| ▲ | cosmic_cheese 3 hours ago |
| I think this and many other questionable UI decisions across the industry in recent years is the fallout of the old guard of UI designers having rotated out for younger replacements in the past decade with little transfer of knowledge occurring. The lack of transfer I don't think is out of unwillingness from the old guard, but rather due to the greenhorns throwing everything that came before their time out without questioning the reasoning behind any of it (Chesterton’s Fence) and assuming that whatever they came up with was superior and better fit for the modern era ("those old principles can't possibly hold, we have touch screens now!"). It's also been made worse by UI design roles having been taken by those with backgrounds in unrelated design disciplines, as well as sites like Dribbble which reward pretty mockups over working products. This leads to overemphasis on the visual aspect of the UI and not enough on its functional and usability aspects. |
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| ▲ | linguae an hour ago | parent | next [-] |
| Alan Kay (of Smalltalk fame) has a similar, related explanation: computing is a pop culture with little regard for the past (https://link.springer.com/content/pdf/bbm:978-3-319-90008-7/...). There are thousands, maybe millions, of developers who have little knowledge of the history of our field. I’ve found this true even of graduates from highly-ranked computer science bachelor’s programs. Think of all of the current-day LLM researchers and engineers who have never heard of Minsky, McCarthy, Lisp machines, and other aspects of the history of AI before we learned that attention was all we needed. It wouldn’t surprise me if Apple’s UI/UX teams are staffed with people who have never heard of Don Norman, Bruce Tognazzini, Bill Atkinson, Andy Hertzfeld, Susan Kare, Larry Tesler, and other pioneering figures who contributed to Apple’s legendary 1980s and 1990s software. It’s a lack of onboarding and knowledge transfer, combined with an Eternal September of thousands new CS grads being constantly produced annually, who are sadly not being taught enough history of computing at their universities. My dream as a CS professor is to help rectify this, at least amongst my students. |
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| ▲ | publlus_enigma 22 minutes ago | parent | next [-] | | I concur, though I fear that as a discipline we haven't done ourselves any favours here in how we pass knowledge between generations. In decades past, books and journals served as the primary mechanism for capturing and transferring CS and Software Engineering knowledge. Older knowledge was curated and remained easily accessible. When I studied CS and engineering in the early 2000s, I learned a lot about the history and evolution of the field simply by browsing old books on the shelves of the university library. Thousands of them. I read back to the 60s and 70s, and I felt it really helped me have a broader perspective and evolution of the field. That same university library has now transitioned to mostly online materials. The physical collection has been drastically pruned based on what is currently relevant and in demand. The online collections don't have the same historical depth. And websites and online repositories come and go - think of the vast troves of knowledge that once existed on Usenet that have been lost to obscurity. I also think the joy of browsing through topics you didn't know existed as given way to search-driven retrieval. In our efforts to use computers to document what we know about computers, we have lost all that was good about not using computers for information management. | |
| ▲ | montagg an hour ago | parent | prev | next [-] | | It’s when people confuse User Experience Design, which is a systemic and architectural discipline, with UI Art, which is an aesthetic discipline. If you have someone who is professionally the latter doing the former job, you get things people think look good but don’t work well. This isn’t even to knock either: UI artists are essential to making a UI understandable and enjoyable. But people think the skill sets are the same, and they aren’t. Disclaimer: am a UX Designer. | | |
| ▲ | groundzeros2015 4 minutes ago | parent [-] | | Outside of big tech I’ve never met a UX designer who wasn’t just a graphic designer. Not a single one. |
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| ▲ | theendisney 34 minutes ago | parent | prev | next [-] | | I had some hilarious experiences by telling people that they did well, now make the same thing again but make it better. I was quite surprised they put up with it many itterations and even more surprised that each round (with few exceptons) was actually better. | |
| ▲ | lsh0 an hour ago | parent | prev [-] | | > Alan Kay (of Smalltalk fame) Alan Kay (of Alan Kay fame) |
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| ▲ | ahartmetz 2 hours ago | parent | prev | next [-] |
| I think new UI designers might mistakenly think that they are in the fashion industry, when actually they are in the ergonomics engineering industry, or should be. |
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| ▲ | adrianmonk an hour ago | parent | next [-] | | I don't like it either, but they are in the fashion industry. Why did the label on my Fig Newtons get redesigned? It's not because it lacked in usability. It's because the company knows that customers respond to visual updates. If something looks the same year after year, lots of people will see it as old and tired. A redesign makes it feel modern and fresh. At least to enough people that it matters. I had the same experience on a recent trip to The UPS Store. The color scheme was all different from the previous time I shipped a package. I commented to the clerk that they'd redecorated. He said they do it pretty often. Software has a visual aspect to it, and the same forces are in effect. Part of a UI designer's job is to be on that treadmill. That's probably not what the job should be, but the people who pay their salary want it to be. | | |
| ▲ | isolatedsystem an hour ago | parent | next [-] | | Well stated, but I will say, it is not impossible to do both. Tantacrul is my favourite (and, actually, only) example of this. His work with MuseScore, with Audacity, his videos about them, and his takedowns of Sybellius etc. all opened my eyes to the world of designers who do things with hard-nosed analytical thinking, user studies, good principles, and make something useful. Even his little digressions about Paint3D and Ubuntu's Mobile OS are illustrative. | |
| ▲ | LastTrain 25 minutes ago | parent | prev [-] | | You are right but man the new Fig Newton packaging looks just like the store brand fruit cookies what were they thinking? |
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| ▲ | gleenn 2 hours ago | parent | prev | next [-] | | The amount of times I absolutely cringe from super lux UI which clearly a lot of time and energy went into prettifying at the absolute expense of usability and affordances. I love Apple TV but flip to any screen with multiple buttons and not being able to tell which button is selected. Or the Russian Roulette of Youtube trying to select any of the overlayed buttons on the actual video frame. I would 1000% trade shiny for more usablility in 99% of apps. | |
| ▲ | outofpaper 2 hours ago | parent | prev [-] | | There is both ux and and graphic design and they both have their place. Saddly far too often one wins out over another instead of finding balance. | | |
| ▲ | ahartmetz 2 hours ago | parent [-] | | Most UX designers seem to come from a graphic design direction, and they generally do a better job than developers - but not as good as the old school people who did research and wrote detailed guides and such. |
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| ▲ | PaulHoule 3 minutes ago | parent | prev | next [-] |
| Back in the 2000s I would team up with people to put social applications in front of people and the one way you go could go big back then was carefully tune up every aspect of the funnel and get the viral branching ratio > 1 preferably >> 1 so you greased the skis and looked for every possible reason why people might not complete the process. It was life or death. Around the time Facebook figured out what it's business model was platforms suppressed virality and people got used to the idea that you have to pay for traffic. You'd think that people would think "I'm paying $40 to acquire a customer, losing that customer to bad UI comes right out of my shareholder's pocketbook..." and somebody probably does, but a lot of people don't. Like zero interest rates and some people are just made of money and some people in business are lazy and, if their business is profitable, won't pursue cost reductions unless competition makes it life or death. Or something. So I am appalled at so much bad software marketing that makes me think "is there anyone left who's had to tune up a marketing funnel?" Like you see 200+ bug reports on Adobe's tracker about how Acrobat displays a total of 8 distracting UI elements to promote AI summaries the instant you open a document. And you can't clear them. And that's enough to make people see red. But if you actually click on one of these stupid links you see a series of ads for things that are not AI features and that they don't make a serious effort to explain or sell. Then finally there's an ad for Acrobat Pro which maybe has the AI Summary but do I want to find out? I heard somebody somewhere did manage to try the AI Summary and of course it didn't work. Like I could be annoyed by rapacious behavior but at least understand that people are motivated to make money for their shareholders. But to annoy everybody when they have Adobe CC subscriptions to lose and no clear path to convert? Where's the profit in that? And that's totally ordinary. Like Meta solved so many tough problems to create the Meta Quest 3 and supposedly they are leaders in social software but they get the easy things wrong: they keep changing the interface that I'd use to "friend" people in games and make the process so terrible (at least the spammers who try to follow me on Instagram stole pictures of blonde women but nobody has a profile pic or the slightest bit of information to help decide "why would you follow me?") Supposedly Zuck wants to succeed at VR so bad... or is it just "we're #1 why try harder?" |
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| ▲ | quacked 3 hours ago | parent | prev | next [-] |
| The two things that pain me the most are: (1) Clickable elements no longer visually signifying that they're clickable. Words aren't underlined or written in a special font, sometimes the profile avatar is the clickable link to the profile but sometimes the name is, etc. (2) No more clean, compact directory trees. We used to have high-contrast compact UI design to look through nested ontologies. Now it's rounded-edges card-based, often without trace lines, and barely ever compact. RIP |
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| ▲ | cosmic_cheese 3 hours ago | parent | next [-] | | > No more clean, compact directory trees Even plain old tables with sortable rearrangeable columns, a staple of all of the traditional desktop UI frameworks, are increasingly falling by the wayside in favor of mobile-style single-column lists with cells consisting of stacks of labels. | | |
| ▲ | quacked 2 hours ago | parent [-] | | It's incredible. And the labels are all turned into pills or chips. Then they don't allow pivoted views of their lists, or if they do allowed pivots it's a visual nightmare. |
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| ▲ | crooked-v 2 hours ago | parent | prev | next [-] | | This is exhausting with web stuff. Every designer wants flat everything, not even so much as underlining links, let alone enough design to actually make it obvious what's a clickable button. | | |
| ▲ | quacked 2 hours ago | parent [-] | | I think it's this cargo cult attempt to tap into what Apple had pre-2010 on the iPod and first iPhone. They're missing that the design leadership and attention to detail was unparalleled at Apple in that era, so they just flatten everything for a streamlined look and miss every signifier Apple put in its UIs in those days |
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| ▲ | calvinmorrison 2 hours ago | parent | prev [-] | | How about on windows, no visible borders just overlapping off-white | | |
| ▲ | quacked 2 hours ago | parent [-] | | Drives me nuts. It makes everything feel like working on a poorly organized desk. |
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| ▲ | burningChrome 3 hours ago | parent | prev | next [-] |
| >> This leads to overemphasis on the visual aspect of the UI and not enough on its functional and usability aspects. Accessibility has been left in the dustbin as well. You go to all these sites extolling these beautiful, innovative sites and they're completely useless with a keyboard or screen reader. |
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| ▲ | bunderbunder 2 hours ago | parent | next [-] | | Or if you have any sort of non-correctable visual impairment. I'm sighted but recently I had actually been thinking of learning better how to use a screen reader because I genuinely struggle to visually parse a lot of modern UI design. The big move toward flat designs, but with everyone choosing their own idiosyncratic special snowflake way of doing it, leaves very little visual redundancy for people to use as a fallback. Sad to hear that it might not be the solution either. Also, holy hell, this obsession with huge swathes of negative space is a disaster for anyone who needs to zoom the page for readability. I'm here to see content, not an homage to the backrooms. | |
| ▲ | abletonlive 21 minutes ago | parent | prev [-] | | Rightfully so. Your entire premise is that design should be made with accessibility in mind whereas in reality, accessibility tools should be built to handle those concerns and design should be free to do what it needs to do full stop. If that's being accessible that's fine, but trying to enforce accessibility standards is like saying that Levis needs to make pants for people without legs. |
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| ▲ | tshaddox an hour ago | parent | prev | next [-] |
| To be fair, the “younger replacements” have typically grown up surrounded with many more user interfaces than their predecessors, and the same is true for much of the audience they’re designing interfaces for. Aesthetics aside, some of the specific guidance from the past is simply not as crucial as it used to be when most users were very new to smartphones or personal computers. |
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| ▲ | bunderbunder 2 hours ago | parent | prev | next [-] |
| We can also lay some blame at Agile's feet. I've seen UX and UI designers genuinely struggle to fit their work into the sprint treadmill. 2 weeks' notice is not enough time to do any sort of serious usability design study. The move toward fullstack developers, too. When everybody is a jack of all trades, nobody is a master of anything. Least of all UI design, which isn't worth thinking too much about because it's the least likely potential subject of pushback during code review. |
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| ▲ | mpyne 2 hours ago | parent | next [-] | | > We can also lay some blame at Agile's feet. I've seen UX and UI designers genuinely struggle to fit their work into the sprint treadmill. 2 weeks' notice is not enough time to do any sort of serious usability design study. Windows 95 significantly overhauled the desktop GUI metaphor, in a way that is still the skeletal structure of desktops today. Its U/I design since Windows 3.11 came about because of agile, not in spite of it. https://socket3.wordpress.com/2018/02/03/designing-windows-9... > We recognized that we needed much more opportunity to create a design, try it out with users (perhaps comparing it to other designs), make changes, and gather more user feedback. Our desire to abandon the waterfall model and opt for iterative design fortunately followed similar efforts in other areas of the company, so we had concrete examples of its benefits and feasibility. You're right that you can't go start to finish on a design in a single 2-week sprint. But that's why you have a repeating series of sprints, you're not supposed to go from start to finish in a single sprint. The Windows 95 team always had a shippable OS to demo internally to devs, QA, beta testers and users invited by the UX designers for usability testing. Just because you demo something to the product owner does not require that you then release the result immediately to end users. Decouple development from deployment and from release and you'll find agile methods can work just fine. | | |
| ▲ | bunderbunder 2 hours ago | parent | next [-] | | Perhaps instead of Agile I should have said "What Agile became in the 21st century." I know how Scrum is supposed to work. I just haven't seen anyone actually do it that way since about 2013. | |
| ▲ | AlexandrB an hour ago | parent | prev [-] | | I don't think you can credit Windows 95 to agile when the agile manifesto was first published in 2001 and the whole sprint nonsense didn't start until sometime later. Iterative development goes back to at least the 80s and doesn't require "scrum masters", "sprints", or "t-shirt sizes". | | |
| ▲ | bunderbunder 24 minutes ago | parent | next [-] | | I do think that they were right, though, to point out that the practices already existed and that they aren’t inherently at odds with, and ideally support, good UI design. And the linked article makes a good case that Win95’s UI design was done in an agile way. That’s not the part I intended to criticize; it was the modern tendency to discard iterative design and instead just treat sprints a series of immutable milestones with fixed deadlines, except the scope is fixed in a just-in-time manner. But it’s on me for not stating that more clearly. | |
| ▲ | mpyne 23 minutes ago | parent | prev [-] | | > I don't think you can credit Windows 95 to agile when the agile manifesto was first published in 2001 and the whole sprint nonsense didn't start until sometime later. Agile manifesto coined a term for things that already existed. It didn’t create it from scratch, nor did it claim to. But W95 did employ methods we would call agile methods today. |
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| ▲ | gmueckl 2 hours ago | parent | prev | next [-] | | When the end of a sprint is a hard cutoff point for tasks, agile is done wrong. Just carry unfinished work over - it won't go away, anyway. | |
| ▲ | cosmic_cheese 2 hours ago | parent | prev [-] | | I think the trick here is to not co-mingle the development of UI toolkits and the software built with them. Agile works fine if the UI framework itself is its own project with its own lifecycle, suitably long sprints, etc. This goes against the pattern that's most often observed in the past decade of every product hand-rolling its UI from scratch, though. | | |
| ▲ | LtWorf 2 hours ago | parent [-] | | I've worked at companies where to save a few thousands € to not buy a Qt license, they'd basically pay 50x more to have a bad copy of it that was also much slower due to using electron. |
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| ▲ | 2 hours ago | parent | prev | next [-] |
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| ▲ | bigbuppo 3 hours ago | parent | prev | next [-] |
| We let the wrong sort of designers do the design. The designers that simultaneously made changes under the guise of "UX" just sort of made it up as they went along without any basis in reality. That's how we got stuck with the hamburger menu. |
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| ▲ | DoneWithAllThat 3 hours ago | parent | prev | next [-] |
| FYI it’s Chesterton’s Fence, named after writer G. K. Chesterton. |
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| ▲ | hn_throwaway_99 2 hours ago | parent | prev [-] |
| > I think this and many other questionable UI decisions across the industry in recent years is the fallout of the old guard of UI designers having rotated out for younger replacements in the past decade with little transfer of knowledge occurring. Not sure about that, given that John Gruber specifically lays the blame for a slew of recent shitty Apple design decisions on Alan Dye (cough liquid glass cough), and also the reversal of these shitty design decisions on changes made when Dye jumped ship for Meta. Gruber also says the Apple design team is much happier after Dye's departure. Dye must be over 50, so I don't count him as a "younger replacement". |
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| ▲ | publlus_enigma 18 minutes ago | parent [-] | | Dye comes from fashion and packaging not UI design. In that sense, he is a younger generation of UI designers. |
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