Earlier quoted context omitted.
> I think most of the complaints from the tech circles are completely unfounded in reality. Many non-tech people and younger ones actually prefer using Ribbon. Well, yes, but that observation doesn't prove the point you think it does. People who were highly experienced with previous non-ribbon versions of Office, disliked the ribbon, because the ribbon is essentially a "tutorial mode" for Office. The ribbon reduces c…
This is it. Ultimately the best interfaces are designed for experts, not beginners. "Usability" at some point became confused with "approachability", probably because like in so many other areas, growth was prioritized over retention. It's OK if complex software is hard to use at first if that enables advanced users to work better. Really, the most efficient interfaces are the old-style pure text mode mainframe forms…
The Windows 95 user interface: A case study in usability engineering (1996)
161–170 of 290 posts
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#162Re: The Windows 95 user interface: A case study in usability engineering (1996)
#163Earlier quoted context omitted.
After nearly 30 years of tech life myself, I've come to the realization that the best UIs are not graphical. They can have graphical elements mostly for visualization purposes, but all of them should be as minimal and unobtrusive as possible. Any interactivity should be primarily keyboard-driven, and mouse input should be optional. Forcing users to click on graphical elements presents many challenges: what constitute…
The issue with this type of design is that it completely tanks discoverability. Every visual UI element trimmed is another pit of confusion for less-technical computer users. Modern UIs aren't great with discoverability, either however and are not an example that should be followed.
Consider the "Command Palette" and similar features that are part of many UIs (VS Code, Obsidian, Vim, Emacs, etc.). It allows the user to search all possible actions using natural language, and see or assign key bindings to them, so that they can get to their most commonly used actions faster. This search can be global for the entire program, or contextual for the current view.
It is far easier to search for what you want to do, than to learn to what action every GUI element is associated with, or to navigate arbitrarily nested menu hierarchies. This does require the user to be familiar with the domain language somewhat in order to know what to search for, but this too can be simplified, actions can have different names, etc. It also makes the program more accessible for speech navigation, screen readers, and so on.
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#164Earlier quoted context omitted.
I'll also give the opinion that Apple consistently creates some absolutely crap designs and when they do this, release something really really mind mindbogglingly stupid that it should be embarrassing they are instead met with applause on the "amazing design". It's a tiresome pattern repeated for decades now. eg. The 'breathing status light' that lit up the room at night due to extreme brightness which meant every ma…
> release something really really mind mindbogglingly stupid that it should be embarrassing I’m still trying to understand who came with the idea of charging the mouse from under, instead of from a position that would allow to use the mouse while charging…
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#165Earlier quoted context omitted.
I'll also give the opinion that Apple consistently creates some absolutely crap designs and when they do this, release something really really mind mindbogglingly stupid that it should be embarrassing they are instead met with applause on the "amazing design". It's a tiresome pattern repeated for decades now. eg. The 'breathing status light' that lit up the room at night due to extreme brightness which meant every ma…
I recently had to get printing working for a family member on an Apple tablet. I'm not an Apple jockey so it took me a while to sort out and I've being using computers since 1980 and consulting since 1995. You tap an icon that looks like the outline of a rectangle with an arrow pointing up. Then you tap the name of the printer. Then you tap another rectangle with an up arrow and then tap the word "Print". I may have…
You've mangled the steps. You only press one Action icon in this sequence, then you select Print, then you need to select the printer and any other options, then you tap Print. Which of these steps do you think 'abstruse'?
Are you suggesting they should use a little icon of a printer, peripheral that takes many wildly different forms, instead of the word Print?
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#166If you want a true lesson on design, check out Ask Tog, starting here: https://asktog.com/atc/principles-of-interaction-design/ Tog was the original design engineer for the Mac, and arguably one of the first true HCI engineers. Then read the rest of his website. He goes into where Windows tried to copy Mac and got it horribly wrong. One of my favorite examples is menu placement. The reason the Mac menus are at the to…
"Infinitely worse"? Some people really need to cool off the hyperbole.
Having each window be a self-contained unit is the far better metaphor than making each window transform a global element when it is selected. As well as scaling better for bigger screens. An edge case like that may well be unfortunate, but it could be the price you pay to make the overall better solution.
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#167Earlier quoted context omitted.
> release something really really mind mindbogglingly stupid that it should be embarrassing I’m still trying to understand who came with the idea of charging the mouse from under, instead of from a position that would allow to use the mouse while charging…
I believe that was intentional, to prevent people using it plugged in, which would mean most people would keep it plugged in all the time, so it wouldn't be a wireless mouse anymore, but also degrade the battery lifespan.
I don't have a source for this, but I'm pretty sure I've read something like that a long time ago.
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#168Steve Jobs is famous for his 1996 quote about Microsoft not having taste ( https://www.youtube.com/watch?v=UiOzGI4MqSU ). I disagree; as much as I love the classic Mac OS and Jobs-era Mac OS X, and despite my feelings about Microsoft's monopolistic behavior, 1995-2000 Microsoft's user interfaces were quite tasteful, in my opinion, and this was Microsoft's most tasteful period. I have fond memories of Windows 95/NT 4/…
I think Steve was correct in that Windows 95/98/NT/ME/2000 was functional but it wasn't particularly elegant. But the part I think Steve missed was that elegance may get the "ohhs and ahhs" but functionality gets the customers. Back when NeXT was a thing a friend of mine who worked there and I (working at Sun) were having the Workstation UX argument^h^h^h^h^h^h^h^hdiscussion. At the time, one component was how there…
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#169If you want a true lesson on design, check out Ask Tog, starting here: https://asktog.com/atc/principles-of-interaction-design/ Tog was the original design engineer for the Mac, and arguably one of the first true HCI engineers. Then read the rest of his website. He goes into where Windows tried to copy Mac and got it horribly wrong. One of my favorite examples is menu placement. The reason the Mac menus are at the to…
> So it looked like the Mac but was infinitely worse. "Infinitely worse"? Some people really need to cool off the hyperbole. Having each window be a self-contained unit is the far better metaphor than making each window transform a global element when it is selected. As well as scaling better for bigger screens. An edge case like that may well be unfortunate, but it could be the price you pay to make the overall bett…
So now you broke the infinite click target even though it looked like it should have one.
Re: The Windows 95 user interface: A case study in usability engineering (1996)
#170Earlier quoted context omitted.
After nearly 30 years of tech life myself, I've come to the realization that the best UIs are not graphical. They can have graphical elements mostly for visualization purposes, but all of them should be as minimal and unobtrusive as possible. Any interactivity should be primarily keyboard-driven, and mouse input should be optional. Forcing users to click on graphical elements presents many challenges: what constitute…
> Forcing users to click on graphical elements presents many challenges: what constitutes an "element"; what are its boundaries; when is it active, inactive, disabled, etc.; if it has icons, what do they mean; are interactive elements visually distinguishable from non-interactive elements; and so on. There are standards and common conventions for a lot of this in the Windows 9X/2000 design language, and even in basic…
The thing is that GUIs naturally have to evolve to cater to their user base. The "office" metaphor was useful in the 1980s and 90s for making computing familiar to people who were used to "desktops", "folders", "files", etc. Some of these terms still exist today, but the vast majority of users can't relate to it, so it's meaningless to them.
This is why GUIs will always have to change and adapt to trends, which will always cause friction for existing users.
My point is that by minimizing the amount of graphical elements (note: not completely eliminate them), we minimize the amount of this friction. The difficult thing is, of course, maintaining the appropriate balance of all elements while optimizing for usability, which is ultimately very subjective.
But consider that CLIs are effectively timeless. The friction comes from their lack of discoverability, arcane I/O, every program can have a different UI, etc. And yet this interface has persisted and has largely remained the same for decades. Most programs rarely change their CLI, so the user only needs to learn a few commands to be productive.
So I think that the most usable UI is somewhere in the middle. It should avoid the constant churn of GUIs, and be more accessible than CLIs. This is possible to build for power users, but it can also be made approachable for less technical users.
> I fail to see why any of these features couldn't be implemented within the design constraints of the Windows 9X/2000 design language.
That's true. But then again, what exactly is the Windows 9x/2000 design language, and what makes it better than the modern Windows GUI? Is it the basic Start Menu? The task panel with blocks for each window instead of icons? The square instead of round windows? The lack of smooth transitions, transparency, and graphical effects? The overall brutalist theme?
We can certainly add all the features I mentioned to Windows 9x/2000, and we had some of them even back then via 3rd party tools, but isn't that essentially what modern Windows has become? There are ways to revert some Windows 11 features today with alternative shells and such, so is that the ideal UI then?
When I think of Win2k, I think of the overall simplicity. This is mostly due to nostalgia than for any practical reasons. I'm sure that I couldn't stand using its barebones UI today, as much as I would enjoy the simplicity for a brief moment.