Don't know what the f is going on with "Modern" UIs.
Don't know what the f is going on with "Modern" UIs.
The average computer geek probably has functional literacy at college level, even those that don't actually go to college or quit part way.
Meanwhile:
> According to the U.S. Department of Education, 54% of U.S. adults 16-74 years old - about 130 million people - lack proficiency in literacy, reading below the equivalent of a sixth-grade level.
How much more dense are screens than a newspaper. Even news websites try to cram in as much as they can on as little space as possible yet they are popular among the same audience. Its more about unfamiliar text on screen more than the dense text.
https://www.bbc.co.uk/accessibility/forproducts/guides/mobil...
https://material.io/design/usability/accessibility.html#layo...
That said, I use Android's built-in UI scaling to reduce the size of icons and such that seem to have grown as phone screens became larger.
https://9to5mac.com/2017/11/13/deep-link-navigation-iphone-x...
I'd argue that a mismatched hitbox isn't great either, but it does solve for the touchability
If you configure the setting to be small enough many apps will detect your phone as a tablet, though, leading to some funky tablet layouts. Your mileage may vary, but for me everything works out great.
I'm hoping that some apps adjust and start responding to the lower scale in a way that still makes it usable but maybe that can't be done and I'm stuck with the ridiculous UI.
I see this as a confluence of a few different things:
1. Monitors are getting higher and higher resolutions; a 4K display that's less than 27" is going to feel awfully tiny unless you start scaling things up.
2. Things have gotten more complicated over time, and the more complicated they get the more chances that something will mess up. At some point my gaming PC decided that it was going to take 30-90 seconds for the right-click context menu in Explorer to come up, and while it was waiting it would lock up Explorer. Simplification can be a good thing.
3. People designing software are getting older and have worse eyes, so larger, clearer, less noisy UIs are a godsend.
Probably some other stuff.
"Modern" UIs most often are anything but clear and less noisy. Part of what made the Windows 95 design so strong was that UI elements were separated by visible lines, you exactly knew what the touchbox of any element was, the behavior and look of UI elements, menus and icons were generally consistent across applications...
Does this mean people who _don't_ buy 4K displays at those resolutions are going to be disadvantaged with strangely-huge UIs? (Side note: every OS I use already has display options to scale up UI 100-200+%, but not scale down less than a "normal" 100%.)
It reminds me a little bit of when Apple's retina displays first came out and nobody knew how to handle widely-different resolutions, which resulted in huge UI/icons on normal-resolution monitors and fuzzy UI/icons on high-resolution ones, for the longest time.
Saddest part is I have a replacement 1440P monitor showing up later in the week since I had to drag mine to work and it doesn't even help all that much. Macs in stores all have 2-5K resolution screens now ruining things for budget monitor folks with cheap Mac Minis.
To me these UIs improvements look like "dumbing down" of UI instead. Everything UX now suggests you the action it thinks you want to perform and hide all other options. Take context menu, start menu or taskbar in Windows 11 or in Android see the drop down from top bar which use to have more options visible at the same time in previous versions.
This will surely work for anyone who is using these systems at very basic level (new users, people with accessibility needs?). For everyone else who spend their lives in these for work or hobby this dumbing is frustrating.
My experience so far is that if your monitor is "too small" for a given app the UI will be gigantic, sometimes to the point of being unusable.
If your monitor is "too big" for a given app, the UI will be tiny, sometimes to the point of being unusable.
Because of (I guess?) the way that Windows (so far?) has handled things, I keep ending up with apps which are too large on my laptop's 1080p screen running alongside apps which are too small on my laptop's external 1440p screen.
> It reminds me a little bit of when Apple's retina displays first came out and nobody knew how to handle widely-different resolutions, which resulted in huge UI/icons on normal-resolution monitors and fuzzy UI/icons on high-resolution ones, for the longest time.
This is a great comparison; I think the difference with MacOS is that if you're doing everything "natively" on MacOS, everything "just kinda worked" a lot of the time, but if your app does any custom drawing (e.g. for toolbar buttons) everything went to hell. In contrast, there are a lot of apps on Windows which use native controls and menus and so on which do not handle scaling well at all. Possibly they're using some API that wasn't properly updated, like Win32 or GDI or who knows what else.
I even have one app, which my company makes :/, which has an odd behaviour: if you launch it when you have a 1080p primary display, and then switch to having a 1440p primary display (by plugging into a dock or monitor or whatever) the right-click menu for the system tray icon shows up at the appropriate location for a 1080p monitor - the correct distance from the top and left of the screen - which, on a 1440p display, is near the middle of the screen.
Which reminds me, I need to report that bug.
No company should have full time UI designers on staff. Eventually they look for reasons to justify themselves, and start ruining things that were perfectly fine.