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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.

24 of 189 comments (clear)

  1. GetRidOfSubject by Anonymous Coward · · Score: 4, Funny

    Khoi Vinh, principal designer at Adobe

    lost interest right there

  2. Good equals simple by petes_PoV · · Score: 3, Insightful
    The most "user friendly" design is one that does the right thing every time.

    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
    1. Re:Good equals simple by K.+S.+Kyosuke · · Score: 3, Funny

      In those early days, a friendly machine might mean one you could use without having to code. Today, to me, a friendly machine means something you can fix by coding since it inevitably starts out broken (and not doing the right thing for me).

      --
      Ezekiel 23:20
    2. 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.
    3. Re:Good equals simple by Kjella · · Score: 3, Insightful

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

      Agree, most complex tools have lots of paths and it's entirely unclear where to begin but then again the application has no clue what you're trying to accomplish. I'm thinking of applications like Photoshop, Visual Studio, Excel, Notepad++, Resolve and a whole lot of others. Many, many layers of menus, toolbars, dialogs, tabs, window areas, settings, options and so on. I think that past a certain complexity there's no such thing as a particularly great one-fits-all design. So my pet wishes:

      1. Let me easily move things around. Like if I want to re-dock the windows, resize them etc. I can do that.
      2. Let me easily collapse/remove things I don't need. Or better yet, hide the less used options with an expander/under an advanced button.
      3. Give me a usable way to search for functionality instead of digging through menus and reading tooltips
      4. Offer some kind of preview/sample functionality where relevant. I'm not always sure exactly what to do.
      5. Proper undo/redo history or at least be explicitly clear on what can't be undone.
      6. Auto-complete/suggestions from past entry where possible/relevant, but please no assistants.
      7. Control over what changes/defaults are saved, like do I want the file dialog to start in the most recently used directory or the one configured.
      8. Try being consistent about how things work, avoid unexpected side effects, be clear in naming.
      9. If it's in the nature to be scripted, I love GUIs that build a command line I can copy and save.
      10. Don't make change for change's sake. At the very least offer a "classic" interface, don't force people.

      That would be a good start.

      --
      Live today, because you never know what tomorrow brings
    4. Re:Good equals simple by AmiMoJo · · Score: 3, Insightful

      11. Let me export those settings, so that when I install the app on another machine/VM I don't have to spend half and hour reconfiguring it.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  3. 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 Puls4r · · Score: 5, Insightful

      Oh, and as a follow up. You know the auto-industry has huge focus groups (usually done by email) where they present icons to people, like a trunk opening button. But they don't tell the people what it does initially - they ASK them what they think it does.

      Because if you have efficient button and icon design, you don't need menu trees and your dependence on language (and all the misunderstandings it creates) is decreased by an order of magnitude. Just have a British Person ask an American where a boot is if you want a good example.

    2. 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. Re:We Aren't to the Friendly Part Yet by JohnFen · · Score: 3

      Didn't improve my productivity over the old tool-bars (except where they fixed bugs).

      The ribbon is a great example of truly terrible UI design. It didn't improve my productivity, it decreased it. To this day, it remains a speed bump.

    4. Re:We Aren't to the Friendly Part Yet by edtice1559 · · Score: 4, Insightful

      I don't know whether they do these email focus groups or not, but if they do, they aren't very effective. My wife's car has a picture of a tire tread with an exclamation mark that indicates low tire pressure. Looks confusingly similar to a thermometer in water so you may think you have an overhead. The check engine light is useless if you have never seen an engine on a test stand. Honestly text would work way better than icons for these interfaces. A 16 character display with an actual text message would take up less space and convey more information. Of course it's not language-neutral which is a disadvantage but it's much more expressive.

  4. Next by Geoffrey.landis · · Score: 4, Insightful

    "What Comes After User-Friendly Design? "

    As far as I can tell, user-hostile design does.

    --
    http://www.geoffreylandis.com
    1. Re:Next by wafflemonger · · Score: 4, Informative

      When you read the article, there is a video at the bottom that autoplays. If you pause the video and scroll so that it is off the screen then scroll back, the video picks back up and starts playing again.
      I guess the author is testing user hostile design on us to see what we will do.

    2. 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; }
  5. What comes after user-friendly design? by jrq · · Score: 3, Funny

    Boozer-friendly design
    An interface that's easy to use when inebriated.

    --
    My UID is prime!
  6. 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

  7. 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."
  8. Re:What by Tablizer · · Score: 4, Insightful

    You can have all the UI research in the world, but a clueless PHB or marketer will likely override you with some stupid fad or whim. Science doesn't work on idiots and big egos.

  9. After? FIRST time is still a fuck up! by UnknownSoldier · · Score: 5, Insightful

    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."

  10. 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.

  11. 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
  12. 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.

  13. Change for change's sake is not friendly by swb · · Score: 3, Insightful

    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.

  14. Re:SJW design by mrclevesque · · Score: 4, Insightful

    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.