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Designing Windows 95’S User Interface

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Re: Designing Windows 95’S User Interface

#2
Like big revolutions in fine art or music, the UI patterns seem obvious and common to contemporary users, but you have to judge them by the genius it took for MS to arrive there on their own for the first time.

I would argue that a step up the size of what we saw from Windows 3.1 to 95 hasn’t been seen since, certainly not on the desktop.

Re: Designing Windows 95’S User Interface

#3

Like big revolutions in fine art or music, the UI patterns seem obvious and common to contemporary users, but you have to judge them by the genius it took for MS to arrive there on their own for the first time. I would argue that a step up the size of what we saw from Windows 3.1 to 95 hasn’t been seen since, certainly not on the desktop.

I'd argue the what we have now is worse than 95/OS9. Affordances, feedback, and system status are gone, UI elements are gone or hidden until hover, error recoverability is an after thought, and consistency is nonexistent. Everything has taken second fiddle to visual aesthetic.

Re: Designing Windows 95’S User Interface

#4
post #3

Like big revolutions in fine art or music, the UI patterns seem obvious and common to contemporary users, but you have to judge them by the genius it took for MS to arrive there on their own for the first time. I would argue that a step up the size of what we saw from Windows 3.1 to 95 hasn’t been seen since, certainly not on the desktop.

I'd argue the what we have now is worse than 95/OS9. Affordances, feedback, and system status are gone, UI elements are gone or hidden until hover, error recoverability is an after thought, and consistency is nonexistent. Everything has taken second fiddle to visual aesthetic.

> UI elements are gone or hidden until hover

Discoverability. It seems increasingly hard in modern UI to know what is something I can interact with and what is just a text label.

Re: Designing Windows 95’S User Interface

#5

Like big revolutions in fine art or music, the UI patterns seem obvious and common to contemporary users, but you have to judge them by the genius it took for MS to arrive there on their own for the first time. I would argue that a step up the size of what we saw from Windows 3.1 to 95 hasn’t been seen since, certainly not on the desktop.

MS did not arrive there on their own. They had a lawsuit with apple and if you look at graphics toolkits around that time most of them had those features.

Re: Designing Windows 95’S User Interface

#6
post #3

Earlier quoted context omitted.

I'd argue the what we have now is worse than 95/OS9. Affordances, feedback, and system status are gone, UI elements are gone or hidden until hover, error recoverability is an after thought, and consistency is nonexistent. Everything has taken second fiddle to visual aesthetic.

> UI elements are gone or hidden until hover Discoverability. It seems increasingly hard in modern UI to know what is something I can interact with and what is just a text label.

Also error management is gone. We are back at "General failure reading drive A: " error messages. But the more common error handling is to crash or to spit a cryptic error message.

Re: Designing Windows 95’S User Interface

#7
> The final Start Menu integrated functions other than starting programs, to give users a single-button home base in the UI.

Windows 95 must also be one of the better marketing campaigns for any software product.

As I was reading this I had flashbacks to their TV commercials showing the start menu and started humming “start me up” to myself :)

Re: Designing Windows 95’S User Interface

#10

Today Microsoft has the resources and capital to release Windows 95 "remastered edition" - one has to wonder why they haven't.

I've kinda been doing that for over a year: https://github.com/grassmunk/Chicago95

Add Wine, and you'd have a lot of compatibility with the original!

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