Slashdot Mirror


Ask Slashdot: A Point of Contention - Modern User Interfaces

Reader Artem Tashkinov writes: Here are the staples of the modern user interface (in varying degree apply to modern web/and most operating systems such as Windows 10, iOS and even Android):
  • Too much white space, huge margins, too little information
  • Text is indistinguishable from controls
  • Text in full-CAPS
  • Certain controls cannot be easily understood (like on/off states for check boxes or elements like tabs)
  • Everything presented in shades of gray or using a severely and artificially limited palette
  • Often awful fonts suitable only for HiDPI devices (Windows 10 modern apps are a prime example)
  • Cannot be controlled by keyboard
  • Very little customizability if any

How would Slashdotters explain the proliferation and existance of such unusable user interfaces and design choices? And also, do you agree?

28 of 489 comments (clear)

  1. Easy answer by YrWrstNtmr · · Score: 5, Insightful

    How would Slashdotters explain the proliferation and existance of such unusable user interfaces and design choices?

    Phones and tablets.

    1. Re:Easy answer by houstonbofh · · Score: 5, Insightful

      This... People are designing for one medium used one way. All of the large data workers I know (Programmers, accountants, graphics designers, architects...) HATE these new UIs and use Windows 7 / Gnome 2 style interfaces. (And often have dual monitors) I suspect it will not be long before things start to shift back...

    2. Re:Easy answer by naris · · Score: 5, Informative

      Its really the proliferation of the horrid iPhone UI. iOS has a horrid User Interface that is really difficult to use and everyone seems to be very quick to copy the least usable portions of it :/

    3. Re:Easy answer by big-giant-head · · Score: 5, Insightful

      Bingo we have a winner .. At work if we have a choice the developers use Linux and the customize the UI the way they want it... Usually a Gnome 2 , a KDE ( like windows with the menu and apps pinned to the bottom) or similar interface. I realize all the hipsters think this minimalist ui with a very small, dull color palette is cool, but it isn't. It's very limiting and very boring and 99% of the users are not hipsters ... so we are not impressed ..

      Make UI's Great Again !!!!

      --

      So Long and Thanks for all the Fish.
    4. Re:Easy answer by alvinrod · · Score: 5, Insightful

      I think part of the problem is that the basic screen shape has changed. Traditionally, monitors used a 4:3 format that worked reasonably well for most sites and the resolution was low enough that letters had to be sizable so as not to be unreadable. However, we moved to the 16:9 format for most monitors which adds horizontal space, often at the expense of vertical space which is utterly useless for most things beyond watching movies filmed in a 16:9 format.

      Studies that were done over 100 years ago found that the best line-length for human reading was around 4 inches at most. The extra width that modern screens provide don't give much benefit, but at least with a tablet it's much easier to adjust to a portrait mode where the added vertical space means less scrolling. Otherwise there isn't a lot of useful things to do with a UI other than add more tool pallets, but for a non-professional tool, its typically better to avoid throwing too much at users so we've got all this extra space that provides no benefit. So websites fill the void by throwing in a side column of ads, but that's worse than just empty space as far as I'm concerned.

      The touch model of phones and tablets as makes it more complicated to have a universal UI. Web pages with context menus or anything that interacts with a mouse hover are horribly clunky on touch screens, and optimizing for different platforms is often time consuming or doesn't even make business sense depending on how much traffic you get from different platforms. The same goes for applications that could be run on either a tablet or a PC as the interaction models are different enough that trying a one-size fits all approach often degrades the experience for both users. Using an application with bigger buttons that are necessary for touch targets with a mouse and keyboard just feels like the UI has wasted a lot space and trying to touch small targets designed for mouse use can be exceptionally frustrating.

    5. Re:Easy answer by DickBreath · · Score: 5, Interesting

      That doesn't explain it.

      I can explain the proliferation of unusable user interfaces in two words: Graphic Artists

      I saw this trend start in the 1980's. We were designing a new version of a successful Macintosh product. We were working on the user interface. The graphic designers could make things look good, but had no grasp of principles. The big eye opener to all of the developers but zero of the graphic artists was when an artist was describing an operation and then indicated using a certain button as doing something very different than it was described as doing earlier. Something unworkable. Something that revealed the entire mindset was about how good it looks aesthetically.

      In our ensuing discussion it was recognized how a lot of consumer electronics at that point (late 1980s) looked fantastic on the shelf, but had horrible user interfaces.

      Back in the day Apple had Human Interface Guidelines. And I understand that Microsoft did too.

      Today all of that has gone out the window. I'll just give one example. Google's Material Design. Not that I'm criticizing it. But just criticizing the NAME. The name screams it is all about the aesthetics and not how well it interacts with human beings.

      And we wonder why things have such badly thought out UIs. You have to start with basic principles. Get a good book like The Design Of Everyday Things. It explains the user interfaces of things like Door Handles, Faucets, and things you would never think about. It describes a lot of principles that you wouldn't think about, yet suddenly recognize. Once you read the book, you can answer what an affordance is when designing a UI.

      --

      I'll see your senator, and I'll raise you two judges.
    6. Re:Easy answer by DickBreath · · Score: 4, Informative

      I will relate my own experience. I have used technology products since Decwriters and CRT terminals on big computers behind glass walls. And everything since then.

      I have used numerous candy bar and flip phones. I used an Android phone. When I was handed an iPhone to do something, I was absolutely baffled at how to do certain basic operations. I would even consider this is because I could be an ignorant idiot. But I don't think that is so. I could make certain fits of progress, but then get stuck at some basic operation. (Don't remember details, it was a few years ago.)

      I'm sure I could learn how to use an iPhone / iPad just fine. I look at some of the things I have had to learn. Back in the day you had to memorize a stack of computer manuals that you could not remove from the computer room because they were physically bolted to a table. And it was uphill both ways. I practically brain downloaded the entire Common Lisp The Language (1, and partially 2) in the very early 1990's.

      What bothered me was that I was a huge Apple fanboy back in the day. Apple was all about user friendly. Human Interface. Things should be intuitive. What you can do should be directly recognizable from what you can see. Even if what you can see is a control that reveals more possible operations. There weren't hidden gestures. Magic handshakes. Etc.

      That's just one person's experience. It is not a generalization to everyone. But you did ask.

      --

      I'll see your senator, and I'll raise you two judges.
    7. Re:Easy answer by RoverDaddy · · Score: 5, Insightful

      This isn't specific to iOS, but there's this 'modern UX' Philosophy that functions should be completely hidden until needed, which does seem to develop from a 'mobile first' attitude. One example: I've been baffled on how to delete entries from a list, because there's no edit mode for the list, and even if there is, still no 'affordance' to suggest this is what you click to delete. Why? Because 'delete' is obviously a swipe left or right (depending on the app). Then and only then do you get to see a nice big red 'DELETE' box. The user should just 'know'. Similar to how Windows 8 introduced those awful 'hot corners' that made charm controls spring up if you left your mouse (or touch) there. But of course this isn't universal. The iOS Podcasts app uses an edit mode for lists and check boxes that look like radio buttons (another minor gripe) to indicate which items in a list should be deleted.

      A couple decades ago there seemed to be a much more rational UX philosophy where controls were obviously controls, text was obviously text, window frames and borders were -good- things because they help the user's mental model of the UI match the software, and on-screen affordances were designed to give the user a clue as to what does what. We've gone backwards.

      --
      RETURN without GOSUB in line 1050
    8. Re:Easy answer by NormalVisual · · Score: 4, Informative

      Back in the day Apple had Human Interface Guidelines. And I understand that Microsoft did too.

      IBM had "Common User Access" (CUA), and Microsoft had "Consistent User Interface" (CUI) guidelines, which were roughly comparable to Apple's. Following those guidelines might not be as visually attractive as some of the crap being designed today, but at least it meant that people could get acclimated to your product quickly and with a minimum of confusion. In the world of UIs today, there's way too much frosting and not nearly enough cake.

      --
      Please stand clear of the doors, por favor mantenganse alejado de las puertas
    9. Re:Easy answer by cayenne8 · · Score: 4, Insightful
      It all started with the "Ribbon Interface" on the MS products....

      It all went to hell from there...

      ;)

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    10. Re:Easy answer by Anonymous Coward · · Score: 5, Insightful

      Funny, but I actually agree with this. I still hate the ribbon. A menu is a reasonably nicely categorised index of functionality - easy to read, properly aligned text, room for descriptiveness as required, sub-categories where appropriate (but highlighted in a consistent manner), and it has hints like underlines for keyboard shortcuts. And when not in use it neatly vanishes. The ribbon takes the menu, hurls it across the screen with a bunch of apparently random icons with no thought to readability, alignment, sorting or descriptiveness, actively hides some information in a non-standard way, and thoroughly confuses the distinction between a toolbar (a small set of tools kept visible for ease of access) and a menu.

      I really, really wish the ribbon would just go away.

  2. Rebellion by Anonymous Coward · · Score: 4, Insightful

    New generations always rebel against the ways of the previous generation. It's human nature.

    During the Renaissance we had visually brilliant works of art created. Later generations shunned this and decided that a canvas painted a solid color had just as much merit. Which is "right"? Neither. They just are.

    And so it goes for UI design. From my perspective, we had a very consistent standard for UIs for a good 20 or so years. This was in part driven by technological limitations, but it worked well. The barriers are gone now, anything can be done. Therefore anything will be done. I've actually worked with people who are "UX Specialists" and completely disagreed with what they thought was intuitive. I also regularly have to look up how to do things on modern gadgets because they don't include manuals anymore and they most certainly are NOT intuitive. To me. I'm probably just old. And so is the submitter. :-)

  3. No only by Viol8 · · Score: 4, Insightful

    Its arrogant designers who think they know better than the generation before, want to be seen to be different and "edgy" and "new" and so chuck out all the lessons learned and fuck things up royally. So we end up with an OS in 2017 that looks more primitive than Win3.0.

    1. Re:No only by Anonymous Coward · · Score: 5, Interesting

      This

      As part owner and lead engineer and developer for an online GPS tracking platform I experience this on a weekly basis.

      Just fired a guy 1/3 my age and 1/10 my experience for telling me I am too old school and think I know everything.

      Fucking guy insisted on using microscopic fonts and all grays with almost zero contrast ratio.

      I could not even read that shit on a 28" monitor.

  4. Forgot Some... by BrendaEM · · Score: 5, Insightful

    Hate:
    White text on a bight yellow background, on Galaxy Note 3 Android.
    Where the fuck have the icons gone? Windows.
    Why can't I cut an paste information from your dialog.
    Why are things still not resolution independent. Adobe, and most music production applications.
    Don't think you need files and folders? Think again, and the includes you Firefox mobile bookmarks.

    The creator of "material design" need to be shot. There's a difference between not being limited by the physical world, and needlessly disconnect us from what we have already learned.

    In the battle between KDE, Gnome, and Unity, Cinnamon won.

    Love:
    Rounded corners rule!
    Shadows show us what's on top!

    Maxims:
    Just because Apple did it, doesn't make it right. Remember, they had a bad year last year.
    People need to work, more than you need to masturbate over your own art work.
    Most serious file management takes place in two windows.
    Clean means that you are too lazy to update the functionality in your program, so you are leaving useful stuff off.
    Those who think that the command line and a GUI cannot coexist have never seen a 3D CAD or design program.

    --
    https://www.youtube.com/c/BrendaEM
    1. Re:Forgot Some... by Calydor · · Score: 5, Insightful

      You forgot a maxim:

      Just because it's old doesn't mean it's bad, and just because it's new doesn't mean it's better.

      --
      -=This sig has nothing to do with my comment. Move along now=-
  5. Re:Forgot one by grumbel5969 · · Score: 5, Informative

    Scott Meyers calls this the The Keyhole Problem and has a paper with a bunch of good examples.

    My "favorite" modern example of the problem is Chrome's omnibox auto-completion, you get six results at maximum, they don't even give you a scroll bar or a "Show more" link, six results only. There used to be a command line option to increase it, but they removed it some years ago, it's now a hardcoded constant in the source code.

  6. Re:children and old people by arth1 · · Score: 5, Insightful

    You're right about people's motor and vision skills are not what they used to be, but I find that primarily to be because it's not the same people.
    Things have been dumbed down for about a decade now, and young users expect things to be simplified, not having experience with anything else.

    40-70 year olds have computer experience, and handle cascading menus, middle mouse buttons and overlapping windows just fine - it's the young generation that requires a single application on the screen with simplified controls. And not too many words they have to read.

    tl;dr: It's dumbing down for a dumber generation.

  7. It's the "Me too!" approach to UI design by dfm3 · · Score: 4, Informative

    The problem is that there's a glut of "UX" designers convinced that if someone else has successful, and you copy the superficial hallmarks of their design, you'll be successful too. Take Facebook's "infinitely scrolling" page design for example - suddenly you have every damn app and website using an infinitely scrolling layout, even things like weather apps where the information is finite and is best presented using another paradigm such as tabs. Combine this with the prevailing attitude that if less is more, then even less must be even more, and you get the current mess we're in now.

    This is not only the case with the current "flat" design epidemic ("Apple went flat and look at how successful they are! If we go flat we'll look modern and we'll be successful too!") but in many other elements that have been taken to an extreme at the cost of usability and accessibility:

    - The use of razor thin fonts
    - White text on monochrome, pastel backgrounds
    - The loss of critical UI elements like scroll bars and button outlines, because apparently they just clutter things up
    - The use of "hamburger" mystery meat menus
    - Loss of status bars (which attempted to at least give some idea of percentage completion of a task) in favor of things like dots that twirl, spin, and dance in circles

  8. Re:White space by houstonbofh · · Score: 5, Funny

    You mean on paper? Huh... why would someone do that?

    Looks like you have a promising future in web design!

  9. This is what happens when art drives UIs by hey! · · Score: 4, Insightful

    ... and every idiot in the world thinks he's an artist.

    People associate lots of white space with "modern" and "clean", but in fact the key is to use white space intelligently to help guide the user's attention. The question isn't whether you have a lot or a little, the question is how much mental work does it take for a user to accomplish his task?

    It's easy to ape interfaces that work well, but that's cargo-cult design. Design should be as much evidence-driven as it is fashion-driven. First (design) principles are only a starting point.

    Recently I was using a smart TV app and when the content I requested took too long to buffer I decided to quit the app. I was presented with a dialog warning me that I was leaving the app, and asking me whether I wanted to "cancel" or "continue". This gave me a moment's pause, because I didn't want to "continue" waiting for the content to load. However as a developer myself I understood the programmer's mindset: "cancel" and "continue" referred to the event the dialog was responding to: a request to exit the app.

    This division of responsibilities is backwards: the user shouldn't have to get into the mind of the designer, the designer needs to get into the mind of the user. And that's hard. UI guidelines help, but there's no substitute for watching actual users struggle with your design. Any time you find something that makes them pause, even for a moment, you should file that bump down. That'd catch problems like confusion between text and controls, or inscrutable state widgets.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  10. UX gone wrong by MobyDisk · · Score: 4, Informative

    Developers traditionally make efficient, functional, ugly interfaces. They did this by using standardized UI controls. They were largely constrained. Today, without those constraints, those same developers make inefficient, semi-functional, pretty interfaces. And with the focus on form over function, they are pushed in this direction by management. (Thanks Apple, for telling me that I want to get rid of all the jacks in my laptop so that it can be be 0.00001 inches thinner.)

    A good UX person -- not the kind of BS "UX" that I see lambasted here -- but a real one -- can improve the look and feel of an application, optimize the workflow, and make it pretty too. I work with a UX engineer who uses statistics on the average hand size of our target demographic, and can quote the average size and resolution of the displays they are using. On touch-screen apps, our UX team optimizes for right handedness, and organized the screen so your hand doesn't cover the things you are looking at and so you make minimal movements. A few years ago we even created a mock-up, and had actual users go through a workflow and timed them, counted number of clicks, etc. This is good UX. It's human factors engineering + graphic design.

    A sad anecdote: A few years ago I had the pain of designing a UI with a bunch of managers. It was a screen to add/edit/delete users who had access to an account. I drew-up a typical text box with a list, and then an add/edit/delete button at the bottom. You could fit 50 users on a typical screen, quite readably. They HATED it. Their design fit about 10 users on the screen. Big margins all around. Each row had a separate add, edit, and delete button, a large single-color icon of a person. All the icons were the same, so they communicated nothing. The text was so large that long names needed an ellipsis to fit. The add/edit/delete buttons were tiny icons without text. It was pretty, wasteful, and slow. They loved it.

    On another project, which was an industrial machine, they wanted icon buttons. Their previous version used 16-color EGA graphics so it needed an update. So I used actual 3D renderings of the parts as icons. Initially everyone loved it because it was clear what the icons did. 3 years later, it laughed-at because it is too "realistic." So on the next project they replaced the realistic icons with single-color conceptual representational icons. Unless you were on the project, you had no idea what the icon meant. The customers came-up with names for the icons: the "one-eyed cat" let you search. The "disney castle" was to load a tray into the device. The "laser broom" was the barcode scanner. This interface is loved by development because it is so pretty, and is the new standard moving forward. The customers (and training department) complain that unless someone uses the device regularly, they forget if they should start the workflow by clicking the "one-eyed cat" or the "laser broom."

    At with the next project, they are using text under the icons again, so users know what they are.

  11. Re:White space by Frobnicator · · Score: 4, Insightful

    "Responsive" doesn't mean take a design and make it work on all devices, it means

    Unfortunately that IS what the term currently means among that group. Generally they (wrongly) believe they control all aspects of the web page display, that all devices are equally powerful and can run an unbounded amount of scripting, they often see no difference between a picture of text versus actual text, and don't bother to learn anything about the media they are designing for.

    Aside: More than once I've had to convince a web designer that their pictures of text were the biggest reasons things weren't showing up to search engines, they kept claiming the hidden meta tags, text recognition, and image search would handle all that. Frighteningly some were never convinced, even after showing them with Google's own tools how Google interpreted their pages. Some were absolutely convinced that Google reads all text on all images and indexes pages based on image content. They could not fathom how there was a difference between text and fancy-rendered images of text.

    Many wrongly assume the web browser displays the same thing on all screens, no matter what. Often they design for a few patterns they think are common, 1024x768 or 1080p, and try to force it on everyone else.

    Got a Super HD display showing 7680x4320? Too bad, we'll just upscale the fonts and add some whitespace.

    Got an old smartphone with a 480x640 portrait screen? We'll downscale and do an ENORMOUS amount of JavaScript processing on these devices least suited for the processing.

    It seems these are the same designers with the first-world problems of their disposable $800 smart phone is more than 18 months old, and their $2000 macbook is more than three years old and ready for replacement.

    --
    //TODO: Think of witty sig statement
  12. Oh lord, the pain by fyngyrz · · Score: 5, Insightful

    Some of this is web design (I use the word "design" very loosely) and some is application design:

    o the "designer" mindset has gifted us with extreme low contrast backdrops and fonts - STOP THAT

    o bloody pop-up/over dialogs that were not asked for are constantly used - THIS IS HOW TO MAKE ME GO AWAY

    o menus drop without being requested because mouse went over them - WAIT FOR A BLOODY CLICK!

    o Videos autoplay just because I've arrived, or because the mouse pointer went over them. Ever think *I* might want to control what damned noise comes out of my computer, or what data I want to stream on my phone? You should. Because while I'm desperately trying to figure out how to shut up / stop your video abortion, I am hating on you and everything you represent, and vowing to NEVER come back to your site, which I promptly implement via my hosts file because you SUCK.

    o Do NOT change the web or application UI: NEVER make a modal UI. Present a consistent interface that can be learned and incorporated into muscle memory. Enable/disable elements as appropriate. IOW, if a document isn't NEW or Loaded, Save should be disabled - not GONE. This is so everything in the interface remains where it was. We want to work, not read your damn interface over and over and over and over just to see where we're at.

    o Make ALL keyboard commands configurable. In some apps, some of the things I do most often have no shortcuts and no way to add one. How annoying. How stupid.

    I swear, there are days when I'd like to hunt down these so-called "designers" and yell at them until my voice gave out.

    All of the above is effete nonsense that designers engage in an attempt (which is actually abject failure) to justify their title; stop all that, and just do it right. Don't even try to be "fancy" unless you're writing a game.

    Also, if you say "UX", I just want you to know you've made me work to suppress an urge to slap your face. Hard.

    --
    I've fallen off your lawn, and I can't get up.
  13. Non-Discoverable Interfaces by dcollins · · Score: 5, Insightful

    For me, the #1 modern UI sin, which wasn't included in the list here -- Non-discoverable interfaces. Interfaces based on some "gesture" which is never explained, and for which one cannot find an explanation (unless you already know the gesture to get there, if it exists). Pinch-zoom, hover in a magic corner, drag from edge, press screen for short vs. long time, invisible menu bars, etc., etc. In the 1984-2010 era I could follow the words in the menus and discover new features in any piece of software (and so could anyone, assuming they weren't illiterate). The last few years have brought my first experiences with software that I just couldn't begin to figure out how to do anything with.

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  14. Not just "mobile first", but lazy/cheap web devs by Anonymous+Brave+Guy · · Score: 4, Insightful

    "Mobile first" is partly to blame, but lazy/cheap teams are more so.

    Take a look at what's popular in trendy web app design today: flat everything, big rectangular colour blocks, lines and rounded corners, text. Look at the boxy, side-by-side layouts, almost invariably collapsing into increasingly linear formats for narrower screens until it's just a single column.

    Now look at what you can do easily and portably with CSS. In particular, look at what you can achieve by just slapping Bootstrap or the like on your site, without spending much time or money considering the design and layout, and certainly without hiring any sort of designer or, $DEITY forbid, a digital artist to create custom graphics that fit the style of your product/service and build any sort of distinctive branding.

    There was, at the time, some justification for this in that downloading lots of large images on the mobile networks of a few years ago really could significantly slow down loading a page, with resulting poor user experience and app/site performance. But for most of us, our target markets are on faster networks today, and CDNs are much more developed now as well. And certainly you don't get any allowance for this if your site includes megabytes of JS frameworks, ad content, or auto-playing hero video.

    Likewise, there is some justification for minimal UI chrome on small screen devices where every pixel is precious, but you don't get any allowance for this if you replace a simple hairline with half an inch of whitespace because your visual style is so generic and unguided that the user can't actually tell how the UI works otherwise.

    Frankly, Microsoft, Google and Apple are amateurs when it comes to nerfing design by being flat and bland. Web developers have been moving in this direction for at least as long as smartphones and tablets have been around, and people with actual UI design skills have been criticising them and pointing out the obvious and horrible usability flaws for just as long.

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
  15. Re:Missing features by dryeo · · Score: 4, Informative

    The automobile has gone through quite a few control redesigns which are continuing. If you jumped into a Model T (maybe only early ones), you'd find it hard to figure out. Besides the controls that have been automated away, choke and ignition advance, the parking brake was operated by your left hand, along with ignition advance, throttle by right hand and gears by the pedals along with the brake being the right pedal.
    The steering wheel started out as a tiller and as late as 1899 was introduced in America as a wheel. Since various controls have migrated to the wheel or right beside. The turn signal operated by your left hand, which has acquired more and more functionality such as operating the lights, wipers, high beam. On the right, there was the gear shifter for quite a while before mostly migrating to the floor. And all the various controls that can be found on a modern steering wheel. Even my old truck has the cruise control buttons on the wheel. The shifter pattern has also changed at times. Had an early 5 speed where reverse was where 1st usually is.
    Speaking of my 25 year old truck, while most of the pedals are standard, on the left there's the parking brake release and the hi-lo headlight dimmer button on the floor. Turn signal only operates the turn signals with a knob on the dash that you pull to turn on the lights and turn to dim the dash lights and turn on the interior light. The wiper switch is besides it, turn one way for normal wiper operation, further for high speed, turn the other way for intermittent operation, push for squirting cleaner (still have to turn the wipers on manually).
    Another set of controls that seemed somewhat standardized for a long time and now are in flux are the climate controls and radio/sound system where automakers keep screwing around with stupid touch controls. Stupid due to breaking the paradigm that the driver should be able to operate everything by feel while watching the road.
    It took close to 50 years to standardize just the pedals on the car UI, while the modern computer UI is at the most 30 yrs old. Hopefully in another 100 yrs, things will have mostly settled down, but as the automobile has shown, new tech such as touch screens, still puts basic interface into flux, often with stupid design decisions such as trading easy to feel buttons for hard to use, changeable, touch screen.

    --
    https://en.wikipedia.org/wiki/Inverted_totalitarianism
  16. Too much magic in modern UI by steveha · · Score: 4, Informative

    Our screens are way bigger than they were back in the old days, so we have plenty of room for things like menus and toolbars. Yet the trend in modern UI design is to make things magical and non-discoverable.

    Just yesterday I helped my father with a problem: the menus and toolbar from Thunderbird were gone. I was on the phone with him for a while. The task was to find the one magic part of the Thunderbird window where he could right-click and find the context menu with the checkboxes for hiding/displaying the main menu and toolbar. Thank goodness I have him running MATE so every window has a title bar... "find the blue bar at the top that says 'Inbox - Mozilla Thunderbird' Now right-click in the dark grey area underneat that, to the right of the tab that says 'Inbox'..." "It didn't work" I'll spare you the back-and-forth, he had multiple tabs and was clicking in a tab to the right of "Inbox". Once I got him over to the correct magic spot, he found the context menu and restored his menu and toolbar. (The stupid hamburger menu is part of the toolbar, and hides with the toolbar... which means it's possible to hide all the menus! And my dad somehow did so by accident!)

    The original UI spec for the Macintosh required menus all the time for every app, and the menus had to be in the same place. And I learned very quickly that I could browse the menu, find the command I wanted, and the keyboard shortcut was documented right there in the menu. Hidden menus are far too magical, and if you are going to have them, the very least you should do is to make every context menu have the ability to unhide them, rather than requiring the mouse pointer to be hovering over a particular magical few pixels of your screen.

    I also remember the 45 minutes it took to help my dad un-mute YouTube videos. First I had him use the MATE sound preferences dialog to test his speakers, which just took a couple of minutes. Then I had to walk him through moving the mouse pointer over the YouTube video window to make the controls un-hide... (he wasn't full-screen, why do the controls hide when there is plenty of screen real estate available?) Then he had to move the mouse pointer to touch the audio control (and a slider pops out when you get it right) and click to un-mute... and when it's un-muted it says "MUTE". Because when it's un-muted the button becomes the "MUTE" button, and when it's muted the same button becomes the "Un-mute" button. The old-school solution would be a checkbox labelled "MUTE" that's checked when it's muted; the newer way would be a GUI toggle that slides left for un-mute and slides right for mute. There's plenty of screen real estate for either of these.

    I know, I know, on mobile devices these magical hiding tricks are not so pointless because screens are smaller. But desktops are not mobile devices and trying to treat them the same is a bad idea.

    My dad is not stupid and I don't want to sound like I'm making fun of him. I'm just annoyed over the modern trend in UI design where everything is so magical that it's tricky and weird.

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely