[HN Gopher] Invisible Details of Interaction Design
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       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]
        
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       (page generated 2023-07-10 23:00 UTC)