Perfectly Cropped
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I've realized lately that I'm actually entering this zone. For the last 20 years I've been talking about how stuff like this is a nightmare for the "aging" community.
20 years is a long time, and now I'm falling into it.
The big one for me in this new version of iOS was that:
1) I couldn't figure out how to move my cursor around. It used to be perfect. I held my finger down, it let me move the cursor around in a word. Now you have to swipe the cursor to "grab" it and move it around under your finger. It feels like change for the sake of change when it worked perfectly before.
2) And I can't do a "select all" anymore. I don't even know where that option is and I used it all the time. Something tells me I have to swipe somewhere now.
We all become the "aging" population no matter how much we think we know tech, design, etc.
I think my biggest problem with all of this is that things worked. I liked that things worked, and I liked that I knew how to use things. I cannot figure out why things have to change. Or at least, put an option in settings to change back/forth from previous functionality. When I wake up one morning with nothing to worry about except work, and find out I now have to relearn how to use the same phone that has been in my pocket for 2 years.... this is irritating.
"Select all" disappears for 36 y.o. too, and I have no idea why and how to fix it.
Btw (not iOS 13 specific) when I select the word in browser the hovering menu has more options behind a minuscule right arrow that I almost always manage to touch outside, making the menu disappear. And I need the "second part" often. Sad.
Interestingly I did not know about it and only found out whilst complaining to a friend. Friend pointed me to this selection alternative, but it was not obvious.
Can't wait to show him on Monday... Lol
This 1000%. Working with text on iOS is such a pain now.
Or make it like iPad, where two fingers will move the cursor from anywhere on the keyboard and without any hold.
> I couldn't figure out how to move my cursor around. It used to be perfect. I held my finger down, it let me move the cursor around in a word. Now you have to swipe the cursor to "grab" it and move it around under your finger. It feels like change for the sake of change when it worked perfectly before.
I had no idea you could move the cursor this way! Until I read your comment!
I think it works fine although I still generally prefer the haptic/long touch spacebar method.
I always had trouble with selection vs placing the cursor, and it irritated me to no end. The long touch spacebar works great though and I still prefer it.
If you aren’t familiar with the long touch spacebar, give it a try. It temporarily changes the keyboard to a touchpad for moving the cursor. It’s great.
To my mind this is becoming a BIG problem in tech and I'm really saddened to see Apple falling for it. I guess too many people in a position to change things that feel like they need to justify their positions. Either way, it needs to stop. Sometimes good enough is good enough.
Android designers aren't doing much better though.
How to delete an app? Right click on the icon, delete. Kind of the same action on iOS as on Windows 95.
1. Hold down (long press? 3D Touch? I’ve never quite understood the difference) on the icon until a context menu appears. This is analogous to right-click.
2. Select “Rearrange Apps” from the menu - you need to know/guess that deleting is a sub-action of rearranging.
3. Click the familiar close icon that now appears.
Step 2. is the new one, and it introduces quite a lot of friction.
On the other side of the analogy, I think there was an easier (more discoverable) alternative to the right-click in win95 - certainly OSX - which was to drag the application to the recycle bin / trashcan.
I frequently support my mother for all digital things, and everytime I need to fix something on her iPad (or formerly her iMac, since then I put her on Windows), I too often spend several frustrating hours with a 50/50 chance of success. Android for my SO is the same, my god, it's a misery of UX, the absence of thought into human cognitive flow reminds me of old Windows sometimes.
To be fair I think we're seeing one downside of an agile ecosystem where things are much less holistic, much more disjointed than with previous waterfall, major version box paradigm. It'll take time before we collectively learn how to address these issues under the (relatively) new DevOps model. Things are moving fast, faster than ever; UX requires time. There's a fundamental tension here, it's not an easy problem.
Sometimes look back at MacOS 9, even with its numerous issues and marvel at how good a lot of the UI/UX was.
Ah, this would explain that. I seem to remember that he did not want to deal with software design, but pretty much had to to fill the gap after Jobs passed away. something along those lines. I'll cut him some slack for the monumental achievements in his career, but Apple as a company should re-think their UX strategy for the 2020's imho.
And thank you for a nice trip via MacOS 9 memory lane!
Remove that someone who didn't just look at software as an accoutrement to hardware -- but as a necessary, functional part of that hardware (skeuomorphism was the natural outcome of this worldview), then replace them with someone who reveres form over function and we end up where we are.
Still missing Scott Forstall.
But apparently he's taking a (probably much-deserved) time off from tech, so more power to him.
Apple targets computer shoppers, not computer users.
Apple used to be much, much more than marketing; in fact the very smugness of their image and marketing comes from their unprecedented domination over computer-user satisfaction, superior design language that contributed as much to art as it did to tech, and so on and so forth. Even typography, one of Job's first huge intuitions and success, is a true user's benefit well beyond the looks.
I'm particularly harsh with Apple these days when I criticize their choices (UX, UI, manufacturing quality, product design, pricing, whatever), but that's because I hold one of the world's biggest company to much higher standards than what they're currently outputting; and I did not set those standards — they did for themselves over their own history. That has been their true gift to the world.
The only thing that I've noticed is that when I use Sonos, it hijacks the volume button (so that the volume on my phone controls the volume of the Sonos speaker), but when I stop using Sonos (like leaving the network or doing something else that uses sound), the Sonos setting is sticky. I usually have my volume muted, but after selecting a song on Sonos my local device volume is adjusted to match whatever the Sonos volume was.
Apple was one of the pioneers of it with it's always changing skeuomorphisms followed by its plane design trend. Their marketing has been mocking the stability of their competitors since forever, and only stopped when that stability went away.
That said, I'm peaceful with he fact that I can't access most of the features of my phones (I use Android, that while not being a pioneer has followed quite passionately). That also helps restricting my dependency on it so I have the option of not being spied on and avoid problems once the functionality goes away.
It is very unlikely that people are changing things just for fun.
Why is that very unlikely? Many of these changes are not objectively better: they're just different and sometimes arguably worse. If you and your team decide you don't have anything to do for the next release, guess what happens next.
Scenario 1 is that Apple has enough money, time, and manpower that they are constantly doing user studies, in-person and via survey, to see how people currently use and learn to adopt the product.
They find out that moving the cursor is something that people want to do often, but that the current method has some problems. It is hard for new users to discover, and the tap and hold takes a long time if you're doing it frequently, like in a text revising workflow. The magnifier was useful for the old low-res screens, but less helpful now that everything is retina.
They implement a few different approaches, and measure them against the old method. In their previous tests, they've seen that one thing new users try is dragging the cursor directly, so they try making that work, which is more discoverable. It's faster because you don't have to wait for the long press. They add some feedbacks so you can see both where it's tracking your finger, and where the cursor will drop in the text. And if those feedbacks aren't precise enough, you can use the spacebar trackpad method. In their benchmarks, the combination of the methods is easier to discover, and a big speed improvement.
They know that some users will hate being forced to change, because nobody likes being forced to change, but they honestly think it's worth the improvements. They take their findings to management, who personally try out the new methods and approve the change.
Scenario 2 is that Apple is such a large company that nobody really knows what other people or teams are doing, even management. There's nothing pressing for the UX teams to work on - I mean, aside from the AR HMD and the car. So, they decide to change up one of the core interactions of the company's most important product. They don't need to justify the change to upper management (all of whom use the product heavily), so it just sort of slips under the radar.
If you've got a more plausible scenario 2 I'd be interested to hear it, but yes, I think scenario 1 is more likely.
It should come as no surprise that if you ruin your UI, "engagement" goes up, because people are dicking around trying to figure out how the hell it works now. Unfortunately, statistics are hard, and nobody really knows what they're doing, so I don't think the organization is always aware of this kind of stuff.
A manager who loses all his staff isn't a manager.
The other day I opened a Vue project from 2-3 years ago and after installing deps with NPM it reported something like 50 critical vulnerabilities. Fine, I'll update dependencies. After doing that nothing worked anymore. The Webpack config didn't work, the Webpack loaders for Vue didn't work, etc. I had configured this project with an "old" version of Vue CLI and now everyone had moved on from that and changed their APIs.
I had a similar problem with an in-house Electron app from 3-4 years ago. A user reported a problem running the app on high Sierra. So I updated Electron to the latest version and compiled but then I got some new errors because Electron changed something and it broke Gulp. So I updated Gulp and turns out they changed their API too and I had to change the logic... I lost a day with this.
You can open an old jQuery project from 10 years ago change some stuff and everything just works, even after updating jQuery to the latest version.
Combined with the current culture of "evergreen" software that is always connecting to online sources (even if it's installed locally), applies automatic updates, and doesn't support old versions in parallel with newer ones for extended periods, it's like we've regressed at least a decade in the quality of the software we use. Although next week it could be 13 years. And if you refuse to play, you don't get security or compatibility updates either.
The likes of Google, Apple and Mozilla bear great responsibility for actively promoting the evergreen and ratchet models: browsers, mobile operating systems and web and mobile apps have probably been the main drivers, and Apple has gone even further by weaponising its control of the app ecosystem via its App Store monopoly. However, it's not just web and mobile that are broken; more recently, it's been creeping into desktop applications and even desktop operating systems (Windows 10) as well.
Just as it's been the case with user-facing software, so it has also been the case with development tools. We seem to have trained an entire generation of young developers now who have no concept of maintaining stable APIs, using open standards for data formats and communications protocols, designing for compatibility and portability, and so on. Perhaps unsurprisingly, this is also much worse in the worlds of web and mobile development.
It's a plague, and we need to kill it with fire.
Would a team choose the same tools if they were starting those apps with a blank canvas today? Probably not. Is anyone going to throw away a decade of working code to rewrite the apps that already exist? Also probably not.
"Options/other"-icon before: 3 dots ( https://cdn1.iconfinder.com/data/icons/android-user-interfac... )
"Options/other"-icon now: 3 horizontal lines ( https://cdn1.iconfinder.com/data/icons/android-user-interfac... )
I liked the 3 dots because it was natural for me to associate it with "etc...". I don't know what the 3 horizontal lines are meant to represent, but I know that it's really difficult to explain to my parents and that they keep forgetting its meaning because they cannot associate the symbol with anything :(
Similar thing with the "back button"-icon ( https://icon-library.net/images/android-back-icon/android-ba... ): it's an equilateral triangle, maybe pointing to the left, or maybe to the top/bottom right corners, or maybe just a "triangle" (associate "triangle" with "back"?) depending on how you think. I'd prefer a less stylish but classical arrow ("<") than that.
Etc... .
If there’s no cursor yet, you have to 1) tap somewhere to get a cursor to appear, 2) drag it where you want it.
Super annoying to change such a basic, useful functionality.
Companies hire too many designers, developers, project manager and product managers which means they must do something to occupy their time. Bug fixing is boring. Writing something new is sexy. Sexy > boring so you get a "new and improved" version.
(A simple example I discovered before I devolved to this level - when looking at messages on an iphone, swipe and hold left to see the sent times. Did you know that? If so HOW DID YOU KNOW?)
Somehow this doesn’t seem to work for everyone. Not sure if people just ignore the tips app notifications or if they don’t get them for some reason.
It’s a normal app you can run any time. I just looked and the cursor movement as well as peeking at the times of messages are both in there and demonstrated.
The gestures became more single purpose.
I get it that we like the way things work and when they get changed it’s annoying.
But unless you think the phone has reached the perfect interface with no room for improvement, you should continue to expect things to change.
If you do think it’s perfect, well, good for you. Stop upgrading, and you will at least have a few years of stability.
Evolution is good, but the right pace is not always the fastest one. It can of course be faster for phone UIs than car UIs, but every change is still a potential hassle for all your users and should be carefully considered even if it is, objectively speaking, an improvement.
And I still don't want to spend 20s. You can call that silly, and you're not completely wrong, but watching some stupid iMessage tutorial in my prescious free time isn't exactly something I want to do.
Three ways to move the cursor, from most reliable to least:
1. Hold down space bar and you'll enter a mode where moving your finger moves the cursor.
2. Drag it from its current location to a new location. This gets finicky, especially if you move your finger out of the text area; the cursor will move to the end of the text, but the highlighted bar that represents where you want to place the cursor will move around on the last line of the text. If there are non-text elements (images, etc.) in the block, then this will be unpredictable in where the cursor ends up. Also your finger blocks the text and there's no more magnifying glass.
3. Single tap in the text to place the cursor -- but if you tap on a misspelled word, it will go into "suggest replacements" mode. Double tap selects a word, and triple tap selects a paragraph.
To select all, you have to have a free cursor (nothing selected) and tap on the cursor itself. To avoid accidentally double-tapping (and thus selecting a word instead of bringing up the context menu) you have to make sure that you wait a beat before tapping again.
To paste (most to least reliable):
1. Do a three finger unpinch gesture, and it will paste at the cursor.
2. Enter the select all menu above and tap on the cursor (same caveats) and one of the options will be paste. But very often the second tap will either activate a double-tap (and thus select a word) or move the cursor a little bit, making a precise paste difficult.
How many iPhone users attentively watch WWDC or read each update's (often incomplete) release notes? 1%? 3%? 5% tops? Why roll out a feature when 95% of your users will need to discover it through trial and error? A relatively juvenile UX mistake for such a mature company, but seems to be their MO these days...
Unfortunately that would require that end users a) read such information (given the truism that "users don't read"), I would ouputr this at a vanishingly small likelihood, and b) summoned such information to mind when using their device.
The only people who would read this sort of information are techies it closer techies. It's certainly not my aged mother.
The real solution is to stick with some time proven UI techniques. As the author says, like scroll bars.
Instead, we have form over functionality writ large.
I totally agree, but just want to point out that it may be 5% of developers who follow these. Of the general use base in total? I'd assume it's rather about 1/100 of one percent, or one in ten thousand people.
Video games do this a lot, too. I’d play more games but it’s always a one-hour commitment to get started between opening videos and tutorials.
Then, 2 months later, I want to change the colour scheme in the Weather app. Can I remember how? Or even remember where I saw to do that? Or even find the right tip? Obviously not...
I'm the customer. If your customer has a personal issue with your product, that's your problem, not theirs.
I'm not holding the phone wrong!
My C=64 came with a thick reference manual, with circuit schematics in the back. Every computer I've bought since then has had a smaller manual. I think my smartphone came with a small pamphlet with a couple screenshots.
It seems you're supposed to learn how to use electronics these days by having people say "oh, don't you know?"
It’s just that often they are not, and both good and bad design comes without a decent manual.
It feels to me like it happened around the time of the first iPad. That was such a usable device (and OS X was just about at its peak of perfection at the time) - I remember just opening the box, turning it on, and everything being intuitive. I’m 99% certain scroll bars were still present then, for example.
I don’t think we ever really made the transition from paper manuals to online help very well. Some apps need additional help, and some even make it available, but I rarely see people-in-need actually making use of it. Heck, they rarely even consider googling for help (the issue in the article can be worked around, at least, with a google search). At least with a physical manual, you knew how much help was available/necessary for a given app - that’s just not the case with 'software help' or help online.
The problem is that modern UI's can do so much that some has to be hidden so the common use cases can be easier, but users never go into the tips app or online help books to find out what was hidden. Pushing notifications spams users who don't want to look there, so we instead have our current situation /shrug ️
Source: used to work on the iOS tips app and help.apple.com/$productname help books at apple.
Bollocks. The "modern UI" can't do anything that much more that Windows 95 wasn't doing already. Too bad the touchscreen became standard long after anyone cared about good UX, and so the UI paradigms are still struggling with this new kind of hardware.
There is no reason ever to hide the scrollbar, which is not only a control, but also an indicator.
The UI designers don't hide it for the sake of good UX, it's for the sake of being "brave" - leading to articles like this.
Even the very thin and translucent ones that just function as an indicator?
iOS, on the other hand, is a byzantine mess of nondiscoverable gestures, meaningless hieroglyphic buttons that you have to blindly press to see what they're supposed to do, and general UI antipatterns. This isn't the only post on HN today about modern UIs, prompted by phonisms, regressing functionality. There's one about scrollbars too, which is another area that Apple has lead the charge on messing up.
I sneered at the pinch/unpinch copy/paste gestures when I first read about them. But Apple's implementation, at least on the iPad, is stellar. I'm still not used to it, but when I remember to use it, it works flawlessly every time.
And there's even a little feedback bubble that pops up at the top of the screen letting you know you did something. That kind of feedback in invaluable, and desperately lacking in this era where programmers look down on feedback animation as superfluous.
Crazy! Apparently there's a whole set of commands accessible this way, most notably three finger swipe left = undo!!! This is a significant improvement. They could've told me while I was painstakingly shake - confirm undo - shake - confirm undo - shake - confirm undo ...... ing!
How is that an improvement? I get that the shaking gesture is horrible, but this one is not better: a three finger swipe is unusual, impossible to discover, hard to do. I don’t get why swiping left, usually associated with going to the right (= forward in Western cultures), is here used to undo (= going backward).
I've been trying to get the show desktop gesture on my mac right for years. You know, the one that "windows-D" was doing so loyaly for ages.
My habit is to arbitrarily swipe as many fingers as I can find available from center of trackpad outwards. It used to take me ~10 trials to get it right.
And now, enlightened by this random thread, I suddenly figured out I actually need to swipe 3 fingers upwards and one downwards simultaneously. This is the greatest Epiphany HN had given me since https://news.ycombinator.com/item?id=13651148
put four fingers in the center of the trackpad- not touching each other, but very close. then naturally spread them apart.
Classic car comparison: imagine every time you took your car in for a service, the mechanics not only fix any problems, fine-tune the workings, and give it a clean, but they also 'improve' the controls. Your automatic becomes a manual, you gain acceleration but lose top speed, and your indicators switch with your wipers. It would be an absolute nightmare, up with which no one would put!
Specifically, either long-touch the space bar or force-touch any letter. Just don't force-touch the left side of the screen, which will invoke the app switcher.
FYI: Triple-tap is for sentences. Quadruple-tap is for paragraphs.
Text selection is the one area that the lack of 3D Touch affects me the most, and I am truly upset about it.
With last year's phone/iOS, you could 3D Touch anywhere on the keyboard and enter a cursor-move mode. This was replaced with the spacebar thing, which is fine.
But then while moving your cursor around in the old version, you could 3D Touch again to select a word, again for a sentence, and again for the paragraph. I could select text so easily! This made deleting sections or copy/pasting bits of edited text sooooo much easier.
Now it's significantly worse. I can move the cursor fine, but then to select text I have to use my fingers to tap on the text directly and it's much more difficult to be precise. (Why? Because I can't see through my fingers, surprisingly. You can see through a cursor just fine.)
Sigh. I'm really disappointed in this change specifically.
4. Deep press anywhere on the keyboard to switch to cursor moving mode.
On my iPhone X, I used this all the time. With the iPhone 11, there is no substitute: you cannot long press on anything but the space bar to move the cursor. Also, a deep press was quicker to activate, a long press takes a fraction of a second longer. It's a bit annoying.
https://www.macrumors.com/how-to/use-text-editing-gestures-i...
FWIW, I recall being shown some of these new gestures (cut and paste, undo) in post-update iOS 13 splash screen of some kind.
By contrast, when I hardware swapped from XS to 11, nothing prepared me for the loss of formerly oh-so-intuitive 3D Touch. I’d read about it, didn’t realize how second nature it had become. I often saw others struggle with or unaware of 3D Touch, so my guess is Apple metrics showed it wasn’t as widely used as they’d hoped. The other positive is consistency, as I occasionally attempted 3D Touch on iPad or old phones and felt stymied.
At age 56, it's hard for me to see where the cursor/insertion point is, especially because it's blocked by my finger when I try to move it.
You can compensate a bit by grabbing the cursor from a lower spot in the I-bar, to the point where you can basically grab the cursor from entirely underneath (ie, touch the cursor as if it was a line below where it actually is), but discovering that was a lot of trial and effort on my part, and it's still not quite so useful as the magnifier was.
The long touch spacebar method still works great for cursor movement and it’s my preferred way.
Also, that’s weird about the select all. Still works for me, but I can’t be sure the behavior didn’t change.
It doesn’t seem possible to do this using the long-touch spacebar approach.
I fired up my old launch day iPhone a few weeks ago. The phone works great, though some of the apps no longer have services to connect to (Weather, for example).
What struck me is how intuitive iOS 3 was to use. Everything seemed more (to use the parlance of our times) "discoverable."
Maybe part of it was just remembering how things work, but it seemed like a much better experience than iOS 13.
Also, as much as people on HN enjoy bashing skeuomorphism, the fact is that it works, it's intuitive, and is 9,385% more user-friendly than a bunch of identical Playskool-colored squares with no demonstrable function.
And the single button model was incredible as well -- "stuck somewhere? Press the button. Want to switch apps? Press the button." It was guaranteed that the button was not controlled by whatever app you were in; now all the gestures and sliding stuff means that half the time I'm stuck doing some in-app operation when I really want to do a "phone" operation. And I'm on an iPhone that still has the button! I dread the moment that I'm going to have to give it up.
I overheard several people talking about this when I first started thinking about UX and sure enough within a couple years I was making some of the same sorts of “mistakes”.
With a lot of hardware-only workflows, muscle memory training happens by default, which also means that they "get away with" really poor UX ideas at times. With software you can have some mixture of defaults/presets and technique. It's not worthwhile to try to customize all of it(good defaults are precious, early-binding forms are valuable) and technique usually suffices for covering the remainder. But technique is less discoverable than a settings menu, as well, and swipe-and-tap techniques are extremely so since they operate on many dimensions. Compare the new iOS gestures to chorded keystrokes - once you know that chording exists, you can learn any new one given some time.
The new iOS UI/UX is horrible and it's extremely difficult to understand how the hell to navigate anything. Part of this is the obsession over gestures in place of buttons, the size of the screens and distance of the swipes also makes it difficult to use with one hand (I can't use my thumb to unlock the device), apps are completely unintuitive, and there seems to be an obsession with presenting new data at you rather than keeping the same pathways to find previous data giving me a sense of always being lost in every app.
The Podcasts app might be the best example of a horribly designed product. I can't believe anyone at Apple is actually using that app.
I'm going to stick with Apple due to privacy concerns for the time being, but I'm really upset with my purchase.
Is there a way to dismiss them with a single gesture like on Android? I haven't figured that part out, it's weird since swiping it right opens it, but so does tapping it, and swiping left opens a Manage | View | Clear All (x) menu.
It's so hard to use this thing with one hand...
edit: it takes me about 2.5 seconds to dismiss a notification with that action. I don't know about y'all but I dismiss notifications way more often than open them. Seems like it should be just as quick to dismiss it as open it.
There’s a similar behavior with the swipe gestures throughout iOS. In the Phone app, swipe left on a voicemail to show a Delete option. Keep swiping, and Delete fills the whole cell. Release when it’s expanded to trigger Delete without an extra tap.
Pretty much all I care about in an app is discovery (does it list related podcasts?), organization (does it keep my listening history), and playback ordering (does it support chronological | reverse chronological | custom playback ordering for episodes of the same podcast?).
Meta comment. It's interesting to see the debate on HN between optimizing for power users versus lay users. For the latter, we cryptic settings and/or hidden functionality. For the latter, we get a limited set of communicated functions.
Every time I start an episode I immediately just to the nice "jump 15sec" button that's in the lower right so that I can skip the lead-in ads. But I've found that button to be terribly unreliable. As I find myself jamming it over and over trying to skip the ads that I'm hearing.
What I discovered is the contact patch for the button is actually quite small, so you have to just delicately tap it with the tip of your finger so that it doesn't register touch outside of it boundary. Super frustrating when the clear boundaries of buttons disappears back in the dawn of "all things flat".
Note this may have improved in iOS 13 but I have yet to upgrade.
Almost every time I need to change something on son's aging iPad (2012 issue, updated to latest iOS but is before cut off point for iPad OS) it seriously risks defenestration.
Parental setup including App store restrictions is the absolute worst, followed closely by the scattered application settings.
If only there was an Android tablet that was as well physical engineered. Unfortunately they don't really come close.
So his iPad is for educational apps only, and I got him the newly issued Switch for gaming. The quality of the A grade titles is astounding, well worth paying; none of the ad ridden crap that's par of the course on the iPad. And even though I'm missing some granularity, their parental controls are a textbook case of fantastic UX work by comparison.
The companion Android app lets me easily define and monitor daily limits; it just works.
Rearranging icons in folders is still a clusterf--k though - am I the only one that ends up fighting sometimes just to a) get the icon into the folder I want and b) actually keep it there without accidentally scrolling the screen, accidentally dragging it out of the edge of the folder because I'm trying to page it to a particular place?
What I'm noticing with iOS in particular is that lots of 'hidden' functionality is creeping in. This is something I remember Microsoft getting criticism for with Windows 8 -- non-obvious gestures like swiping from the edge of the screen to bring something up. Apple seems to have wandered down that same road.
It used to be possible to explain most of the mechanisms and concepts in iOS with about a ten minute tutorial. Now it feels like every time I see my parents I have to explain some new concept or procedure to them.
oh look I accidentally moved this icon between two others and it reflowed everything and the last icon in THIS screen is the first on on the NEXT screen and this cascaded to the next few as well, now I get to move them all back, joy!
It's especially fun when you are trying to put an icon into a folder in the last slot in a screen and it slips to the next page instead. JOY. UNMTIGATED JOY AND DELIGHT.
And I still hate how you can't have any organization for your icons beyond "all of them crammed up towards the top left of the screen". I still miss that from Android and I still miss that from the days when there was a usable jailbreak.
How many promotions in your life did you get by not changing things? Or by doing the exact same thing as the guys before you did?
i ended up giving the ipad to my 5 year old as his toy and the other day it died completely.
i guess i will never know.
Previously when I got an update I would think ‘oh, that tiny annoyance is finally gone!’, but now I just thought ‘why in fucks name did they find it necessary to change this’.
he was furious, and crying, and shouting... "i don't want any f* upgrades! just leave my f* computer alone!! i never asked for any of this, i just want to do my work"
i dont' spend a lot of time at the house any more ... and i didn't know what to tell him, so i hugged him. later i brought up linux (again) and i think we'll get to that place soon, so that he has a chance to learn before age sets in too much further.
Now you can tap anywhere to more the cursor there. Before you had to do some sort of cursor grab I think.
You say "under your finger" but obviously you'd move your finger down or up so you can see where the cursor is going? There's no swiping gesture needed anywhere, not sure what's that about?
I do remember it being very annoying to move the cursor before. Now it seems much easier. I'm happy, that's one data point I guess. And yeah, I'm getting older. My father, now 70-something, says he likes it, too.
No, yeah you do, you just said it in the previous paragraph: "And since iOS (and in some places now macOS, too) doesn’t offer visual affordances like scroll indicators, she had no idea there was any content further below."
I don't feel bad being critical of their UI choices, precisely because Apple was the company that made a big deal about UI and how far ahead of the poor hopeless gray conforming IBM Microsoft masses they were. And I mean, yeah I would've bought it, back then. Their stuff at its best was always a holy union of simple, functional and beautiful. But function came first, then simple, and beautiful arose from that, kind of in the Zen sense. Kind of like how a well-crafted hammer can be beautiful even though it's just a hammer. But at some point they went whole-hog into putting "beautiful" first, probably because that's where the money is. If you're not careful with that, you wind up being beautiful and stupid like the popular kids in high school. A beautiful hammer with no handle is just a crappy piece of shit. Even though it might be a great hammer(head), it's crippled by its lack of a proper UI.
Honestly I rarely ever use any button in the "share sheet" except for Copy or Copy Link. Every time I open it I'm just searching for those Copy buttons. I'll "share" it myself with Paste. Idk how "sharing" ended up like this.
I think the issue is now that their products become weirdly tacky looking from being functionally weird. The notch, the Touch Bar, the overladen gesture menus... it’s all kinda aimless and floaty. Let’s not even go into how they turned a MacBook workspace into dongle central.
My next personal laptop will definitely not be a MacBook at this rate.
I wouldn't even care about the Touchbar if they left the rest of the keyboard alone, but apparently the escape key was seen as an unimportant key.
I also like that volume and brightness are both sliders—I find the gesture of tapping the volume on the Touch Bar and dragging my finger up or down in the direction I want better than pressing a button a bunch of times until I’m at my desired volume. There are other things I like about it (and others I don’t).
I think it’s ok to like aspects of the Touch Bar and dislike others—it is possible to iterate to something better by being specific in one’s critique about what is good and what isn’t rather than just tossing the whole thing out (which is personally what I’d like to see...and maybe I’m in the vocal minority here).
It is always the same size. It never moves. It is always there.
And because the keyboard is already pretty thin the difference in feedback isn't that significant.
I'm a longtime user of vi keys. I use them in Emacs Viper, vim in a pinch, and everything I can that uses readline. As such, I use the ESC constantly and I truly don't understand why people find it such a problem for ESC to be on the touchbar. It's just a slightly different feel but since it's a reach anyway, having a low-effort key there works for me. I don't know if I'd call it better but it's definitely fine. I've been using a touchbar Mac for all work for at least two years (I'm on my third--I don't remember when I got my first but it was around then) and it just isn't an issue for me.
On the other hand, since I use an alternate keyboard layout (Dvorak), it's quite nice to be able to put an input method switcher on the upper right of the touchbar that displays the current layout and allows me to toggle it. It was critical for years to be able to do this just to be able to practically use Yubikey hardware tokens, for example.
I also like having a screenshot button with an actual icon where I want it and to discard some of the control locations of the hardware function keys. Similarly having a lock screen button next to the fingerprint sensor is useful.
This makes the touchbar a bit better than function key buttons for me. Of course I could remap or reassign function key buttons; but for me function keys are infrequently used, so the icons and being able to create my familiar and preferred layout is a help. I use a different platform with function key buttons for a personal laptop, and while I have a button for ESC the rest of the function keys are comparatively less useful to me.
It gives me (always in the same place), currently playing song in Spotify with << || >> controls, weather tappable to see forecast for current location, a scrollable emoji keyboard, battery display, and standard brightness volume controls. Ctrl and Alt give me other modal contexts. All of those are nice for interacting with my host OS even if I'm, for example, working inside a VM at the moment.
Edit: it also prompted me to map escape to capslock, and now I wish that were default everywhere.
Edit2: having a scrollable emoji keyboard handy is honestly awesome, since I do most of my SMS messages through my computer.
I'm fine if they just re-print the old sacred & holy Unibody with recent hardware, X62 style.
Perfection cannot be improved.
Guess what I bought with the insurance money:
A PC laptop.
You just need to customise it using something like BetterTouchTool which allow you to execute sequences of actions or invoke menu items.
The ESC key isn't that big of a deal to me, it can still be used while touch typing. I have maybe one miss per month or so.
I'm happy to cop a bit of temporary pain in the pursuit of standardization. It's the one thing that actually isn't shitting me about my work Macbook.
Why does my magic mouse not charge via USB C? My keyboard? It has been years now, why hasn't this happened within the company? Shouldn't Tim Cook be banging a pot and pan outside every team's door asking why they haven't gotten with the program?
It’s really double spreak on their end. I don’t give a shit about the new fancy features. I just want Apple to simplify the gajillion cables and converters I need to carry around.
This happens to me so often it's ridiculous. Maybe because I'm just used to seeing a scrollbar if there is a Y-overflow, and people that grew up with this system know to -- I guess just like try scrolling every interface and see if it scrolls or something? I dunno.
For anyone else in my boat:
System Preferences -> General -> Show Scroll-bars -> Always
On mobile I'm fine with hidden ones. Since attempting to scroll down never has an unintended action (I'm sure someone on the Internet can name an exception, but I can't name a single one so it's not the common case) I always just try to scroll and notice when it doesn't go further.
Maybe for desktop, it might be solved by having a free spinning scroll wheel. Then you can flick like on mobile and nearly never need to actually drag the scroll bar. In the rare case that you do, you can still grab the one that appears on demand (like in many mobile apps), and by appearing on demand you have a visual indicator of how much more there is. (The home/end buttons also go a long way, but one doesn't always want to scroll to the end or use the keyboard.) But until we universally have such mice...
The most frequent one I've seen on Android is swiping down while (almost) at the top, and the entire view refreshes. This is mostly in the browser, which simply reloads the page after a few seconds (resetting any text fields you may have modified) and in this case the gesture can be cancelled by reversing it. Unfortunately, if the browser or app has been open for a long time (say, I've left a news app open for three days), the view can be quite different once it finishes reloading, and can be impossible to get back to where I was previously.
Lazy-loading content can also cause issues when offline if the placeholders don't update (Materialistic, the app I'm using now, has both these issues).
Occasionally I'll find an app that likes to do annoying bouncy things with the view when overscrolling the bottom of a list, but that's fortunately rare.
You can make a scrollbar that "ghosts" over/under the content.
It's the definition of false simplicity.
Everyone followed suit because Apple Keynote events just made everything look so magical, and Mac/iPhone snobs were taken seriously by the dumbed-down press, and now Windows laptops and keyboards are like their previously-less-functional MacBook counterparts.
I always thought 'below the fold' was so overused or at least only for people who never use a computer, but I guess that's definitely wrong.
I disagree, because you're not calculating anything. You just see the existence of a scrollbar and know immediately that the content exceeds the viewport and you can scroll. That's it. It's at least an order of magnitude faster than the alternative of "checking" because it happens instinctively without the slightest motor movement.
"Checking to see if something scrolls" means some form of finger or hand movement.
I know what you're saying though, because I do see people do it all the time. There is an awkward, to me, pattern of "I just started reading, so let's shake the content up and down to get oriented." It's just as foreign to me as people who highlight text as they're reading. Not my thing, but whatever. (On the highlighting behavior, I always figured it's both a visual cue and at least partially a matter of highlighted text becoming light-on-blue, which is easier to read than most web pages' black-on-white.)
> I always thought 'below the fold' was so overused or at least only for people who never use a computer, but I guess that's definitely wrong.
That advice was commonly head in web design and it wasn't really about people not knowing whether they can scroll or not. But rather, that visitors might just decide not to scroll before they leave your content because the first page is so uninteresting to them. It's because scrolling requires interaction that you're motivated to make the "above the fold" content grab their attention.
A behavior of "let's see if this scrolls by actually scrolling" is, in my opinion, an anti-pattern of bad UX.
I had been reading since before I started school; it was something I picked up early and that my parents encouraged in me greatly. So by the time I was in school and we were doing these reading exercises (which were mostly utterly boring to me at the time, because my favorite thing to read at home were my various science encyclopedia sets), I had no need for such a placeholder. Reading was natural to me, and I knew where I was in a paragraph, etc.
Of course, this upset the teachers, until they finally figured out that yes, I could read, and not only that, I could read well above my grade level (that said, my comprehension wasn't as great, unless it was geared toward topics of science).
I always figured that people who highlight text as they read on a screen do so for similar reasons; not that it's a stupid thing or anything - sometimes with long lines, small fonts, bad color/contrast choices, etc in text on a screen, you do need some kind of a marker to help you along...
This is the typical narrow minded view that these app designers (not you) have. There are other uses for the scroll bar. For instance, I used to be able to tell how long it would take to read an article by looking at the scroll bar. Now they are gone and to compensate every other article now as an indication of reading time. Which is of course a worse solution, because people's reading speeds differ and it also clutters screen estate, even is a more annoying way.
The well known xkcd[0] about breaking workflows does not only apply to features, but also to UI. Few designers seem to acknowledge that.
(This is a real-world issue: In a write-up, you may want to present detailed data, but don't want to have every user, interested in the details or not, to scroll over several pages of extensive data. So the logical choice is to present a small, illustrative sample and have more in the overflow. The same technique may be used – and has been historically extensively used by the Engelbart community – for outlined text content.)
Yes, it seems like the younger generation is conditioned to a different form of UI "discoverability" than those of us who learned computing in the desktop era. I look for visual indicators, even on touch user interfaces, so I am always missing functionality that is hidden behind a non-visual interaction. "Pull down to refresh" is something I would have probably never found in many applications if it had not been pointed out to me. iOS is especially notorious for hiding features behind odd/innovative UI behaviors such as press-extra-hard or shake.
I almost feel as if "just show me visual indicators of all functionality because I am old-fashioned" needs to be a new accessibility concept or setting.
It's under the Accessibility settings if you want to just browse around for it.
a) the shaking feature turns on even if i don't type anything just by the virtue of the phone being active (shaking can mean 'undo', not just 'undo typing')
b) i have it mounted on a quadlock on my handle bar, no holding whatsoever.
c) i take the risk of asking for trouble while cycling on a cycling path with no other cyclists near me (within, say, 300m). I am not cycling between 2 double decker buses while texting...
take the risk of asking for trouble while cycling on a cycling path with no other cyclists near me (within, say, 300m).
You don't know. If you start looking at your screen and you are moving, you are a danger to others. I don't care what happens to you, but I care that you don't hurt others. And you may.
I.e. if there is no trust i can glance at a screen when i am on a cycling path with nobody around without injuring someone else, how can I be trusted while sharing the road with cars/buses/trams?
Sure, when I see younger people trying some new GUI they basically touch and swipe everything to discover hidden options and functionalities, because someone decided that a flat rectangle looked "cooler" than a button, or that a greyed out textbox looked more "modern" than a standard white one... but isn't this just bad design? what happened with make things as simple as possible, but not simpler and don't make me think?
It definitely does feel like something the browser should handle though. Having to work on stuff like that instead of actual functionality is painful, especially for startups that are trying to iterate fast.
Settings > Ease of Access > Automatically hide scroll bars in Windows > Off
It was in the betas which I enjoyed using. But when it was removed it made the entire OS feel unusable to me. Whoever decided Windows Server 2012 should follow suit deserves just as much scorn.
Windows 8 was a culture shock, but at least was clear in what it wanted to be. Personally I found it (and to a lesser extent the "mostly like a phone" UI of Win 10 and current MacOS) to be a mistake - I want a distinct and appropriate metaphor for a desktop rather than using it like a 27" tablet. People have dozens of apps and windows open, not one or two at a time.
Win 10, for me, is a mess. The whole flat thing went much, much too far, there's dozens of remnants of the Win 7 way of doing it in dialogues, settings, workflow etc. Win 7 is probably the nicest, and most coherent look Windows managed, but for workflow Win 2000 often had the edge! e.g. every version of Windows since 2000 has reduced the power of search, but made it increasingly obvious that it's there.
edit: I have a magic trackpad 2 also. It took when I turned that off and reloaded the page. Well that's annoying that I lose the scollbars with the trackpad.
I've been using iOS since 4.
edit: the issue is still there :(
(I actually have a PhD in human-computer interaction and I'm a professor for UX design. It took me a two days to figure out where all those functions, which somehow appeared to be accessible 'only through apps' (or people ;)), went. Oh well...)
Look at us trying to appease the machine spirits.
This function is already available (with the minor difference that it speaks to you using, you know, words and stuff). It's called VoiceOver. It's designed for blind users.
I took screenshots of my share sheet[0] and my text size settings[1].
I've also wondered where the functionality went.
Without this article I would never know that it's actually there but hidden.
Somehow I feel really bad about that.
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1) I don't remember if I've tried to adjust the font size. My pet peeve regarding that is the font in the Notes app which has a and o similar enough to allow false reading of anything that is not plain common words.
I took screenshots of my share sheet[0] and my text size settings[1].
“The illusion of completeness happens when the visible content on the screen appears to be complete, when in fact more information exists outside of the viewable area.”[0]
It’s a designer’s job to create cues that ensure this never happens.
[0]https://www.nngroup.com/articles/illusion-of-completeness/
That feeling that not everything fits perfectly on the screen and things were almost always incomplete bugged a few people about those design patterns, but it did create a lot of nice, simple cues that things were scrollable without needing scroll bars or other indicators.
Still, every time i hear one of those issues with "modern" UIs, it always gives me the impression that these are issues that wouldn't exist with a Win95-styled UI.
Sometimes i fantasize about working on something like that for Linux (not out of any special Linux love, just it is the only OS where thanks to X11 you can make fully custom UIs and still be practical), but fix all these inconsistencies.
I haven't used KDE much but from my little use i found it better than GNOME - mainly thanks to Qt - but still leans a bit too much into the flat trend (especially some newer things that use QML instead of Qt Widgets). Still, if i absolutely had to choose between the KDE and GNOME i'd choose KDE. Fortunately there are more choices and if i had to go with a desktop environment that currently exists (as opposed to my fantasy one :-P) i'd go with XFCE.
Though in practice i use Window Maker, but that is mainly out of habit as it doesn't exactly match what i'm talking about. But I do use Thunar as a file manager and Mousepad as my notepad-like text editor.
The way i see it, things that can be interacted with the mouse should have specific styling rules (not necessarily 100% the same), things where you can input text with the keyboard should have their own styling rules that make them distinguishable and things that are static should also have their own rules. Things that group other things (group boxes, tabs, etc) should have their own rules, things that represent multiple options that are visible at the same time should have their own styling rules that clearly show the selected/unselected state. Some of these rules should not interfere with others since some elements may need to mix them (e.g. tabs can be interacted with the mouse, group elements and show multiple options that are visible at the same time). There also other cases that may be helpful, e.g., things that you can navigate to using the Tab key (buttons in a dialog) may be styled differently than things that you can only navigate via clicking (buttons in a toolbar). Similarly with shortcut keys - Windows made the Alt+<key> letter not be underlined unless you press alt, which i always found a bad idea. On the contrary, i'd like to see not just Alt+<key> be visible in a dialog but also other keys that would affect the dialog, like placing a small graphic for Return and Escape in buttons that are equivalent to these keys (nextstep had the return graphic, but AFAIK not the escape thing).
Of course i have not a clear idea of exactly what i'd do, these are just rough ideas. It is something i'd explore if i ever worked on such a thing :-). And yeah, some of it might be information overload and/or look ugly but i think it is better than the information underload we get with current looks-over-anything-else approach :-P.
Way to throw Bob under the bus...
I'm completely serious. Minecraft is relatively intuitive, the space is completely malleable, human minds are already tuned to navigating such spaces...
There's even some precedent in Bob and PSDoom, among others.
I agree that it's relatively intuitive. Emphasis on the "relatively" part - I'm thinking here that it's intuitive compared to the UX changes and kippleization that iOS, Google web apps, things like that have undergone over the same time period. That's not exactly a high bar to clear.
Menus are so wonderfully discoverable. The first thing I did when opening a new app (on PDA or desktop) was drop each one down to find out what tools I have available. Like a pilot looking over his cockpit or a craftsman laying out his toolbox.
It seems a lot of the last 10 years of UI "progress" has been about burying things in order to "simplify" (aka dumb down) interfaces for audiences developers think of as kindergartners.
Zen of Palm showed us streamlined, clutter-free minimalism is possible to achieve without making your app stupid.
In reality, most design work these days is shifting to research and usability testing. Any designer who doesn't consider these things is just not a great designer and has much to learn.
This link is a great example of bad design, though. They don't even have to design for infinite viewport sides like you would on the web, there's a limited number of screen sizes this UI will appear on. In my work it's common practice to view your design at numerous different sizes and in the past issues like this were something we would specifically look out for when you have content of dynamic height that includes calls to action.
The solution is usually to programmatically ensure it is never perfectly cropped or, ideally, include hints there's more content or you can scroll.
But you are right, it's likely that modern metrics are things such as engagement, and whether the user is doing actions that are high-value for the company, such as sharing content with their social networks.
I would be fairly surprised if startups regularly tested their UX the way e.g. Microsoft (used?) to test some of their products: give it to a room full of old people who have never touched your app and ask them to do something with it.
Too, as noted, the UX metric is frequently "engagement", which is not the same as usability.
Also: Tyranny of the Minimum Viable User:
https://old.reddit.com/r/dredmorbius/comments/69wk8y/the_tyr...
This stereotyping of a profession is becoming a cliché and is being rude towards a profession who has contributed so much to make technology accessible.
The example in the blog would not have been intention of the design spec, it looks like more of a failure of test pass when a new device (with different form factor) got slapped with bits designed and tested for another one. This is perhaps a good example of how 'fragmentation devil' is coming back to bite iOS now - which probably is not factored in Apple's product development process.
Whatever the cause it's a failure on the part of designers and their profession, and they deserve criticism for it.
No course or degree on interaction design - free online to ivy leagues across the world - teaches 'design for aesthetics' and neither do designers in design departments of startups or of big corporates have design sprints where designs are shortlisted because one is more beautiful than others.
Infact 'Design Sprint' [0] 'Design Thinking' [1] are things because design is about problem solving. I understand majority in HN are engineers/developers but that is no reason to make this is a tech echo chamber.
[0] https://www.gv.com/sprint/
[1] https://www.ideou.com/blogs/inspiration/what-is-design-think...
I've worked with designers who I saw specifically laying elements out so as to avoid the issue the article author's wife ran into.
There is a problem though. Phone screens are of variable height, and user's can change their font settings. While this issue shouldn't happen with default settings with OEM apps or UX elements, it is not possible to avoid it completely given the exact wrong set of circumstances lining up.
Of course, not hiding the scroll bar would be best, and ideal is having multiple affordances, such as partially clipped content and a scroll bar.
Strong disagree with this point. The device from the example is an older one (iPhone 8), and this is a brand-new OS. This was not existing software that's being applied to a new screen size -- it's the other way around.
The design spec should have taken the older device into account -- there are still millions of devices with this screen size out there* -- and noted exceptions or adjustments from the iPhone X/11 size.
---
*And still being sold. And never mind the SE, another screen size which was still being sold just 12 months ago.
There are millions of iPhone 8 and 7 devices actively being used.
I noticed their design attitudes towards affordances and contextual clues changing around the time Ives made some claim about how phone users have been educated about touch UI sufficiently to start dropping them. That seems to have become an general excuse to lean towards 'pretty' over 'functional'.
And worse are third party apps. They always have been more variable, of course, but the old HCI guidelines were actually really good, so much so that people followed them because they were convincing.
UI decay isn't the only reason I use my phone and Ipad less, but it is one of them. (Current Screen Time: 24 minutes a day. That's mostly checking email while standing in line and mashing 2FA buttons.) The dynamic lists of recent activities and such mean I have to stare for a while to see what the options are this time, and generally be careful not to make mistakes. I've turned off autocorrect, because it makes enough enough mistakes that it is slower (and really irritating) to use.
I like my laptop a lot more these days.
Whenever I touch one now, I feel like a idiot and dinosaur. It can take me minutes to figure out the most basic things, and often I end up searching on the web.
In the pursuit of a "clean" UI, iOS has become completely unintuitive and confusing.
But I feel like I look stupid. And it does not always work.
There has to be a better way.
Just keep shaking until you see the popup appear. The phone also "thumps" (with the vibration motor) to let you know it felt what you were trying to do.
Disclaimer: I am not trying to posit that this is a better way.
See: https://images.techhive.com/images/article/2017/04/gboard-te...
They need to rebuild their software development team.
From the main Messages window, swipe down and previously hidden search bar appears. There's no indication this is an option or it exists.
As far as I know it's been there since at least iOS 9.0 (probably longer) and 6 people hadn't found it yet.
The #1 thing that drives me crazy with phone UI is the huge amount of hidden functionality that you'll only ever discover if you find an article online or just randomly tap and swipe everything in the app until things happen. And then you have to remember that all in your head because there are no reminders anywhere about the functionality.
And what do they do with all of the space they save by not having indicators? Absolutely nothing at all. Tons of whitespace is added to the app so you are always scrolling around anyway.
Or when podcasts are buffering, instead of giving an indication, the play button stays on pause. Confused me until someone on the internet told me.
The UI is unintuitive, but for work purposes it was fine.
Found the near daily updates I had to "sign in" AND enter passcode for annoying. Especially when I was in work crisis mode.
Not sure why Android doesn't have these problems, but I don't understand why anyone would get an iPhone, they feel years outdated.
But my girlfriend recently got the latest one (11?) and I was shocked at how bad it is. It feels absolutely massive for a start. Has weird software. But it has a huge design flaw that I really struggle to believe actually exists. I've pinched myself several times and I'm now convinced that it's true. Somehow it's considered OK that the phone doesn't even sit flat on a surface. The cameras bulge out of the back such the whole thing rocks like a table with a short leg when you use it. If anyone can explain how that is considered OK I'd love to know.
The iPad is worse. Camera bump sticks out so that it doesn’t sit flat, and no one should be using a 13” tablet as a camera so I’m not sure why they thought adding a good camera was important enough to make it not sit flat on a table.
On pictures, iPhone looks sleek, easy to brag about.
In spec sheets, iPhone is impressively thin.
In real life, iPhone is expectedly fragile, so people put protective covers on it. It also solves the problem of uneven shape.
In real life, people want a wider choice of colors, textures, and a larger battery. Custom covers solve this at no expense to Apple, which can continue to pretend they don't exist.
Absolutely. I'd go one further and say many owners don't want Apple to "solve" it. The cover can be more than utility, for some it's an expression of themselves. Plain covers. Sports team covers. Franchise covers. Utility covers with e.g. battery packs also say something about you. Covers are a feature, and I'm glad there's a healthy 3rd party market Apple doesn't control.
For iPads though, the only reason mine has a hard case on the back (instead of just a folding screen cover) is the stupid camera bump. I've literally never dropped it once, it doesn't need a case except for the fact that it's not flat. And I don't think people treat tablets as quite as much of a personal expression as their phones, there's really no good reason for most people to need an iPad case.
I'm not saying the phone shouldn't sit flat (though I personally don't care). But just in looking around most people seem to want to customize their phone by adding a case so at least in Japan it's a non-issue.
I always get thick, rubberized cases. The high friction makes phones easy to hold, and they've never been damaged from drops (like I'm sure OEMs, especially Apple, would like for repair/replacement $$$). :3
And I've realized: regardless of how thick the phone is, people are likely to drop them, and give the materials nature of these things, a case is going to be required. So I'd rather start with something as thin as possible, given that I'm going to add a case either way. The end result is therefore as thin as possible.
Case gives you options to personalize your phone too. If you want your phone to be as small as possible, don't use a case. Some people actually love large heavily stylized cases. To each their own.
That's a feature, not a bug.
When placed on a surface, the phone becomes a tripod, so that any hard dirt or crumbs can't scratch the majority of the surface. It reduces the potential surface area and the parts of the phone that will most likely be scratched by being placed on a dirty surface are confined to the bottom edge and the edge of the lens protrusion.
With all the things mentioned in this thread so far, how are you supposed to discover them if you are a new user?
But
> Whenever I touch one now, I feel like a idiot and dinosaur. It can take me minutes to figure out the most basic things, and often I end up searching on the web.
This is exactly how I feel when I pick an Android phone (even with stock Android). Finding apps and launching them quickly seems like an art to learn. And don’t even get me started on how settings are organized. So I conclude that both platforms are a matter of getting used to and learning how to use them, since both makers have crammed a lot more on to smaller screens than can be intuitively deduced.
Funnily enough, among all the Android users I’ve seen, everyone has a habit of force killing their apps every time they close it! I wonder how they learned that and why they even do it (I can understand killing rogue apps or buggy apps).
You can also Settings > Sound > Do not Disturb where you can change automatic settings, allow priority notifications which break through, etc.
Swipe up from home screen, the launcher + search bar appears.
It is somewhat annoying that none of the primary buttons now brings up the launcher, but that change happened long ago. :/ IIRC pressing the home button while on the home screen would make the launcher appear. Since it is Android there is probably a utility to add that back.
Of course users can also arrange apps on their home screen however they want and ignore the launcher altogether.
> Funnily enough, among all the Android users I’ve seen, everyone has a habit of force killing their apps every time they close it!
I haven't witnessed this, but anecdotes are useless! I've had to show iOS users how to force kill misbehaving apps. Back in the days of 1 button knowing the right sequence of taps / holds to activate any of the button's many features was, well, the exact opposite of intuitive. Not that the modern practice of various arbitrary swipes around the screen to do stuff is much better.
On stock Android, one button is switch task, one button is go home, one button is go back. Three of the most common things users want to do, all right there.
A quick access menu + notifications can be pulled down from the top. Pull down once to get notifications and common shortcuts (Wi-Fi, flashlight, rotate, Do Not disturb, shortcut to settings), pull down again to get less commonly used options (Airplane Mode, BT Toggle, manual brightness adjustment)
Media playback stuff is done in the same UI as notifications, media playback apps pin a card to the top of the notifications list. No separate UI to learn, everything is in one place.
Don't get me wrong, Android used to be terrible. It was slow, buggy, and background apps had free rein to thrash the system to the point of it being unusable. But now days it is pretty good.
Also I can set my own animated wallpapers, so that is pretty nifty.
(But seriously, Windows Phone 7, most discoverable UI ever!)
Was that the one with all the floating "tiles" on the screen? IIRC it was influenced by the Zune UX. I remember when my father purchased a Windows phone as his first smartphone. It had already been announced they'd stop supporting them, but the Verizon guy didn't tell him that. I actually rather liked the UX and OS; the thing about Android's "desktop" that I dislike is its "pagination" - i.e. you can fit 12 icons on one page, and have to flip through them. So I have my calendar on one page, 8 icons or so there, my work email on one, my personal email on the next. I can navigate it quite quickly, but compared to the Windows tiles it seems antiquated for some reason.
Everything was laid out so that further content was partially clipped. It was awesome. The OS was butter smooth and great on battery life.
Seriously though, swipe up from the bottom of the screen and the control center will appear, a button to turn the flashlight on or off should be there.
We're in an office park, so I could still get into the building, just not into our office.
Wandered around a while hoping to find someone that would let me use their computer. Eventually found someone I'd seen a couple times before. Told them I was locked out and asked if I could use their computer to contact someone who could come let me in.
Instead of their computer, they handed me their iPhone and said they'd be back in a few minutes. I had absolutely zero idea what the heck was going on. Eventually did manage to find a browser. Took probably a minute to figure out how to open a new tab.
Finally managed to navigate to the Slack page and sign in, only to be greeted by a notice that I couldn't actually use Slack from the website, I had to download the app for "optimal experience". I wasn't about to install an app on some random person's phone, so instead I just accepted defeat.
Handed the phone back when they came to check. Told them no luck but I'd figure something out. Ended up just walking two miles to the coffee shop I was planning to meet my wife at for lunch and waiting.
End slightly related rant.
All told I lost maybe an hour of my day. Not really a big deal.
This is very heavily used for horizontal scrolling e.g. in the Google Play Store for instance. IIRC it used to show 3.5 elements, now it's more like 3.1-3.2 elements.
Edit: example, you can see how this is used in apps as well as screenshots: https://www.androidcentral.com/play-store-getting-material-d...
Yes, but you normally cannot control that :)
The problem here is that Apple used no visual affordances. Scroll bars are the wrong choice, but there are others.
In this case it's not in a fluid container. All of the elements shown are of a fixed size—the photo, the row of contacts, the row of apps, and then the actions. (Well, the list of actions is fluid, but those are mostly off-screen).
Plus, one of Apple's advantages is that they have a small set of possible screen dimensions, because there are only a few phones. This should absolutely have gotten caught.
These don't have to be scrollbars. A pattern I've seen lately is a semi-opaque white gradient to indicate "you can scroll more."
What's worse is that if there's enough of a bottom boundary to the last visible bit of content in the viewport, it doesn't look like there's anything below it at all, which puts you in the same position.
I just did some testing:
• Play Store uses scroll-snapping for the horizontal scrolling
• Play Store doesn't use scroll-snapping for the vertical scrolling (they should adjust white space to ensure you see 0.1 of an item at the bottom). Fiddling with text size and display size in the display settings can cause vertical items to exact fit (unobvious that vertical scrolling is available).
• There is a CSS feature for this: https://caniuse.com/#feat=css-snappoints
I get particularly aware of the serious UI problems when trying to use GPS navigation (waze, here, google maps) in a car. Buttons with various colours, contours and sizes, non-intuitive interactions where one has to swipe starting from various confined areas, annoying dialogs or confirmation screens appearing one after the other, sometimes even spontaneously. There is not even a modicum of consistency regarding the most basic elements, e.g. a yes-no question or a dismissible message.
I hate to say it, but the first iOS of 2016 was (and probably remains) a champion of elegant and consistent UI design. Today, it's almost as if the iOS and Android ecosystems are competing for who has the most unintuitive and confusing UI.
On iOS, if I want to use Siri, I'm stuck with Apple Maps, etc.
I immediately thought no way they would remove that he must be mistaken, I just upgraded too and hand't tried to do that action. Looked at his phone and sure enough it was gone, tried all sorts of things finally Googled it and oh wow you got to be kidding me scroll down but no indicator you can, that's bad, there is going to be a lot of confused people, why would they do that?
Either way long press has the same non discoverability issue especially for not techie people who are used to it working a certain way before.
And yeah, it pains us to no end :)
2. It’s a challenge because someone would need to approve submitted content, but I hope we’ll figure something out
They even trip me up sometimes, and I write posts there :)
I already mis-swipe in my Reddit app and downvote instead of upvote... the "small" vs "large" swipe option feels like something that gets mis-input a lot. Okay for something inconsequential like votes, but I can't imagine deleting something I wanted to save because of it.
I have a lot of tabs open on safari on my iPhone. Both because I continuously open in new tab and forget to close the old one and also as a low tech “read later” list. Today I went through cleaning up tabs, and while going through the list pressing the x on some tabs, a pop up came up and asked me something (didn’t have time to see what) and as I was on semi autopilot pressing x’es to close tabs I accidentally hit the option Saying something About “1 day“. I figured it had something to do with cleaning up tabs (which I don’t want) so I go to the settings for safari and sure enough it’s now set to clean up old tabs after one day
So when I went back to safari all of my tabs had been cleaned up
I always browse in private mode (because why not?) so I lost a ton of “bookmarks”
Goddamnit
Those are such diametrically opposed interactions, I really don't understand the thought process that went into that. Usually sharing is the last thing you want to do with a photo you're trying to hide, and with the share dialog open it always feels like you're just one mistap away from sending it to whoever.
I guess with the "Duplicate" / "Slideshow" / … options the share menu has become more of a general action menu, but if that's the idea, they should really change the icon imo.
It ought to be renamed to something else now, like “Actions” or something to reflect the fact that that one button is how you: open the file in a specific app, run automations on it, share it with friends, save or bookmark the thing, etc.
I find it annoying that I cannot turn it off. It's very easy to accidentally get close to sending a contact an image I do not want to send them
Both contacts are people I haven’t spoken to in months/years. One is my MIL who I never text and just occasionally receive a call from.
Meanwhile the people I message near daily don’t show up anywhere.
The top bar is completely and utterly useless, and causes common tasks to be cut off below a fold I didn’t even know existed until OPs post.
Apple. It just works.
At the end we asked a guy in a shop near the spot we were waiting, for him just to swipe the ride type right to left. Felt like an idiot, because the three types available at were perfectly centered and aligned.
I went a long time--months?--thinking Apple had simply removed support for "repeat song" because of this exact same issue. When someone told me to "scroll down" it was like someone said "just open that wall, the peanut butter is inside" and I'm staring at a blank wall wondering who is insane.
> I’m a developer with an eye for design, but I’m certainly not a designer. So I don’t know what the solution is to these types of accidental UI bugs.
Isn't it obvious? The solution is to not get rid of visual affordances like scroll indicators just because some designer thinks it looks "cleaner" that way. It may surprise some, but they actually serve a purpose.
All that said, I agree with the article's point that UIs that do not more clearly reveal the totality of their user interface actions are frustrating. I've often found iOS to be especially bad at this for outsiders like myself, especially with respect to hardware features outsiders are completely unfamiliar with such as "press harder than usual."
I agree that iOS's "discoverability" is awful. I wish Apple had some head of UX like Android has with Matias Duarte. Instead, they put Ive in charge of software UX and it's clearly not something he cared about.
The false simplicity and "freshness" factor designers and developers are doing to change or add interfaces that cause confusion just for the sake of trying to get attention or change how something looks is a minor change for a major disfunction.
If the change doesn't improve something's usability, DON'T DO IT. I just noticed today iOS changed how some buttons look and menus operate, completely unnecessarily, throwing off recognizability and flow. Totally disruptive to the wrong people for the wrong reasons. Just stop, make interfaces that are easy to understand, figure out, operate, and remember. It's much easier to leave something as is than to change it unnecessarily.
The problem with just showing a bar at the bottom is that iOS already uses a bar at the bottom to invoke the app switcher. Maybe a small triangle in the corner would help.
Common phrases heard on Linux Desktop software issue trackers and forums:
"Why would you want that?" "You don't want to do that, do it <the way I do it>." "Works on my machine." "PRs are welcome." "We've rejected your PR because there isn't any demand for this."
This is the community that thinks .desktop files are a good idea and largely uses the GUI as a really fancy tmux. They're hopeless.
Lots of people can’t tell the difference between something looking awesome and working well.
That's also what I suggested in my answer to onion2k below. I agree, it's not hard. But it does require their design team to overcome some instinctive minimalism.
Or Apple could do the right thing and go back to a 3.5" screen size on all their phones, no exceptions. Even a 4" screen size would be better than these clown-phone monstrosities. IOS could then just dead-pixel all pixels outside of the center 3.5" screen on all existing clown-phones for backwards compatibility.
People it's clearly an unpopular opinion, and those bigger screens literally fly off the shelves...
Right now I am looking at the Sony Xperia 1 as it seems to be the best "smallish" phone now a days.
Yes, I know I am in the minority.
Nope. A few years ago I used to really want a large-screened phone. Then I got one with a 5" screen and found out its clunky and awful to carry around. Standardizing the screen back to 4" or 3.5" would greatly improve my tolerance for carrying it around and, if the resolution were also standardized, would greatly simplify UX design.
How did they not test this on 5 different screen sizes, of which two it's entirely un-intuitive?
A banking site I use commonly has a "next" button that is inexplicably about 3/4 of a screen's worth after the main page content which is only a few lines long, with just blank white space in between -- so just below the fold. For weeks I thought the site had a bug where there was no way to get to the next stage of the operation.
Similarly, it happens regularly in a shopping checkout site that I'll click "Complete order" at the bottom of a long form and... nothing happens. Click again and again... still nothing. Finally think to scroll up to the top of the page and there's a tiny message in red that I didn't fill out the "state" field or something like that.
Off-screen indicators/functionality is a problem everywhere.
Yes, but an iPhone 8 costs at least 450 dollars, and Apple products pride themselves in the "premium experience" they provide.
All those hidden scrollbars result in undiscoverable UI elements. They would only need to be a few pixels in width and it wouls be easy to tell that things are scrollable.
Now, on one machine I just habitually click to dismiss the iCloud window. On another, I've just moved it as far into the bottom corner of the screen as I can get it tucked away to just ignore it.
I'm also working on moving my web development setup over to Windows (with their new Linux support, which is excellent) so my next machine won't have this problem.
Edit: To preempt the "why not linix" comments, I have used linux on and off through the years, but I didn't enjoy spending a large fraction of my time fiddling with the OS instead of getting work done.
But since I also do a lot of VR development these days, I also have a PC both at work and home dedicated to that. VR obviously dictates my platform choice pretty heavily, so moving to Windows for web stuff makes everything simpler. WSL pretty much sealed the deal, although I wish there were more VR-capable laptops that didn't look like an army tank...
Toich and hold on song, move finger to “play next” or “play later” button, release.
Now, it’s: touch and hold on song, release when menu comes up. Scroll menu up. Tap button.
Sounds small, but it’s such a usability setback for no gain. I want a full screen modal, that’s why I’m going into the song options. Why would I press and hold on the song, then only want half of its options?
I ran into this with an apps verification system. Because of the positioning on an iPhone 7 you couldn't perform verification. When I contacted them I learned they don't test on iPhone 7's because they are too old. This was prior to the 11 coming out.
I've also had to help someone with this problem on their older device.
A casualty of always chasing new is design and QA for older devices.
However, it appears this changes based on the app? If I long press an image to save it from the browser or from the Toot! (mastodon) app, I get the regular save image dialog that I've always gotten on iOS.
If I long press an image to save it from Twitterific, I get the share sheet.
Ugh. The share sheet annoys me too. I get the convenience of having "most common" contacts at the top to send things to, but most of the time this is in the way for me and I'd prefer it completely off and as expected with Apple's "features" they rarely provide options to turn them off.
While I prefer iOS over Android, it's stuff like this that I realize is a big trade-off for me.
Edit: Looks like I can at least re-order so "Save Image" is the top option... but it's still buried beneath the contacts and apps
For quite a while I had no idea what was happening, there was a verify/test type option which was passing and I thought would prompt me to continue but I didn't. Only after looking for tutorials online did I realise my buttons were missing.
I think I fixed it by trying to resize the window. It didn't actually resize, but did jumble around the UI elements just enough to get 2 pixels of the top of the button to click on.
Aside from that, I don't really care much for iOS any more than anyone else. Mostly because Safari is now buggy and once every day or so I have to kill & reload it to get a page to display. And the new gesture implementation has me going forward & back when I am just trying to get a page to scroll left & right. And the touch-and-hold popup activates too easily. And ...
Well, I hope they are still tuning it. I admit to holding iOS to a much higher standard than I do Android, but I can't help that.
Yes, me too — hope they fix that soon.
I admit to holding iOS to a much higher standard than I do Android, but I can't help that.
Take both the price differential and Apple's historic UI quality into account, higher standards seem pretty reasonable.
> "My wife typically only charges her phone when she’s at her desk during the day. She doesn’t leave it plugged in overnight, which means iOS’s software update never happens automatically for her. So, she just recently upgraded to iOS 13 a few days ago."
About 3 months ago, I _finally_ got rid of my landline at home. I had it just for emergencies, and I had a wired POTS phone on my nightstand.
So now I keep my iPhone on my nightstand. It's in the charger all day at work.
And I, too, stopped getting updates automatically! I just looked at my phone and saw that there's been an alert up for a few days that I need to update to the latest 13.1.3.
I press the button, nothing happens. Go to my control center, and it works fine there.
Is it a bug. Nope. It's user error.
It looks like a button. It animated when I press it like a button. It has only one primary action like a button. But nope, you have to _long press it_ for it to work.
https://twitter.com/Martin_Adams/status/1184846835241967616?...
"3 finger long press, swipe down, dbl tap - oh sweet, I can save the picture you sent me!"
I've always considered this a tradeoff, but I also get the feeling that some people did not even consider that the old designs had an actual reason in usability (for boxes, the second big reason is preattentive recognition in the human brain).
iOS has always had some very explicit misses on affordances. Force touch led to a lot of them.
This is only for things like keyboard. Even the OS won't understand that somone wants to save a photo and isn't able to discover the save button.
For the record: overall I think this new structure makes more sense; it was always weird having "Share to [App]" intermingled with random other actions.
But Apple has definitely gotten worse at designing things holistically to be intuitive.
The solution is right there in his screenshot. The list of contacts and apps indicate that you can scroll along the X axis by showing a partial icon that extends off the screen.
The fact that Apple didn't do this on the Y axis is an issue in this particular UI that should be fixed.
Crazy something like that was ever released though.
That's the most minimal UI element I can think of that would people if they're at the end of a screen or not.
But the new feature above that is my favorite feature in years. Quickly iMessage your most frequent contacts.
No more typing the first 2 letters of your spouse's name tens of times throughout the day. Just tap their face to iMessage them.
But Apple still sells iPhone 8, which is affected by this issue.
Thanks Apple.
Fuck. Every day I grow to hate technology more and more.
Since the first iPhone I never found them breaking this guideline. Not so badly at least.
Same at Microsoft (in Norway) where every developer is eligible for a new PC every year.
I think UX is missing the grander design challenge of making scrollbars that are both useful _and_ beautiful.
On second through, nah, the world isn't ready for that kind of idea.
SE seems to also have the unique problem of cropping of instructions and phrases on the right of screen.
writes the person whose blog is typeset with a nearly invisible thin gray font
It's approximately 4 times slower than the old one. The markup button is hidden in the 3-dot menu in the far upper-right (such a strain to reach this!). Oh and the "full page" safari screenshot feature? It only saves PDFs. What a joke.
I'm moving to Android or PinePhone.
Really, this stuff should have been caught before shipping.
If it's guesswork, or not working, is it good design?
A little bit of shadow would sort that out ;)
Obviously a scroll bar should be an acceptable solution? Why do designers hate scroll bars these days?
sigh.
"she couldn't figure out how to share photos, so I called her"
Could this not wait until later?