okanat 2 hours ago | parent | prev | next [-] | | > Microsoft Office 2007 ribbon Ribbon also has a similar research behind it, just like Windows 95. For what they designed it, allowing beginners to discover all the functionality that's available, it works perfectly. I think most of the complaints from the tech circles are completely unfounded in reality. Many non-tech people and younger ones actually prefer using Ribbon. I also like it since it is very tastefully made for Office. 2010 was my favorite Office UI. It actually doesn't get rid of shortcuts either. Most of the Office 2003 ones were preserved to not break the workflow of power users. Where Ribbon doesn't work is when you take out the contextual activation out of it. Most companies copied it in a very stupid way. They just copied how it looks. The way it is implemented in Sibelius, WinDBG or PDFXChange is very bad. | | |
| ▲ | derefr an hour ago | parent | next [-] | | > I think most of the complaints from the tech circles are completely unfounded in reality. Many non-tech people and younger ones actually prefer using Ribbon. Well, yes, but that observation doesn't prove the point you think it does. People who were highly experienced with previous non-ribbon versions of Office, disliked the ribbon, because the ribbon is essentially a "tutorial mode" for Office. The ribbon reduces cognitive load on people unfamiliar with Office, by boiling down the use of Office apps to a set of primary user-stories (these becoming the app's ribbon's tabs), and then preferentially exposing the most-commonly-desired features one might want to engage with during each of these user stories, as bigger, friendlier, more self-describing buttons and dropdowns under each of these user-story tabs. The Ribbon works great as a discovery mechanism for functionality. If an app's toplevel menu is like the index in a reference book, then an app Ribbon is like a set of Getting Started guides. But a Ribbon does nothing to accelerate the usage of an app for people who've already come to grips with the app, and so already knew where things were in the app's top-level menu, maybe having memorized how to activate those menu items with keyboard accelerators, etc. These people don't need Getting Started guides being shoved in their face! To these people, a Ribbon is just a second index to some random subset of the features they use, that takes longer to navigate than the primary index they're already familiar with; and which, unlike the primary index, isn't organized into categories in a way that's common/systematic among other apps for the OS (and so doesn't respond to expected top-level-menu keyboard accelerators, etc, etc.) I think apps like Photoshop have since figured out what people really want here: a UI layout ("workspace") selector, offering different UI layouts for new users ("Basic" layout) vs. experienced users ("Full" layout); and even different UI layouts for users with different high-level use-cases such that they have a known set of applicable user-stories. A Ribbon is perfect for the "Basic" layout; but in a "Full" layout, it can probably go away. | |
| ▲ | cosmic_cheese an hour ago | parent | prev | next [-] | | Ribbon has some good elements to it, but other elements are questionable at best. Sizing of buttons for example feels completely arbitrary and not connected to frequency of use or anything else obvious. I think the best parts of it could be replicated by just combining tabs and traditional toolbars, but that’s not complex enough of a concept to need a dedicated moniker. | |
| ▲ | rkagerer 31 minutes ago | parent | prev [-] | | The Ribbon is a disaster. Compared to conventional toolbars, it fails across several metrics. When it first came out, I did studies of myself using it vs. the older toolbared versions of Word and Excel, and found I was quantifiably slower. This was after spending enough time to familiarize myself with it and get over any learning curve. EFFICIENCY The biggest problem is it introduced more clicks to get things done - in some cases twice as many or more. Having to "tab" to the correct ribbon pane introduces an extra click for every task that used to be one click away, unless the button happens to be on the same tab. Unfortunately the grouping wasn't as well thought out as it could have been. It was designed with a strong bias for "discoverability" over efficiency, and I found with many repetitive tasks that I commonly carried out, I was constantly having to switch back and forth between tabs. That doesn't even get into the extra clicks required for fancier elements like dropdowns, etc. And certain panes they couldn't figure out where to put are clearly "bolted" on. KEYBOARD SHORTCUTS At the same time, Microsoft de-emphasized keyboard accelerators. So where the old toolbar used to hint you the keyboard shortcut in a tooltip every time you rested your mouse over a button, the new one doesn't - making it unlikely users will ever learn the powerful key combos that enable more rapid interaction and reduce RSI caused by mousing (repetitive strain injury). In my case this manifests as physical pain, so I'm very aware of wasteful gestures. SCREEN REAL ESTATE The amount of text in the button captions on the ribbon is also excessive. It really isn't a toolbar at all, more of a fancy dropdown menu that's been pivoted horizontally instead of vertical. It turned the menu bar, which used to be a nice, compact, single line, into something that now takes up ~4x as much vertical screen real estate. As most users' monitors are in landscape orientation, vertical space is scare to start with; congratulations you just wasted more of those precious pixels, robbing me of space to look at what I really care about which is the document or whatever thing I'm actually working on. DISCOVERABILITY You used to be able to get a good sense of most software's major functionality by strolling through all the menu options. Mastery (or at least proficiency) was straightforward. With the more dynamic paradigm Microsoft adopted along with the Ribbon, there's lots of functionality you don't even see until you're in a new situation (or that's hidden to the responsive window layout, which is ironic - instead of making the thing more compact, they made portions of it disappear if your window is too small). I grant some may argue this has benefits for not appearing as overwhelming to new users (although personally I've always found clean, uniform, well thought out menus to be less jarring than the scattered and more artistically inclined ribbon). But easing the learning curve had the trade off of making those users perceptually stuck in "beginner" mode. They can't customize the ribbon as meaningfully (I used to always tailor the toolbar by removing all the icons I already knew the keyboard shortcuts for, adding some buttons that were missing like Strikethrough, and move it to the same row as the menu bar to maximize clientarea space) In my case, after trying out the new versions for a year, I made an intentional decision to go back to the 2003 versions of Word and Excel, and never look back (forward?). They are my daily drivers. These days, I barely touch modern versions of Word and Excel, except for the very rare instance I actually need a specific new feature (i.e. a spreadsheet with more than 65k rows). If someone asks me to use the new version, I simply refuse (which has never been a showstopper - my work quality is preeminent, and once you get past policy bureaucracy it turns out clients/employers don't care what tool I use to get it done). The whole point of a toolbar was always to be a place you could pin commands you want instant access to, just a click away. The ribbon shredded that paradigm, and in my opinion took us a marked step backward in computing. It fails across several metrics, compared to regular toolbars. I wanted to blog about it at the time in hopes of convincing the world it was a mistake, but didn't have the free time. 20 years later, I'm curious if more people share these sentiments and acknowledge its shortcomings. |
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| ▲ | beloch an hour ago | parent | prev | next [-] | | People need to go back and use Win 3.1 or MacOS 7.x to realize what a leap forward Win95 was. MacOS 7.x didn't even have preemptive multitasking! The start menu and task bar made their debut and immediately anchored the whole UI. Since then, Windows has made incremental advances (with the occasional step backwards), but no change has been nearly so radical. OS X would not have been possible without the influence of win95. We're still living in the Win95 age. | | |
| ▲ | cosmic_cheese an hour ago | parent | next [-] | | OS X inherited its multitasking model from NeXTSTEP, which predates Win95 by several years. | |
| ▲ | LtWorf an hour ago | parent | prev [-] | | You have to use windows 95 with a computer from 1995 to realise how painfully slow it was compared to windows 3. |
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| ▲ | PunchyHamster 2 hours ago | parent | prev | next [-] | | I think there is distinction there between look and functionality. They were functionally just fine; good even compared to some modern abominations. But the look was just plain and ugly, even compared to some alternatives at the time. > Things started going downhill, in my opinion, with the Windows XP "Fisher-Price" Luna interface and the Microsoft Office 2007 ribbon. Yeah I just ran it with 2000-compatible look; still ugly but at least not wasting screen space | | |
| ▲ | layer8 2 hours ago | parent [-] | | Windows 95 was a vast improvement in looks over 3.x. Of course tastes differ, but I found it very aesthetic, not ugly at all, and used the classic look until Windows 7 EOLd. |
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| ▲ | DaiPlusPlus 2 hours ago | parent | prev | next [-] | | By your timeline, it means Microsoft only had institutional taste for about 3-4 years. A tiny fraction of the company’s lifetime. (If it helps, I do agree with you about those years being the most… design-coordinated: when Office felt like part of Windows) (I like to think that Visual Studio 2026 proves that the company can still do good desktop UI design; but it doesn’t help that every major first-party product is now using their own silo’d UI framework; wither MFC and CommonControls, I guess) | | |
| ▲ | derefr an hour ago | parent [-] | | I think there was a period from Windows 3.1 to somewhere during Windows 98 (maybe right up until the release of Office 97?) where both first-party and third-party Windows apps were all expected to be built entirely in terms of the single built-in library of Win32 common controls; and where Windows was expected to supply common controls to suit every need. This was mostly because we were just starting to see computers supporting large bitmapped screen resolutions at this point; but VRAM was still tiny during this period, and so drawing to off-screen buffers, and then compositing those buffers together, wasn't really a thing computers could afford to do while running at these high resolutions. Windows GDI + COMCTL32, incl. their control drawing routines, their damage tracking for partial redraw, etc., were collectively optimized by some real x86-assembly wizards to do the absolute minimum amount of computation and blitting possible to overdraw just what had changed each frame, right onto the screen buffer. On the other hand, what Windows didn't yet support in this era was DirectDraw — i.e. the ability of an app to reserve a part of the screen buffer to draw on itself (or to "run fullscreen" where Windows itself releases its screen-buffer entirely.) Windows apps were windowed apps; and the only way to draw into those windows was to tell Windows GDI to draw for you. This gave developers of this era three options, if they wanted to create a graphical app or game that did something "fancy": 1. Make it a DOS app. You could do whatever you wanted, but it'd be higher-friction for Windows users (they'd have to essentially exit Windows to run your program), and you'd have to do all that UI-drawing assembly-wizardry yourself. 2. Create your own library of controls, that ultimately draw using GDI, the same way that the Windows common controls do. Or license some other vendor's library of controls. Where that vendor, out of a desire for their controls to be as widely-applicable as possible, probably designed them to blend in with the Windows common controls. 3. Give up and just use the Windows common controls. But be creative about it. #3 is where games like Minesweeper and Chip's Challenge came from — they're both essentially just Windows built-in grid controls, where each cell contains a Windows built-in button control, where those buttons can be clicked to interact with the game, and where those buttons' image labels are then collectively updated (with icons from the program's own icon resources, I believe?) to display the new game state. For better or worse, this period was thus when Microsoft was a tastemaker in UI design. Before this period, early Windows just looked like any other early graphical OS; and after this period, computers had become powerful enough to support redrawing arbitrary windowed UI at 60Hz through APIs like DirectDraw. It was only in this short time where compute and memory bottlenecks, plus a hard encapsulation boundary around the ability of apps to draw to the screen, forced basically every Windows app/game to "look like" a Windows app/game. And so, necessarily, this is the period where all the best examples of what we remember as "Windows-paradigm UI design" come from. |
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| ▲ | Telaneo 41 minutes ago | parent | prev | next [-] | | MS may not have been as tasteful as MacOS, but the functionality was at least there and it was easy to find and use. That goes a long way to make up for the bland-ish look. Then we lost even more taste, and eventually the functionality and user friendlyness, on both sides of the isle. | |
| ▲ | lateforwork 2 hours ago | parent | prev | next [-] | | > 1995-2000 Microsoft's user interfaces were quite tasteful Only because they copied NeXTSTEP. Those 3D beveled controls originated in NeXTSTSP. In Windows, ctl3d.dll added raised and sunken 3D-looking buttons, beveled text boxes, group boxes with depth, a light-source illusion using highlight and shadow, all copied from NeXTSTEP. | | |
| ▲ | DaiPlusPlus 2 hours ago | parent [-] | | That’s an odd way to spell Motif. | | |
| ▲ | lateforwork an hour ago | parent | next [-] | | Motif 1.0 shipped in 1990. NeXTSTEP in 1988 had 3D beveled controls. So I believe I got the spelling right :) | |
| ▲ | gnerd00 an hour ago | parent | prev [-] | | please recall that 8bit color was the common capability for CRT displays at that time. Simple one bit display was also common. Any smooth transitions in gray or color had to use dithering, or be very clever in the way they chose the palate. Certainly some historic credit goes to Motif, but, there are "levels to this game" .. Motif did not jump out as "wow that looks good" IMHO. Obviously NeXT was extreme in a different way.. sort of like a symphony orchestra more than an office machine. It is genuinely entertaining to see people defend the dull and pedestrian UI in Windows 95. |
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| ▲ | pcurve 21 minutes ago | parent | prev | next [-] | | What made system 7 and 8 worse in some respect was when it crashed, it crashed hard without warning With windows the crash was progressive so you have time to save and prepare. I also have fond memories of windows 2000. It was rock steady and polished. I preferred it over system 8 and even OS X which had to many Unix conventions. | |
| ▲ | moron4hire 2 hours ago | parent | prev [-] | | I'm a huge fan of the book "Design for the Real World" by Victor Papanek. One of the things that he talked about is the importance of using materials honestly: not trying to pass plastic off as wood, using the given material to it's best ability (even if itis plastic). I've always thought the Windows 3.1 to Win2K era were exactly that. The medium is pixels on a screen, the mouse and keyboard. And there is no artifice, it's just the bare essentials. |
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| ▲ | VerifiedReports 3 hours ago | parent | prev | next [-] |
| Look how crisp, professional, and usable it all is. This is a very good write-up. There's no way this level of testing and dedication could have resulted in the execrable shitshow that is Windows today. Mac OS is going backward with accelerating speed, too. They had just started to recover from Jony Ive when they put a packaging designer in charge of UI... resulting in the "Liquid Glass" debacle, and all the other incompetent UI changes that accompanied Tahoe's rollout. |
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| ▲ | socalgal2 26 minutes ago | parent | next [-] | | Ranting on UI, I think I might blame MS for this but I feel like many shortcuts for customization in apps and OS are a net negative. The first example I remember was ~2003ish when MS Office did a big redesign and got much bigger toolbars. That they were big is a matter of taste but that's not where I'm going with this. No, the issue was that they made too easy to ACCIDENTALLY mess up the UI. They added all kinds of customization (which is fine) but then made it so just dragging a little too long an a button would let you move the button somewhere else. So, grandpa drags the button, possible off the bar, deleting it, and now for all intents and purposes the app is unusable to him. IMO, the customization options should be buried deeper where they can't happen by accident. This "ACCIDENTAL" modification is all the rage now. On iPhone, holding on the lock screen puts the phone in "edit the lock screen mode". Several family members have asked why the image they put on the lock screen was gone. It was because they "butt edited the screen". Put the phone in their pocket and it felt a press and went into edit mode and edited the lock screen. AFAIK, almost no one needs this shortcut. It would be fine to just go into Settings->Wallpaper->Lockscreen or something like that. But, I'm just guessing (1) some UX designer needed something todo (2) someone working on lockscreen options got tired of doing the Settings->Wallpaper->Lockscreen dance and put in a shortcut that no-one but them needs. This same issue is all over the place. The iPhone's lockscreen while charging mode has the same issue. The user (me) picks the clock face I want. And, one of 10 times I reach for the phone from the charging stand I accidently touch the screen which changes the face. I NEVER NEED THIS. Again, this should be buried in Settings->Lockscreen->Clock Face. The shortcut a net negative. There are many more. | | |
| ▲ | Telaneo 21 minutes ago | parent [-] | | Apparently, the idea of an edit mode is some foreign concept for a lot of people. |
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| ▲ | titzer an hour ago | parent | prev | next [-] | | To be fair, Apple has always had a penchant for removing important features because they don't like how they look. I cannot count how many times I got a CD/DVD stuck in a Mac, and due to a lack of physical eject button and the software eject button not working, resorted to the emergency eject sequences. Just put a button to eject the disk, ffs. | |
| ▲ | virtue3 2 hours ago | parent | prev | next [-] | | I hate liquid glass with a burning passion. I've never understood why people get so irritated at design changes until now. | | | |
| ▲ | gedy 2 hours ago | parent | prev [-] | | I like to jest that packaging designer would of course wrap things in clear plastic... |
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| ▲ | coldfingerr 6 minutes ago | parent | prev | next [-] |
| Comdex 1996 DELL (or some company) exposed Windows 95 pcs for the public to mess with. Having used only 3.11 before, I was fascinated with the desktop and also felt it very strange that the contents of the UI were so minimal. Of course I didnt discover anything else: I was afraid of clicking "Start", because I dindt know what that was that going to start, and the computer wasnt mine to brick. |
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| ▲ | WalterBright an hour ago | parent | prev | next [-] |
| Any user interface designer should take a good look at the controls on a commercial airliner. An awful lot of effort goes into making an intuitive, effective user interface. I have disagreements with it, but there's no denying it's very well done. Designing a programming language is mostly about usability. I'll be giving a talk about that in April at Yale. It's a fun topic! |
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| ▲ | socalgal2 38 minutes ago | parent | next [-] | | Looking forward to your talk. I feel like there's a taste issue which is similar to tabs vs spaces or other coding styles. Some languages kind of solve this with auto-formatting but just because they choose a standard doesn't mean their standard is as readable as some other. In languages one taste issue that comes to mind. Many languages have the invisible scope issue foo = bar
In C++ for example, foo could be a local variable, a member of the enclosing class, a local module static, or a global. Some programmers like this, JBlow for example complained that in C++, switching between standalone function, member function, a lambda required too many changes. (foo = bar) isn't an example but the point is he wants that to be frictionless.Me though, I want the line to be understandable with as little external context as possible. I don't want to have to dig up 10, 50, 100 lines to see if a local foo has been defined or if it's member. So like python or typescript. I like foo has to be this.foo or self.foo if you want it assign the current object's member. Most programmers seem to agree because they end up using mFoo or foo_ or some naming convention to work around the issue but I think I'd prefer the language to enforce it. I don't know which if any languages make all the different scopes more explicit. So far I haven't liked Swift though which seems more explicit. Even though it's more explicit in some areas I feel like the majority of my time is typing boilerplate and fixing trivial syntax errors. I know programming requires syntax and, as an example, I include semicolons everywhere in JavaScript even though they are not required. That said, I would like to get all the time back in my life where I compiled some C++ only to be told "error: missing semicolon at end of class definition" or "error: extra semicolon at end of member function declaration". It feels like a language should fix this stuff for the dumb human rather than make the human do random tedious work. I get there might be times where it's ambiguous but I wonder if it's also a language design issue. | |
| ▲ | gyomu 16 minutes ago | parent | prev [-] | | Ok, except operating a commercial airliner literally takes thousands of hours of training, requires an extremely detailed mental model for how air flight works, and heavily relies on external procedures like checklists to ensure safe operation. And fatal accidents due to poorly thought out control systems do occur. https://www.fastcompany.com/1669720/how-lousy-cockpit-design... Also fwiw using the word "intuitive" is an instant sign of someone not being a great designer. https://www.asktog.com/papers/raskinintuit.html |
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| ▲ | lateforwork 2 hours ago | parent | prev | next [-] |
| Designers tend to be less open to feedback than developers. That, I think, helps explain why flat UI persists even though it has shown usability drawbacks. It also helps explain why overall usability feels like it's declining ever year — for instance, macOS Tahoe seems noticeably worse in usability compared to macOS Sequoia. Does anyone think Apple is going to rush out a release that fixes the excessive rounding of window corners? Don't hold your breath. |
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| ▲ | userbinator an hour ago | parent | next [-] | | Once the windows become actually circles, or maybe some point along that path, they'll go back to square corners and congratulate themselves on how much better and innovative they are. It's just a stupid trend to keep rounding things more and more... I hope. | |
| ▲ | cosmic_cheese 2 hours ago | parent | prev | next [-] | | On the topic of flat design specifically, developers are likely just as culpable. Back when it was just starting to catch on, by my observation some of the quickest to adopt it were solo developers because it's way easier to build a passable looking app with flat UI since that doesn't require any design talent. | |
| ▲ | maxloh 38 minutes ago | parent | prev | next [-] | | I think you might be confusing flat design with UI density. While they emerged as trends during a similar period, they are distinct concepts. You can have small flat elements or large skeuomorphic ones. | |
| ▲ | titzer an hour ago | parent | prev | next [-] | | It's all just rearranging deck chairs at this point. I feel like UX designers don't realize that their job should have a natural tailing off as we discover and lock in the good ideas and discard the bad. Even if the ideas aren't that great, users can at least get good at however it does work, if it stays constant. Instead, we just get more dice rolls, eyecandy, and frustration. I for one hate the power dynamic that OS and website designers have over me. They can just sneak into my house and rearrange my furniture on a whim. Even if it sucks, I would adapt to it if it stayed constant! Instead I both hate it and can't learn it, because everything is different and keeps changing when I least expect it. At this point my brain has given into learned helplessness and won't retain much of anything at all, but it's next-level figured out that it's useless. Designers seem to have a bad track record, and it's getting worse. Sorry, designers. | |
| ▲ | delecti 2 hours ago | parent | prev [-] | | I don't think openness to feedback is the main metric, but rather ability to objectively measure outcomes. It's just harder to objectively measure usability than the presence or absence of a bug or performance problem. |
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| ▲ | catskull 18 minutes ago | parent | prev | next [-] |
| Microsoft dumped $100 million on this huge marketing campaign with a simple question:
“Where do you want to go today?” I love it. It really captures the seemingly endless new digital world that was emerging in the 90’s and in many ways is still evolving 30 years later. I love the promo video they made too: https://youtu.be/KNLDLVJZx0o I love it so much I wrote a blog post inspired by it:
https://catskull.net/where-do-you-want-to-go-today.html Where do you want to go today? |
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| ▲ | leonidasv 3 hours ago | parent | prev | next [-] |
| Past discussion: https://news.ycombinator.com/item?id=12330899 |
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| ▲ | hnthrowaway0315 2 hours ago | parent | prev | next [-] |
| I think Windows 95/2000 and the contemporary MacOS (including the then future MacOS X) have the best UI in everything I used in my 30+ years of tech life. I sincerely hope that one day we could go back to that road. If you want that achieved, please support me to join Apple/Microsoft to become the UI boss, fire all flat-design people and hire a small team to implement the older UI, then give a few passionate talks on EDX and conferences so people who supported flat UI magically support the older UI. They always follow whoever the lead is like headless flies. LOL. |
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| ▲ | VerifiedReports 2 hours ago | parent | next [-] | | Yep. I always cite XP as being Windows's peak, but I forgot that it shipped with their insulting Fisher-Price motif enabled by default. Step 1 was to switch the UI to "classic" (essentially Windows 95) mode, and all was well. Windows 95 is a great case study because with that release, Microsoft did more for GUIs than Apple did through the entire decade of the '90s... and beyond. All of it is now out the window (pun invited). It's a race to the bottom between Microsoft and Apple, with Microsoft having a HUGE head-start. But Apple has really stepped up to the plate with Tahoe, crippling it with big enough UI blunders to keep them in the enshittification game. | | |
| ▲ | pndy 20 minutes ago | parent | next [-] | | XP in early betas released had that slightly upgraded 9x interface called Watercolor [1] and if they'd keep it, surely majority would pick it up over plastic Luna. Early experiments with totally new theme were rather unpleasant [2] and Watercolor was abandoned in favor of more familiar 9x looking theme as an option. W11 still comes with that old 9x widgets look - slightly flattened because of that trend but it's still there buried beneath for compatibility reasons. And I'm pretty sure they won't escape with that like Apple did with Aqua away from Platinum. [1] - https://betawiki.net/wiki/Watercolor [2] - https://betawiki.net/wiki/Windows_XP_build_2416#Gallery | |
| ▲ | cosmic_cheese 2 hours ago | parent | prev [-] | | I really liked XP (and 7) because for me, having a capable theming engine built in that didn't take a ton of extra resources or cause instability (unlike Stardock's WindowBlinds) was a real value add. There were some absolutely gorgeous third party XP/Vista/7 themes on sites like DeviantArt that worked extremely well within the limits of the engine, had a unique look and feel, and were just as usable as the "classic" theme. When MS gutted the theming engine with the release of Windows 8 (flat rectangles only) I was devastated. | | |
| ▲ | DaiPlusPlus 2 hours ago | parent [-] | | The engine itself isn’t gutted - it’s full of functionality that was never lost. MS just (correctly) reasoned that transparency effects in the UI - introduced in Vista simply to show-off the capabilities of the DWM compositor - ultimately detract from a good UI. | | |
| ▲ | cosmic_cheese an hour ago | parent [-] | | From what I remember it lost the ability to render rounded window corners, because while Windows 8 msstyle themes existed they all had the hideous boxed corners that clashed hard with many looks. I don’t agree that transparency is always a detractor. Judicious use can be a net positive, but it doesn’t work for all themes and there should be an option to turn it off. Personally I didn’t find the W7 variation of Aero to be bad at all. |
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| ▲ | imiric an hour ago | parent | prev [-] | | After nearly 30 years of tech life myself, I've come to the realization that the best UIs are not graphical. They can have graphical elements mostly for visualization purposes, but all of them should be as minimal and unobtrusive as possible. Any interactivity should be primarily keyboard-driven, and mouse input should be optional. Forcing users to click on graphical elements presents many challenges: what constitutes an "element"; what are its boundaries; when is it active, inactive, disabled, etc.; if it has icons, what do they mean; are interactive elements visually distinguishable from non-interactive elements; and so on. A good example of bad UI that drives me mad today on Windows 11 is something as simple as resizing windows. Since the modern trend is to have rounded corners on everything, it's not clear where the "grab" area for resizing a window exists anymore. It seems to exist outside of the physical boundary of the window, and the actual activation point is barely a few pixels wide. Apparently this is an issue on macOS as well[1]. Like you, I do have a soft spot for the Windows 2000 GUI in particular, and consider it the pinnacle of Microsoft's designs, but it still feels outdated and inneficient by modern standards. The reason for this is because it follows the visual trends of the era, and it can't accomodate some of the UX improvements newer GUIs have (universal search, tiled/snappable windows, workspaces, etc.). So, my point is that eschewing graphics as much as possible, and relying on keyboard input to perform operations, gets rid of the graphical ambiguities, minimizes the amount of trend following making the UI feel timeless, and makes the user feel more in command of their experience, making them more efficient and quicker. This UI doesn't have to be some inaccessible CLI or TUI, although that's certainly an option for power users, but it should generally only serve to enable the user to do their work as easily as possible, and get out of the way the rest of the time. Unfortunately, most modern OSs have teams of designers and developers that need to justify their salary, and a UI that is invisible and rarely changes won't get anyone promoted. But it's certainly possible for power users to build out this UI themselves using some common and popular software. It takes a bit of work, but the benefits far outweigh the time and effort investment. [1]: https://news.ycombinator.com/item?id=46579864 | | |
| ▲ | Telaneo 24 minutes ago | parent [-] | | > Forcing users to click on graphical elements presents many challenges: what constitutes an "element"; what are its boundaries; when is it active, inactive, disabled, etc.; if it has icons, what do they mean; are interactive elements visually distinguishable from non-interactive elements; and so on. There are standards and common conventions for a lot of this in the Windows 9X/2000 design language, and even in basic HTML. These challenges could have been solved (for values of) by using them consistently, and I think we might have been there for a little while, at least within the Windows bubble. The fact that we threw all of those out the window with new and worse design, then did that again a few more times just to make sure all the users learned to never bother actually learning the UI, since it will just change on them anyway, doesn't entail that this is an unsolvable problem (well, it might be now, but I doubt it was back in 1995). > Like you, I do have a soft spot for the Windows 2000 GUI in particular, and consider it the pinnacle of Microsoft's designs, but it still feels outdated and inneficient by modern standards. The reason for this is because it follows the visual trends of the era, and it can't accomodate some of the UX improvements newer GUIs have (universal search, tiled/snappable windows, workspaces, etc.). I fail to see why any of these features couldn't be implemented within the design constraints of the Windows 9X/2000 design language. There are certainly technical constrains, but I can't see any design constrains. They were never implemented at the time, and those features didn't become relevant until we'd gone through several rounds of different designs, so we never had the opportunity to see how it would work out. |
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| ▲ | ginko 2 hours ago | parent | prev | next [-] |
| Notice how they moved the ok & cancel buttons to the bottom right since it’s the more logical location to put them. Meanwhile gtk now puts those on opposite sides of the window title bar by default. |
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| ▲ | zahlman an hour ago | parent [-] | | Separating them is good for avoiding misclicks. Decades ago, MacOS properly had the close box for windows on the opposite side from minimize etc. widgets; now the one destructive window action could be reasonably safe without confirmation. Then Windows started gaining popularity and nobody ever did it the right way by default again. A pity for the sharp minds at Xerox PARC. |
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| ▲ | rr808 an hour ago | parent | prev | next [-] |
| Wasn't Windows 95 just a copy of Windows NT, which was the real product. |
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| ▲ | pndy 33 minutes ago | parent | next [-] | | Both OS lines were developed concurrently up until XP release where DOS-based 9x was abandoned and NT became the basis for every subsequent product. Plus of course there's that whole part of the story where MS teamed up with IBM and worked on OS/2. NT got new 9x shell with 4.0 release but a beta package could be installed on 3.51 as well - tho, that could render some compatibility issues. | |
| ▲ | gattilorenz 36 minutes ago | parent | prev [-] | | No, Windows NT until 4.0 had the same interface design as Windows 3.x (although there existed a semi-official SP/addon to give NT 3.5 the Chicago interface, making it quite similar to 95), and NT 4.0 came later than 95 | | |
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| ▲ | khazhoux 2 hours ago | parent | prev | next [-] |
| This part stands out to me: > The Windows 95 user interface design team was formed in October, 1992... The number of people oscillated during the project but was approximately twelve. The software developers dedicated to implementing the user interface accounted for another twelve or so people I still don't understand what happened starting around 2010-ish (from my observations at the time) that we went from being able to handle a company's worth of software with 30 people, to needing 30 people for every individual project. Startups with minor products had team-pages with 15 people. |
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| ▲ | titzer an hour ago | parent | next [-] | | Microsoft had thousands of people working on Windows. Sun Microsystems had thousands of people working on Java. | |
| ▲ | tbossanova 2 hours ago | parent | prev [-] | | Yes and with all these huge and siloed teams you end up with no consistency even within a single app |
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| ▲ | kgwxd 2 hours ago | parent | prev | next [-] |
| Everything since this style of design feels like a cartoon version, with ridiculous non-sense that only gets in the way. |
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| ▲ | casey2 2 hours ago | parent | prev [-] |
| Usability is the wrong metric, paint by numbers is more "usable" (sic accessible) than a canvas but you'd be depressed watching your son graduate art school and that's all he can do. If you do want to optimize for usability you have to make sure you aren't making the system more consumptive at the same time. The prime example from the article is trading a moment where the user must take initiative with a menu. More useable less useful. Lower the floor not the ceiling etc. Windows (and iOS) did make genuine improvements to OSs but because of decisions like these most users are locked out of enjoying them. |