[HN Gopher] Invisible Details of Interaction Design ___________________________________________________________________ Invisible Details of Interaction Design Author : zenorocha Score : 70 points Date : 2023-07-10 17:02 UTC (5 hours ago) (HTM) web link (rauno.me) (TXT) w3m dump (rauno.me) | bentt wrote: | I often think these kinds of posts are bullshit. UX paradigms are | not proven to always work outside of its very specific context, | spatially, temporally, culturally. When experts come in they make | us feel safe, but the only way we get to these answers is by | having inspiration to try something, give it to users, measure | the results, and iterating on it. | | When you try to look backwards and say "this is why it works", | that's not a lie, but applying the learnings in a forward moving | sense are filled with exceptions and traps. So you're kinda back | where you started, where the palette of things to try gives you | inspiration, and then again, you gotta put it to users. | | Anyway, great for UX people that they command so much money, but | I think that's less that they are objective and scientifically | based and more because they are good at navigating the politics | of decision making. | the_gipsy wrote: | > Sometimes we can get away with not animating mouse or keyboard | interactions, without it feeling jarring. | | For fucks sake, you shouldn't even use animations for taps! | | Sharing a screenshot in iOS puts a damn animation between each of | the 4 or so required taps. Totally unnecessary and you can't even | get out by clicking the home button. It's disabled until the | animation finishes! You're stuck there watching them for the | 1000th time. | steventey wrote: | The amount of thought & attention to detail that went into this | post is...incredible. A true masterpiece. | Solvency wrote: | Really? | | Articles like this always amuse me. This person has created | nothing except annotating and designersplaining the design work | other people already researched, designed, tested, and | deployed. | | I suppose by thought and attention to detail you mean staged | well-composed screen grabs of these common UI patterns? | throwaway290 wrote: | First, how about visible details of interaction design, like | putting navigation/promo bar on top of the text I'm trying to | read... with icons so low contrast you can't know what those | buttons do until you tap them? And how do you manage to make it | lose scroll position every time I switch back to it on mobile? | | As to the content, some call me an Apple fanboy but even I found | the article full of dubious parallels, captain obvious | observations and generally an unbearable read without a point. | | For example, I never swiped physical book pages, by the way. | Since childhood I turn a page by lifting its edge first with | initial pinch motion towards the edge. For me "swiping" often | lifts more than one page which is frustrating. Yet people like me | don't have problems using swipe. (Let alone new generations who | see tablets before books.) | | Maybe because it's just a thing we all learn when using the | device? | | Later this paragraph just killed me, no comment: | | > As a designer, I love to animate everything. Object permanence, | creating a focal point, and delight are all good reasons for | doing so. But it's not so obvious when not to animate something. | | Okay maybe one comment: _please stop animating everything,_ | thanks. | | And I dislike the Pencil's unscrewable tip, because I do actually | fidget with it and this leads to trying to write with it not | fully screwed on and thinking Pencil is breaking. Because it | randomly stops drawing unless it is fully screwed in. A useful | detail would be if it had a tactile bump when screwing to let you | know you are safe to use it. | | I'd keep it to myself but the article reads just so full of | itself I couldn't resist. Maybe my mood contributed | klabb3 wrote: | Keyword being "details". Interaction design is (or should be) | primarily about understanding what's going on and how to "do | things". Both are signal-to-noise problems. Just like | engineering, trade offs. Don't treat it like a science, it isn't. | It's a craft. | | Mapping the mental models of "where am I now", "did I change this | or do I need to click save first?", "wait, that was | unintentional, take me back", "can other people see that I'm | typing", "omg look at all this garbage, how do I organize these | random notes" and other everyday things are often overlooked. | | I've found that there are many subtle choices that most engineers | think of as equivalent but are different for the user. UX people | are sometimes slightly better but oh my they miss the forest for | the trees soo often as well. | m3kw9 wrote: | The ui and the content you have has to leverage each other if | that makes sense. A new fancy navigation animation because it | looks cool is asking for a lot of trouble. Only teams with a lot | resources can afford to do fancy animations, as they take a lot | of time to debug, change, make it work with other elements and | most time consuming - get the details just right. You have to | stick to the stuff the OS framework gives you but add a bit of | creativity to it. | cosmotic wrote: | This seems to hit all the high points of a lot of the iOS and | macOS interactions, but I think fails to hit any the low points. | It doesn't take much user testing to find that a lot of these | interactions are frustrating to a good segment of users. The | article doesn't even mention discoverability and just briefly | mentions affordances, two things that are severely lacking in | these interactions. | | I had to resize the browser window to read the content of the | article and carefully position the scroll bar so I could read the | content without being constantly distracted by the looping, | unpausable animations. | mhink wrote: | > [...] so I could read the content without being constantly | distracted by the looping, unpausable animations. | | Interesting note: the page doesn't respect the `prefers- | reduced-motion` media query. | gochi wrote: | Was wondering why this site looked so familiar. Very vercel- | esque, which reminded me of paco.me, and that's when it clicked | both of you worked on vercel! | | Gorgeous sites, wonderful little details all around. As another | example of this article's very message! | [deleted] ___________________________________________________________________ (page generated 2023-07-10 23:00 UTC)