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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.

10 of 189 comments (clear)

  1. SANITY! by Anonymous Coward · · Score: 2, Interesting

    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.

  2. We Aren't to the Friendly Part Yet by Puls4r · · Score: 5, Interesting

    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.

    1. Re:We Aren't to the Friendly Part Yet by Tablizer · · Score: 3, Interesting

      I would kind of forgive Windows for bad UI design IF they stop moving shit around for each release. When they shift stuff around it doesn't appear to solve anything, just be a different kind of random. Same with the damned ribbon: it's still half-hazard, just a different half-hazard. Didn't improve my productivity over the old tool-bars (except where they fixed bugs).

      Consistently bad is better than inconsistently bad. Don't move my moldy cheese, for I've memorized the mold pattern.

  3. Menus obsolete by Tablizer · · Score: 3, Interesting

    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:
        id
        title
        descript // longer explanation
        type // string, int, double, datetime, bool, path, etc.
        value
        default // out-of-box value
        scope_type // depends on app
        group_ref // id of optional group, null if no group
        menu_ref // id of menu for the old-style menu position
        keywords // synonyms to aid in searching

  4. A favorite quote by mfnickster · · Score: 5, Interesting

    "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."
  5. Re:Good equals simple by goose-incarnated · · Score: 5, Interesting

    The most "user friendly" design is one that does the right thing every time.

    The Right Thing!(tm) differs from person to person, and may even change for a single person as circumstances change.

    For example, a menu-driven program in domain $FOO is great for a novice in that domain but as that novice turns into an expert in domain $FOO they will prefer using shortcuts and muscle memory for common tasks.

    For novices an exploratory interface is great - it allows them to learn the limits of what can be done. For experts a command interface is better - they already know what can be done and the command interface allows them to apply muscle memory to get things done.

    Anyway, this statement:

    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.

    contradicts this statement

    A good design will not railroad a user into one single path, one single process or one single methodology.

    Finally...

    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,

    I look forward to the day that user interface designers read "The design of everyday things" by Donald E. Norman and use it as a checklist against their designs before unleashing crap like Metro and Gnome 3 on the general public with the poor attitude of "You All Are Too Stupid To See The Greatness Of Our Design"(tm).

    --
    I'm a minority race. Save your vitriol for white people.
  6. Re:Next by Megane · · Score: 3, Interesting

    Fortunately, I practice "hostile-user design", and I already had the video player site manually blocked in ABP, for being a repeat offender.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  7. Stop being manipulative by JohnFen · · Score: 5, Interesting

    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.

  8. Desired Action Design by gurps_npc · · Score: 3, Interesting

    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
  9. Software needs an 'ingredients label' by DidgetMaster · · Score: 5, Interesting

    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.