What Comes After User-Friendly Design? (fastcodesign.com)
Kelsey Campbell-Dollaghan, writing for FastCoDesign: "User-friendly" was coined in the late 1970s, when software developers were first designing interfaces that amateurs could use. In those early days, a friendly machine might mean one you could use without having to code. Forty years later, technology is hyper-optimized to increase the amount of time you spend with it, to collect data about how you use it, and to adapt to engage you even more. [...] The discussion around privacy, security, and transparency underscores a broader transformation in the typical role of the designer, as Khoi Vinh, principal designer at Adobe and frequent design writer on his own site, Subtraction, points out. So what does it mean to be friendly to users-er, people-today? Do we need a new way to talk about design that isn't necessarily friendly, but respectful? I talked to a range of designers about how we got here, and what comes next.
Khoi Vinh, principal designer at Adobe
lost interest right there
Only apps can app apps, NOT LUDDITE users!
Apps!
I would suggest monotonous command line editing of config files. I respect people who do that shit.
Prepare to be dazzled by ads from now on. YOU heard it HEAR. Tell all your friends. Tell all your bullies. Shout it from the rooftops. Then buy more shit you don't need, won't use.
It is not one that gives you half a dozen options (all equally badly described:: telling the user what they do, not what their effect will be) for half a dozen more operators. It will have intelligent defaults - possibly ones that vary, depending on circumstances. It will provide a clear workflow: top - bottom, left-right, corner to corner -- whatever, it will be CLEAR what to do first, next and to finish.
Having said that, it will still be possible for users to make their own decisions. A good design will not railroad a user into one single path, one single process or one single methodology. If it did, there would be no point providing a user interface.
I look forward to the day - at the rate of progress, in the dim and distant future, when user interfaces work like this. Without any "I have just crashed and wiped out all your work. OK" style messages,
politicians are like babies' nappies: they should both be changed regularly and for the same reasons
As long as it's different! Those people that do all the training on all this new bullshit, and the people who write all the shit articles about them - they need to eat too, don't they? If we stay with the same stuff that works, those people would be out of a job, and we can't have that!
designing friends for the user?
I believe the 'respect' that's being referred to is the type of 'respect' where you don't track the user, force them to do things they don't want to do right away (looking at you, windows update), or otherwise coerce the user from the position of 'we, the designers, know better than our users, who are dumb'.
You know. Actual respect.
Computer Programmers (I'm looking at you microsoft) need to learn that these things are important:
1. Appropriate icons
2. Minimizing clicks to task completion
3. Common control placement
4. Self-explanatory menu trees
5. Consistent menu trees
I'll give you a good idea how NOT to do it. Windows 10 is a mashup of numerous operating systems. You'll find control panels from the original 95, and new 'tile' or web-page-like looks woven together. You'll find some with buttons you push, and others with highlighted words you need to click. You'll find important features like configuring the lock-screen not under right-click display like you would expect, but buried deep inside the user-accounts system. And clicking to find what you want has gotten so counter-intuitive that most people utilize the typing in the search box to pull things up now.
I could keep going on, but Windows 10 is a prime example of how non-user-friendly programs from tier 1 vendors have become. Photoshop is a right up there too.
We need to keep understanding how people use (and expect to use systems). Nothing has changed. Do you want to change the name from Information Architecture to UX Design. Whatever (even though I think Information Architecture) is more descriptive and ought not be reserved for HCI (Human Computer Interaction) or for people doing Environmental Psychology.
What is the f**king use case that is better covered by "respectful" as opposed to "user-centric." I actually think that user centric is, in today's word, fairly close to an irrelevant qualifier. Who else is one doing design for? To enhance the prestige and psychic well-being of department heads and CEOs?
ooops. better not mention that else we'll have a new discipline called CEO Design.
If you're scared of your govt then you need to further restrict its powers
Vote 3rd Party in 2016 and beyond
UX: User Experience
GTUWTDD!
"What Comes After User-Friendly Design? "
As far as I can tell, user-hostile design does.
http://www.geoffreylandis.com
Reduce contrast and move everything around in order to maximize how pretty the interface is without any regard for how it affects users.
You think I'm kidding, but I'm not. Companies left and right are jumping on board with the Internet Of Things idea of using websites and smart phone apps to control everything. Those interfaces are increasingly dictated by design idiots who care only how pretty the interface is. The end result will be a generation of truly shitty interfaces that barely work, but look pretty in the ad copy.
See: Large-company games being developed/released.
They're increasingly marketing-heavy, while still increasing development budget... but they're using that budget to create pay-walled content INSIDE their full-priced software.
Basically, they're converting the software from a product, into a virtual salesperson, asking for more money.
Now, there's a landslide of jargon you could attach to this, like 'monetizing' and 'empowering', and 'whales' - but it's all basically just again, having the software itself act as a marketing agent, rather than a product.
When I went to a developer conference (PAX Dev) a few years ago, the folks there were already sick of it - but knew it was what they'd be asked to do, even on small teams.
The whole thing is a bit crazy though - like mutually assured destruction.
The audience size in general is increasing over time, the profit potential even for small groups is as good as it has ever been. This whole movement is largely based on fear of losing out - but it was never really needed before, and it's largely management demand rather than real need that drives this trend.
All someone has to do to reverse this trend is release quality software that provides what these products do, without the money-grubbing aspects, and the 'marketing-agent' mentality will die back, by the force of the greatest marketing tool, word-of-mouth (or social media).
For the time being though, the investor demand is, as always: Grab for everything you can, and the large guys comply with everything they have. I've been in the meetings - the software developers will do what they're asked, and the sad results are about what you'd expect.
I wouldn't mind more user-friendly design in the current day.
In my book, a perfectly designed UI is one that lets me do what I want to do without me noticing the UI at all.
Note that this isn't an endorsement of the current trend of "minimalism" -- which largely accomplishes the opposite of remaining invisible.
Have a "basic mode" for beginners, and also an "expert mode". In the expert mode, you see buttons and menus that let you fine tune the app's behavior. (The expert mode's buttons and menus would confuse a beginner, and clutter up the beginner's screen.)
Also include a button that resets all preferences to their defaults.
Boozer-friendly design
An interface that's easy to use when inebriated.
My UID is prime!
"Evil Geniuses in a Nutshell" by J. D. "Illiad" Frazer . Now get off my lawn!
As more options pile up, menus are becoming too big and deep to be useful. It's time to meta-tize options so one can search for them google-esque. Give each a unique ID so that one can bookmark them and even add their favorite option into their own tool-bar and/or menu as they choose. It could be kind of a friendlier version of Firefox's about:config tool.
If there are dependencies, then the "parent" option(s) or group-set can be also displayed. Old-fashioned menus can still be available, but not be the only way to access options.
And make the scope clear: is a given option just for the current document, all documents, all documents of current user only, a given domain, a given sub-domain, etc.
ruff draft schema:
options TABLE: // longer explanation // string, int, double, datetime, bool, path, etc. // out-of-box value // depends on app // id of optional group, null if no group // id of menu for the old-style menu position // synonyms to aid in searching
id
title
descript
type
value
default
scope_type
group_ref
menu_ref
keywords
Table-ized A.I.
"Unix is user-friendly. It's just very selective about who its friends are."
Anyone know who said it first?
"Slow down, Cowboy! It has been 3 years, 7 months and 26 days since you last successfully posted a comment."
Use AI to eliminate the user interface. Just do what the users want. Yes, you want to buy that, shut up.
Modern UI / UX design is a clusterfuck of bad design.
Everything that was learnt for the past 40 years has been thrown out the window. These morons are so focused on Form over Function that you get stupid shit like this:
* How dare we "clutter up" the UI and show the user a scroll bar so they can gauge spatial proximity. Now we have "endless" scrolling with no scroll bar -- so you have no fucking clue how far along the content you are. Want to QUICKLY scroll to a specific spot? LOL. Waste even more time trying to remember where it was. At least with scroll bars the slider position was a VISUAL MNEMONIC to help you remember roughly where it was.
* We get idiotic error messages that don't:
i) explain WHAT caused the problem in the first place,
ii) nor HOW to resolve it.
I just ran into one this week. I purchased an album off iTunes and only half the album was downloaded. Clicking on a song that was in grey pops up a dialog Item not available. No Shit, Sherlock. HOW do I _fix_ the problem ?! Really, there was no room to say "iTunes > Purchased Music" ???
* Worse, everything is "flat" so you have NO visual cue to tell what can be interacted with and what is purely informational. You are kept playing a stupid guessing game of "Can I press this?" In the past we had 3D shading for objects that you could interact with and flat shading for informational. From the _context_ you could figure out the UI. Now a days? HAHA.
* Gaudy colors are now "in vogue" because they have been smoking Hollywoods Orange and Teal crack pipe.
The only progress is that:
* "Search" has now been added to "Options" because who needs manuals, right?
* At least they are _finally_ starting to get a clue with 120 FPS. Consoles are still stuck on a shitty 30 fps.
Modern UI / UX people are morons. I fight with these people weekly where their latest design is always half-baked. Hell, just getting them to understand "mach banding" and the simple concept of adding noise to reduce it is an uphill struggle.
--
"Those who forgot the past are condemned to repeat it."
I believe the 'respect' that's being referred to is the type of 'respect' where you don't ...
Right. The Summary makes no sense; User Friendly and showing that kind of respect are unrelated and certainly not disjoint.
What comes next are interfaces tuned for levels of experience and intelligence, as well as options for speed vs. simplicity. A great example is the horrendous multi-step mobile friendly interface Paypal now uses to withdraw funds to your bank. It's so, so horrible, very slow, and designed to be used with fat fingers by people who can't concentrate on more than one thing at a time.
Maybe I'm getting old but I'm finding more and more "modern" UXs simply confusing and frustrating. I tried to book a plane ticket last week and found the entire experience undermining. Heaven help my grandmother try the same process.
Modern UX "designers" seem to have confused shiny with usable.
first there was interfaces,
then their were user friendly interfaces
now i give you, friendlier interfaces!
Apparently the crap we have now. I haven't seen a new user-friendly interface for 15 or 20 years. And get off my lawn!
WYSIWYG.
Whatever thinking went into the ribbon thing do the opposite!
love is just extroverted narcissism
After all, emacs does everything.
From TFA:
It’s a balance any designer with a brief to design an effective, engaging experience has to strike: “You want people to spend money on your game and you want them to spend time in it, but there comes a point where that can become detrimental to what’s good for them and what’s healthy for them.”
If you're wondering whether or not your UI is good or bad for the user's mental health, the problem is that your design has already gone off the rails and into unethical territory.
You're not designing a UI to be good or effective, you're designing it to be manipulative. Worrying about whether that manipulation is good or bad for your users is merely distracting you from the root problem.
Some designs encourage "errors". For example, the practice of making the "Close this window" button small and hard to see on advertisements.
You can of course do the opposite, making it big and red. Part of this involves making major decisions AFTER the product has been tested.
Good design should not be focused on "if the user wants this, they should do that." Instead it should reverse the process, asking "If the user does this, what is it they want?"
A good example is the horrendous, evil "Video that refuses to scroll away." When the user scrolls down to read the article, a well designed video would shut itself OFF not move down to block my view because of your desires. I clearly do not want to hear or see the video, otherwise I would not scroll away.
excitingthingstodo.blogspot.com
All software needs to have the equivalent of that 'List of Ingredients' you find on the side of a soup can. It should tell you exactly what data it collects, what kind of privacy you have, and how to switch it off. That information should be listed in a short, concise manner with a few icons that will make it easy to recognize. You should not have to wade through a 10 page legal document (after clicking though a dozen pages to even find that) in order to find out what it is doing with your information (assuming you understand cryptic legalese). The company should not be able to change the terms at the next update without throwing up a big 'red flag' and tell you exactly what they changed. Maybe we could even get some kind of standards body to come up with a 'Rating' from 1 to 10 about how intrusive a piece of software is (1 = saves your screen name, 10 = records the contents of your medicine cabinet) and make the software display it in the 'about box'. Adherence would be optional, but market pressures could drive out anyone who refuses to show the information.
Perhaps the "UX" hate comes from the fact that the term took off shortly before smartphones using capacitive touch screens became popular. Capacitive touch screens forced UIs to drop long skinny menu items and dense toolbars in favor of larger square icons that a finger can hit reliably, and large (80x45em to 120x67em) desktop monitors were ousted in favor of 20x30em phone displays that just can't hold as much information without having to scroll or otherwise navigate.
That's nonsense. After user-friendly design, everyone know that the thing that comes next is a better idiot. That's the natural progression. Once you come up with the perfect design, you'll find people that have no idea how to use it. Those are the better idiots.
"Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
Then we can talk about what comes next.
As a long-time Linux user, I vote for going back to the good old Unix way of get-shit-done-friendly design.
Why does it constantly have to change? Most people can learn less than friendly user interfaces (have you seen some of the stuff low-paid clerical staff have to use in 3270 terminals?).
What's totally obnoxious is having the user interface redefined every year because some new crop of developers has decided they need to leave their mark and they have somehow determined that changing everything is necessary.
IMHO, GUI user interface changes not driven by significant changes in functionality really haven't improved ease of use. The original Macintosh or Windows needed user interface enhancements when they went full-on multitasking, but by and large those interfaces were probably as functional as the flat, widget-and-gesture-laden interfaces foisted on us as improvements now.
Touch-driven, small devices like smartphones benefit from UI changes (physical use case and interface technology), but I really don't think desktop PCs have benefited at all from the UI churn.
See- The Animatrix: The Second Renaissance for theoretical examples of how this might go down. (Is already going down...)
After user-friendly design comes aggressive phonisation:
- Simple, clear, concise, discoverable menus are removed, or hidden underneath an utterly unclear icon, or somehow folded out into a ribbon that makes just about zero organisation sense.
- Bloody icons everywhere. And none of them represent a meaningful real-world thing, it's all about as understandable as Chinese. In fact they should go and label all those icons in Chinese; at least some significant fraction of the world's population will understand, and for the rest learning Chinese will not be any harder than learning 'hamburger', 'triple dot', or 'diagonal bar with half circle'. And there's the added benefit of learning Chinese, of course.
- Animation, animation, animation. It was a relief when I finally turned animated windows off on my new laptop (after a few hours); waiting for windows to melt in and out, menus to slide open, dialog boxes to fade in, etc. was really getting on my nerves. If a window opens, I want it as soon as the machine can manage.
We used to have a visual language that did a really good job at hinting what an interface was going to do. Buttons had a certain shape, checkboxes another, text input boxes yet another, etc. Nowadays it's a total crapshoot. A blank area might trigger an unexpected command. A piece of text may turn out to be a button while a neighbouring, visually identical piece of text does nothing.
We could have hoped for true resolution-independence instead of half-baked coordinate scaling, but nooo... Considering this was a solved problem back in the nineties it's a shame we still have to suffer through non-resizable windows and fixed-size fonts.
UX is not UI, UX is people who don't know software who get paid to obfuscate software. You are not computer people you are parasites.
Too many products still aren't user-friendly, so we can't be 'after' it yet.
I think they mean user friendly used to mean things like ergonomics, efficiency, simplicity, and the like, but more and more 'design' seems to be about things like getting the user to purchase stuff in a 'store' / getting them to install stuff they don't want but now must install or else lose out on some functionality they do want / or getting them to do things like run through a 'design maze' in a way that maximizes things the software owners can track and monetize.
So, if good software design should be about being friendly to the user's wants, and what we often get is the opposite, then maybe what designers are lacking is respect for the users.
So, to the question what comes after today's so called user-friendly designs -- hopefully it's designs that are actually user friendly.
What comes after? Stripping it down to the bare minimum and extinguishing any and all quality that it may have originally had.
Maybe we should actually make things user friendly before we try to go beyond that
That old webcomic covered a surprising number of very real user interface issues. It also covered office politics, and technological egotism, and interactions between complete geeks and other people. It's still surprisingly apt after being in reprints for years.
You misunderstand because you assume altruistic goals when it is evil, marketing goals at play.
The value of knowing your relative position within a sea of content is that using that information later to find your way back to where you were.
The places that implemented infinite scrolling did so because they want control over what you see. Infinite scrolling means that when you return to them you cannot jump right to what you want and will instead have to wade through viewing what they think you should be viewing.
The other reason such places use infinite scrolling is because it provides intermittent reinforcement for operant conditioning. Each visit you have to scroll a different amount to reach your destination and that is a powerful way to condition behavior (which is why the same approach is used in slot machines).
So the next time you encounter infinite scrolling ask yourself: does this site/app benefit from making me look at what they are promoting rather than just what I want to see? And does this site/app benefit more when I stay here longer by scrolling more?
There are some really poor UI designs out there. But generally the UI is somewhat of secondary issue. Many problems require deep domain knowledge to solve and we keep trying to build electronic systems that can be used without the prerequisite skills. Those will continue to fail. Things like Facebook are useful regardless of UI as long as it is even tolerable. So the issue is not UI improvement in most cases.
from history
User enters information, and poof a new discovery about themself is born. UI makes it easy for systems, not necessarily users.
Advertiser-friendly. In fact that comes before user-friendly.
And asking a bunch of designers about this has fox/henhouse issues, I think.
(I know, let's do a user survey on the subject of javascript popup windows, and if it comes out thumbs-down, that means everyone will stop using them, right? )
Back in the day when I was doing UI code, I strove to make interfaces "idiot-obvious without being expert-obnoxious" and figured that if you needed a manual (or man pages) I'd done a poor job of things. These days, I don't know whether to laugh or cry at some of the commercial efforts at UI design as, frequently as not, some ad pops up obscuring some item I'm trying to read and usually can't be made to go away without the click-through dance. Want to make UIs run smoother and look better? Take the freaking ads out. And get off my lawn!
If it's monotonous, then you're not doing it right. The point of text config files is that you can either edit them by hand or use tools to do it for you. *NIX has great tools for changing text files built into the system and if that's not enough, you can install Perl and do all sorts of crazy stuff.
For some systems, you can even load those files over the network and generate them procedurally so that you're not having to do them over and over again.
I think the next stage is going to be where they lose all pretense of caring about the user doing work and just load random cat videos from the internet.
So guessing at what a designer named a function is better than being able to read it from a coherent hierarchical structured list?
I see.
FUCKING FUCK this fucking shit. FUCK you and the fucking horse you rode in on you fucking stupid fuck.
I bet you're one of those people who runs a search indexer on their computer because they have no idea where their files are or what they are named. (I keep a working directory structure of over 300K files and I know exactly where they all are and what they contain. No search index here, the disk is active when I want it active and at no other time.)
Trees are natural. Dendritic structures are logical.
Oh, and fuck you and your fucking stupid horse and your stupid idea.
GUIs are lacking more and more visual clues to how they work. Programs are getting rid of menu bars or scrollbars.
In the past companies used to have usability testers which tried to perform certain tasks under supervision. This is gone now and, at best, replaced by much more primitive AB tests.
Essentially we are now at the level of 1990s film-gui designs. It doesn't matter if it's efficient to use all that matters is that it looks "pretty",
There's a topic that isn't clear cut.. What IS user friendly? there is no ONE user friendly way, as what might be user friendly to one person might be crap to another (believe me, these days a lot of designers have no grasp on what actually is user friendly).
After user friendly UI design comes the Flat UI that starts removing visual cues and functionality
Twinstiq, game news
You want to know what comes after so called user friendly? Look no further than your hand, because you are probably clutching one in your hands, afraid to put it down. Smartphones. Instead of being a good user friendly "tool" they have been taken over by the slim/stylish/colorful/fashion conscious types. When a new phone is introduced, they typically tell you or bring out the guy that "designed" the outer shell, who is typically some high end man bun wearing fashion designer. They will tell you how attractive it is, how sleek & stylish it is. Hell, you'd be lucky for them to even bother telling you how well it works AS A PHONE. And, in the past few years since they latched onto this stylish crap, look how the price has skyrocketed into the $1,000.00 range. Most smartphones in the "flagship" range, have build prices of LESS than $300.00, but "command" A THOUSAND dollars or more. Can't blame the manufactures if consumers are stupid enough to line up and pay that for "a phone".
Nothing actually "comes after" user friendly except user friendly. You seriously need to grok UI/UX better because "just, wow!"
The end goal is to reach an appliance level of usability. Do you need to read a manual to use a refrigerator? Do you need to receive special training to use a light switch? That's the end-point.
Once you've achieved "invisibility" of the interface, you are done with that particular interface - there is nothing after that. That is the goal.
Of course, you may or may not have really reached that end-point. So there is refinement. For the majority of designed things, there is no awareness of how people actually use the thing. These tend to be where the UI is the absolutely worst. Either no thought was put into it (no one ever did a "use case" at all - usually there should be a number of these explicitly documented) or the designer didn't give a shit about the user and only wanted to "pad their artistic portfolio with what they imagine is 'pretty' or 'professionally advantageous'".
The first computer I owned was a Commodore VIC-20. It advertised "user friendly BASIC programming language".