Although not really part of a UI's "design", performance is often overlooked as well. A poorly performing UI violates every single one of these design rules. My sony android smart TV looks amazing but the UI is so slow as to be unusable. An unstable UI that is always changing also violates most of these principles. Smart TVs seem to be exceptionally bad in this area too, with the home screen layout and app icons freq…
Ever since Snapchat exploded in popularity I’ve decided bad UI is a gen z feature. They flock to difficult to use interfaces that become an insider feature for young folks to keep their parents out.
Golden Rules of Interface Design (2013)
101–110 of 173 posts
Re: Golden Rules of Interface Design (2013)
#102Although not really part of a UI's "design", performance is often overlooked as well. A poorly performing UI violates every single one of these design rules. My sony android smart TV looks amazing but the UI is so slow as to be unusable. An unstable UI that is always changing also violates most of these principles. Smart TVs seem to be exceptionally bad in this area too, with the home screen layout and app icons freq…
Hardware companies aren't known for their UX chops.
Re: Golden Rules of Interface Design (2013)
#103A designer I worked with years ago had a great explanation for why consistency is important. It’s not about a limited colour palette or a careful selection of fonts no one will ever notice. Chasing the specifics makes horrible software. Some people equate less diversity in their UI to more consistency. It’s about letting someone become an expert in your software. Microsoft office was always his example. People pride…
This is brilliantly said. Watching someone, who does not think that they are technical, zoom around Excel is always special to watch.
> Microsoft office was always his example.
The Microsoft UI design rules are pretty amazing. The consistency over the years allows people to upgrade every 1-2 years and continue to use their software. (I do not write this a Microsoft fanboi.) The key for each upgrade: Incremental changes to improve the UX. One thing I never understood: When Win 95 introduced the concept of "right click everywhere for properties (and deeper settings/details)", why didn't the design team reject it? After all, it is invisible to user (to indicate right click is possible). It seemed like no one understood right click the first few times they used Win 95.
Re: Golden Rules of Interface Design (2013)
#104> gray out menu items that are not appropriate Don't do this unless it is obvious why it is grayed out. Commands should be left enabled, then an error message should be displayed when the command is clicked and the command is unavailable, and in this case explain why it is presently unavailable. It is frustrating to the user to figure out why a command is disabled. The only time to not leave commands enabled is if th…
Nowadays, I think menu options in user interfaces are much rarer, and complex stateful applications are usually HTML web programs where the disabled flag is a hint to the web browser to reject the interaction. Some of these web programs color submit buttons in a washed-out version of the normal color until the form is fully validated, but they will report the reason (to a greater or lesser utility) when clicked - such a widget is not formally disabled to the computer engineer, it's just presented to look like one. I find this subtle distinction frustrating, because it represents an ambiguity of thought that makes precise conversation difficult. Why should a widget ever reject interaction? A widgetset/toolkit is just a medium for dialog between a user and the developer, and they should always be allowed to communicate. A software developer should be able to say "hi widget set, please let the user know this button doesn't make sense at the moment" but they should not be allowed to say "hi widget set, if the user wants to tell me something - i don't want to know it, just throw it away. we're not on speaking terms" (They could, of course, completely ignore the user, but it's intuitively obvious that they shouldn't completely ignore the user. Most developers intuitively want to communicate the reason for the error if they know it's possible for a button to be clicked when they can't handle it, but they often get frustrated because the UI designer didn't clearly indicate to them how they should communicate errors - but perhaps they them what they shouldn't do and now they are stuck).
I liked the option 5 mockup in the link, although I'm not so sure it works for actions (like shooting) so much as state toggles (like activating the weapon). I do strongly disagree with the reasoning at the end of the page "it's okay to break the rules for a piece of software that people often use", because it's 100% a case of "rules for thee but not for me". Aside from the fact that I might have been using Outlook until I changed jobs to a new one (and there's a lot of people who only use Gmail unwillingly/primitively and attempt to use the phone and Teams and Slack and meatspace for their communication needs), it's exactly the most commonly used programs that set the norms for users and software developers. We know how to communicate because we imitate previous dialogues. If the most commonly used programs get to break the rules because some of the people who use them use them dozens of times a day whereas others only want to use the features once a week or two and only manage to use them once a month or so, then the members of both parties will come to the view that cryptic software is fine - one because they use it all the time and have no problem, and the other because they see that hard-to-understand software is highly regarded. And so the designer of a widget designing tool will say "no, it's fine for the widget to show only when it's available, because the people who use this widget-designing software will almost always be using it daily, and they'll only have to learn it once at the beginning of their career". Are they correct? Who knows. At this point it's just a position in the design space by the user interface designer.
Re: Golden Rules of Interface Design (2013)
#105Earlier quoted context omitted.
Point of good interface is to hide implementation detail while guiding you towards your goal.
To be clear - the conceptual space the software is built around isn't an implementation detail. It's the way you reach your goal; it necessarily imposes a burden on the user. A good conceptual space presses less heavily against the user, but you can't obscure the notion that there are containers in a file system but not a relational database.
But the one option that is rarely used but yields the (IMHO) best results is: design the conceptual model, then build/change the implementation model to be equal to it.
One example for this strategy that is forever stuck in my head is macOS application folders. The conceptual model is that an application can be moved around like a file, and applications be organized in folders like files. But you also want to run an application by double-clicking it. Instead of what Windows (and then Linux) did with links, menus, installing applications and centrally registering them etc., the implementation was changed to be like the conceptual model. A whole class of errors from inconsistencies just vanished.
Re: Golden Rules of Interface Design (2013)
#106> gray out menu items that are not appropriate Don't do this unless it is obvious why it is grayed out. Commands should be left enabled, then an error message should be displayed when the command is clicked and the command is unavailable, and in this case explain why it is presently unavailable. It is frustrating to the user to figure out why a command is disabled. The only time to not leave commands enabled is if th…
Why not grey out these menu items, but still show the exact same message when you click them? That seems to be the best of both worlds to me.
Re: Golden Rules of Interface Design (2013)
#107A designer I worked with years ago had a great explanation for why consistency is important. It’s not about a limited colour palette or a careful selection of fonts no one will ever notice. Chasing the specifics makes horrible software. Some people equate less diversity in their UI to more consistency. It’s about letting someone become an expert in your software. Microsoft office was always his example. People pride…
Re: Golden Rules of Interface Design (2013)
#108Utilities are things that should be designed with the current typical paradigm of simplicity and discoverability to extreme. I should not need to read user manual for my toaster or microwave.
Tools then, should be pretty much the opposite. It should be fine and expected to invest some time to learn the efficient and safe usage of the tool. There is no reason to have a intuitive interface on your tool, as long as it is efficient after you did your training. Vim is way better editor than notepad, but I don't think anyone praises it for the intuitively easy to use.
And the peeve here is of course that way, way too often these are confused.
Re: Golden Rules of Interface Design (2013)
#109> gray out menu items that are not appropriate Don't do this unless it is obvious why it is grayed out. Commands should be left enabled, then an error message should be displayed when the command is clicked and the command is unavailable, and in this case explain why it is presently unavailable. It is frustrating to the user to figure out why a command is disabled. The only time to not leave commands enabled is if th…
I disagree. Disabling an action that is not feasible in the current context IS helpful, but ONLY if you provide an explanation on WHY. UIs that simply disable certain actions without telling me why always infuriate me :(
[1] and by better I mean worse.
Re: Golden Rules of Interface Design (2013)
#110Earlier quoted context omitted.
Very interesting. Yeah I think bad UI could be a way to gatekeep. 4chan for example has its mostly-unchanged now old-school interface, with its own quote/reply system, which some call an IQ barrier. That plus all the lingo. It typically gives out outsiders (journalists, govt agents, new users etc)
> 4chan for example has its mostly-unchanged now old-school interface, with its own quote/reply system, which some call an IQ barrier I doubt it would be an IQ barrier, considering the apparent intelligence of many of the posters there. I would rather call it a "normie filter" - the UI is so old-school ("ugly") that "normies", who usually dwell on fancy UI sites like Facebook, Reddit, etc., will consider it lame and…
Definitely intentional.