Someone needs to send a memo to Apple designers about alignment: https://imgur.com/a/p9mzrRG
Rules for creating good-looking user interfaces
131–140 of 183 posts
Re: Rules for creating good-looking user interfaces
#132Earlier quoted context omitted.
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.
Here's the funny thing though (as a developer which worked for various companies that didn't have designers): 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…
I haven't worked in a place that doesn't use Figma, since Figma was released.
And haven't worked in a place that didn't get a dedicated designer before the company was 6 months old.
However: I must have worked with 30 different designers in 10 years and TWO of them actually knew how to properly use components and Figma. The rest just copy pasted shit around.
Re: Rules for creating good-looking user interfaces
#133As 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…
Re: Rules for creating good-looking user interfaces
#134Re: Rules for creating good-looking user interfaces
#135Earlier quoted context omitted.
> "hamburger buttons" I work on a desktop PC and "hamburger buttons" frustrate me beyond reason, in the same way that many other "modern" designs. I understand that cost benefit of having just one implementation for mobile and desktop. But it is still annoying. > 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 chang…
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…
Settings -> Accessibility -> Visual effects -> Always show scrollbars
No such luck for title bars, though, or the general Fisher-Price-ification of Windows overall.
Re: Rules for creating good-looking user interfaces
#136Earlier quoted context omitted.
Norman doors are still the bane of me.
More doors should take a leaf out of USB-C's book...
Re: Rules for creating good-looking user interfaces
#137As 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…
Can you recommend some good books on how to learn these things?
Though I warn you, I read it 30 years ago and I still cannot enter a kitchen without cursing how bad the stove is.
Re: Rules for creating good-looking user interfaces
#138Re: Rules for creating good-looking user interfaces
#139Earlier quoted context omitted.
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.
> 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. Are they though? My impression is that most companies are just using frameworks or sdks that promise some degree of cross platform uniformity, and that’s why they don’t use the native toolkits. The savings come from not having to develop UI for multiple OS targe…
I'm in the YC startup space, though, but have seen this also in enterprise.
Re: Rules for creating good-looking user interfaces
#140As 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…
> This system is about achieving the best possible design with the least amount of effort. There’s no need to know about the psychological impact of colors, which fonts are best for which purpose, golden ratios, etc. This is expert-level design knowledge that is just distracting if you’re not on that level. The key is to focus on the few important aspects, and not try to optimize every tiny detail.