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How Apple Is Giving Design a Bad Name

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111–120 of 149 posts

Re: How Apple Is Giving Design a Bad Name

#111
post #9

I've long found it strange that the same company that didn't want a second mouse button because they didn't want to hide functionality in context menus now hide so much functionality behind gestures with a varying amount of fingers. This started while Jobs where still at Apple, so it can't be blamed entirely on his successors.

I disagree a bit with this assessment of Apple's intentions. It wasn't that they didn't want a second mouse button because they didn't want to hide functionality because you could always hold down the Control key and click to access those functions, even on a single button mouse. The issue (and where I think the design is really thoughtful) is that it's never required to use that second mouse button (or Control) but…

Problem is the novice-expert transition in Apple devices is nonexistant. To become an expert you basically have to read a manual, or do things that a) have no affordance, b) have no clear feedforward, c) have an unknown effect and may be destructive, with no clear undo.

It's very poor design.

Re: How Apple Is Giving Design a Bad Name

#112

Earlier quoted context omitted.

Wow. Context is everything. It's been the same 3-key shortcut since 1984, so I never have to think about it. The command-shift-number pattern was used for a good handful of common system-wide functions on the classic Mac OS, so it was just a matter of remembering which digit corresponded to which action. They were basically function keys, since the original keyboards didn't have physical function keys.

I'm in the same boat. I've used both Macs and PCs for years and I find the Mac's shortcuts to be easier to remember and, overall, more useful than the PC's. PrintScreen to capture the whole desktop is nice and easy, but anything outside of that is a pain in the ass. I love that Cmd+Shift+4 lets me select an area of the screen with 1 hand. I'd be hard-pressed to remember, much less find, if Windows has suddenly added…

Most of the time on Windows you want full screen (PrtScrn) or a single window (Alt+PrtScrn). Windows definitely wins here vs Apple's Cmd+Shift+3 and Cmd+Shift+4, with the additional modifier to copy to clipboard instead of save to desktop.

On the other hand, Apple's accent input (old style, not the new style that stops key repetition grrr) is vastly superior than alt codes. Yeish.

Re: How Apple Is Giving Design a Bad Name

#113
post #53

It's sad to see Norman and Tognazinni-- men whose books I've read-- giving themselves a bad name. The bashing Apple bandwagon has been going on for 35 years now, and while being able to put up a headline like that guarantees publication, the quality of the articles below them has not improved. Clearly this is an article written by guys who have not been regularly using other products to see the competition- the lack…

Maybe it's just that I never got on the iphone bandwagon, but I've never found anything about the Android UI confusing or frustrating, other than the inherent frustration that comes with the limitations of a tiny touchscreen-based interface. What exactly do you have in mind?

Oh god. The back button?

Re: How Apple Is Giving Design a Bad Name

#114

Earlier quoted context omitted.

Maybe it's just that I never got on the iphone bandwagon, but I've never found anything about the Android UI confusing or frustrating, other than the inherent frustration that comes with the limitations of a tiny touchscreen-based interface. What exactly do you have in mind?

Oh god. The back button?

What's weird about it?

Re: How Apple Is Giving Design a Bad Name

#115

Earlier quoted context omitted.

All interaction is learned. There is literally nothing that is obvious to the unexperienced thats not the discussion here. The question is whether the metaphor model that Don & co are advocating is a better one and to which I would argue it's not because that too rely en metaphors to be learned. The touch metaphor is litterally the way into the interface (ahh i can touch things, ahh i can also swipe things etc.) In t…

All interaction is learned. There is literally nothing that is obvious to the unexperienced thats not the discussion here. But there is a scale of how easily something is learned, and a UI with more or better affordances will be easier to learn than one with worse or fewer affordances. As someone who designs a lot of UI, I was nodding through much of this article. The most obvious part I disagreed with was the idea t…

Thats not really how to look at this though.

There are of course completely useless UI but for most of the UI we are talking about here it really just is a matter of learning it and most of the times making something easy to learn might mean that it's not as powerful to use. I.e. there are no right solution just a bunch of solutions each with their various drawbacks and advantages.

In the context of this discussion though the things they complain about are missing what apple is trying to do (remove the layers of abstraction so that the very elements themselves are the interface rather than by proxy of some other controllers.

Re: How Apple Is Giving Design a Bad Name

#117
post #9

I've long found it strange that the same company that didn't want a second mouse button because they didn't want to hide functionality in context menus now hide so much functionality behind gestures with a varying amount of fingers. This started while Jobs where still at Apple, so it can't be blamed entirely on his successors.

The company that didn't want the second mouse button because they didn't want to hide functionality in context menus always hid the functionality behind a keypress-mouseclick. How this was ever better for the end user is beyond me. My theory has always been that Apple liked the design aesthetic of a single mouse button and and aesthetic won out over actually good design. From my experience this is the Apple way. I ca…

>The company that didn't want the second mouse button because they didn't want to hide functionality in context menus always hid the functionality behind a keypress-mouseclick. How this was ever better for the end user is beyond me.

It was done to force developers to expose actions through the menu bar and thus be consistently discoverable to the user.

Re: How Apple Is Giving Design a Bad Name

#118

Earlier quoted context omitted.

I disagree a bit with this assessment of Apple's intentions. It wasn't that they didn't want a second mouse button because they didn't want to hide functionality because you could always hold down the Control key and click to access those functions, even on a single button mouse. The issue (and where I think the design is really thoughtful) is that it's never required to use that second mouse button (or Control) but…

Problem is the novice-expert transition in Apple devices is nonexistant. To become an expert you basically have to read a manual, or do things that a) have no affordance, b) have no clear feedforward, c) have an unknown effect and may be destructive, with no clear undo. It's very poor design.

> read a manual

Quelle horror!

Re: How Apple Is Giving Design a Bad Name

#119

"Gone are the fundamental principles of good design: discoverability, feedback, recovery, and so on. Instead, Apple has, in striving for beauty, created fonts that are so small or thin, coupled with low contrast, that they are difficult or impossible for many people with normal vision to read. We have obscure gestures that are beyond even the developer’s ability to remember. We have great features that most people do…

That app is the worst. Is there even any way to go to an album listing from the "now playing" screen (i.e. the album that the song currently playing is on)? I tried yesterday and couldn't figure it out.

That's simply the most recent of my many complaints.

Re: How Apple Is Giving Design a Bad Name

#120
post #9

I've long found it strange that the same company that didn't want a second mouse button because they didn't want to hide functionality in context menus now hide so much functionality behind gestures with a varying amount of fingers. This started while Jobs where still at Apple, so it can't be blamed entirely on his successors.

The company that didn't want the second mouse button because they didn't want to hide functionality in context menus always hid the functionality behind a keypress-mouseclick. How this was ever better for the end user is beyond me. My theory has always been that Apple liked the design aesthetic of a single mouse button and and aesthetic won out over actually good design. From my experience this is the Apple way. I ca…

Control-click didn't exist until System 8. There was a good decade of zero contextual menus on Macintoshes before that.
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