Contrast that with amorphous, flat, "clean" designs we have today.
So what could we do to have something that looks nice and modern, but is also intuitive, with clear affordances?
Contrast that with amorphous, flat, "clean" designs we have today.
So what could we do to have something that looks nice and modern, but is also intuitive, with clear affordances?
With most modern mainstream interfaces, both the audience and the objectives have changed. The overwhelming majority of the audience is now computer-literate and can be counted on to figure out how to use the basic features regardless of their quality. And the design objectives for many interfaces have changed to manipulating the users to do what the developer wants them to do, with the user's tasks relegated to a side quest.
Another factor is that Windows 95 was developed for "install it and leave it" operation, with the next upgrade coming in a year or two. A lot of attention to detail was unavoidable because you could not push an update a week after release to patch a bug. At the same time, Microsoft was offering real live person phone support for its products, so every UI flaw cost them a lot in support costs.
Also, one of the design requirements was to fully support only-keyboard operation, and a lot of QA effort went into ensuring this was true. This meant that every UI element had to have a keyboard cue. This duplication of accessibility resulted in a UI which was much more thoroughly evaluated for its efficiency.
Finally, I think there was a different culture around design. I think a higher portion of people in the UI field were there for personal and passion reasons, and would have been embarrassed to have anything to do with the type of blundering buffoon of an interface that is common in today's computing.
Old UIs are consistent. Buttons are buttons, labels are labels, and so on.
New UIs are inconsistent. In the facebook interface, the post button is not a button, it's a label. It may have changed since I last used it. It also occurs in native programs.
In older UIs, button size makes sense. Today every app recreates the buttons, with absurd sizes.
Contrast. Designers love low contrast in the new UIs. Here in HN it is sometimes very difficult to read the text.
As a developer, I participated in several meetings about new UIs. "Beauty" is the keyword. The beauty seems to be in the rounded corners and the use of labels instead of buttons. Yes, I created a bunch of shitty UIs.
But most importantly, dark patterns don't exist in old UIs. Dark patterns are the worst thing about the new UIs.
Although I don't know if you'd really classify these as "old UIs" - they were definitely old, and had a UI. You probably mean "use native platform widgets were possible and any new widgets look as native as possible".
But then some apps bridged this gap nicely. Winamp was very "non native" but the default skin was consistent, clean, and fast.
Yes, but they were exceptions. Interface Hall of Shame has some examples http://hallofshame.gp.co.at/
> Winamp was very "non native" but the default skin was consistent, clean, and fast.
Visual aside, Winamp follows certain standards. Buttons are buttons, for example.
In the 20's, the concern is onboarding users that already have devices and pay money to use software. We don't think as much about familiarity, teaching, etc.
Perhaps the most important thing is to keep the user on the platform, avoiding his departure as much as possible. Thus, a "unique" interface helps with this.
Is it to create a "fresh product" feeling? I don't know.
I agree in general though i'm not sure Win95 was that consistent. Buttons did look 3D but menus - also interactive - did not. Similarly with the context menu icon at the top left, it was interactive but didn't look like it. Meanwhile Win98 had toolbar buttons become flat.
There was an attempt with Win3.0 (i think) to define a form-follows-function approach where "if something can be interacted with it should be 3D" but even that didn't went far (checkboxes were not 3D nor were edit boxes). By late Win3.1 the ctl3d (i think) DLL was introduced to make everything look 3D regardless of function.
In comparison to today, sure things were better, but it isn't like there was any point in time where things were consistent in terms of control/widget look following its function.
[0] https://en.wikipedia.org/wiki/Aqua_(user_interface)
The issue, I suspect, is that the young UI graphic designers working at Microsoft today mostly didn’t grow up using PCs and therefore don’t really know what their missing.