[HN Gopher] Software should convey a sense of calm
       ___________________________________________________________________
        
       Software should convey a sense of calm
        
       Author : pajuc
       Score  : 193 points
       Date   : 2021-09-13 14:23 UTC (1 days ago)
        
 (HTM) web link (patrickjuchli.com)
 (TXT) w3m dump (patrickjuchli.com)
        
       | Stampo00 wrote:
       | I find reading this in a web browser to be ironic. But then I
       | immediately shared it with people via Slack, too, so...
        
       | ruchin_k wrote:
       | Absolutely agree. We probably spend more time looking at and
       | interacting with software than the real world! Love apps like
       | Superhuman which prioritize calmness and serenity in the user's
       | experience
        
       | rustybolt wrote:
       | I don't know if I'm old and bitter, or that software becomes
       | harder to use, but so many software seems to degrade in user
       | experience.
       | 
       | HTTP is a relatively easy thing, let's replace it by an
       | overengineered clusterfuck called HTTPS. Good luck implementing
       | THAT on your homebrew OS. (don't get me wrong, it's good thing
       | that it exists, I just don't see why all the sites have to use
       | it)
       | 
       | Well, git+github seems to work nicely, lets disable logins using
       | your password! Took me about an hour to take care of this (there
       | is a nice guide for it, but that doesn't mention what your
       | 'github email' is -- there is no such thing, and it doesn't
       | mention that you have to change your remote to an ssh connection,
       | and it also teaches you to copy-paste commands from the browser
       | to your terminal).
        
         | Tainnor wrote:
         | > (don't get me wrong, it's good thing that it exists, I just
         | don't see why all the sites have to use it)
         | 
         | Because regular users don't know how to distinguish between the
         | level of trust they need for visiting "Justin's travel blog"
         | vs. their online banking website. If we don't display red error
         | messages if a site they visit has an invalid certificate, they
         | don't know how to tell it's not safe to enter their credentials
         | there.
         | 
         | The web was once mainly used by academics, programmers and
         | other geeks, now it's used by marketers, scammers, hackers, and
         | a bunch of other malicious actors. I wish we could go back but
         | that ship has sailed.
        
         | iamstupidsimple wrote:
         | > I just don't see why all the sites have to use it
         | 
         | https://www.techdirt.com/articles/20140908/07191228453/comca...
        
       | mdoms wrote:
       | A lot of modern software makes me feel stressed, confused and
       | aggravated. When I open Youtube Music I never know what I'm going
       | to get - sometimes Your Favourites is at the top, sometimes Mixed
       | for You, sometimes something else. When I open Netflix it's
       | almost always the case that I want to continue watching
       | something, but will I find that in row 1 or row 4? How long will
       | I need to scroll to find it?
        
       | thedogeye wrote:
       | Even Headspace has gotten this 100% wrong. It's so sad.
        
       | grey_earthling wrote:
       | I'm not sure "software" is useful as a category in this context.
       | 
       | If you're trying to make a useful tool these principles apply,
       | but if you're trying to farm users for ad money they don't.
       | 
       | People will say they want the former, but in practice they often
       | choose the latter (and then grumble about it not being more like
       | the former).
        
         | gnramires wrote:
         | I think it's less users choosing it, but market forces
         | pressuring most tools to turn into ad-ridden nightmares.
         | 
         | There are secondary effects like the ad-ridden product may have
         | more money for development and deliver better features. But at
         | this point we're all wondering if there isn't a better funding
         | model that can deliver both good experience and sufficient
         | development funds.
        
       | agumonkey wrote:
       | Calm Oriented Development, why not
       | 
       | In festina lente
        
       | discordance wrote:
       | Going back a bit further, Mark Weiser came up some principals
       | around 'calm computing' [0]. As we transitioned into the
       | ubiquitous computing age, computers were supposed to disappear. I
       | wish that were the case but we seemed to have designed them to
       | need more attention than ever.
       | 
       | 0:
       | http://quicksilver.be.washington.edu/courses/arch498cre/2.Re...
        
         | jd3 wrote:
         | "The most profound technologies are those that disappear. They
         | weave themselves into the fabric of everyday life until they
         | are indistinguishable from it."
         | 
         | Calm Technology is "that which informs but doesn't demand our
         | focus or attention."
         | 
         | for those unfamiliar with Weiser/"Calm Technology":
         | 
         | https://en.wikipedia.org/wiki/Calm_technology
         | 
         | http://web.archive.org/web/20180604010109/http://www.ubiq.co...
         | 
         | https://people.csail.mit.edu/rudolph/Teaching/weiser.pdf
         | 
         | https://web.archive.org/web/20141022035044/http://www.ubiq.c...
         | 
         | https://en.wikipedia.org/wiki/Mark_Weiser
         | 
         | https://www.youtube.com/watch?v=7jwLWosmmjE
         | 
         | https://web.archive.org/web/20080905233018/http://www-sul.st...
         | 
         | https://www.microsoft.com/buxtoncollection/detail.aspx?id=51
        
       | amelius wrote:
       | That's probably why we get a blue screen, as opposed to a red
       | screen.
        
       | ChrisMarshallNY wrote:
       | Sounds like fairly bog-standard Usability. Folks like Jakob
       | Nielsen have been calling this kind of thing out for decades.
       | They have not always been popular.
       | 
       | I think a lot of this depends on the target audience. If it is a
       | wide-distribution consumer application, then I like the "swimming
       | duck" analogy, where it looks smooth and calm, above water, but
       | is paddling like hell, underneath. That's what I strive for,
       | myself, in my standard consumer-level apps. Many of my apps look
       | quite "boring," but actually have _a lot_ of moving parts,
       | invisible to the user. Selecting a screen may result in multiple
       | server transactions, and the user only sees a throbber for a half
       | second. No progress report.
       | 
       | The other side, is that, if you are marketing to engineers, or
       | specific types of professionals (not all "pros," though. That's a
       | wide net), you may want to present a very complex and "raw" UI. I
       | have done this for admin dashboards.
        
       | throwaway09223 wrote:
       | I remember decades ago building a menu system for a homebrew
       | media center to launch game emulators and so on. I wanted it to
       | have a loud arcade style feel. All menu text was rendered in 3d
       | and would bounce and vibrate. Lots of flashing lights, noise,
       | music and high energy. Functionally, it was just a simplified
       | file explorer. It was very fun to use.
       | 
       | I agree with most of the opinions in this article, but I don't
       | like the idea that all software should convey calm, or the
       | conflation between a simplified intuitive interface and calm.
       | Video games are a great example of simplified, intuitive
       | interfaces which are often the polar opposite of calm.
       | 
       | Elements like calm and intuitive are also extremely subjective. I
       | find emacs calm, intuitive and extremely accessible. People with
       | different context will have a comically different response.
       | Humans need interfaces that cater to their different experiences.
        
         | varikin wrote:
         | > Video games are a great example of simplified, intuitive
         | interfaces which are often the polar opposite of calm.
         | 
         | Video games are interesting in terms of usability. I thought a
         | lot about this the past couple years after a UX course. A lot
         | of UX principles are about making things easier, like large
         | clickable areas, not moving clickable areas, contrasting
         | colors, proving plenty of time to react or undo, and making
         | things obvious and as easy as possible. But in a game, many of
         | those principles are flipped. In a shooter, the enemies are
         | smaller and move. They may be difficult to see. Solutions are
         | not always obvious, especially if they are extras or hidden
         | power ups.
         | 
         | But at the same time, a lot of the UX principles are very
         | important. An enemy about to attack should telegraph that
         | attack so you have time to react. Menus should be very clear
         | and obvious. Inventory management should not be a chore, the
         | map and HUD should be easy to use.
        
           | Zababa wrote:
           | > Video games are interesting in terms of usability. I
           | thought a lot about this the past couple years after a UX
           | course. A lot of UX principles are about making things
           | easier, like large clickable areas, not moving clickable
           | areas, contrasting colors, proving plenty of time to react or
           | undo, and making things obvious and as easy as possible. But
           | in a game, many of those principles are flipped. In a
           | shooter, the enemies are smaller and move. They may be
           | difficult to see. Solutions are not always obvious,
           | especially if they are extras or hidden power ups.
           | 
           | The goal of usability is to be able to accomplish your goal.
           | In a lot of games, the feeling of getting better or
           | overcoming an obstacle is part of the goal. So the UX is not
           | surprising, it's following the goal of the product.
        
           | handrous wrote:
           | Valve (in particular) even pioneered UX in level design--if
           | it doesn't improve gameplay, why let the player wander around
           | trying to find the way they're supposed to go (a situation
           | common even in relatively on-rails shooters of the past)? And
           | just putting in HUD arrows sucks, and those can be
           | misleading. Instead, they use lighting, color choices, and
           | level layout to direct the player's attention and direction
           | of movement, while maintaining the illusion that the levels
           | are part of a larger space.
        
             | varikin wrote:
             | I've heard that Ghost of Tsushima does this well with the
             | direction of the wind. But I don't have a PS4/5 to play.
             | 
             | I've also heard about of platformers giving a couple pixels
             | after walking off a platform to jump, like Celeste. It is
             | very small thing to give better feel to the controls and
             | make up lack of precise timing.
        
               | handrous wrote:
               | There's also the idea of the tutorial level masquerading
               | as a regular level, so it doesn't feel like a tutorial.
               | Earliest example I know of is Super Mario Brothers 1:1,
               | but it may not be the first. It's distinct from simply
               | ramping up difficulty, because it involves things like
               | deliberately presenting challenges & opportunities in a
               | certain order, and, at first, in isolation.
               | 
               | [EDIT] incidentally, here (many) games have an advantage
               | over other software, because they play linearly rather
               | than presenting a large space of possible actions all at
               | once. Games that are more similar to productivity
               | software (city builders, say, or grand strategy games)
               | have trouble doing this without it being obvious that
               | you're in a tutorial.
        
               | dTal wrote:
               | Portal was designed so that nearly the entire game was
               | "the tutorial level". The gradual introduction of novel
               | elements such as beams, turrets, and more advanced
               | movement challenges kept up the interest, but it also had
               | the hidden agenda of preparing the user for the climactic
               | finale which brought all of those elements together.
        
         | btbuildem wrote:
         | I think "calm" might refer to the user in that context, as the
         | opposite of "frustrated to the brink of violence".
         | 
         | A game UI might be wacky and as twitchy as a rodent dosed with
         | recreational stimulants, but the user feels calm, capable of
         | navigating through it and never doubting they can accomplish
         | what they set out to do.
        
       | BobBagwill wrote:
       | Ideally, software should help you to enter and maintain an
       | activity _flow state_.
        
       | [deleted]
        
       | bgibson wrote:
       | He's basically writing about discoverability in UI/UX.
       | 
       | https://duckduckgo.com/?q=UI%2FUX+discoverability
       | 
       | There's also the Calmtech movement, somewhat related to the post:
       | https://calmtech.com/
        
       | dgb23 wrote:
       | Related:
       | 
       | - https://en.wikipedia.org/wiki/Calm_technology
       | 
       | - https://calmtech.com/book.html
        
         | haskellandchill wrote:
         | Does the "calm tech" movement have much to say? I feel like a
         | theory of learning for software is more important. Of course it
         | should be done in a pleasant way but I wasn't able to get much
         | actionable insight out of calm tech writings.
        
           | dgb23 wrote:
           | First, there are parallels to some Software Design
           | heuristics. The focus on simplicity, complexity hiding,
           | graceful error handling, generalizing and reducing the
           | surface of interfaces etc. come to mind.
           | 
           | So the way you structure and write your code has very much to
           | do with wanting to reduce the mental taxation of the reader
           | (you included).
           | 
           | In the UI, UX and HCI world the concept has obviously a lot
           | to say as well.
        
       | Wistar wrote:
       | I'd prefer a sense of trustworthiness.
        
       | [deleted]
        
       | question002 wrote:
       | Who is seriously clicking on this headline? Really? Come on ,
       | it's bots.
        
       | jimmaswell wrote:
       | > I want to find the same things in the same places
       | 
       | How else will designers justify their jobs?
       | 
       | I wonder if designer should be reworked to be a seasonal or
       | consultancy job only, to only hire them when you're making a new
       | product/big feature or there's a drastic need to change things
       | but never otherwise. Having them as permanent staff leads to our
       | present usability and accessability nightmare of everything
       | constantly being redesigned and completely changed around for no
       | good reason other than padding designers' resumes.
        
         | patternMachine wrote:
         | Pointlessly reworking software is the hallmark of a poor (or
         | green) contributor. Designers can redesign features that work
         | fine, engineers can refactor code that doesn't need
         | optimization, PMs can come up with features that nobody needs.
         | Designers might do this more often since there is a somewhat
         | lower barrier to entry than the other two disciplines, but that
         | doesn't mean the whole profession should be ditched. A good
         | designer knows when to pull out the big design guns and when to
         | leave em holstered.
        
         | sizzle wrote:
         | Visual UI "graphic" design, full of fleeting design trends and
         | dark patterns, sure I agree, bundle them up and send them to
         | the moon. UX =/ UI
         | 
         | Human-centered design professionals who went to school
         | for/taught themselves from the field of Human Computer
         | Interaction, which involves a multitude of qualitative and
         | quantitative research methodologies for assessing usability and
         | bringing the voice of the user early into the development
         | lifecycle on the otherhand... now that is sorely lacking and is
         | historically underinvested in. Their job makes your job as a
         | developer easier, not having to redo work and waste time if
         | they are plugged into your dev team and focusing on your users.
         | 
         | Ask yourself, as a developer, do you feel you have the
         | specialist skillset and expertise to truly validate designs
         | with real people (users)? Is this something you would want to
         | do, if only those pesky UX "design" professionals didn't take
         | them over to justify their jobs?
         | 
         | Let's put you in front of 10 different users of your product
         | for an hour each, give you a facilitator guide, and have you
         | guide them through a task-based usability review of your
         | product. Make sure you aren't asking leading questions or
         | biasing their responses, then synthesize the essence of all the
         | interviews into insights to improve the product design. Finally
         | create a read out report that you have to present to senior
         | leadership for another hour on what you learned and how to
         | improve the product design. Oh yeah, you now have 0 hours to
         | code in your fulltime 9-5 job. Good luck!
         | 
         | Note: I acknowledge a UX researcher is a full-time specialist
         | role, however any UX designer worth a damn should be T-shaped
         | and able to use qualitative research methods to interview users
         | and evaluate their designs.. otherwise they are a UI designer
         | and guessing at best.
        
           | tmp_anon_22 wrote:
           | > from the field of Human Computer Interaction
           | 
           | This is how you get death by a thousand A/B tests a la
           | Google, Facebook, and other ultimately user-hostile
           | interfaces that optimize for ad engagement.
           | 
           | Give me a compassionate, thoughtful, designer who isn't an
           | ass hole any day of the week.
        
             | ElFitz wrote:
             | Is this issue here how they optimise their interfaces or
             | what they optimise them for?
        
               | 3np wrote:
               | Obviously the latter is a major issue but additionally I
               | think great detriments are coming from an obsession to
               | quantify and reduce everything into arbitrary models.
               | sizzle is talking more about qualitative than
               | quantitative studies, though.
        
             | sizzle wrote:
             | A/B tests are more of a thing in the ecommerce and ad-tech
             | space and only a small aspect of the UX research
             | methodology landscape, see:
             | https://www.nngroup.com/articles/which-ux-research-methods/
             | 
             | The field of HCI (and Human Factors before it) pioneered
             | the application of qualitative research methods from
             | adjacent fields e.g. anthropology, cognitive/social
             | sciences, etc. towards computers and information
             | technology. Optimizing for 'ad engagement' seems to be a
             | recent phenomenon in the timeline of HCI and arguably is
             | being written by the likes of Google, Facebook, Amazon,
             | etc. and the people on their payroll who sold their soul to
             | make this their life's work.
        
         | nbzso wrote:
         | You are essentially right. That's why I switched my focus from
         | UX only to UI and front-end implementation.
         | 
         | Fighting for 20 years to educate programmers and investors on
         | the importance of Human Centered Design and Function over Form
         | approach, is hard. And I and everybody in the Design Industry
         | have failed miserably.
         | 
         | Now when every startup has a boilerplate, templates and
         | libraries in hand and "that's enough".
         | 
         | Designers (or I may say - Decorators) are "thousands a dime",
         | they are racing themselves to the bottom of the pit. But I am
         | cool with it. After all SaaS design software is here to collect
         | and label enough data for big Neural Model to emerge and remove
         | design from the picture. So your dream will come true, and you
         | will be next in line of removal from production pipeline.
         | 
         | Having programmers as permanent staff when you need the same
         | CRUD paradigm is unnecessary, and you can hire as a consultants
         | when you're making a new product/feature but never otherwise.
        
         | scollet wrote:
         | Designers often have a much more intimate view of the
         | application as an abstraction.
         | 
         | I don't think you want to be benching that knowledge very
         | often.
         | 
         | Having extended research phases or personal development would
         | be great to cycle in between major releases.
         | 
         | In the interim they might develop better tooling or A/B a
         | subset of features, or strategize with the analytics dept.
         | 
         | We really all should have a designer mindset, but truly
         | professional designers are product gurus.
        
         | ysavir wrote:
         | Assuming for the sake of argument that this is at all true, is
         | the problem that designers are out to justify their jobs, and
         | making changes as a consequence, or that designers are being
         | put in a position where they have to justify their jobs, and
         | are making changes to satisfy their managers?
         | 
         | If anything, the problem in this scenario is that culturally we
         | need everyone to be contributing all of the time, even for
         | positions that may experience occasional downtime. Let's not
         | assign blame to a particular group when they're simply
         | responding to the pressures put on them.
        
           | jrm4 wrote:
           | If this is the _best_ argument one can come up with for not
           | being critical here, for me it absolutely proves we need to
           | be more critical here. Of course, I don 't wish to see anyone
           | suffer, but I'm seeing something like:
           | 
           | "Hey, we're paying a guy to dig holes and fill them back up
           | with no value whatsoever, why are we doing that?"
           | 
           | "Hey, man, stop attacking hole-diggers, they're just trying
           | to make a living."
        
             | ysavir wrote:
             | Can you go into more detail of why you think we need to be
             | critical of designers? The GP makes no effort to justify
             | their criticism of designers, perhaps you can provide some
             | reasons for it, and thereby allow people to respond to
             | actual arguments.
        
               | jrm4 wrote:
               | Not necessarily of "designers," but perhaps of "design."
               | 
               | In my opinion, "design" does two things at the same time
               | that are presently fundamentally incompatible without
               | being honest about it -- namely "usability" and
               | "fashion."
               | 
               | It's absolutely possible to do both, but you can't
               | pretend you're doing one when you're doing the other.
               | Architecture comes to mind. They do this right, most
               | often by putting usability "first." You can make your
               | design as pretty as you want, but if the damn wheelchair
               | ramp doesn't work as intended, the whole design is
               | _broken_ and if that means your pretty thing must die
               | because of it, then kill it and start over.
        
               | Zababa wrote:
               | A good example that was discussed recently:
               | https://news.ycombinator.com/item?id=28504573
               | 
               | The justification isn't "It helps users" or anything like
               | that. It's "This is not a new idea either -- pretty much
               | everyone else is doing it, e.g. macOS, Windows, iOS,
               | Android, elementary OS, KDE.". Reducing usability and
               | breaking habits to follow trends is a bad thing.
        
               | anchpop wrote:
               | This is a purely aesthetic change, it doesn't break any
               | habits. In this case, it probably also improves
               | usability, because there's less visual noise connected to
               | those buttons, which lets you draw attention to buttons
               | the user might not already know about using the same
               | technique while staying within a certain 'visual noise
               | budget'. Users expect that icons on the header bar are
               | buttons (what else would they be?), so there's no need to
               | call attention to that fact with an extra visual
               | indicator.
               | 
               | "Following trends" is a good thing because users
               | appreciate when a piece of software looks like software
               | they're already familiar with. It is maybe slightly
               | annoying to people who already are used to the software,
               | but every new user benefits from it.
        
               | Zababa wrote:
               | > In this case, it probably also improves usability,
               | because there's less visual noise connected to those
               | buttons
               | 
               | Yes, because there are no buttons anymore, just icons.
               | Icons are not button. Icons are icons, buttons are
               | buttons
               | 
               | > which lets you draw attention to buttons the user might
               | not already know about using the same technique while
               | staying within a certain 'visual noise budget'.
               | 
               | That "visual noice" is the zone where you can click on a
               | button. I also don't believe that "visual noise budget"
               | thing at all. Maybe it helps a bit first time users, but
               | most software shouldn't optimize for first time users.
               | I'll add that not everyone has a perfect eyesight or
               | perfect mouse control. That new style is bound to be
               | frustrating for a few people.
               | 
               | > Users expect that icons on the header bar are buttons
               | (what else would they be?), so there's no need to call
               | attention to that fact with an extra visual indicator.
               | 
               | Actually, having fallbacks and multiple ways to signal
               | something is a great thing. For example, if you only use
               | color to indicate something, colorblind users may have a
               | hard time using it. Icons and tooltips when you hover
               | over it is also a good way to achieve that.
               | 
               | > "Following trends" is a good thing because users
               | appreciate when a piece of software looks like software
               | they're already familiar with. It is maybe slightly
               | annoying to people who already are used to the software,
               | but every new user benefits from it.
               | 
               | So they're focusing on new users instead of people that
               | actually use their software. I don't see how that is a
               | good thing. If this was just one change, I may agree with
               | you, but this is a sign of a larger trend of constantly
               | changing interfaces for absolutely no benefit to the
               | user.
        
             | brendoelfrendo wrote:
             | I think, then, that software devs need to be more critical
             | of themselves, too. I see people in the comments often
             | bemoan that we are too reluctant to call projects "feature
             | complete" when adding new features stops adding value.
             | Instead, we get new versions and features for no reason
             | other than to justify the continued existence of a full-
             | time development team.
        
           | pc86 wrote:
           | Are you suggesting that designers keep getting paid for work
           | they've already done?
        
             | ysavir wrote:
             | I'm suggesting that if a company has designers that know
             | their product, branding, team members, philosophies,
             | values, and that have proven quality of work and ability to
             | get along with the team, that they not eliminate their
             | position because there isn't any design work needed _right
             | now_. When you do need design work, you don't want to have
             | to go through the trouble of hiring, on boarding, etc.
             | 
             | The same applies for software engineering.
        
               | pc86 wrote:
               | Software requires maintenance and can benefit from
               | refactoring. What's the equivalent for design?
        
             | tnzm wrote:
             | Royalties, man, yeah.
        
               | pc86 wrote:
               | Royalties don't really apply when you're being paid a
               | wage for the work in the first place. The cognitive
               | dissonance in both railing _against spec work_ then
               | demanding a piece of profit in perpetuity is, well...
               | impressive.
        
         | magicink81 wrote:
         | Design is misunderstood, often by designers, and it seems like
         | you also may have some misunderstandings based on your
         | assessments of what _should_ designers do (vs what they do).
         | Based on your comment it sounds like the designers you work
         | with have an over-emphasis on visual UI design. I don 't think
         | you are to blame though - I have observed a consistent dumbing
         | down of design discourse and practices among people that don't
         | take the time to learn the depth of what is available. This
         | includes most practicing designers. I have observed that
         | designers are less interested in educating the world about
         | their practices than perhaps they need to be in order to change
         | this situation. Design in most cases is essentially a set of
         | knowledge work processes, the best of which is built on solid
         | research practices informed by psychology and cognitive
         | science.
         | 
         | For anyone interested in up-leveling their own understanding of
         | design I recommend the articles, videos, courses and other
         | materials available from the Nielsen Norman Group
         | https://www.nngroup.com/
        
           | milkytron wrote:
           | This is such a great comment that adheres to exactly what my
           | SO experiences. She is a UX designer, and she was the first
           | one hired at her company. They had no idea what UX design is
           | and all the processes, research, etc that takes place.
           | 
           | > I have observed that designers are less interested in
           | educating the world about their practices than perhaps they
           | need to be in order to change this situation.
           | 
           | She has found her job has become mostly informing and
           | teaching others how to go about these practices, and if she
           | has spare time does the work herself. But it was such an
           | ordeal when they hired her because they didn't even know what
           | she was supposed to do. She has acted very much like a
           | consultant in this regard, but also does the work involved.
        
         | dtjb wrote:
         | I'm sure there are designers making parallel arguments about
         | developers :)
        
           | sodapopcan wrote:
           | Yeah, there is certainly a parallel argument to be made about
           | constantly introducing new tech even if the currently used
           | tech is GoodEnough.
        
           | bitwize wrote:
           | Indeed, this is how game developers work: hired in legion
           | strength to push a game to release, then laid off once it's
           | released.
        
             | Transfinity wrote:
             | I've heard that DLC has made this less of a problem in
             | recent years. Since there's a stable, predictable revenue
             | stream and delivery channel for new content, iit's much
             | easier to justify keeping devs, designers and artists on
             | full time. Presumably this varies by studio / publisher /
             | genre, but my impression is it's much better than it was.
        
       | RcouF1uZ4gsC wrote:
       | I actually think the mid 1990's Mac and Windows GUI programs were
       | much better at fulfilling this ideal. We have regressed from
       | there.
       | 
       | I am most familiar with Windows, so I will speak from that
       | perspective.
       | 
       | Because software was an application, and the path of least
       | resistance was to use the OS provided controls and menus, there
       | was a sense of uniformity in how you accessed features. Keyboard
       | shortcuts just worked and were pretty much the save (Ctrl-S,
       | saved the document, etc).
       | 
       | OLE provided a uniform way to embed documents into other
       | applications. Cut and paste worked consistently.
       | 
       | There were also a limited amount of frameworks (bare Win32, MFC,
       | OWL, Visual Basic, and Delphi probably covered 95%+ of apps).
       | 
       | It seemed that most user interfaces at the time were actually
       | made by programmers and not graphic designers. In addition, for
       | the most part there was a lot of continuity from version to
       | version in how a program looked.
       | 
       | Now it seems that every web app wants to look different for the
       | sake of looking different. People want to change how an app looks
       | on a regular basis, often for no other reason than that it needs
       | to look "fresh.". There are a myriad of every changing front-end
       | JS frameworks.
       | 
       | It seems that UI is driven by graphic designers looking to make
       | something unique and standout and not programmers that just want
       | to make a standard, low friction way the user can access the
       | functionality and be done with it.
       | 
       | Also, all you data is siloed a lot more because it is stored in
       | the "cloud". Whereas before you could easily have access to the
       | raw output from all your programs (and if they supported OLE
       | embed documents from one program in a completely different one),
       | now it is somewhat of a pain if you want to get raw access to
       | your data.
       | 
       | Web based apps do have a lot of advantages, but I feel we have
       | given up a lot when we went from native desktops apps to web
       | based.
        
         | quelltext wrote:
         | A lot of the user interfaces we use today are "better" than
         | what we had in the old days. The old generic windows and
         | buttons and whatnot don't work on a finger touch input.
         | Switching apps via gestures, visual cues by animation, use of
         | space, effects to bring things in and out of focus, a lot of
         | things have been refined and evolved over the years.
         | 
         | Yes, things are not perfect but claiming that designers are
         | making everything difficult while programmers would have just
         | made everything better albeit not as pretty looking is really
         | not a fair assessment. I mean, preference and general
         | nostalgia, I get it, but it's a bit much.
         | 
         | Getting raw access to your data also wasn't a breeze in the
         | past with program often having their own binary formats and not
         | exposing any programmatic interface at all to get data in or
         | out. Not sure how this relates to the cloud.
        
       | cbanek wrote:
       | This just reminds me of the composer Soyo Oka, who did the music
       | for some great games, like SimCity (SNES), SimCity (NES,
       | unreleased), Super Mario Kart (SNES), Pilotwings (SNES), etc. She
       | said that in making the SimCity music she wanted it to feel comfy
       | while building the city, not hectic or frustrating. And god, what
       | a masterpiece of a game and music. I still play it 30 years
       | later.
        
       | UweSchmidt wrote:
       | I'd be glad to check out any examples of software that come close
       | to this ideal.
        
         | layer8 wrote:
         | The Windows 2000 user interface. Uniform look and behavior,
         | very discoverable, clearly identifyable controls, "boring"
         | gray.
        
         | emadabdulrahim wrote:
         | Maybe Tempo comes to mind? a Minimal and calm email app for Mac
         | OS https://www.yourtempo.co/
        
       | phailhaus wrote:
       | > Words like simple or intuitive are misleading here. They can be
       | attributed to a solution in retrospect, but they don't form a
       | principle from which clear recommendations for action can be
       | derived.
       | 
       | Fantastic nugget of wisdom here. Saying that you want a product
       | to be "intuitive" or "simple" is as useful as saying that you
       | want it to be "good, not bad."
        
         | quelltext wrote:
         | I disagree. A product might be visually appealing, serve
         | hundreds of functions, be inexpensive, be sturdy, etc.
         | 
         | These are all things that affect whether a product could be
         | perceived as good vs. bad.
         | 
         | Importantly, intuitiveness is not relevant for some products,
         | or not what makes it good or bad. The tradeoffs between other
         | aspects of your product could be such that trying to achieve
         | intuitiveness would actively reduce value.
         | 
         | Identifying intuitiveness as something you can optimize for or
         | not is not pointless. I'd also argue that intuitiveness can be
         | measured and strategies for more intuitive designs/patterns can
         | be formed.
        
       | brundolf wrote:
       | I agree with the goal, I have mixed feelings about the listed
       | solutions
       | 
       | I'd like to add one: using consistent metaphors. A user of
       | software is constantly trying to form a mental model of how this
       | ethereal, formless thing behaves. A state machine. What can and
       | cannot happen, what will and will not happen after a given
       | action, what can and cannot happen once we're in a different
       | state. The shakier and less scrutable and/or reliable this mental
       | model, the more anxiety is felt.
       | 
       | As programmers we're partly insulated from this effect. We may
       | not know the exact inner-workings of a piece of software we
       | didn't write, but we know some general things about software and
       | the way it does and doesn't behave that soften the huge void of
       | scary unknowns. This helps us form our mental model.
       | 
       | Physical metaphors of objects, continuity, permanence, locality,
       | persistence, independence, are often used in GUIs for this
       | reason. If I click a tab and then click back to the previous one,
       | I expect to return to the same state I was in. If I change the
       | text in one field, I expect that unrelated fields won't be
       | impacted by that. Etc. This is a good starting point. Desktop
       | platforms and then mobile platforms have built additional semi-
       | consistent UX expectations on top of those largely physical
       | intuitions. This helps too. But your application needs to go
       | beyond that: it needs to present a simplified model of its
       | internal state-machine to the user, and then it needs to _hold to
       | that_. That mental model, once formed by the user, needs to have
       | predictive power about the way the system behaves under different
       | circumstances.
        
         | qmmmur wrote:
         | Well written and a nice way to conceptualise the problem and
         | zoom out a bit.
        
       | quadcore wrote:
       | I absolutely believe the importance of this specifically because
       | the desktop is failing at that in todays standard. In other
       | words, maybe there is an apple or microsoft to be created around
       | turning android or ios devices into work stations. I think that
       | would require a new vm, i dont think you can code html 5 app on
       | such a device for example.
        
         | zubspace wrote:
         | The thing is, most software starts simple and easy to use. It's
         | the introduction of new features and edge cases which slowly
         | kills usability over time.
         | 
         | And this applies to desktop, web, mobile and commandline
         | applications as well.
         | 
         | A tool needs a strong focus of it's maintainers and the courage
         | to say 'No!' to things which are out of scope or not user
         | friendly. This seems to be quite rare.
        
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