As a designer first turned developers in the early 2000, I beg of you to learn the gestalt. Frameworks, languages, computers, come and go, but the human body doesn't change and the knowledge I have in design, I carry every day and have barely changed over the years. Sure there are new patterns now... "hamburger buttons" and swiping, but the logic remains the same. Human's don't change quickly. They discover things th…
Rules for creating good-looking user interfaces
111–120 of 183 posts
Re: Rules for creating good-looking user interfaces
#112As a designer first turned developers in the early 2000, I beg of you to learn the gestalt. Frameworks, languages, computers, come and go, but the human body doesn't change and the knowledge I have in design, I carry every day and have barely changed over the years. Sure there are new patterns now... "hamburger buttons" and swiping, but the logic remains the same. Human's don't change quickly. They discover things th…
How do you become good at this? Is it simply practising doing UI/UX interfaces over and over and over and over until you get it? Do you have some specific advice on how to get "there" faster? I recently stumbled across this Refactoring UI book[1], heard it's sort of popular, know if it's any good? [1] https://www.refactoringui.com/
Re: Rules for creating good-looking user interfaces
#113- Refactoring UI
- UI Pedia
And all video courses from Tailwind CSS team
Re: Rules for creating good-looking user interfaces
#114Earlier quoted context omitted.
It is quite similar on the Web still: web browsers (at least Firefox) allow to set user CSS or change default colors, but some websites (the percentage would vary defending on the method used) do not play nicely with that. Likewise on Unix-like systems: most things can be covered with GTK and Qt themes, but some GUI programs would use a different GUI toolkit, and occasional developers would assume a dark-on-light the…
I’ve always firmly believed that the user should have ultimate control over the color, fonts, and overall design of the applications on his system. Not the developer. The developer should just be able to say “this is text” and the OS should respect the user’s chosen text color. The developer should be able to say “this is a window” and the system decides how it’s styled. Every new OS release and every new browser rel…
Re: Rules for creating good-looking user interfaces
#115As a designer first turned developers in the early 2000, I beg of you to learn the gestalt. Frameworks, languages, computers, come and go, but the human body doesn't change and the knowledge I have in design, I carry every day and have barely changed over the years. Sure there are new patterns now... "hamburger buttons" and swiping, but the logic remains the same. Human's don't change quickly. They discover things th…
How do you become good at this? Is it simply practising doing UI/UX interfaces over and over and over and over until you get it? Do you have some specific advice on how to get "there" faster? I recently stumbled across this Refactoring UI book[1], heard it's sort of popular, know if it's any good? [1] https://www.refactoringui.com/
Re: Rules for creating good-looking user interfaces
#116Earlier quoted context omitted.
I feel the world "gestalt" has been thrown around in your circles a little too heavy handed. Who can afford to think like this? Anyone curious about the human brain. If you're concerned about the time to design something well, I would take just as long designing a terrible solution to a problem! Explaining with words why your design is the way it is isn't a waste of anyone's time, it's having a degree of confidence m…
I read your comments and I think you come across as intelligent, thoughtful, knowledgeable and as someone who cares about doing a good job. Most people aren't those things, certainly not all at once. Most people seem to me like they mostly care about collecting a paycheck. That was their motivation for their studies and it's their motivation for their employment. You see people talking about writing obscure code so o…
When I contracted (for many years) I always told my employers at the time "my job is to return the value I cost, or more" and that if somehow I couldn't, I'd quit. I never had to quit. Sometimes I'd pivot internally as "it's what the company needs".
It was always a healthy relationship with my customers/employers.
I learnt early on that work is such a big part of life; why suck, or barely scrape the bottom of the barrel 40+ hours a week? Isn't that a complete waste of a life?
You might as well strive at being in the top 5% of "your people".
My business motto has always been "Find good people and do good work" - note that I don't say "the best people" or "amazing work". With age comes pragmatism; life isn't a self-help book. Having good people means that no matter the work, how terrible of a slog it is, you still wake up to work and look forward to the next week; even if this one stank! Surround yourself with people that care, that take it upon themselves to improve and that have your back (no genius psychopaths).
Sure I've come across a plethora of oxygen stealers and time robbers, and I could count on my right hand the people I'd chase up to work with again...
The key is to not let the bad apples ruin your experience (and sometimes, they're overwhelming all over, at every level, and you have no choice but to move on). Take pride in your work and ignore the bad apples. If the business is any good, they'll get weeded out. Constructive honesty works. And if you talk yourself out of job, it wasn't the one. A good dose of daily humour certainly helps.
Jobs in our industry, we change like we change cars. Often we get more jobs than cars actually. So don't get too precious about your first scratch...
Many CEO, CTO, manager, whatever, will recognise quality in their people if they see it. Weasels have a limited shelf time. No matter how good they're at lying, they're scared of people who confidently do a good job quietly. Eventually they'll stand naked in the spotlight without any excuses.
Any job worth doing, is worth doing well - my father said, he was always inspired by the Japanese culture.
When I found myself in a daily slog, I found that routine was extremely important. That walk to coffee. That walk at lunch time. That little detour during commute. Whatever could be small wins throughout the day, I'd take it. It helped the drudged work where I was stuck in for a while, because having nothing to look forward to, is depression.
Work is a marathon, not a race; even if the industry wants you to believe that you're missing out, you're too slow, etc. As long as you can sleep with yourself at night, and it brings the pay check, strive to do your best in any condition and accept the things you cannot change. But don't let bad people define your work.
Re: Rules for creating good-looking user interfaces
#117Earlier quoted context omitted.
> blatant disrespect Let's stop pretending that "companies" could just do things better at no extra cost. I prefer a desktop UI on a desktop, but I also prefer paying less for software I use, and halving the UI development costs to enable that is a pretty sensible tradeoff.
Companies are definitely not saving money here. They're actually spending a shit-ton of money on designer-hours and developer-hours in order to have everything custom, but still with a subpar experience. It's similar to accessibility: a huge chunk of free off-the-shelf options are more accessible compared to the non-accessible chimeric design system of most modern web apps and sites.
It looks custom designed because... it's not designed at all :D
At this point I'm not even sure if what you said is an insult or a compliment.
Almost all projects I worked in looked more or less like the following:
- a BA meets with the client and creates unstyled wireframes with all of the requested features. (BA doesn't really think about UX here, more or less applies some generic patterns).
- the development team grabs the wireframes, uses a generic preexisting "design system" which is the cheapest for the chosen technology (can be whatever: Bootstrap, Tailwind, Material Design) and max. adjusts colors a bit to match the client's brand
That's it. There is no design.
Re: Rules for creating good-looking user interfaces
#118As a designer first turned developers in the early 2000, I beg of you to learn the gestalt. Frameworks, languages, computers, come and go, but the human body doesn't change and the knowledge I have in design, I carry every day and have barely changed over the years. Sure there are new patterns now... "hamburger buttons" and swiping, but the logic remains the same. Human's don't change quickly. They discover things th…
The problem with designers is I have to google words like "gestalt" and perform some sort of sacred incantation to "learn" it, all while forcing my eyes to roll back forward. Who can afford to think like this though? FAANGS? Every designer I've worked with loosely knows some design theory that is impossible to question beyond a quick "hmm maybe a few more pixels on the padding?" and is largely a pixel pusher due to p…
When it's well designed you don't notice it. Surely you've encountered badly designed apps and interfaces in your life. Now think of the apps that don't make those same mistakes.
The purpose of digital technology is so that people who are not developers should be able to use them and be productive with them. Just like cars are designed so that people who are not mechanics or engineers can also drive them.
Re: Rules for creating good-looking user interfaces
#119As a designer first turned developers in the early 2000, I beg of you to learn the gestalt. Frameworks, languages, computers, come and go, but the human body doesn't change and the knowledge I have in design, I carry every day and have barely changed over the years. Sure there are new patterns now... "hamburger buttons" and swiping, but the logic remains the same. Human's don't change quickly. They discover things th…
I love "The Design Of Everyday Things", the book doesn't talk much about computer UI, yet the 7 design principles it introduces allow to make much more informed design decisions, where design is not just the matter of taste and aesthetic, but of achieving well-specified goals. For example, if the user has no way to figure out what a button in the UI does, and needs to click the button to check it, and even then can't…
Even chat apps. In Whatsapp every time I want to copy some message text I have to hunt for where the copy icon is, it appears far away from the message at the top of the screen with 5 other icons, none of which it's clear what they do.
Slack is at least a little better than this, when you highlight a message it offers similar functionality but with a modal where it's easier to find the "copy text" option as it's labelled.
Worse are the apps that try and make it hard to copy text because they want to force you to share via their app to drive engagement.
Re: Rules for creating good-looking user interfaces
#120Earlier quoted context omitted.
I mourn that the scrollbar has been hunted to extinction, even on windows 11 desktop. Windows explorer slowly starts to behave like a web page app. If you enable many columns in the explorer file view, this design is bonkers: To navigate those columns, you need the horisontal scrollbar. But modern design lunacy dictates that this scrollbar must be INVISIBLE. So you have to guess where it should be, and wave your mous…
> Or if there is another way Of course there is a much better way for all your troubles! Window move: hold a modifier and click&drag anywhere in the window area instead of wasting time precision hunting the titlebar. Window resize: same, use a big 30%-window-width area close to the border instead of hunting for those few pixels of an actual resizable border Horizontal scroll (though strange, Win 11 explorer has horiz…
Couple this with App and OS designers feeling a *constant* need to change things and make them "better" and you have a disaster in the works. I've been grousing about Android changing things just to change them as I get older. The other day even my 12 y/o daughter was complaining about them changing how things worked.
Anyway, my point is simply two-fold. First, any UI that requires knowing and remembering interactions that aren't easily discovered *is a problem*. Second, constantly changing UI interaction patterns, even when they are discoverable, *is also a problem*.