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Developer Experience: Fundamentally harder than normal UX

gabrielpickard.com

31–40 of 125 posts

Re: Developer Experience: Fundamentally harder than normal UX

#31
post #18

Earlier quoted context omitted.

Did you read about vi before? How do you know all the shortcuts?

I googled it. I did not know vi before that, and now I use vim as my main editor for code.

So you did not just "learn vi by just using vi". You have also used a browser, google, and tutorials found by google. There is nothing wrong with that. In fact congratulation on learning vi! But sadly your example does not illustrate that one can "learn vi by just using vi".

Re: Developer Experience: Fundamentally harder than normal UX

#32
post #4

> We've simply gotten used to them: Dealing with the idiosyncracies of bash, vi, or the JavaScript type system This stuck out to me, there seems to be a trend in UX/UI where any move away from the "simplest path" is seen as a huge negative. Could it be the case that we use these tools (especially UI patterns like vi) because after the learning curve the give a huge amount of value? It seems like we are assuming that…

Rich Hickey has a pretty interesting take on this very topic where he compares programming languages to instruments, and how instruments aren’t for beginners. How it takes work to become good at playing an instrument, and how that isn’t a bad thing.

> But look at this guitar player with blisters. A harpist has blisters, a base player with blisters. There's this barrier to overcome for every musician. Imagine if you downloaded something from GitHub and it gave you blisters. Right? The horrors!

That whole talk is filled with some interesting takes on designing and building software (with the usual skew that paints Clojure in a good light, so take it with a grain of salt if necessary).

[1] https://github.com/matthiasn/talk-transcripts/blob/master/Hi...

Re: Developer Experience: Fundamentally harder than normal UX

#33
post #14

The problem with developer tools is not technical, it's all about the selling part. If you make a new superior developer experience, you think developers will instantly see the benefits? haha! You first have to teach them, then after a few month if you are lucky you will get a "aha, now I understand". So first you need to manually educate each user until you have a critical mass. Then you need to market and hype your…

But this is exactly why Rails did so well. The developer experience was good, right off the bat, in a way that a 15 minute video could portray so that developers could instantly see the benefits. There was no "manually educate" step taking months.

Re: Developer Experience: Fundamentally harder than normal UX

#34
post #4

> We've simply gotten used to them: Dealing with the idiosyncracies of bash, vi, or the JavaScript type system This stuck out to me, there seems to be a trend in UX/UI where any move away from the "simplest path" is seen as a huge negative. Could it be the case that we use these tools (especially UI patterns like vi) because after the learning curve the give a huge amount of value? It seems like we are assuming that…

In "The Design of Everyday Things" Don Norman describes this distinction as knowledge encoded in the head versus knowledge encoded in the world.

For professional tools knowledge encoded in the head supported by appropriately encoded knowledge in the world absolutely is a viable approach, provided there's appropriate feedback and conceptual mapping corresponds to the mental model a user has about how that tool works, i.e. actions and reactions should be consistent.

With modal design patterns such as the ones used by vi, for example, this can become a problem.

Re: Developer Experience: Fundamentally harder than normal UX

#35
> There has been tremendous growth in the field of UX/UI. Without a doubt, today's applications are much more user-friendly than those from 30 years ago. Back then, users were given features, interface be damned.

That 30 year time frame takes us back to 1990 and back then the user experience was limited by the technology of the time.

However a decade later we had Windows XP.

I would say that 20 year old Windows XP might in fact be a much better user experience than the modern UX/UI we have to live with today.

The much less powered CPUs of that time felt much more responsive than the modern day CPUs/OS that we have to today.

Re: Developer Experience: Fundamentally harder than normal UX

#36
To make some of the ideas in this article a little more concrete, here are some research demos I’ve made:

* Legible Mathematics, an essay about the UI design of understandable arithmetic: http://glench.com/LegibleMathematics/

* FuzzySet: interactive documentation of a JS library, which has helped fix real bugs: http://glench.github.io/fuzzyset.js/ui/

* Flowsheets V2: a prototype programming environment where you see real data as you program instead of imagining it in your head: https://www.youtube.com/watch?v=y1Ca5czOY7Q

* REPLugger: a live REPL + debugger designed for getting immediate feedback when working in large programs: https://www.youtube.com/watch?v=F8p5bj01UWk

* Marilyn Maloney: an interactive explanation of a program designed so that even children could easily understand how it works: http://glench.com/MarilynMaloney/

Re: Developer Experience: Fundamentally harder than normal UX

#37
> When was the last time you heard of a programming language discussed in terms of discoverability, succinctness, relevance, let alone beauty?

I mean, fairly often throughout the years. Particularly in communities for lisps, ruby, perl, python, C. More common 5-10 years back perhaps.

Relevance is a fairly common topic across the board. Discoverability is maybe the least common topic here, and one that's a pretty interesting one for PL design imo.

I haven't seen too many blog posts about these things lately, but they're frequent enough discussions in personal circles and in mailing lists/chats that this question seemed odd to me.

Re: Developer Experience: Fundamentally harder than normal UX

#38
post #13
post #4

> We've simply gotten used to them: Dealing with the idiosyncracies of bash, vi, or the JavaScript type system This stuck out to me, there seems to be a trend in UX/UI where any move away from the "simplest path" is seen as a huge negative. Could it be the case that we use these tools (especially UI patterns like vi) because after the learning curve the give a huge amount of value? It seems like we are assuming that…

My point of view is different: there has to be a really strong reason to move my eyes from the code, and in the editors there should be respect for that. For example, I don't want to move from Atom to VSCode because VSCode has those huge icons that take space and distract me, when all I want in the default editor UI is the project directory tree and the code. Everything else should be opt-in.

For what it's worth, you can easily hide those icons and access everything through the menu or command bar.

Re: Developer Experience: Fundamentally harder than normal UX

#39
post #9
post #4

> We've simply gotten used to them: Dealing with the idiosyncracies of bash, vi, or the JavaScript type system This stuck out to me, there seems to be a trend in UX/UI where any move away from the "simplest path" is seen as a huge negative. Could it be the case that we use these tools (especially UI patterns like vi) because after the learning curve the give a huge amount of value? It seems like we are assuming that…

Maybe a bit unrelated, I got used to Windows 2000, then window XP, then Gnome 2, then Gnome 3 came. So I stuck with Gnome 2, then moved to XFCE, and now with RHEL 8 I had to use Gnome 3 because there were no other options. Gnome 3 is an absolute horror show. I don't know who made it, for who, and what the theory behind it is but I don't see how it would be easier to use for someone non technical, my parents both unde…

The only way I found of making Gnome bearable these days:

https://extensions.gnome.org/extension/1160/dash-to-panel/

Re: Developer Experience: Fundamentally harder than normal UX

#40
post #9
post #4

> We've simply gotten used to them: Dealing with the idiosyncracies of bash, vi, or the JavaScript type system This stuck out to me, there seems to be a trend in UX/UI where any move away from the "simplest path" is seen as a huge negative. Could it be the case that we use these tools (especially UI patterns like vi) because after the learning curve the give a huge amount of value? It seems like we are assuming that…

Maybe a bit unrelated, I got used to Windows 2000, then window XP, then Gnome 2, then Gnome 3 came. So I stuck with Gnome 2, then moved to XFCE, and now with RHEL 8 I had to use Gnome 3 because there were no other options. Gnome 3 is an absolute horror show. I don't know who made it, for who, and what the theory behind it is but I don't see how it would be easier to use for someone non technical, my parents both unde…

VS is great for visual debugging, the build was secondary: you set it once and forget. But it only worked in the era of the proprietary software because you didn't have much third-party stuff to link into your project. Testing has changed too: you'll write an automatic test anyway, which means that the software is shaped for debugging by writing tests.
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