UI Design Dos and Don'ts
31–40 of 121 posts
Re: UI Design Dos and Don'ts
#32Agree with these, but in my opinion, the date selector wheels in iOS are a terrible design. Three rolling wheels just doesn't map to most people's concept of a calendar
Re: UI Design Dos and Don'ts
#33Apple has been a driving force for better UI in a number of areas, but some of their choices are baffling. Even in this page, the "Contrast" section uses a large black header, but a small grey font on a white background for the content. Who chose Shift-Command-] for switching tabs in Safari? Why include the power switch in the keyboard, which makes it challenging to clean? Could their glossy displays be any more refl…
Re: UI Design Dos and Don'ts
#34These are common sense design "do's" and "don'ts". Most developers, and any designer worth their salt should know these.
Sadly, Apple is guilty of these often, with too many examples to list (but particularly contrast). (eg. @eli_schiff - he's been ranting about them today).
(I also saw irony in a page with poor color contrast telling you to avoid poor color contrast)
Re: UI Design Dos and Don'ts
#35Earlier quoted context omitted.
Do you have a better example? I don't find the select diag's like in Desktop Chrome easier to use especially on a mobile. I think what they've done is better than anything else I've seen. With enough following it'd become the norm like anything else.
I actually wanted to state the same thing the GP did - the date selector is terribad. It was much better before "The Flattening" in iOS 7. IMHO. I find sometimes I have difficulty understanding where the bounds of the control actually are. That's not good design, and it seems far from obvious.
Re: UI Design Dos and Don'ts
#36Many of these are blatantly obvious. Most bad design isn't because people don't know better; it's due to laziness.
Re: UI Design Dos and Don'ts
#37Many of these are blatantly obvious. Most bad design isn't because people don't know better; it's due to laziness.
Most design sessions during WWDC last week was pretty much "Apple-stating-the-obvious-for-40-minutes". I don't know what the target audience was.
Re: UI Design Dos and Don'ts
#38Apple has been a driving force for better UI in a number of areas, but some of their choices are baffling. Even in this page, the "Contrast" section uses a large black header, but a small grey font on a white background for the content. Who chose Shift-Command-] for switching tabs in Safari? Why include the power switch in the keyboard, which makes it challenging to clean? Could their glossy displays be any more refl…
I also feel like iOS has gone downhill. I know they were trying to get away from skeuomorphic design, but I feel they went too far in the opposite direction. Everything is flat, it's hard to tell what is a button that can be clicked on sometimes (usually it's just a blue label with no distinguishing background), and there seems to be a frequent lack of contrast generally.
Re: UI Design Dos and Don'ts
#39Many of these are blatantly obvious. Most bad design isn't because people don't know better; it's due to laziness.
Re: UI Design Dos and Don'ts
#40Earlier quoted context omitted.
I agree that most of them are obvious. I don't agree that bad design is because of laziness. There are many reasons for bad design and most of the time I'll only find one or two of the "dont's" in a given app, but this will ruin my experience. Case in point: I can't even count the number of HN readers I deleted because they didn't display the content without vertical and horizontal scrollbars or had really small text…
Good design is hard. It takes research and effort, and often has to go through many iterations. I say it's due to laziness because if the developers had the time, they would adjust the text and scrollbars for a better experience.
On the bright side, that means if you are willing to set ego aside, you gain an immediate and substantial advantage over the competition.