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If you're a button, you have one job

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31–40 of 308 posts

Re: If you're a button, you have one job

#31

It's not so simple. There are times where you intend to tap one thing and something else appears underneath your finger instantaneously. So sometimes while rendering a layout you want to stop accepting input.

That's a different bad UX pattern. If a button has already rendered in a certain location, a new button shouldn't replace it without first giving the user ample warning that a material change is about to happen.

Re: If you're a button, you have one job

#33

The author says: “Now, I’m going to exaggerate the problem a bit and tap 90-degree rotation quickly eight times.” I was wondering why the Nothing one stuck upside down after that, and expected a rant about Android not registering all taps or something. But the article got ahead with explaining how the Nothing’s solution was better. Huh? The iPhone was eight taps. The Nothing was six . (Yeah, I could have noticed it w…

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Re: If you're a button, you have one job

#34
post #30
post #29

Looking at the first comparison, I will admit, I thought the issue was with the iPhones example. The button and slider below the image disappear, then fade back in after each press of the rotate button, a behaviour I have seen on iOS across many applications that irks me to no end. The Screenshot app being a particular bug bear of mine. If you have a UX element that I will be able to interact with before and after an…

I wish software apps had "tape-out rules" the way that computer chips do. Basically, when you design a computer chip, a program reviews the design and compares it against something like 300 pages of rules with stuff like "wires of X metal and Y metal can't be within Z distance of each other". We could make something similar for UX. Just a bunch of design pattern constraints that throw flags if you try to ship somethi…

There’s effectively no universal list of UX warts people agree with.

The Flat UX fad was objectively terrible on just about every metric I was taught, but people were actively pushing for such designs.

Re: If you're a button, you have one job

#35
How about when users accidentally click too much, or they believe the first click didn’t register?

I am still reminded of a keynote where Steve Jobs was demoing how much faster PDF documents would display on the newer macOS. So he had engineers put a button in for him to click that would scroll through the PDF on the screen, and he accidentally clicked it more than once. Steve wondered aloud if it would scroll all the way through twice… and sure enough, it buffered the process! He had to wait for it go all the way back up and scroll through a second time!

Steve saved grace by telling the audience that, even with moving through the document a second time, altogether it was still faster than PDFs had been in the last version of the OS.

Re: If you're a button, you have one job

#36

This is literally the type of thing that caused the THERAC-25 disaster ( https://en.wikipedia.org/wiki/Therac-25 ). Experienced users hitting keys faster than the app could process them, resulting in safety features being inadvertantly bypassed.

That's a great example of bugs in overcomplexity. The requirements were relatively simple, but they went for a full-on multitasking OS with all the complexity that entails.

Re: If you're a button, you have one job

#39

If you're a button, you have one job: to transmit Morse code from the finger to the machine, Morse code representing a complicated POSIX shell command. And also to power down this entire one-button terminal with a 3 second press, power it up on any button press, with a firmware reset if powered up by a 30 second press.

The power button of my pc also has the job to tell wether the PC is turned on. So do bulb switch buttons that have a pilot light, and so on

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Re: If you're a button, you have one job

#40
I understand the design principle but I would argue it's a bad implementation principle.

Engineering attention is finite. Why would you spend time thinking about 8 clicks when most people will only need ~3?

Not all user-action possibilities are equally important, and if they are, then you better have infinite resources to spend on engineering.

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