Earlier quoted context omitted.
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.
Interesting, after reading your comment I've decided bad UI is subjective. I'm gen z, and never found Snapchat's UI to be confusing, and none of my gen z friends have ever complained about it, either. > They flock to difficult to use interfaces that become an insider feature for young folks to keep their parents out. This part might be true on a subconscious level (or it might be part of Snapchat's design philosophy)…
Golden Rules of Interface Design (2013)
111–120 of 173 posts
Re: Golden Rules of Interface Design (2013)
#112> 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…
> 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. An exception to this: premium (for-pay) features. There is a certain To-Do app that does this. Premium commands are visually indistinguishable from freemium commands, so they get clicked a lot and they interrupt the entire ex…
Re: Golden Rules of Interface Design (2013)
#113Although 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)
#114Earlier quoted context omitted.
It's possibly one of the reasons why so many people were bent out of shape when MS introduced the adaptive ribbon shenanigans that tried to 'help' by only showing the most likely options. Really knocked my ability to find stuff
I still hate ribbons. MS Office UI peeked around versions 97-2003 or so. Everything in a menu, actions grouped / categorized so they were easier to discover. QUICKLY accessible by underlined keyboard combinations (alt+menu letter THEN item in menu letter) and with any actions that had a direct keyboard shortcut annotated. Everything easily discoverable. Ribbons, I've no idea how the categorize what's popular or not,…
Sadly, many images are broken, but the blog series "Why The New UI" survives on web archive: https://web.archive.org/web/20080316101025/http://blogs.msdn...
Re: Golden Rules of Interface Design (2013)
#115A 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…
I agree with the importance of consistency, but disagree with "Office and (Neo)Vim aren’t exceptional examples of UI, but they are uniquely stable." Office is not stable, at least over the long term. The hated "ribbon" marked a sad departure from the "stable" and efficient Word UI, and Microsoft's clueless regressions across the Windows platform have compounded the problem. For example, the deletion of the menu bar f…
Re: Golden Rules of Interface Design (2013)
#116Although 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…
The worst software I worked with in this regard was CATIA V5. It had not only hundreds of little icons in the UI, but they were also used in the documentation. The manual regularly said things like "Todo X first click [], then [] and finally go to [] to do []."
This is from the very first versions of V5, so many years ago, and hopefully has improved.
Re: Golden Rules of Interface Design (2013)
#117Although 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.
Re: Golden Rules of Interface Design (2013)
#118> 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…
> 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. 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)
#119I would like to add: "Live up to expectations" in a sense that there are so many Websites or UIs there, that most users have some sort of expectations, on where to find the menu, how to go back etc. How this and that buttons should behave. Even though, you might have a great idea, it might just confuse the user, if it is totally different than what the "standard" is.
Re: Golden Rules of Interface Design (2013)
#120Some good stuff here, but generally I’d disagree with: > Prevent errors: As much as possible, design the interface so that users cannot make serious errors; for example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields (Section 3.3.5 This sounds nice in theory, but in practice too many guardrails like this will just confuse users. “Why can’t I type text here?…
> will just confuse users. “Why can’t I type text here??” It’s often better to allow mistakes but also offer immediate explanatory feedback if something is incorrect. No, it's better to prevent a mistake and offer immediate explanatory feedback why something is incorrect. For example, the answer to "why can't I type text here??" would be a message explaining that no text is allowed, only numbers.