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How Apple Is Giving Design a Bad Name (theverge.com)

ColdWetDog writes: Co.Design has an article by two early Apple designers on how the company has lost its way, and quite frankly, lost its marbles when it comes to user interface design. In the search for a minimalist, clean design, it has forgotten time honored UI principles and made it harder for people to use Apple products. As someone who has followed computer UI evolution since the command line and who has used various Apple products for a number of years, the designers' concerns really hit home for me.

Of course, Apple isn't the only company out there who makes UI mistakes. And it is notable that the article has totally annoying, unstoppable GIFs that do nothing to improve understanding. User Interfaces are hard, but it would be nice to have everybody take a few steps back from the precipice.

19 of 462 comments (clear)

  1. Apple Music by germansausage · · Score: 5, Insightful

    The Apple Music player app on IOS used to be at least usable. Now I have to google to figure out how to turn shuffle on and off. Everything is obscure and hidden where it used to be at least semi obvious. Controls are tiny when they used to be big enough for even my sausage fingers on a small screen,

    1. Re:Apple Music by _Sharp'r_ · · Score: 4, Insightful

      Please, please, please stop making everything an "intuitive" icon with no easy way to get text to tell you what a button is supposed to do.

      Not everyone is constantly using the same program and wants to just start guessing what menu icons do in the hopes of figuring out over time how to work the damn app!

      That's my biggest issue with these minimalist pretty designs, half the time you can't figure out what the stupid menu options actually do, let alone find the one you figure should be in there but who knows what it looks like. Don't get me started on mysterious gestures being required for an app.

      This lack of basic usability is one of the two major reasons Apple mobile products are banned for technical support in my family now. The other is the walled garden, but I digress.... /rant

      --
      The party of stupid and the party of evil get together and do something both stupid and evil, then call it bipartisan.
    2. Re:Apple Music by cayenne8 · · Score: 4, Insightful

      Siri doesn't always work. It's not like the computer in Star Trek. But it works very well in limited contexts, and within these contexts is a powerful way of using your phone.

      Not to mention, there are times (more often than not) when you don't want to be shouting at your phone in public....

      I don't like doing that while at work....or in a restaurant maybe or bar...etc.

      This brings me to another pet peeve I have...when calling into tech support or anything these days...the auto phone robots want you to speak what you want instead of s simple press a number to make a selection. I HATE having to talk like an idiot to a robot in public....

      The voice thing is fun from time to time, but I don't like doing it out while in public, and I get annoyed when others are doing it in a restaurant or other crowded venue.....

      Gimme a button to push that is clearly marked!!

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    3. Re:Apple Music by Noah+Haders · · Score: 1, Insightful

      well then, as a retard, I proclaim that Siri works pretty well for me in a number of contexts, and I find it a handy way to control my phone. In my opinion as the os matures there are more and more contexts in which it is useful and fewer and fewer rough spots in which it fails. Clearly you are much smarter than me and do not have a disability caused by a random genetic mutation, so you may have a different opinion.

    4. Re:Apple Music by Killall+-9+Bash · · Score: 4, Insightful

      WAR IS PEACE.
      IGNORANCE IS STRENGTH
      SLAVERY IS FREEDOM

      I would call it Orwellian that Apple would make your computer better by limiting what it can do. I would call it Orwellian that Apple would market its self to young, hip, free-thinking individualists, then put a Berlin Wall in between you and the software you want to run.

      Sure, you can turn it off.... But most users won't even know it is there. They'll be completely clueless as to the reason why a completely legitimate piece of commercial software can't install or run, failing with a perplexing error about it being "unrecognized". I know this is what happens, because this is the point in the story where my company gets a phone call.

      --
      "Prediction: within 10 years, Windows will be a Linux distribution." Me, 7-6-2016
  2. Not Sure by Anonymous Coward · · Score: 5, Insightful

    Not sure who originated it, perhaps it was Apple, but the entire minimalist "flat" design paradigm is a UI shipwreck. Yet, everyone is jumping onto the badwagon, regardless of how awful it is. Apple, Android, Windows 10, even Gnome and to a lesser extent KDE are leaning in that direction.

    It's pure shit. There's no definition or contrast. Where once you had hierarchical menus you now have hidden widgets, triple dots and hamburgers. Hamburgers? WTF? You have to swipe with two, three, four fingers? There's no control object, not even a visual clue of any kind? It's very much like the command line, but you have to touch/click it.

    When Microsoft came out with the ribbon, I thought, this is bad. But, when the flat minimalist shit started, it was SO much worse. I look forward to the return of the discoverable and logical UI.

    1. Re:Not Sure by fuzzyfuzzyfungus · · Score: 4, Insightful

      Apple's adventures in skeuomorphism were pretty awful(the 'stitched leather' iCal UI? 'Game Center' and its straight-from-vegas textures? the period where every goddamn UI element was made to look like brushed aluminum, despite the fact that neither CRTs nor LCDs can actually emulate the look of reflective metal very well? iBooks hideous woodgrain shelves?); but whoever ended up carrying out the purge seems to have forgotten that there is a difference between slavish visual copies of real objects and the visual cues necessary to make a conceptual model of a real object usable.

      A 'button', say, doesn't need to look like any particular physical button; but if it doesn't have some sort of border the 'a specific location that can be pressed to provide some sort of input' concept becomes a lot more confusing, because now you have to guess what the location is. You don't need to(and probably shouldn't) do some horrible bitmap clone of the buttons on your favorite 70s stereo; but you can only cut away so much before you lose the metaphor and end up with something that is neither an intuitive evocation of a real world item nor a new mode of interaction; but just sort of sucks.

    2. Re:Not Sure by GrahamCox · · Score: 3, Insightful

      The latest controls in Mac OS X "El Capitan" are so flat that you can barely tell the difference between a disabled and an enabled control. There has to be at least one of each in a single area to be able to tell that there is a difference. If an area only has one sort, you can't tell by looking which it is - you have to tentatively click to see if it's going to do anything. And if it turns out it's enabled, you probably then have to undo whatever it did.

      It's a travesty.

  3. Re:PROGRESS BARS!!!! by Anonymous Coward · · Score: 5, Insightful

    Disk activity leds. I want them back.

  4. Re:I've watched as the iTunes UI deteriorated.. by AthanasiusKircher · · Score: 5, Insightful

    It is good to see others who have also noticed that Apple may have lost its way regarding user-centric design.

    TFA misses the point. Apple hasn't "lost its way" -- most of the design changes are clearly on purpose. It follows the classic cult paradigm of keeping esoteric knowledge for the "in-crowd."

    I admire Apple, and I use many of its products, so don't dismiss me as a "hater." Hear me out. First, Apple made inroads into certain cultural groups and convinced them that "Mac" was superior to clunky Windows. Then those cultural trendsetters came to be "believers" in all things Apple. A few really good products (e.g., the early iPod designs) helped cement this.

    Next step: make your interfaces LESS discoverable, and more dependent on "in-crowd knowledge." This reinforces the cult mindset, creating even more of a feeling that Mac/Apple product users are "in the know" -- knowledge about how to use things is passed between people directly by demonstration, rather than discoverable on your own or with a manual. (No manuals shipped with products anymore either, so unless you specifically go online and try to download one, you're forced to network with other Mac/iPod/iPhone/iPad/etc. users to figure out how to do anything.)

    This is the creation of a sort of what cultural historians and sociologists sometimes call an "Imaginary Community" of like-minded folks. You divide up the world into "Mac users" and everyone else.

    But non-discoverable interfaces also have the side effect of creating patentable UI structures (like icon sets, or special gesture interfaces), which other non-Apple companies will have to license, if they hope to be compatible with Mac users' expectations. That's the logic likely behind all of the big companies pushing obscure graphical icons ("What the heck does that weird trapezoid with a swirly do?") -- the MS Office Ribbon, Gmail getting rid of text on buttons, and Apple are all trying to win at the same game: they want users to get "locked in" and used to their particular interface, which is only understandable with practice, deliberately NOT discoverable. Discoverable interfaces allow people to switch companies/software/products -- the big tech companies want you to be so stuck with their product that you won't even know how to use another's product.

    That's the reason behind TFA's main complaint -- UI design is no longer about ease of use. It is only about that when a company wants to become established. After that, these companies want to force customers to stay, which means creating custom "parts" which are not interchangeable with anyone else's. In the old days, those parts were literal physical things; now they are stuff like icon sets and specific learned (and hopefully patentable!) non-discoverable gestures and UI tricks.

    IBM lost the war back in the 80s when it tried to be an open standard for everyone, which just led other companies to pull ahead after all of IBM's hard work in setting the standard. All tech companies learned that lesson.

    So, TFA completely misses the point. As TFA notes, Apple products strive to be beautiful -- that's part of the "wow" factor that makes you want to join the cult. Then you join and learn all the esoteric gestures (used to be secret handshakes, now it's how you swipe with three fingers and click or whatever), which you pass along to your fellow cult members. You also learn to decode the secret symbols of the cult by clicking on weird ambiguous pictures rather than self-explanatory words.

    Apple knows exactly what it's doing. Too bad the author of TFA hasn't figured it out.

  5. Apple UI Mistakes? by mschwanke97402 · · Score: 5, Insightful

    Seems like the whole industry, not just Apple, has succumbed to the same ethos in UI design. Gone are borders and shading. Can't have more than one obvious hamburger menu icon. It is all white on white other than lots of rectangles filled with imagery, probably updating the imagery frequently. Past that controls are hidden swipes, slides, presses and all guesses.

  6. Re: Like systemd by Anonymous Coward · · Score: 2, Insightful

    Not one post on any board has cited an actual problem they have encountered and how it damaged their infrastructure or workflow.

    For somebody who claims to have "read a lot of anti-systemd rants on here and other boards", you must have a very hard time remembering what you have read! Or maybe you can't read in the first place?

    Regardless, the fact of the matter is that any time systemd does come up here, there are lots of people who describe, in detail, very real problems that they've had with it. I found all of the comments below after about 30 seconds of searching.

    Remember, those are just Slashdot comments, too! Go search the Debian mailing list archives for a whole lot of other people describing very serious problems with systemd. Or check the Debian bug tracker. Then go do the same for Arch, Mageia, openSUSE, Fedora, and the other Linux distros that use systemd. You'll find no shortage of people describing extraordinarily serious problems with systemd.

    As I mentioned earlier, here are just a handful of Slashdot comments that I found very quickly that prove you to be totally wrong:

    http://linux.slashdot.org/comments.pl?sid=5904953&cid=48278477:

    It really is a problem for an init system attempting to cleanly startup and shutdown a system when it feels the need to mount network filesystems before turning on the network or to turn off the network before unmounting them.

    http://developers.slashdot.org/comments.pl?sid=8258597&cid=50840653:

    The decision to drop stderr has made my life hell. I wish systemd guys understood how important it is to those of us that run servers.

    http://linux.slashdot.org/comments.pl?sid=4608939&cid=45813431:

    My first experience with systemd was on OpenSUSE. Although it seems like a good idea, it seems to add some unneeded complexity. /etc/init.d/someservice restart now redirect to systemctl, with no real output. Oh I have to run status to see if it succeeded. Now I have to use journalctl to see why it failed.

    http://slashdot.org/comments.pl?sid=4792711&cid=46248835:

    Indeed, journalctl is probably what I dislike the most about the current systemd stack. For one thing it is slow with full text search in large log files -- it is reasonably fast if you use the built-in column-specific search, but just running fgrep on it is not really feasible. In contrast, fgrep is ridiculously fast on modern systems as long as your log files stay below a few gigabytes in size. Also, the output of journalctl changes (mostly for the better) when you use it with pipes, which can be quite surprising.

    The other major problem with systemd is how difficult it is to debug boot failures. It is quite annoying when an fstab which was correct with upstart results in silent boot failure with systemd.

    http://slashdot.org/comments.pl?sid=4792711&cid=46251405:

    My problem is with how long it took to fix the issue with journald ignoring the SystemMaxUse setting in /etc/systemd/journald.conf. Systemd people need to respond to bug reports in a more timely fashion.

    http://slashdot.org/comments.pl?sid=4792711&cid=46255615:

    I have only few personal experiences with systemd (I have used Arch Linux for now 3-4 years) and I don't like it.

    Like example this computer what I now use

  7. Old vs. New Apple in one anecdote... by jeffb+(2.718) · · Score: 5, Insightful

    When Apple started making PowerBooks, the logo on the top cover was oriented so that it's upside down when the laptop is open. Why did they do something dumb like that? Because user testing showed that people naturally tended to orient the logo so it looked right-side-up to them before trying to open the laptop. In other words, it worked better for the user to orient it that way.

    Unfortunately, that meant that someone looking at a PowerBook user saw the logo upside-down. How awkward! How unflattering! How inelegant! This simply won't do! So, the change was decreed: logos must be oriented to look nice to the audience, and users just need to train themselves to deal with it.

    Old vs. new. Optimized for use vs. optimized for appearance and impression.

  8. It's not just apple. by Lumpy · · Score: 4, Insightful

    It's all these moron programmers out there. Really a UI interface to get to a function is you SHAKE the phone. What the fuck is that?

    I really want to blame the horrible professors at the universities, but I know it's these stupid under 30 programmers that are doing shit that they think makes sense and ignoring real UI design rules. but ohhh it looks pretty!

    Dear mobile app programmers, pray I don't win a lotto because I will be making a sack of doorknobs and looking for each and every one of you that code with the stupidest UI ideas. It will be at night when you least expect it.

    --
    Do not look at laser with remaining good eye.
  9. I had an iPod once by mark_reh · · Score: 3, Insightful

    I don't think Apple is new to poor user interface design. I installed iTunes (because there was no other easy way to put music on the dumb thing) and tried to copy some music files to the iPod. What a nightmare. That was a few years ago. I remember wondering what all the fuss about the "Apple user experience" was about. It seemed like the worst thing since Windows to me.

    Previously, I had used SanDisk Sansa mp3 players. They couldn't have been simpler or easier to use. Apple could have learned a lot from them, if they cared about anything but trying to extract as much cash out of you as possible.

    Disclaimer: I own Apple stock (which has been very good to me) but no Apple products. Please keep buying Apple products...I'm sure the usability will improve.

  10. Re:I'll post what I posted on another site by NoZart · · Score: 3, Insightful

    Justin Bieber makes music. If it sells, it's good ...

  11. Re:I'll post what I posted on another site by jez9999 · · Score: 4, Insightful

    This is why those interfaces work. Let's take a scrolling view for example. The traditional approach is to put a scrollbar in, and that's what most everyone was doing before the iPhone came along. The scrollbar is discoverable and it provides visual feedback. Sounds good right? Well it turns out using a scrollbar on a mobile device is a miserable experience

    What sucks is that they're taking the mobile solution, and applying it to PCs (and websites viewed on PCs). Minimalist UIs on my huge 1650x1050 monitor look downright ridiculous. Just how much space does one need for content? My screen has plenty. Give me bug buttons with text! And scrollbars? No, I don't want it hidden. Show it all the time and make it big and chunky enough for me to click on easily!

    Basically, acknowledge that mobile and PC user interfaces can and SHOULD be rather different. This principle will never change.

  12. Re:Relevance? by multimediavt · · Score: 5, Insightful

    Mobile changed a lot about how UI should work.

    As a UI designer I can unequivocally say, No, no it did not. Mobile devices created a few caveats but did not change a lot about how UI should work. I am sick of these new UI/UX people that seem to think that all the lessons learned about good UI over the previous 30 years is somehow obsolete, meanwhile they keep making UI/UX mistakes that were made 20 years ago! The research and lessons learned from the 1980s and 1990s still apply to UI design today on mobile devices as they do on desktops and laptops. One major caveat being the input device and the corresponding minimum "click" area difference between a mouse pointer and a finger. There are others, but most are subtle variations on established best practices with only a few exceptions for things like gyroscope or accelerometer interactions.

    We did flat interfaces well, and long before we tried faux 3D interfaces. So that argument also falls flat. We didn't replace long established iconography for things like shuffle and repeat settings with textual representations. Why? Because text takes longer for the brain to process! Good UI depends on established graphical standards and commonly used iconography to be successful, building on successes of the past. Now, everyone seems to think they can reinvent the wheel and are failing miserably.

    I am all for innovation and new things, but not at the expense of efficiency and usability when applied to UI/UX design. Ive and these other UI/UX idiots need to be slapped and sent back to design school for UI/UX or just stick to hardware!

  13. What cue to tell something's inactive? by tepples · · Score: 3, Insightful

    Then what cues are "kids that don't have the preconceptions we have" using to distinguish an inactive label from an active control?