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It's Official: Users Navigate Flat UI Designs 22 Percent Slower (theregister.co.uk)

Reader Zorro writes: The mania for "flat" user interfaces is costing publishers and e-commerce sites billions in lost revenue. A "flat" design removes the distinction between navigation controls and content. Historically, navigation controls such as buttons were shaded, or given 3D relief, to distinguish them from the application or web page's content. The mania is credited to Microsoft with its minimalistic Zune player, an iPod clone, which was developed into the Windows Phone Series UX, which in turn became the design for Windows from Windows 8 in 2012 onwards. But Steve Jobs is also to blame. The typography-besotted Apple founder was fascinated by WP's "magazine-style" Metro design, and it was posthumously incorporated into iOS7 in 2013. Once blessed by Apple, flat designs spread to electronic programme guides on telly, games consoles and even car interfaces. The consequence is that users find navigation harder, and so spend more time on a page. Now research by the Nielsen Norman Group has measured by how much. The company wired up 71 users, and gave them nine sites to use, tracking their eye movement and recording the time spent on content. On average participants spent 22 per cent more time (i.e. slower task performance) looking at the pages with weak signifiers," the firm notes. Why would that be? Users were looking for clues how to navigate. "The average number of fixations was significantly higher on the weak-signifier versions than the strong-signifier versions. On average, people had 25 per cent more fixations on the pages with weak signifiers."

55 of 408 comments (clear)

  1. Add in the 'low-contrast text' fad... by QuietLagoon · · Score: 5, Insightful

    ... and you've got difficult to read and difficult to navigate, some good reasons why the current UIs are less than usable. So... why were these productivity reductions made in the first place?

    1. Re:Add in the 'low-contrast text' fad... by DontBeAMoran · · Score: 5, Insightful

      And once you add the "thin as fuck" fonts, it makes things impossible to read as well as difficult to navigate.

      Sometimes I have to turn off CSS to be able to read the fucking content. How is that for bad design?

      --
      #DeleteFacebook
    2. Re:Add in the 'low-contrast text' fad... by Khyber · · Score: 3, Insightful

      "So... why were these productivity reductions made in the first place?"

      Because UX/UI designers now days obviously never read a book regarding the subject of user interface design.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    3. Re:Add in the 'low-contrast text' fad... by ShanghaiBill · · Score: 5, Insightful

      Because UX/UI designers now days obviously never read a book regarding the subject of user interface design.

      Also a lack of usability testing. My UI designs were subjected to usability testing a few times, with customers video recorded while attempting to accomplish a task. Watching those videos was a very humbling experience. I kept trying to scream "NO! Not THAT button!", but since it was a recording, they didn't hear me. Afterwards, my designs got much simpler.

      One book that helped me is Microinteractions.

    4. Re:Add in the 'low-contrast text' fad... by Junta · · Score: 4, Interesting

      One of the victims of the philosophy of 'automated test only', which is the management perversion of automated testing. Usability is not a test that can be automated, therefore it's not worth doing.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    5. Re:Add in the 'low-contrast text' fad... by Junta · · Score: 4, Interesting

      Because UI developers are more interested in being 'artistic' than functional. Lightweight airy fonts with plenty of open area and avoiding 'harsh' contrasts appeals to artistic sensibilities, but is much harder to use.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    6. Re: Add in the 'low-contrast text' fad... by taxman_10m · · Score: 4, Informative

      Colored rectangle? I wish. Lately I keep looking for and eventually finding UI elements that are the same color as the background.

    7. Re:Add in the 'low-contrast text' fad... by plover · · Score: 2

      Because the industry has been collectively blinded by the engineers who built it, and has been for decades.

      Take a look at the Wikipedia entry for Software Quality. This page is essentially a summary of the Software Engineering Body of Knowledge topic on software quality and it represents the collective wisdom of decades of work. Now search the page looking for the word "usability". It's not even listed as one of the attributes of quality! Usability is still something just pasted on after a product is under construction, and is considered far too late in the process to make any foundational or architectural software changes needed to make a product more usable.

      That's where Steve Jobs made all the money. He understood that he had to make it usable first, and worry about function and feature completeness later (or never.) He understood that the humans who actually touched his machines were the people he had to impress. Apparently, though, he was a singular entity at Apple, and nobody since him has demonstrated comprehension of this foundational lesson. So new iPhone UIs get designed by Apple committees, and are as lackluster and difficult to use as any Windows device. Windows designers, in turn, are under pressure to copy the success of the iPhone with UI failures like Metro, instead of working on their own usability issues. And Android developers each design whatever they think might work for their special snowflake apps, leaving the users befuddled with difficult to find features and overly technical functionality.

      They're all describing a mutual path that may look circularly iterative and fast paced, but is instead the trajectory resulting from their swirling around a drain.

      We have to stop seeing usability from our own biased perspectives (which come from us insiders, are highly technical, and tend to value function over form), and instead test repeatedly to ensure our products are usable and desirable by actual average consumers. We have to stop changing UI elements and procedures our customers depend on - they don't want to relearn our products just because we changed to the Flat-UI-of-the-Month. And we have to learn that chasing fashions is fine for clothing, but not for software.

      --
      John
    8. Re: Add in the 'low-contrast text' fad... by Anonymous Coward · · Score: 2

      Colored rectangle? I wish. Lately I keep looking for and eventually finding UI elements that are the same color as the background.

      Or they aren't even there. Just text that you have no way of knowing can be clicked, like in the Windows 8/10 Settings pages.

    9. Re:Add in the 'low-contrast text' fad... by green1 · · Score: 2

      That's where Steve Jobs made all the money. He understood that he had to make it usable first, and worry about function and feature completeness later (or never.)

      You had me right up until here. The thing is though, Steve Jobs had no such ability to make things usable. Apple UI in the Steve Jobs days was way behind all the competition in usability, AND features. It has changed a lot since his death, but not in a favourable direction.

      Example: first generation iPod had a circle on the front of it labelled with play/pause/stop/ff/rew, nowhere on it did it indicate in any way that it was a scroll wheel that could adjust things. it also didn't indicate in any way that the part in the middle was actually a button (despite being the same colour and material as the rest of the case)
      the iPhone has completely unlabelled buttons and a toggle switch, you're supposed to just know what each one is for, and simple things like a back or menu button in apps was completely inconsistent in it's very existence, location, and function.

      Apple products have been a UI nightmare for ages.

    10. Re:Add in the 'low-contrast text' fad... by godrik · · Score: 2

      I participated in user testing of some of our internal systems. And I remember they give us tasks to do and observe what we are doing. I remember telling them afterwards things like "I have no idea what this button is going to get me to", or "I understand you have a color scheme for the institution, but shades of greens and oranges are color blind un-friendly".

      And they fixed some of them.

      Anyway, it is fun participating in user testing as well!

    11. Re:Add in the 'low-contrast text' fad... by tepples · · Score: 2

      I suspect that the "flat" designs were used because Microsoft wanted to bring Windows to $100 cost devices with minimal processor speeds and minimal amounts of memory. So they were doing everything they could to reduce processing cycles and memory use.

      I don't understand how that'd help. Windows 95 ran with 8 MB of RAM and wasn't flat.

    12. Re:Add in the 'low-contrast text' fad... by green1 · · Score: 2

      Those were mistakes, and mistakes are human. While Jobs was on the right track of usability, he certainly made a lot of fecal-encrusted decisions.

      So you've given more examples that prove my point, but none that prove the idea that Jobs was some form of UI genius as he is so often credited with being. I posit that's because he was NOT a UI genius, and in fact was never "on the right track of usability" as evidenced by the idea that most of his inventions were less intuitive, and harder to use, than most of the competition.

      Jobs was a genius, but not in UI, or product design, he was a genius in marketing. He could sell people a turd and make them love him for it. It's the only thing Apple has actually been good at for over a decade. Their products are sub-par, and over priced, but they know how to market them!

    13. Re:Add in the 'low-contrast text' fad... by nctritech · · Score: 2

      There is a big slab of irony underneath this whole flat UI thing. We already had "flat" design in the past and it was perfect for our computers. Bring back that flat design and you get minimalism AND usability in one package. Readable fonts, scroll bars that aren't near-invisible or even hidden, distinct separation between controls and content...and somehow over the course of ~16 years we ended up with Windows 10. 1990 less Windows and 100x more pain.

    14. Re:Add in the 'low-contrast text' fad... by zippthorne · · Score: 2

      In the name of looking different? How does "looking different" make every website now have a band of whitespace, a band of color and a huge-ass photo, a hamburger button[1], and no more than three other colorful squares which may or may not be additional buttons.

      [1] Is the "hamburger" button supposed to be a vertical ellipsis? An ellipsis button would actually make sense, given the current usage of the symbol to mean "more, not shown"

      --
      Can you be Even More Awesome?!
    15. Re:Add in the 'low-contrast text' fad... by Waccoon · · Score: 2

      We don't need usability testing, because that would give us results we don't want to hear. The endless stream of telemetry is way easier to manipulate into whatever management wants it to mean.

  2. Group think by Anonymous Coward · · Score: 2, Insightful

    Never underestimate the tendency of human beings to blindly follow other human beings.

    1. Re:Group think by DontBeAMoran · · Score: 4, Funny

      Tell me about it. Remember 1991? The game Lemmings was released that year and thousand after thousand of people just wasted hours playing that stupid game, like mindless... well I can't think of a word for it.

      --
      #DeleteFacebook
    2. Re:Group think by mikael · · Score: 5, Funny

      I always thought those click-and-explore DOS games were the inspiration for modern GUI. You used to frantically click objects on each screen to see if it had any purpose. Now we have websites that have the same functionality.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  3. If I used that example by thegarbz · · Score: 4, Insightful

    The example in the article is hardly a connection to "flat" UI designs. It looks more like spot the damn difference which is what I would be doing if presented with that test.

    But really it's hard to judge those flat UI changes because flatness was only one very small part of the shift. We also lost meaning and context, were introduced to new symbols which seem to be made up by people who were blinded at birth (3 horizontal lines for menu? or was it dots?, WTF is wrong with writing menu), was combined with a massive reduction of colour and contrast, a reduction in font size, an increase in the use of white space...

    Really out of all the UI changes in recent years "flatness" is the one that impacts me the least.

    1. Re:If I used that example by Baron_Yam · · Score: 4, Insightful

      >3 horizontal lines for menu? or was it dots?, WTF is wrong with writing menu

      I suspect that every symbol replacing text is another item they don't need to translate for non-English markets.

      That still doesn't excuse blending buttons into the rest of the content.

  4. Bring back shiny bubbles! by EvilSS · · Score: 2, Interesting

    So can we finally go back to the amazing shiny bubbles of the 90's? Please!

    --
    I browse on +1 so AC's need not respond, I won't see it.
  5. This is what happens when... by TWX · · Score: 4, Insightful

    ...UI designers are replaced with graphics designers.

    One of the reasons why Windows 95 was so successful in the corporate workplace was the icon set and look-and-feel. Remember, at that time there were still competitive offerings like OS/2 and UNIX X-windows with CDE, and even Apple's MacOS. Windows 95 took some faux-3d experiments from Windows 3.1/3.11 and ran whole-hog with them to the point that it was almost weird when a legacy application still used flat icons or 2d windows.

    Microsoft has regressed with its UI so severely that it's embarassing. They're basically back to 2d icons and a program-manager interface, and from my view it's change solely for the sake of change, not because it actually improved anything. Worse since they've fragmented into pre-metro and metro elements, there are essentially two control panels to take care of the OS where neither method contains access to all of the settings and where there's no clear division of functions between the two.

    --
    Do not look into laser with remaining eye.
    1. Re:This is what happens when... by thinkwaitfast · · Score: 3, Funny

      I'm really hoping for a reversion to black and green screen. Text and possible EGA mode for games.

    2. Re:This is what happens when... by green1 · · Score: 3, Insightful

      This may be news to you, but not all change is good, and not all change is bad. This isn't a case of people rallying against something simply because it's "new", people are against it because it's not as good as what it replaced.

      The two biggest things I hate when people talk about change:
      - People who do something a certain way only because they've always done it that way
      - People who insist that just because something is new it must be better
      Every new idea needs to be evaluated on it's merits. If you find a better way of doing something, great! If however your new way is worse in any measurable way, then I don't want anything to do with it.

      This was a case of something that provides no benefit, but has many drawbacks, as such it should never have spread. Unfortunately the marketplace is a combination of very few very large players with minimal differentiation between their products which both limits the ability for customers to vote with their wallets by moving to a better option, and causes those large risk-adverse players to mindlessly copy the trends of each other for fear of missing out if the new change really does turn out to be better in some way they can't figure out.

  6. I'm shocked by iYk6 · · Score: 2

    I'm glad that they did a study, because clearly somebody needed a study, but this seems really predictable. How could MS and Apple and these other subpar UI designers not predict that making it harder to tell what is a UI element would make it harder to navigate?

    Hopefully next they'll figure out that increasing the number of clicks or keys and hiding the options (aka hamburger menu) also makes navigation harder and slower.

    1. Re:I'm shocked by organgtool · · Score: 2

      I'm glad that they did a study, because clearly somebody needed a study

      If the purveyors of flat interfaces gave even a modicum of a fuck about usability studies, there is no way we would have had flat interfaces in the first place. There are tons of studies about how color and shading help users easily distinguish different objects but that never stopped them from removing shading and color from icons. Some went as far as removing the text that accompanies icons as well. The next trend I'm noticing is icons that are simply wireframe outlines. We're approaching a point where only cavepeople will be able to decipher these modern hieroglyphics. None of these decisions have anything to do with usability, it's all about conforming to fashion trends

    2. Re:I'm shocked by green1 · · Score: 3, Funny

      Except that's not how it works.

      The first step of this is always to take those same 100 checkboxes, and spread them out through 5 menus, each with 15 sub-menus, but that only creates 75 pages, and we wouldn't want an odd number of checkboxes on each page, so we'll take out the remaining 25 checkboxes altogether. Never mind that they represented critical functionality that people needed, they no longer fit with the new design.

      Then we'll make the checkboxes prettier, and by prettier we mean removing anything that might make them look like checkboxes or accidentally indicate whether they are checked or unchecked.

  7. iOS - How to Add Button Shapes Back by blahbooboo · · Score: 4, Informative

    Settings->General->Accessibility->Button Shapes
    &
    Settings->General->Accessibility->Bold Text

    I've showed these two changes to many many friends, all of whom are so grateful. This doesnt fix everything, but at least you can see the OS level navigation properly. Maybe this flat design stuff will start to decline with this report...

  8. Hallelujah! by Tablizer · · Score: 5, Insightful

    That's what I've been saying to the stubborn fad-sniffers. NOW I have evidence to use against them so that they can't merely dismiss me as an old fogie. (I am an old fogie, but a correct fogie!) Thank You, Dear Slashdotter!

    One can't easily tell what are buttons, input boxes, etc. in the flat look. It's all a bunch of flat rectangles of different colors. If you don't know the rectangle color coding scheme of a given site, you have to guess. The 70's called, and they want the Partridge Family bus UI back.

  9. It's not strictly a "flat" problem by sootman · · Score: 4, Informative

    If something is clickable, make it look clickable. If some items are clickable and some are not, they should look different.

    But hey, we've only known this for 17 years. Maybe not everyone has caught up yet.
    https://www.joelonsoftware.com...
    (Scroll down to the "etrade" example.)

    --
    Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
  10. What a mess by fyngyrz · · Score: 5, Insightful

    In all seriousness, you can add "really bad looking" to those.

    o Design evolution stopped
    o Low contrast text fad makes things difficult to read
    o Flat UI is difficult to navigate
    o Flat UI is really bad looking

    Recently, I had occasion to bring up an OS X 10.6.8 virtual machine. The first thing that struck me about the desktop was the dock, which is decidedly 3D and had some very distinctive icons on it right out of the box was "this is really very good looking." Then I looked back at the dock on the 10.12.6 OS X (MacOS) host... ugh. All that flat crap looks terrible by comparison.

    My S7 phone used to be the same. Flat as a pancake. Ugly. But for it, I found Nova Launcher, and now at least the desktop looks better with 3D folders (and my phone's desktop is all folders, so that's something, anyway. There are still a few 3D app icons, too.)

    I really do wish this mania for flat would go the hell away. Flat is not better. At all. This merde was never more than "change for the sake of change."

    --
    I've fallen off your lawn, and I can't get up.
    1. Re:What a mess by DontBeAMoran · · Score: 3, Interesting

      If only they would go to the trouble of having an OS-wide setting for user interface: 3D or Flat.

      --
      #DeleteFacebook
    2. Re:What a mess by Anonymous Coward · · Score: 5, Insightful

      I've got a term for this disease that I use a lot when I'm trying to explain how and why user interface design has gone down the toilet lately: Phonification. (Often spoken alongside another phrase I coined: "You can't say crap without app." That's another topic, though.)

      Another few sins I'd like to add to the list:

      * Non-standard iconography: Icons that mean the same thing appear differently between programs and platforms.
      * Non-obvious iconography: Icons are used which have no obvious meaning. Why is there a ball-and-stick molecule thing for 'share'?
      * No text to describe what icons or buttons do, even as an option, even when text would fit. If you're lucky you can get a mouse-over tip. Very lucky.
      * Interface elements do not reside in predictable or consistent regions of the screen. I thought this was a basic rule of GUI design, but I guess not.
      * No obvious visual cues for when a button can or can't be used. (I'm looking at you, Citrix.)

      It's more than just change for the sake of change. It's a bunch of stupid valley hipsters and brain-dead suits who don't know the first thing about visual communication, throwing away nearly forty years of GUI design standards and principles (which have been tried, proven, and I would dare say perfected, over that span of time,) just so they can make something that looks trendy and sophisticated, when it's really just annoying. When people complain, they assume the problem is with the user, and not with the bullshit design ideas that they're embracing. (So in a lot of ways, an interface that's like them.)

      It's bad enough that so many sacrifices have to be made for palm-sized touch screens (don't even get me started on these,) but piling ugly pastel colors, flat interfaces, gigantic empty margins and spaces, unreadable fonts, and cryptic icons that roam from page to page, all on top of that, has made the smartphone user experience an exercise in frustration. Whenever this rot spreads to other platforms (especially design choices that only make sense when you're dealing with a touch screen, on a platform where the touch screen is absent) I just groan and shake my head and ask, "Why? Why would you do this to your program?" Deliberately reducing the usability of your programs, especially for new users, just for the sake of looks is not a valid artistic decision! Function first, form second, it's the golden rule of design!

      There's a damn good reason absolutely everyone hated Windows 8. To the design leads at Microsoft and beyond: Stop trying to shove this down our throats, people. We don't like it, you can't make us like it, and we're not dumb for disliking it.

      On the topic of phones, wanna know what my favorite phone is from the last ten years? The Jitterbug. Yes, I'm aware that it's a phone specially designed for the elderly, but look at that interface. It's fucking glorious. If this is a phone for old people, then call me Grandpa. I want this kind of design to be standard, everywhere.

      As for the phonification of the web and the desktop, stop, please, just stop. These people have no idea what they're doing. Interface design has become a cargo cult, and it's probably going to take another Mother of All Demos (and maybe a viable alternative to that cancer, the touch screen,) to get everyone back on track.

    3. Re:What a mess by Anonymous Coward · · Score: 2, Interesting

      Except a flat GUI combines all the undiscoverability and steep learning curve of a CLI with all the slow command rate and inflexibility of a GUI... Not really seeing the benefit...

    4. Re:What a mess by alexgieg · · Score: 3, Informative

      Low contrast text fad makes things difficult to read

      The fun thing is when that affects your IDE, particularly when it's entirely graphical. Until version 2015 LabVIEW had nice black graphics in its icons (equivalent to functions in text languages). With version 2016 they went low contrast, hard, so that icons all appear disabled now (there's a wrap around option that allows one to disable areas of the screen and fades the icons there -- all icons look like that now). End result: older programmers complaining and asking for an UI option to switch between low contrast and high contrast, as it isn't like the old icons don't exist anymore.

      National Instruments's answer was to the effect that: under focus group tests the lower contrast was welcomed (I wonder if they tested it with 20-years-old only); that nature has no hard blacks so low contrast is easier on the eyes; that industry as a whole is moving towards low contrast so better you guys get used to it; that adding a high/low contrast switch would move engineering effort towards a low priority feature; and that if you're not being able to discern the icons, your monitor is uncalibrated, so call a specialist to calibrate your monitor or buy a better one.

      Older programmers answer to this was to uninstall LabVIEW 2016, go back to LabVIEW 2015, and to stick to it for as long as it's supported.

      Good thing my company didn't purchase the upgrade to LabVIEW 2016. I still have the version I can comfortably look at. :-)

      --
      Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
    5. Re:What a mess by reboot246 · · Score: 2

      Amen, brother! I agree with you 100%.

      One thing that irritates the hell out me is people calling everything an "app". They even call games apps, for Pete's sake. No, an application is something you can actually use to something productive. I always divided the programs (remember programs?) on my computer into applications, games, utilities, etc. Of course, on a phone I guess it doesn't make any difference because you can't do much productive on a phone.

    6. Re:What a mess by AmiMoJo · · Score: 3, Interesting

      It's a reaction to the hideous skeuomorphic crap we had for years, aka "maybe if I click on the cheese plant" UI design.

      And then before that we had "OMG I've got 2MB of video RAM I must fill it with low quality textures and photoshopped rounded icons."

      Similar thing with contrast. In the 70s and 80s we understood that too much contrast is bad, and so is too little. Then it went insanely high contrast as hardware improved, now insanely low because amateur graphic designers...

      Flat can be okay when it's done well, but it's too easy to screw up. The old 80s style may look dated, but it's hard to get wrong.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    7. Re: What a mess by Z00L00K · · Score: 3, Informative

      In the case of a flat UI the hammer is the right tool to reshape the brain on those that came up with the idea.

      The flat UI is like Windows 2.11.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
  11. Re:iOS - How to Add Button Shapes Back - 1 more by blahbooboo · · Score: 4, Interesting

    Settings->General->Accessibility->Button Shapes
    &
    Settings->General->Accessibility->Bold Text

    I've showed these two changes to many many friends, all of whom are so grateful. This doesnt fix everything, but at least you can see the OS level navigation properly. Maybe this flat design stuff will start to decline with this report...

    Forgot this one setting. This gives back some contrast to the redicoulous color scheme in iOS post v6. These 3 settings are what made iOS usable for me after v6 :)

    Settings->General->Accessibility->Increase Contrast

  12. The irony is by Solandri · · Score: 5, Insightful

    Tim Berners-Lee's vision of the web was that the server would transmit the relevant info (pictures and text) to your browser, and your browser would format it in the manner which was most readable on your device.

    Graphic designers and page layout artists went nuts over this because it basically put them out of work. Unfortunately most web designers started off as graphic designers and page layout artists. Their first salvo against reader-control of content formatting was the Flash website. The entire page and navigation was in Flash so the user wasn't able to change, resize, or reformat any of it. They fought for and won the inclusion of immutable formatting tools in the HTML standard. So now we're stuck with idiotic designs like Slashdot's homepage where the "supplemental" sidebar on the right actually has formatting priority over the useful text on the left. If you try to shrink your browser horizontally (like viewing on a phone in portrait mode), the text becomes unreadable in order to preserve the full width of the sidebar.

    1. Re:The irony is by Tablizer · · Score: 5, Interesting

      Tim Berners-Lee's vision of the web was that the server would transmit the relevant info (pictures and text) to your browser, and your browser would format it in the manner which was most readable on your device [or user preference].

      This conflicts with the marketer's view of the world. The marketer wants to control the message, and that includes the look of the message. If they want to attract a given "cohort" (demographic), they want to be able to shape and style the content that way to attract that demographic, and sometimes ONLY that demographic to weed out alleged riff-raff and/or not waste ad fees on unlikely buyers.

      And how can you get a jump on the latest style if you cannot convey the latest style? Purple denim's the latest craze? Okay, Marketing Joe wants the page show a purple denim font. If the UI dev doesn't deliver, he/she is fired.

      Vulcan vs. Ferengi culture conflict.

    2. Re:The irony is by hey! · · Score: 2

      Well, I don't see history that way. For one thing, if designers were becoming obsolete because of the web, there'd have been nothing they could do about it. No, the web gained font tags, and then later style sheets, because people felt the need for designers' services.

      Good design adds a lot to a website, but there's no way to enable a good designer to do a better-than-average job without empowering a bad designer to make a mess.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  13. Re:When a flat design falls flat... by ShanghaiBill · · Score: 3, Interesting

    It takes five minutes for the balance page to update.

    That is not a UI issue. It is a DB issue. They are waiting for confirmation that the transaction has been replicated. Replication is often done in batches with a minute or more of granularity.

  14. Let's add: hidden UI by davecotter · · Score: 2

    may i just register my frustration with "invisible or hidden UI", the ones that you DON'T EVEN SEE until you happen to roll over the correct area of the screen? with no visual affordance, there's no way to visually discover that there's something to click on. i am dismayed and discouraged that Apple threw out their own very good "Human Interface Guidelines" to foist this insane UI design on us, and then, like Lemmings, the industry has picked it up and run with it, as if apple made some brilliant decision that they must now all mimic, to the suffering of actual users?

    1. Re:Let's add: hidden UI by dhaen · · Score: 2

      And don't get me started about disappearing scroll bars! Just stupid.

  15. My kingdom for a title bar! by BenJeremy · · Score: 4, Interesting

    Yeah, I could have told you this back when Windows 8 came out... oh wait, I did.

    Titlebars that don't highlight when the window has focus, monochromatic icons, CAPS MENUS... 30 years of UX research thrown into the toilet when Microsoft decided to turn our desktops into mobile "screens" and now with three 4k displays, I can't even figure out what window has focus and find myself always searching a sea of visually similar icons for the tool I want.

  16. Re:Fuck flat design by DontBeAMoran · · Score: 4, Insightful

    Apple removed skeuomorphism because it was "Scott Forstall approved" and Jony Ive had to put his own flat-looking-hardware-design into the UI itself.

    That's the kind of crap that happens when you put an industrial designer in charge of software user interfaces. By the same Apple logic, my day job is foreman on a construction site so I should be able to design prettier birthday cakes than a pastry chef, right?

    --
    #DeleteFacebook
  17. I wonder whether this inherent in flat design by hey! · · Score: 2

    or a case of designers who haven't figured out yet how to make the new design styles functional.

    The other day someone showed me an Android app that was confusing them. It had a "like" button that appeared disabled. In Material Design the widget would be called a "Toggle button with an icon", and here's the thing about it that particular widget: it only has two states: on or off; there is no "disabled" state. The visual cue for "not focused" looks to any ordinary mortal like the visual cue that other widgets with a disabled state (like the humble checkbox) use for "disabled".

    I'm retired now, but having designed apps and user interfaces for decades, I can follow the designer's logic here: I only need two states: like/not liked. A flat icon button look sooo much cleaner than a frumpy old checkbox, and if I need to disable the thing I'll just make it invisible. But the thing is users haven't read the MD design guidelines; they have infer what's going on from the conflicting cues MD gives them.

    Now the MD guidelines do kinda sorta steer you toward using toggle buttons in situations where they're unlikely to cause confusion, but design still takes judgment. And reading the MD guidelines, it strikes me that most people who need to produce an Android UI are presented with many subtle judgments to make when choosing between alternatives, and where there are a lot of choices there are a lot of opportunities to make bad choices.

    I think UI glitches happen for the same reason that security glitches do: not enough developer training and schedule pressure. MD makes it easy to create a UI that looks modern and clean, but your job isn't done when a UI looks good; it has to minimize the cognitive load on the user as well. To do that there's no substitute for closely observing an untrained user struggling with your app. Find every little bump that trips him up and file it flat, even if you have to use a dumpy old checkbox.

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    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  18. Its not a bug, its a feature by T.E.D. · · Score: 2

    The company wired up 71 users, and gave them nine sites to use, tracking their eye movement and recording the time spent on content. On average participants spent 22 per cent more time (i.e. slower task performance) looking at the pages with weak signifiers," the firm notes. Why would that be? Users were looking for clues how to navigate. "The average number of fixations was significantly higher on the weak-signifier versions than the strong-signifier versions. On average, people had 25 per cent more fixations on the pages with weak signifiers."

    If you're someone who subsists on ad revenue, this is a good result. Users look at ads on your website longer than your competitors. They look hard at your ads too, because they have to look hard at everything to find what's active. They probably click on ads more often too, in a desperate attempt to find the page controls.

    This reminds me of the early days of television, when shows were effectively produced by the advertisers, and their characters would seamlessly start talking about how great their sponsor's product was in the middle of the show. There were inevitably scandals, which eventually led to regulations separating commercials and the programs. But that hasn't happened on the web yet, so designers are perfectly free to be as confusing as possible about what's a website control and what's an ad.

  19. Re:Fuck flat design by DontBeAMoran · · Score: 4, Insightful

    The worst thing from Apple, still to this day, is the smooth plastic connectors to connect anything. Other companies have texturized plastic or even rubberized connectors, making them easier to handle and to pull.

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    #DeleteFacebook
  20. Re: Fuck flat design by tysonedwards · · Score: 5, Funny

    Itâ(TM)s almost like that flat, minimalistic design impeded your ability to quickly and effectively understand the content.

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    Thirty four characters live here.
  21. Re:Fuck flat design by green1 · · Score: 2, Insightful

    Apple also started the trend of making the back of your phone as slippery as possible so that you can't place it on a surface with any incline or hold on to it without a death-grip.

  22. Re:Fuck flat design by green1 · · Score: 2

    Taken from the link you cited:
    "Industrial design focuses principally on aesthetic and user-interface aspects of products" (emphasis mine)

    So, yeah, his failure to do decent UI means he's not good at industrial design either.

  23. the cult of just one pan by epine · · Score: 2

    He understood that he had to make it usable first, and worry about function and feature completeness later (or never.)

    Why do people always seem to forget that the "or never" side of this equation was once mere months away from tossing Apple onto the Adam Osborne junk heap.

    Furthermore, the "function" you are discussing is the belated arrival of a working virtual memory subsystem where one could realistically run two piggish programs at the same time.

    On the one side you've got the cult of the cast iron pan: everything I ever cooked, I cooked in this one pan (and it's the only pan I owned).

    Obviously, high in usability.

    On the other side of this, you've got a working commercial kitchen.

    Obviously, low in usability.

    In A Day at elBulli they document that a single service for 50 customers generates "2500 pieces of crockery, cutlery, and pans"—that being just the large or delicate excess over what already went into the commercial dishwashers.

    I actually spent a bit of time studying spaced repetition (Anki is much loved by the LessWrong crowd). When measured, it seems to work, but then you get personal testimony that runs against the grain:

    A vote against spaced repetition — 10 March 2014

    Eventually I realized what was going on. SR is testing your memory recall in a strictly single file measurement regime (ah, the glory of owning just one pan).

    I keep most of my notes in a wiki. Just the other day I rolled over 200,000 pages views in my own wiki. That's a lot of randomly spaced repetition of my own notes and ideas.

    It's surely not as effective when measured against carefully titrated SR in a single-file recall regime.

    But then I realized that every time I visit a page on my wiki, I'm recalling the context of the page and its contents on six dimensions simultaneously: why did I create this page, what have I forgotten, what I have remembered, does the structure read easily in a single glance, where can I amend a link for next time, what associations does it invoke against the grain of my present quest?

    There's no way SR would activate my brain as usefully when measuring in the eight-dimensional space I occupy by habit and preference. But there's also no way one could ever contrive a test environment to track progress in this messy "every burner at once" cognitive world.

    People who multitask in a distracted way might even benefit from Jobs' horrible legacy of raked rock-garden fixity.

    People who multitask in a deeply engaged way have no use for this single-file shit.

    Finally, the guy who said that the CLI is the "flattest" interface ever is full of it. Text remains the deepest representation humanity has yet achieved. Carefully supplemented with media (this is harder than it looks), it's but half a step shy of the mythical Vulcan mind meld.

    xkcd excels because Randall is really good at capturing the essential cliche of the idea.

    All those cliches originated in the One Interface to Rule Them All: also known as human language (a lifetime of practice required, do sign up now).