These don't increase usability much for me. Since long ago and still now, I had good ideas for usability (self-judged) and would have loved to have worked on them at Google to beat iOS perhaps. But their leetcode interviews (for SWE, not design) completely barred me from stepping foot in and being able to suggest changes. Perhaps I'm just another soul who thinks they have valuable ideas. But this makes me wonder how…
Have you looked into UX Engineering? It's a discipline for people whose expertise spans engineering and interaction design (e.g. might have been in one of those roles at companies that don't have UXE). It's been a while since I've interviewed, but I found the questions to be fair and not at all "leetcodey." It's also an important niche - people who learned to build things because they like to make, not because they f…
Material 3 Expressive
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Re: Material 3 Expressive
#522Earlier quoted context omitted.
> Material Design v1 I think it was the worst one. At least from an interoperability perspective: sure, a giant floating "+" in a circle in notes app on a mobile device is alright CTA to add a new note, but on anything bigger than that (even an iPad screen) it's bad. Apps and websites using it felt like "Work in Progress, we will style it later" except there was no later it was already styled and was just ugly.
As much as I generally like MDv1: I hate those floating buttons with a passion . They can occasionally work. But the vast majority of the time they simply get in the way and can't be hidden, because you're in a content-edge-case that doesn't scroll far enough, or you simply reached the end and they didn't leave after-end padding to make room for it. And very few actions are so important that you want to display it ov…
Re: Material 3 Expressive
#523Re: Material 3 Expressive
#524Where does "please make the play/pause button on the android lock screen big like it used to be, for my big thumb" land w/r/t Modernity, Subculture, or Rebelliousness?
Re: Material 3 Expressive
#525I genuinely would not hire an ex-Google designer for my startup. These metrics are so nonsensical: > We found a 32% increase in subculture perception, which indicates that expressive design makes a brand feel more relevant and “in-the-know.” Show me metrics that move something tangible, like conversion rates. If you can't do that, we both know why.
Personally, I'm pretty cynical on metrics like CTR as well. I think people in this discussion have presented plenty of reasonable criticism on the metrics used in the article, and I don't really disagree. But Google's culture of design by metrics at originates with metrics like conversion rates. I am personally fond of Material 1 but I don't think that the extensive A/B testing really made any real improvements to the design system. What's more, design by testing can really make a mess of things. You can easily end up chasing noise, creating irrelevant p-hacks, pursuing local optima, and tanking the long term experience in favor of short term gains. And you are blinding yourself to these problems with a very precise number.
In market research the concept of the NPS score is instructive: a 100 question survey tells you very little for a variety of methodological issues. Instead just ask the basic question "would you recommend this product to a friend - yes, no maybe?". It's about as precise as the thing it is trying to measure. Something in that style is probably the best way to quantitatively evaluate UX design. More practically though, qualitative research is probably going to be telling you a lot more than a simple number (unless you are actually making ads, in which case, get the CRT as high as possible).
Re: Material 3 Expressive
#526Hey Google, why don't you just bring back the tag?
Re: Material 3 Expressive
#527Another colorful thing popular with kids: Tide pods.
Re: Material 3 Expressive
#528Oh my god, this is ugly as fuck. It reminds me a study about the perception of beauty among students of arts. Before they start their studies, their perception of beauty is similar to everyone's. But as they go through their course, their perception starts to shift. What they see as "beautiful" doesn't match the perception of others. They learn what "skeuomorphism" is, and suddenly everything must be flat and undiffe…
- Dōgen
Re: Material 3 Expressive
#529Wow, in the process of making the send button slightly easier to find, they reduced the amount of actual content in the screen by a couple lines. And they still overlay controls on the content, thus obscuring some of it, just like earlier versions of Material Design. The prettier and more fun modern UIs get, the more I miss the UIs of the nineties. Controls looked like controls, screen space was well utilized, and ev…
> Wow, in the process of making the send button slightly easier to find, they reduced the amount of actual content in the screen by a couple lines This is a worthy tradeoff! Phones are bigger than ever and scrolling is incredibly simple.
If you want to experience what your app is really like for the vast majority of real world people, go get a cheap monthly prepaid phone and try it out. Using the modern web on them is a complete nightmare. The screens are physically small and low resolution. The phone I had to use for a year and a half is 800something by 500something, which is literally first generation Android era resolution from over ten years ago. Information density matters. Huge buttons that get in the way are not merely frustrating, they are a design mistake and a demonstration that the designer is out of touch with reality, just as you seem to be here.
Please, get a crappy phone, get a crappy chromebook, make sure your app isn't frustrating to use for people that can't afford new, fast things.