What I Learned About UX Writing from a British Prog Drummer and David Lynch
blogg.bekk.no
blogg.bekk.no
Not a day passes by that a partially-loaded screen moves that button or textarea just a couple milliseconds before I click on it (so now my click goes elsewhere), both on web apps, phone apps, and to a lesser extent, native apps.
There should be a hardcoded Rule #0 of User Experience: don't move anything on screen unless the user directly initiated an explicit action for the specific thing to move.
And in the meantime, we have a constant stream of innovation: new ways to use angle brackets in your code, new ways to avoid angle brackets in your code, a new library that renders buttons and toggles, ways to add a depth illusion to the UI, ways to remove the depth illusion. None of it makes anything more usable.
It can be resolved by a) not using dynamically allocated slots or b) by never putting ads above any content someone might interact with.
And sometimes it is not easy to accomplish, even when you are not trying to implement dark patterns.
I've had to work hard to get rid of "the jumpies" in my UI, and it still happens a little bit.
I do find it frustrating, however, and I hope to eliminate them completely.
That would solve a lot of infuriating mistakes.
His clinic videos where he explains how he came up with various rhythmic designs and how they work with what the rest of his band plays are insightful on so many levels.
I guess the author really _did_ work in advertising if they think that's clarity.
So, don’t feel bad about procrastinating when you need to
write. Humans put the whole thing of for a couple of
hundred thousand years. By a conservative estimate, we’ve
had writing for 4 % of the time we’ve been humans.
Chatting is easy, writing is an arduous chore.
— Erika Hall, Conversational Design
Seems like a good rule of thumb for any form of procrastination that's putting you off doing something creative.He grew up surrounded by and listening to jazz; he is very vocal on the need for any professional drummer to be able to play as wide a variety of styles as possibles; his own albums feature distinctly non-prog styles.
You also need to have a talent for it, and very probably a specific personality type - which often tends to assume that everyone else has the same personality type.
To be fair, most personality types do that - and they're always wrong, which is one reason good UX is so hard.
UIs are NOT hard!
Do you know the difference? Tog gave a definition but I don't think UI people know what that is. They just call it UX cos it's the latest sexy term.
> Also most programs have terrible UX (and bad UIs).
And it's easy to cure. It involves a) testing and b) admitting your great idea isn't so great. That's most of it.
> but there are not many people having the correct blend of skill, personality
I've a pretty good feel for UIs and plenty of people can do it with a bit of training and a decent amount of practice. It takes that training, and a personality that is considerate of other's needs, and who's ego accepts they're wrong (the main thing). The rest follows.
> and motivation out there
Just like any other job.
UIs are not hard. They just aren't. It's a skill like any other.
I think the idea behind the phrase "UIs are hard" is precisely that, they are hard like any other skill. So don't expect to be able to make one with zero experience or interest in them, like many developers do. The amount of armchair designers is astounding.
I don't really do much by way of UIs but one thing I am certain of is users use user interfaces to get a job done and little else. In terms of emotions, the only relevant one is that caused by pissing the user off. Any claims of the warm and cuddlies are misplaced, users don't care.
Thanks for fucking everyone up kiddo.