The UX Research Reckoning is Here
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medium.com
Which is all to say; I hate it and I’m sighted.
Yes and no. In a way it's the same problem we (engineering) has always had. That is, technical decisions are made based on (engineers') egos and not on the needs of the client / product.
Those used to be mainly decisions that impacted hardware and/or backend. Now they mainfest on the frontend. UX and QA should be speaking up but either don't exist (in some products), don't have the experience, or don't have the juice / power to say "this is crap. Fix it."
We have met the enemy and he/she/they is us.
as long as only human subjective criteria have to be met, this is easily handled with marketing. </s>
"For a successful technology, reality must take precedence over public relations, for Nature cannot be fooled." -R. Feynman
How does anyone - engineers included - believe that's not shite?
OT but being from Switzerland it wasn't UX that screwed that up for me, it was Swaziland renaming to Eswatini. Sure "s", "w", down is slightly quicker than "s", "w", down, down but some forms haven't updated the name yet.
Please keep complaining out loud, I feel so many people are suffering in silence.
Feedback forums are generally useless. They are barely monitored by low-level contractors who only pass up the most common complaints.
As an anecdote, I was upgrading some outdated code for the dialpad in the phone app and we worked closely with some blind Googlers to understand how they place calls and make sure we weren't breaking it for them. Really interesting stuff.
You can, and people do, make fairly fancy websites with Javascript that still work well (a blind friend told me Amazon is quite good, for example), but really this is the bare minimum. As a bonus, it will help all of us as we find ourselves getting less physically able as we age, even if we don't need the support right now.
There are standards on the building of my house, the gas, the electricity, the plumbing. They all have to be carefully followed. Why should computing, when provided by multi billion dollar businesses, be such a free for all in comparison?
* Octocat is the mascot of Github, while Clippit was not only not the mascot of MS Office, it wasn't even the only option of assistant, just the default one.
* Octocat is not a functional part of the UI. That is to say, you don't interact with it to do anything. It's just part of the Github logo and it shows up on certain screens, notably the 404 one. Clippit could be used as an additional interface for the application to accomplish tasks.
* Octocat isn't animated, Clippit was.
It seems to me that the only thing they have in common is that they're cartoon characters that appear somewhere on the interface of software products. You can complain about it on aesthetic grounds, but certainly not on UX grounds. It doesn't make Github any easier or harder to use.
Neither did Clipit -- every function it offered was also accessible through the UI. It was a completely optional element that degraded the user experience exactly the same way Octocat does: you got to look at a goofy, childish character whether you wanted to write a cute check from the tooth fairy for your niee, a report on inappropriate use of company resources, or a death notice for your late father's friends.
You could at least turn it off, whereas Octocat is in the top-left corner of literally every Github page, and prominently featured wearing an astronaut's costume (!?) on the homepage.
>you got to look at a goofy, childish character
Like I said, aesthetic grounds.
>whether you wanted to write a cute check from the tooth fairy for your niee, a report on inappropriate use of company resources, or a death notice for your late father's friends.
>You could at least turn it off, whereas Octocat is in the top-left corner of literally every Github page, and prominently featured wearing an astronaut's costume (!?) on the homepage.
This is quite an inane complaint. Plenty of serious products and companies have cartoon characters as mascots or logos. LLVM has a dragon in the logo; the Go language has a gopher; the Rust language has a crab; the FreeBSD and OpenBSD OSs have a devil and a blowfish respectively. All of these have varying levels of visibility when you visit their web sites.
> cartoon figures in professional applications (please explain to me how Octocat is different from Clippit)
Is Octocat not a cartoon figure? Is Github not a professional application?
I'm not aware of any authoritative definition of user experience that excludes "aesthetic grounds" from the field of UX. How an interface looks and the feeling it conveys is a part of the user experience. The UX industry doesn't operate with this distinction -- see e.g. NN Group's oft-quoted definition (https://www.nngroup.com/articles/definition-user-experience/), which considers aesthetics, and UI design in general a component of UX, or the ISO 9241 definition.
A tongue-in-cheek logo is one thing, but a goofy interface, from the ever-present logo to the overall widget design, is way out there in kindergarten land. The comparison between Octocat's use and, say, that of the Rust crab, is itself unwarranted: you can (in fact, I do) write Rust all the time and not see the crab for weeks, whereas that goofy cat critter is literally on every Github page.
As for Clippit specifically, while its graphical design was obviously not the primary reason why it was hated, it was definitely one component of it -- in fact, it's one of the reasons why it was specifically considered distracting. Contemporary studies, like Swartz's notorious dissertation about why everyone hated Clippit, obviously focused on the functional aspect, but it's telling that the quantitative framework in use at the time put "fun" and "useful" in separate categories.
The sad truth is that UIs have gotten gradually prettier but less usable since their peak in the mid to late 1990s. I honestly don't know how an entire UXR department can be justified if they just keep making things worse. Frankly I am sick of the utter wasteland that touchscreens have created, the giant crater they blasted in people's imaginations. And I'm sick of this endless cycle of redesign.
I do not give two shits about drop shadows or rounded corners or animations. I want to use the frickin software tool to do frickin work. I am not looking to play tiddly winks with an animated brochure.
Bring back the damn drop down menus written in my native language with keyboard shortcuts that are right there in the damn menu. I'm sick to death of iconese. I don't speak it. It's not a language, it's alien hieroglyphics. And stop telling me it's for my own good. It's for their good, so the crap fits and they don't have to go to a translation team. Nothing could be lazier or more hostile to users.
Which brings me to the final sin: if you are a UXR and you are not polling actual users, talking to actual people, sitting down and actually watching them use the thing, listening to actual words coming out of their mouths when they do so, which include an *&#$ of profanity, and you are instead relying on indirect means, then congrats, you are a trying to scale a process that doesn't. fricking. scale.
> The sad truth is that UIs have gotten gradually prettier
I don't think they've become prettier at all. What they've become is bland and uniform. All basically the same look, apparently trying to be inoffensive rather than beautiful.
If "predictability" is a key principle of good User Experience™, then UI uniformity is the best way to achieve it. Consistent interface patterns translate across applications and make software easier to use, on the whole. Users learn the pattern once and can use it everywhere with lower mental overhead.
I would take a bland-but-consistent UI across all software over beautiful-but-unique. Modern UI design has taken this stance too for good reason.
Also worth pointing out that a "bland" UI of today (let's say macOS or iOS since they are so pervasive) would be stunningly, mind-blowingly beautiful to a user 30 years ago. It's all relative, we've just gotten spoiled by beautiful UIs to the point they are considered bland now.
> Sure, it can be fun at first, but learning a million unique UIs that all look and behave differently is exhausting as a user.
Absolutely. I wasn't calling for anything like that.
Uniformity in behavior is highly desirable. Uniformity in the general location of controls and general workflow is also highly desirable. Also highly desirable (but not in fashion anymore, so isn't really done) is the ability to easily tell how to accomplish things.
But you can have that without being visually bland and without looking essentially indistinguishable from everything else.
> Also worth pointing out that a "bland" UI of today (let's say macOS or iOS since they are so pervasive) would be stunningly, mind-blowingly beautiful to a user 30 years ago.
I'm old enough to remember being a user 30 years ago, and you do have a point. But the most beautiful painting in the world looks a lot less beautiful when every other painting looks just like it.
Also, I would argue that the "beautiful" days of UI design are over. What is in fashion now wouldn't really have been considered mind-blowingly beautiful 30 years ago. Technically impressive, sure, but aesthetically neutral at best.
> we've just gotten spoiled by beautiful UIs
Not spoiled. Habituated. It's the way people are. If you eat nothing but your favorite food every day, you will eventually reach a point where you dislike it.
Variety is an important design goal, too. You can have variety without sacrificing beauty or consistency. You jsut have to break out of using UI frameworks or slavishly following guidelines like "Material Design", or whatever the flavor of the day is.
Regardless, I'll take the UIs of 30 years ago over those of today even though they were uglier. They were also more powerful and generally easier to use.
The computing world was at peace until then, we had UI designers and engineers who through much research and trial-and-error produced very nice UIs for us to use. The UX industry came in and destroyed all that for shits and profits; literal decades of experience and precedence thrown out the window in the name of the latest fashion trend.
I don't remember that era of great UI. Sites were still inaccessible except no one cared, multitude of dark patterns still exists, confusing design language, no information organization at all.
The "trial-and-error" approach was much more "error-and-error" based entirely on guesses by the designer or engineer. I'm an engineer and remember, working through that time period, the horrible sites we created. I had a part in implementing them.
Not to mention the idea of "Web Application" was still very much incipiente in the mid-to-late 2000s. Who had great design for that? Go back and look at Youtube, Facebook, Twitter, MySpace back then, hardly a great example to be had, regardless of how bad we might think it is today.
Really? They just came from a war elsewhere. Standing up from XML trenches and walking joyfully into green JSON fields. JSON to hydrate UI's.
If you're in the camp who treats UX as a professional title/career, then in principle it has very little to do with UI, and being labelled "UX/UI" is often an "insult" to UX professionals along the same lines as "Computer Scientist / IT support", or "Electrical Engineer/Electrician", "Civil Engineer/Sanitation Engineer", "Pharmacist/Teller at Boots", "Doctor/Medical receptionist". (not to imply that the latter professions are 'lesser', but rather to point out that the former professions in the pairs are typically deemed to require a higher standard of skills/training rather than simply vocational/apprentice-based training).
At the same time, I'm not naive to not understand the fact that, if a large number of people start referring to X as Y, then after a while, insisting that X isn't Y is a lost cause, and you might as well start calling it Z instead.
But, e.g. my wife was a senior UX professional who is now doing her PhD in Experimental Psychology; the original motivation was that this would make her a better UX researcher when conducting controlled experimental studies on behalf of her employer. She specialises in voice assistive tech, and her topic relates to isolating auditory markers of voice trustworthiness. I can tell you if she applied for a UX job and the interviewers started asking her what css colours she prefers on buttons, she'd be pretty pissed.
With that understanding, it seems to me that many, if not most, of the criticisms being levelled here do, in fact, apply to the field of UX research.
But certainly not all of them.
This is often a motte and bailey distinction though, where the "UX" person's background is UI, and they think only about UI. But they can charge more because theoretically UX is everything.
I don't think this is an individual's issue, as if everyone hires UX instead of UI then what do you do? It's a UX consultancy issue.
The poor usability of modern interfaces certainly doesn't come from people who care about what it's like to use it in practice. It comes from people whose main skill lies within the field of aesthetics.
What should you call yourself if you're actually interested in working with usability, and happy to leave the visual design to others?
UX.
Most serious people in UX who see job postings mentioning "UX/UI" avoid those jobs in the same manner that a C++ coder would avoid "C/C++".
But I agree that doesn't do much to dissuade people who don't quite know the difference (or what it is that they actually need or want) from advertising "UX/UI" or "C/C++" and then people applying to these jobs.
There being "impostors" in the field who bluff their way through, while regrettable, does not imply that the whole industry is made up, any more than the existence of people applying to data science jobs with nothing but excel skills says nothing about data science.
And some companies really, really need UX people on board.
Now, I'm someone who insists on having a UX/UI person in the team when I'm making an app, as I want it all to go well, and I don't mind spending a chunk to get it, but the number of people I've found who can actually do that is vanishingly small compared to the number of people who are billed out as expensive UX consultants.
When I did the human interface course in my comp.sci degree, there was a lot of attention on standardization, making things people could effectively interact with, consistent feature widgets that are clearly those widgets. Remember "HIG"s?
Nowadays, instead of trying to find a way to make an interface pleasant and consistent, it has to be a unique butterfly of some glorious design that just sucks.
Next time you're designing something with a button that doesn't have a border and isn't clearly a button... Step back and have a rethink. Radio buttons indistinguishable from checkboxes? Your design is bad.
Now get off my lawn
I want my Mac OS 7 back!
on phone screen though? I'm not a fan of hamburgers either, but it's still better than something hidden by touch gestures - which for a while was the direction.
As an industry, we need to get rid of the notion that you can have a single sort of user interface that works on every device. A phone is very different than a desktop, and the appropriate compromises for one are not the same as the appropriate compromises for the other.
I resigned from my ux director position a few months ago partly because of what the profession degenerated into.
Did you lead a team of designers?
Or was it people above you pushing for things that went against your principles and you couldn't convince them?
I feel people in the UX profession have a chip on our shoulder and suffer from an inferiority complex. Mind you, to be a really effective UX, you have to be exceedingly intelligent and competent and I'm not questioning the value of what UX people bring to the table.
However, we shot ourselves in the foot by not keeping in check of our ambition and overselling our value to the broader enterprise.
To have better control over the product outcome, we asked to be engaged more upstream sooner and have a seat at the table with executives at the planning stage. And we got it.
For better or worse, UX / Design has been very successful at inserting itself everywhere in the business process, from start to finish. The genericization of our job titles reflect this growing ambition and organizational footprint.
Web Design -> UI Design -> UX Design -> Product Design.
The empire building also continued through the invention of new subdisciplines: DesignOps, then more recently ResearchOps.
It's all well and good, until an overreach happens and you're encroaching into territory that has already existed. For example, UX research asked to do work that traditionally fell on specialized experts, like industry / sector-specific market research or generative research.
Another example is hugely-staffed design systems team with over-engineered systems & control processes that are difficult to use, contribute to and maintain. Mind you, some have their own UX engineers that sit outside the engineering org.
As a result of all these, it has also become exceedingly difficult to hire a perfectly "T-shaped" person, because they just don't exist. (at $130-$150k/year).
Lastly, there's no craftsmanship in the profession anymore, at least not in-house.
Most good designs that you see are still done by outside agencies, who still operate their design shops tightly, hire for very specific skill sets, use project managers (gasp), and waterfall (gasp).
I left my job partly because I realized I had turned into a person espousing very things that I hate in the profession. (I also needed a career break after working nonstop for almost 20 years.)
I think we in design have over complicated things. What I've noticed is we don't speak in plain terms when selling design and to your point it's also down to empire building. And the dribbblisation of design - can't stand it.
I'm in a similar position right now - thinking about quitting this corporate design job and take a sabbatical to focus on refining and expanding my skillset and then join more meaningful projects, e.g. clean/climate-tech related projects.
Do you have a blog or newsletter? I'd love to read more about your design thoughts.
This is something I see across the board in the software industry, not just in the UX world.
Having standardized design and widgets across all UIs makes it harder for a consumer to remember your brand. It's not sticky in their minds, visually speaking. Your application looks, feels, and works exactly the same as your competitors' applications. This has measurable impact on revenue, and it's bad for your bottom line.
Guess which one most businesses choose: easier to use, or better revenue?
In my experience, there is far more people that complain about inconsistent UI than those who care about your cute little corporate identity.
Not automatically. Only if you neglect all of the myriad other ways to make your application stand out. Standardized controls and layout do not have to mean that all applications look the same.
Hm, then why does Windows looks like Android ?
Most UX people don't know what that even is.
Although personally I find it a bit incoherent (e.g. toolbar versus navigation bar versus tab bar) or (e.g. “buttons” that are just blue text or even grey text in Apple apps).
They shall RTFM then. /s
But the world is evolving and instead of UX people reading the ICCCM they just moved on and created Wayland.
If you have a leak in a pipe just demolish the whole house and build it again.
(it's possible that the ux people are optimizing for something other than end users getting their stuff done, like conversion rate. But that doesn't make a trash interface good, it just means you get to pay your mortgage this month.)
What, why are you hiring this many people..
>Incentivized to empire-build, some thought UX leaders (especially at a few larger companies) were disproportionately responsible for over-hiring and creating the market we are in.
…ok, the jokes write themselves.
I just couldn’t get over how full of shit the UX industry seemed to be. It seemed in thrall to itself, and vastly over-rating its own depth and complexity. Sorry for the negativity. I have huge undying respect for dedicated HCI research experts and massive admiration for talented visual designers. I just couldnt shake the impression that a lot of UX had become a blag, a methodology to sell to business like agile etc, and wasn’t on solid ground.
I’m not saying there’s any real insight in that but it was the opinion I formed and this article seems to give some degree of validation to it.
The idea of HCI research and usable product design still strike me as noble & important fields of endeavour. I’d hope if you’re a sceptical UX researcher then we’d be in some kind of understanding & agreement. I admire what it can be.
In the 90s most people had a very hard time using a computer, software came with thick manuals and often they found themselves in situation where needed help.
Nowadays people from all ages use software for many aspects of their life, they interact with their banks, shop online, do their taxes, communicate, interact with their governments... through software. People ranging from kids to elders. Expecting to open an app/web and being able to use it directly, without reading a manual or a help center. This is a great amount of progress.
Over this, you've to take into account that often there's a big gap between the design and the implementation due to many causes (business requirements, deadlines, committees, hurry to release, technical limitations...)
Of course, the field it's not perfect and there's many designers that are not great, or are entitled pricks. But I'd say that design (call it UX/UI, product, HCI, IxD, whatever flavour of the day) has added a lot of value to the table and helped make technology as ubiquitous as it's today.
Perhaps this is simply a product of how we are used to teams running. Not really a cohesive whole focused together on a goal, but rather independent and waring feifdoms: UI/UX, development, QA, management, each focused on their one responsibility and blaming the others for poor results.
Maybe so, maybe not. I don't have data to help me determine that. But what I do know is that software has been getting less usable for me over at least the last decade, and I blame the UX field generally for it.
Perhaps it's that what makes something usable for a newcomer does the opposite for a knowledgeable user. Or perhaps it's that the value of technology brings to people means that it's become ubiquitous in spite of modern UX design decisions.
All I know is that the majority of the time that software really frustrates me, it's been a direct result of current UX fashions.
One knowledgeable individual combining the fields programming, design and usability can sometimes outperform big teams, because there is something to the way big teams decide that dillutes clear ideas and leads to inconsistencies throughout the resulting piece of software. These inconsistencies can be an problem for the user.
UX people generally may claim otherwise, but it is easy to make software without them and often the user experience is better when they are not involved. Imagine two situations. We are going to improve the user experience of the famous text editor vim. Who will make a better job:
1. Random dude who has been teaching vim to people, with some experience in creating user interfaces and a lot of experience with terminal based software
2. UX researcher armed with all the newest knowledge in usability
My money would be on the former, because the latter has a high chance of misunderstanding why people use vim in the first place. I might be mistaken, but my feeling is that in the past 15 years user interfaces have broadly been "dumbed down" or driven towards the smallest common denominator.
That is okay for software that you use once a year and where things should be self explainatory. But there is software where it is okay to have a little hurdle in the start if it means you are going to be so much more productive later. Ideally you will have both a low entrance barrier and a good usability when you use it day in, day out. Newer UX-based software is good at the former, but sucks at the latter.
A possible example of this is C. E. Steuart Dewar's DateBk for Palm, a Personal Information Manager (PIM) software title he published through his company Pimlico Software [1].
The sheer density of the UX/UI (he packed an enormous amount of visual indicators and manipulables into very few pixels, and the pinpoint precision of the stylus helped here) is anathema to current Web and smartphone sensibilities, but it was the closest I have felt to the intertwingle-ness [2] of the Emacs Org mode experience on a smartphone. If you had a "power user" mindset, then the software was productivity hacking catnip.
Still looking for the data storage layout of the Apple Newton, the densely-packed yet layered feature set (progressive disclosure UX) of Pimlico DateBk3, hackability of GNU Emacs Org mode, and an LLM-powered index to organize my personal information in an open, introspectable, future-proofed format.
A lot of roles and best practices are for making software creation work in large organizations.
I disagree with the "dumbing down" idea: "old UX" (90s, early 2000s) focussed a lot on beginner-friendlieness and at this time a lot of people might have seen this sofware as being "dumbed down" from its predecessors. Menus e.g. are a staple of making GUIs more discoverable than command line interfaces, and at that time there were already criticism that urged for building more efficient text based interfaces (See "canon cat" and the "anti mac interface")
maybe because the userbase grew over tenfold in that timeframe (most of which are not vim users ;)
The way I was finally able to get through to the design team was by showing them an image of a Tesla interior and saying "this is what you guys have built", and then I showed them an image of a well-organized woodshop with hundreds of tools on the walls and saying "this is what the people using our software to build custom apps actually need".
Maybe non-technical end users really do like having all features hidden beneath unlabelled flat buttons, I don't know. But it doesn't work for people using software GUIs to do technical work. I'd go back to 90s-00s style clunky menus in an instant if I could. Just the ability to see what's clickable and what isn't is worth the downgrade in appearance.
Ironically, the author is quick to provide answers that please executives, and slow to offer dangerous questions that would displease them. Questions like how the company's short-term optimization was causing a long-term loss on user retention. Or how certain executive-sponsored beliefs were hurting user trust. Researchers who ask those questions tend not to stick around too long, even before 2021. Those who remain self-select into safer "middle" research; they and their department have been pummeled into submission by the organization.
The author turns a blind eye to this corruption; the author points the finger at researchers, not executives. The author also forgets the history that users made the business successful [1]. Today, however, the internal hierarchies and forward momentum of many tech companies depends on a selective understanding of users [2]. Good research slows down that momentum, it aims for good-enough understanding, it asks important questions. And when important questions collide with the status quo, they are not tolerated.
Or to put in simple terms, from a chief of staff to a middle manager: "Nevermind you 'why', why ain't in your repertoire no more".
[1] http://www.paulgraham.com/before.html "Mark Zuckerberg didn't succeed because he was an expert on startups. He succeeded despite being a complete noob at startups, because he understood his users really well."
[2] https://news.ycombinator.com/item?id=35597279 "The logic that the CPO applied at the time was some pretty sporty mental gymnastics: "we optimize for conversion (looker to booker) because that's a proxy to actually delivering value to the customer."
Academically, 98% of UX people don't have the requisite background to be doing what they are doing.
What the? I had no idea it was so colossal. I didn't even know UX "research" was a thing, as in, someone made their career out of it.
No wonder it takes 100 engineers to write a website, if it takes 100 researchers to dream up some coconuts for people lacking thumbs. Last I checked, humans haven't changed in centuries. The gestalt is all you need to "research" and understand the human perception, imho. Ok maybe in the field of VR, some research need to be made, but this seems like crazy amounts of people.
Faffing about with hamburger menus and A/B testing isn't 'UX' research though.
Agreed, but hasn't all of this research already been done? I thought these are well understood already. A/B testing hamburger menus literally sounds insane to me
As a big believer in design, I think the field of UX has collectively allowed it's value to be tarnished by not guarding who is skilled at UX and who is not.
We developers got to be gate-keepy for a long time with the ubiquitous "CS Degree" requirement. Obviously with the ultrademand for programmers, that requirement is vestigial at best. But we have a very established bar for quality of engineering.
I have, however:
-Had a VP who insisted I styled the unsubscribe link to our paid subscriptions 10px font and deliberately violate WCAG contrast guidelines (not that he could be bothered to learn or listen on what that means, he just wanted it invisible)
-Had a founder ask me to deliberately bury an app settings button in the primary menu three layers deep to (aspire to) throw folks off the trail of account deletion
And I could go on like this.
I work for a company that historically avoided dark patterns since I joined. Whenever someone suggested a dark pattern, it would get called out and we would figure out a different solution, it was quite refreshing.
Last summer, one of our designers started heavily and repeatedly pushing certain dark patterns to our product team. I'm not sure the product team knew that these were dark patterns, and would get approval. When it came time for the developers to review these changes or additions, we pushed back like we normally would. But since there was no clear definition of "dark pattern" or enforced policy that we would avoid them as a brand/company, we were told that these were not dark patterns despite definitely being such and effectively forced to implement them. I didn't touch that code, and half of the team also refused to take on this work.
I've noticed this has become another feud between product/design/ux and engineering. I would think that UX experts would avoid dark patterns because they decrease the quality of the experience, but when the business and product become involved there are competing interests.
Without giving away too much detail I’d ask if that designer is a one person or very small department? That would be my guess. It makes these arguments a lot easier to win if you have a mature design practice with good leadership who can say “What biz/sales/product are asking for is not feasible as it violates our established criteria for dark patterns”.
This is, of course, toothless in small or medium sized orgs that only maybe have a few floating designers, for example.
We don't really have established criteria, we're a smaller org and typically it's been the developers that have resisted implementing any dark patterns while offering alternatives and product has historically been supportive of this.
And yeah since we're a small org, we have a small design team with just a few floating designers. The example I mentioned was with just one in particular and the only one my team really works with.
I judge devs that way, too. The root cause may be management, but nobody has a gun to any dev's head forcing them to write crappy programs. If management doesn't allow for making good products, then why are you working there?
In the end, we are responsible for the work we produce. If we produce bad work, we deserve the criticism for it regardless of whether or not it was because of management failures.
And that's why recently it's been less and less of a requirement.
And the bar is very clear--you either can write good code, or you can't.
I can't tell if this is sarcasm.
The solutions (on here and in the subsequent reflections article) are hilarious though for how general they are and how little they solve the observed problem (UXR dying/being replaced/not justifying its role/etc.). "You'll be fine: just generate value for the business and learn to say no!" The sort of fluff you tell a naive new graduate about to start an internship in a sinking ship of a company to avoid facing reality. You have to read between the lines to realize how devastating the advice actually is.
makes me chuckle while using a standard, two-button mouse to double click on windows desktop icons.
- Not engaging enough with the customer, i.e., finding out what they actually and truly need as opposed to pandering to their egos because they’re SMEs or whatnot - Engaging too much with the customer by allowing them to have too much say in the design. I’ve seen it go so far as to allow the customer to actually make their own designs (wireframes or mockups, etc.) and then handing that off to the devs to implement, no questions asked, which ended up in a ton of rework for obvious reasons - Relying too heavily on frameworks by allowing yourself to believe that you MUST use one of their built-in widgets or patterns and not create a custom solution that makes sense for the use case - Somewhat contrary to the above, not relying enough on a given framework’s widgets or patterns which can lead to inconsistent design and UX and unnecessary reinventing the wheel - The use of so-called no-code or low-code solutions: Not that these are bad per se, but it leads to the fallacy that a non-engineer (usually mid-level IT manager or “system analyst”) can use these tools to create a complete or even somewhat viable solution (I speak from experience) - Sacrificing a good design for any reason, e.g., ad space requirements, various types of compliance (including even the virtuous ones such as Section 508) - Relying on a framework to do the UX for you, leading to another fallacy that you don't need a UX specialist
UX research still very much needs to be a thing, and I don't say that because it benefits me (it does), but because I wholeheartedly believe in the need for it. I wouldn't design a house or even a pool without the expertise of an architect, so why would an entire dev team build a multi-million dollar UI without a UI/UX engineer?
It can't decide whether it's science or fashion and kind of fails at both. Flat vs. poofy buttons is a fundamentally unserious debate, especially when there's no real barrier to letting the user choose (and not infantilizing them).
The "solution" is understanding that what we're talking about here is fundamentally "communication" and most of these things can be solved through semantic ways of defining these things, e.g. what HTML tries to do.
Hear! Hear!
I would argue that the biggest advance in UX over the last several years was the introduction of the prefers-color-scheme media query and the fact that so many systems respect it now. Let's please have more of this.
A lot of UX design has been formalized to the point where the UI frameworks really do provide just enough. Even better, the UI available in native options (browser or native apps) has gotten Really Good.
Really Good is Good Enough for most consumers, and perfect for businesses/enterprise.
I actively disagree with this assessment. I think they've been getting worse.
I agree too that UXR is disproportionately impacted, and that UXRs focus way too much on user interviews. The challenge for me is that “macro research” is really market research, and UXRs are not well-suited to conduct this type of work, nor do the teams need to be so large to support that kind of work. I feel for anyone losing their job, but it’s tough to justify.
Consider Amazon. Not once in their history did they have a "proper" UX. It's always been ugly, unpleasant, inconsistent, messy. And yet they rule. Craig's list is similar.
These serve as examples that bare bones UX combined with solid business essentials work. It doesn't mean that UX is a luxury in every context, it's a wake-up call to link the work to real business outcomes.
Not to mention, to stand out from the bland average. In this so-called "golden age of UX", I honestly cannot remember a single case where I thought "wow, this is top notch UX, clearly well researched".
First of all, I don't fully recognize TFA's description of what a UX researcher primarily does. It almost sounds like user testing, which shouldn't require a different hat. That's just something you do to evaluate the product. Designers and developers do that anyway (hopefully).
What I did when I put on the "researcher" hat was (I guess, after reading this article) more akin to market research, but within the existing market.
For example, while working with a big holiday/vacation company (operating flights + resorts), we uncovered that a significant portion of the customers staying at their "family friendly" resorts didn't want to be there. They were typically couples who had done fairly adventurous trips when younger, then they'd married, and had kids. They hated the enclosed, catered, walled feeling of these resorts, but thought it'd be the best they could do with a newborn on their hands.
Awareness of this group of people might feel obvious today, but at the time it was a genuine discovery that lead to development of both services and marketing. While you might argue that the company gets their custom anyway, so what does it matter, the fact was that these people left the resort with low ratings, and a low opinion of the company, which they would announce to their peers in $important-demographic on social media and verbally. I.e., long-term damage to brand and customer retention. They freely chose to stay at the resort, and then felt resentment towards the company for it not being a mountain climbing holiday or whatever. It's illogical, but that's what they did.
Secondly, these types of discoveries can't be produced predictably. Either there is something you don't know about your customers or competitors, or there isn't. Initial efforts might yield a lot, but perhaps there is a saturation point along the way, where more research of the same nature at that particular point in time will yield diminishing results? Well, that doesn't matter, because these people have been hired to do research, so they will keep doing it, whether it's useful or not.
I don't understand the separation of design and research into different roles. To me, a designer should be able to go off and do research if it's warranted. Maybe I'm old school, but separating it feels like separating a developer into two people: one whose only job is to find new libraries and read documentation, and one whose only job it is to type into an editor.
Thirdly, to those griping about "UX ruined UI": it did not. UX is what got it to the point you're imagining as "good old days". What damages UX in the long run is shifting incentives (resulting in dark patterns) and a variation of the above, but on the design side: you needed a UX team of a certain size to get to the design you have, but you don't need an engine of that size to maintain it. If your UX department is oversized, I suspect that they will start inventing tasks for themselves and do things that aren't strictly benificial.
This goes for all roles, arguably. More people doesn't equal more productivity, and at some ratio of number of people vs. real problems for them to tackle, the productivity becomes negative.
Also, a UX department as some kind of "other entity" is not a good setup either, in my opinion. In my experience, UX has worked best when it's a cross-disciplinary focus rather than an isolated group of individuals imposing their will and "owning" the UI.
As a UX designer, your most important job is to get people who don't regularly talk to each other into the same room. You don't have to be the cleverest person in the room wrt UI, but you do have to be the person who can bring the user's point of view into a room where other, equally important points of view, are represented. UX can't be effectively done in isolation.
But there isn't, and hasn't been historically, based on my experience. OP is spot on.
The field of UX is very, very guilty of this as well. Some people seem to think that just because it's qualitative research, you can feel free to go with your gut, or rely on unsubstantiated data. The same methodology that would get you thrown out of a university can thrive in some organizations.
If the users don't equal the customer then UI/UX doesn't matter at all so long as customers keep buying it. In this scenario, firing UI/UX makes the most sense, because it doesn't matter.
If the user IS the customer, then it might matter. But this would be easier handled by product - they would understand their customer's and market's needs. The majority of web/adtech use cases do not need this level of research, hence why they're all getting fired. They aren't doing important work like designing a cockpit. They're just making some changes every few years that frustrate people for a week and then gets redone in another few years.
Were UX/UI people and researchers in the 90's just better? More competent? More careful in their research? Did the objectives change so much from usability to selling clicks?
Also, the default interface wasn’t composited, so nothing was translucent, so no one layered their controls and content. Sure, it looks kind of pretty in Material Design when a round button with nice antialiased edges sits on top of the content, but it’s terrible UX. In Win2K, if you wanted to do this, you either used “layered” windows (which were no amazingly slow that no one wanted to use them) or you had to go outside the Win32 library entirely and render the whole mess yourself. So designers mostly didn’t do this.
However, how companies earn money changed. In the 80s and 90s computers were marketed at professionals working in offices. Software was sold shrink-wrapped on disks. It was very costly to change software later (send disks?), you better tested it really, really carefully. The promise was often to make experts more efficient at their tasks: Software was customizable, had macro recorders and had a familiar interface of buttons, menus and docking sub-windows. Computers were used with keyboards and (finally!) mouse: Two very efficient input devices. People (including me) are nostalgic for that time, and that makes memory very selective: We probably remember the best software created by large companies with great teams. We also remember software created for specifically for professionals working with computers, many HN readers will be that people. And, last but not least, there were a lot of terrible UIs too, that we gladly forgot and for every fondly remembered non-standard, fun UI (bryce?) there are sooooo many terrible ones.
A lot of what irks people can be explained with shifts in how software got made, for which audience and for which devices: Having many small teams working independently makes a coherent vision for a product more difficult (but has other advantages), user customization became less important since products were more targeted to non-experts and it also can mess with your automated testing; moving to the web as main way to deliver software meant that some types of interactions (drag and drop, using large amounts of data directly) were harder to create than others; on the web, advertisement and subscription models became popular, leading to very different ways to advertise software in contrast to the former "buy the bi-yearly upgrade in a big box" and the web was more OS independent so the old one-system, one UI-standard did not match anymore.
So, a lot of what "got worse" can be explained by changes in the ecosystem that software-creation and software-use happens in and by the position of people that assume it "got worse".
There are many things that I find worse now than in the 90s but this perspective can help to see if software got worse just for people similar to me and it can also help to find ways to make sustainable changes that fit the ecosystem that exists today.
Either you were a highly trained professional using a computer for serious work, or else you were a dedicated hobbyist. Either way, you expected to put in significant time to learn and understand how this magically complex machine worked before you could actually accomplish anything. "Normal people" without strong motivation to study the computer simply did not use computers much during that era.
Fast forward to the smartphone era, and "using computers" has become a casual everyday activity for normal people. Companies are now incentivized to produce software for a mass audience with UIs that require as close to zero thought, study, or technical skill as possible.
All the computer nerds were shocked when Google came out with just a single bare text input as its primary UI. Surely we needed the Baroque masterpiece that was AltaVista's UI to ever gain useful work from a search engine; there are so many parameters the user might wish to vary! But no; as it turns out, the new Eternal September mass computer user audience strongly prefers slightly less control in favor of less time spent thinking.
Yes, if by "shocked" you meant "delighted". Not just that it was a single text input, but that it could also do the desired task better.
I really think that the only way to adequately serve both demographics is to have two different UIs.
Gnome 2 famously did this. Gnome 3 famously threw out the findings, which is why Linux Mint exists, and how KDE (eventually) caught up on usability.
- Essential functionality shoved into some sub-hamburger-menu because it "didn't fit the design".
- Low information density
- Pointless cruft like animated menus and hero images + resource intensive pseudo-minimalism, where the app/page/whatever, despite the low information density, somehow still manages to load ungodly amounts of data, or eats tons of resources, or both.
- The latter point contributing to the situation where we have apps that run worse on 2022 hardware, than apps in the early 90s did on a Pentium I. I know that design isn't solely to blame for this, but it certainly played a part.
- Circumventing OS or browser default functionality. Example: Webpages that hijack the onscroll event. I use my mousewheel to scroll, not to advance through whatever the designer thought was a must-see presentation about their companies "values".
- Smooth UX breaking down the instant the user leaves the happy path. Trying to setup an account? Easy. Trying to change the auth method to MFA? A hellride.
- Modals. Modals everywhere
- Everything trying to look like a smartphone app, no matter the viewing device. I have a high resolution screen and a high precision pointing device in front of me. Why are half the webpages and many apps presenting buttons the size of texas?
- Super smart designs causing the page layout to change after it's loaded. Nothing more fun than to accidentially click the wrong thing and then having to reload the previous page because the layout changed under my thumb.
- Next to zero configurability.
Apps are tools. Webpages are tools. I am not starting a program to look at it's amazing design, same as I don't pick up a hammer to marvel at the color choice of the handle. I pick up a hammer to hammer at nails. If I get the impression that the process of picking the handle-color was getting more attention than the process of making a good, sturdy, serviceable and reliable hammer, then I will not use that hammer.
Of course, with the rise of microservices, everything that requires an account is also unreliable.
Also, there's the dark pattern of returning incorrect results during partial outages, so even when stuff is "working", it's mostly gaslighting the end user. This was pioneered by Netflix's frontend team, but it's seeped into all sorts of inappropriate things. A surefire sign of this is opening up an online-only app, and having it report stale data until it updates. My car does this. I don't care what its charge level was sixteen hours ago (typically displayed by my phone for 10-60 seconds), or four days ago (from my watch).
Their initial idea was to synchronize warehouse inventory with the online store in realtime, so that users would never buy anything out of stock. That proved logistically difficult and expensive, so they decided that the frontend would merely checkpoint inventory levels at intervals. When someone inevitably ordered something that was no longer in stock, they simply sent a robo-apology note and refunded the order.
Mitigating the hit to customer satisfaction was deemed cheaper than the very expensive proposition of synchronizing distributed warehouse inventory levels in realtime over unreliable networks.
I strongly believe that's the main problem. Today UX thinks of computers as Assistants. It is clippy all over again.
That is why tech is so exited about Amazon Echo, ChatGPT.. It's the ultimate assistant.
Nobody wants to teach their users anymore, it's supposed to work out of the box. Easy, simple. There should be one button or one way of doing something (the dreaded User Story). Otherwise the user will go elsewhere. So we get these one trick apps.
In the 90s the user was seen as an intermediate user. Today it's all about onboarding.
- Desperately trying to make everything from PCs to cars to refrigerators to space capsules look and behave like a mobile phone for no reason on (or off) God's green Earth except "Woah, trendy."
You're making a very broad assumption here that everyone is like you. The fact is, they aren't. Big click targets are important for accessibility (if you want to read more, theres a pretty good article on the topic here: https://ishadeed.com/article/clickable-area/)
Apparently not, because we went for decades without them, and no one complained about a bad UX from buttons that are too small to click. Which could have something to do with the aforementioned high-precision pointing device, which btw. can be configured to the motoric requirements of the individual user.
However, a lot of people complain about UX gone to hell as of right now. So I'd say its a pretty safe bet that things, as a whole, didn't go into the right direction
Besides, a requirement on a PHONE is not an excuse to do the same thing on a DESKTOP. My desktop PC isn't a phone, and I value information density more than click-area. If an interface ignores these facts, then it is a bad UX for me.
So that's why Microsoft made the calc.exe fill the whole screen. /s
This does not explain however why the scrollbars are so small. Are they no click targets anymore ?
Not to mention essentially nonexistent window borders and putting active controls in the title bar. Have people forgotten that those are click targets, too? Sometimes I want to move the window or resize it, and Windows makes that hard.
> An important law to be followed in UX design. In simple words, the larger and closer the touch or click target is, the less time it will require the user to interact with it.
...and mistakenly concludes that, if you just make buttons bigger and add more whitespace everywhere, you get widgets that are easier to click.
If you try to run the numbers on "facelifted" modern interfaces vs. their older counterparts, you'll find that many of them actually fare worse even in terms of Fitts' model.
E.g. if you have three equally-sized widgets side by side -- three buttons, for instance -- simply making them wider by some proportion of the initial width increases the difficulty of getting from the center of the leftmost widget to the center of the rightmost widget, because the distance (up in the nominator) increases by a higher factor than the width (in the denominator). In practice, increasing widget sizes increases the index difficulty in basically every UI that has more than two widgets laid out along a given direction, because it causes the distance to targets to grow by more than the widget size.
(Edit: this is commonly forgotten because "literature" drones about Fitt's conclusion without explaining the context in which it was determined: repetitive motion over a single direction between two already widely-spaced physical items. Making the items bigger resulted in lower distance because, unlike in a modern fluid UI, where widgets are placed at constant paddings that are a fraction of their physical size, that did not cause their centers to drift further apart. Whereas in practical UI cases, increased paddings and widget sizes often result in the average distance to widget centers increasing by way more than (half) the widget width, so the ID actually grows).
The example shown in the article just so happens to fare better because it makes a widget taller by about 10%, while reducing the distance between the only two widgets shown on screen about three times. IRL padding between widgets has steadily grown, so while the numbers line up, this isn't a very representative example -- in fact, many designers would probably object that the design on the right is also bad because there's not enough space between the text field and the button.
But even if we take the design example at face value, generalizing from it is a really bad idea. Because the ID is logarithmically-derived, if you were to take the "narrow" button on the left and just bring it 16px away from the text field, the difference would be minute -- no more than 5% (assuming strictly vertical motion between the midline of the text field and the midline of the button; in practice it's probably way lower than that, since LTR users tend to click towards the left of the field; although FWIW I bet in practice moving the two widgets close together has barely any impact at all, as the text field is likely auto-focused, so motion will commonly happen between wherever the cursor happens to be on the screen and the center of the button).
That's a good trade-off if you only have two widgets on the screen, as in a form -- you don't lose anything other than some whitespace by making a widget bigger. If you have more elements to show, though, that's a very bad trade-off to make. An ID difference of 5% is barely noticeable (IIRC it's just above the "noise floor" in a standard Fitts experiment), which is more than offset by the additional difficulty introduced by scrolling (because you can fit fewer elements on the screen).
This seems to happen far too much. Nowadays usually causes me to give up on a site and go somewhere else. Feels like eliminating stuff like this should be low-hanging fruit UX-wise (albeit not especially exciting, I guess)
Google search bar breaks macOS keybindings eg. option-arrow doesn't work as expected.
* Apps feel generally disorganized. Buttons are unlabled. Many things are hidden somewhere between layers of unlabled buttons. In the past you could count on the menu bar giving you quick access to anything.
* Lack of functionality / composability. Avoidance of the file system. Tunnel menus that you have to take one step at a time.
* Every program has UI that works and looks differently, made worse because even the same programs redesign their own UI periodically.
* Flat design. Lack of 'affordances'. Buttons don't look like buttons, draggable things don't look like they're draggable. E.g. scroll bars in the past had this serration to suggest interaction. This leads to hidden features and surprises, where things that seem like static images suddenly hide important functionality.
* Lack of configurability. Configurable Toolbars, arrangeable view panes, tabs etc. And unnecessary limits even when you can configure things. Like, Firefox only has a list of preset zoom levels, to get finer zoom levels you have to go into about:config. Or the fact that it limits the size of tabs to a rather large minimum. For no reason at all.
* Lack of consistent (or even discoverable) keyboard navigation. Rebinding short cuts is not a thing anyone seems to care about anymore.
* Readability, use of space. This applies more to the web, but grey text, ultra-narrow columns, inconsistent scaling.
My car hides map functionality in buttons that are simply not present until you interact with the map in some magic way that triggers a heuristic that you want the buttons to appear. Slowly.
When I want to see chargers drawn on the map, I don’t want to move the map. So why TF do I have to move the map to convince the software to draw the button so I can tap it? While driving or perhaps waiting at a red light.
Also, try to teach a young person to use an old program, or an older version of an office program
Funny enough, the few times I had to do that, it turned out to be easy.
Why? Because the software may not look shiny, but it's obvious and discoverable. There is the menu-bar. It says "File". The assumption that "File" is the right place to look for the button that saves the work to a file is one that comes pretty naturally. And of course the keybind is written right there next to the menu item.
Ugly? Maybe. But it's obvious and gets the job done.
Now let's look at some "modern" software, and the Button to save is...yeah, anyones guess really where it is.
Might be in some hamburger or sub-hamburger.
Might be in some animated menu that I have to scroll beyond the various cloud-store options to store to disk, which is a common dark pattern, because cloud solutions are something I can sell, while the users disk isn't.
There might be some gesture-based menu, even in desktop apps.
It may be a button in the interface, but which one is anyones guess ... because apparently the floppy disk icon is not "modern" enough, so there may be any combination of boxes, arrows, arrows in boxes, or whatever happened to be the ultimate wisdom in save-button design at the time.
I have seen apps where it was in the "Share" menu, right next to whatsapp and facebook integration, because these are vitally important options for all apps apparently.
My other usability pet peeve. Traversing a big number if things by paging. The UI will not give you the total number of pages anymore. You can increment 2 pages at a time. Sometimes you can change the url to try later pages but not always. Sometimes there will be a button for the last (final) page but when you click it, it doesn't exist. To make this even worse most times this is loaded via JavaScript so if you're on the equivalent of page 50. The next time you get there you have to keep loading more until you're on 50 again. There is no way to bookmark state or go there directly. I am assuming this is a JavaScript Json thing that somehow became a pattern, like getting a total count is now impossible or something.
(It's whatever Manjaro defaults to. It looks like xfce, but I'm pretty sure it's KDE. The point being that I don't know because it's not configured terribly out of the box like modern gnome.)
The minecraft launcher does regularly bring him to literal tears though. :-(
- content areas that truncate half a sentence
- expanded content that reveals in a different part of the screen from the place where the teaser lives
- cookie notices - when then problem is not cookies but data exfiltration
- opt-in by default instead of opt out
- accept data exfiltration or don’t use our site
- images with rollovers that hide the image when rolled over
- text content that changes when you toll over
- headers that change size as you scroll so content jumps u predictably
- sticky headers
- sticky footers
- footers with useful content that you can’t read because there’s also an infinite scroller above it
- hamburgers on desktop sites
- landing pages that are 70% negative space
- poster/hero images so large there’s no actual content above the fold
- newsletter subscription modal popovers
- any kind of modal popover that appears mid-way through reading the content
- images with CSS that causes them to shrink when you use screen zoom (amazon product images)
- mistimed animations
- logins with the username and password on separate pages
- password fields you can’t paste into
- “repeat your email” fields
- carousels with differently sized panels so the content below shuffles ip and down whilst you’re reading it
- auto-play videos
- ads every fucking where
- social share buttons
Haha, this seems to be a "design guideline" in both iOS and Android.
- The introduction of several banners/popups/modals, either to shoddily comply with tracking consent laws or to drive up engagement (newsletter subscription, notifications, check out new feature X)
- The display of several, sometimes even nested loading indicators all over the place
- The adoption of "trendy" UI patterns that don't necessarily fit (e.g. "stories", a few years ago)
- An obsession with reducing information density and making everything very sparse
- Rejection of color as a redundant signifier for UI elements, particularly icons
- An overall extremely hostile attitude towards the user, with dark patterns, disregard to preferences and privacy
We need simplicity and stability - the latter being the most important for user interfaces.
For some reason I cannot comprehend, I can split the screen horizontally, which results in two thin strips side-by-side that are useless for anything that I can think of. It is not possible to split it vertically so that I would have two reasonable aspect ratio apps on top of each other. Now they added a convoluted "multitasking" mechanism that kind of lets me solve this for reading, where I can have two 3/4 sized apps overlapping each other, but I still cannot just split the screen or have freely resizable apps (which, again, is a problem solved already in the original Macintosh).
This type of terrible UX has become endemic, and is even worse in non-Apple products. The root cause I believe is "authoritarian simplicity", where some UX designer or team thinks they know the best and force a single, over-simplified, over-specified solution on everyone.
Everywhere there's dark patterns, performance overhead, mandatory updates degrading user experience, unnecessary JS and walled gardens breaking accessibility/compatibility, online-only etc.
For performance overhead and unnecessary JS, that sounds like poor development practices that happens to also degrade the end experience for users, although some of that unnecessary JS could be some sort of tracking implementation that was included through business requirements.
the need for "new", when in most cases something vaguely similar to WinXP or OSX is fine for 90% of things.
Maybe some out-of-work UXRs would like to offer views on how to fix the site?
[1] - https://englishcitiesfund.co.uk/ - though when I just revisited, it appears to be broken for both mobile and desktop.
[2] - my (very personal) view is that the site was in fact designed to showcase work done, so it could be referenced in the Annual Reports of the Fund's partner companies, allowing them to check whatever corporate checkboxes they needed to check that year during their AGMs. Though people tell me that I am too cynical so I could be wrong.
When you say that being vaguely similar to WinXP or OSX is fine for 90% of programs, is that in terms of looks, journey path, or something else?
The article mentions this in the Business > User section, saying (removing euphemism and double negatives) the prevailing wisdom is that you will probably be fired unless you actively worsen the product, and provide metrics to explain how you did it.
I’d think that companies with customer bases that don’t actively hate them are less likely to have big layoff rounds, but I am not a UX expert.
- infantilization of interface to treat everyone 'like a 5 year old'
- removal of functionality , homogeneous bootstrap-like interfaces with rounded corners everywhere, to the point where you no longer recognize which system you re using
- "mobilification" of the desktop
- no more rational organization: no hierarchical menus, only the top 5 buttons survive
The worst example I encounter on a daily basis is Twitter. Each tweet has at least 8 sections that do different things when tapped. I never know quite where to long-press with my thumb over the tiny timestamp to open it in a new tab, or where the boundary is between the single line of text and the username.
Consider the power of piping a few unix commands together, this is an advanced task that enables power users, but is nearly impossible for a new user.
tldr; For the common cases and beginners UX has improved, but dropped off for users that go beyond that.
We sell software to financial institutions and our mission is to provide low-skill hourly hires the ability to reliably open complex accounts. Clearly, focusing on the ability of your target audience is really important if you want to go to this kind of an extreme. For me, this is what "UXR" is - Our team sitting down and asking "how does it feel to use that workflow?" and "If I were walking out of HS graduation, could I understand what I am looking at?".
I don't think this is really complicated stuff at the end of the day. If you let the customers harass the developers just a tiny bit, you might find high quality UXR occurs automagically.
Can you cite a single example? Web browsers, mail, event ticket purchases, window managers, music playback, file management, maps, televisions, kitchen appliances, paying for parking, paying for gas / EV charge, credit card checkouts, and banks have all enshittened in the last 15 years.
That's just stuff that actively wasted my time this week.
I can't think of any counter examples.
When your profession views math on user & business data as the enemy, and it's for a business...
The problem is the rise of Career Designers™ as opposed student of the arts. The current pipeline is dominated by candidates who realize there are few careers for liberal arts students paying six-figures and also self-aware enough to know they don't enjoy math/programming/excel (although many cashcow masters provide OPT when they don't even any math or even the rigor of a respectable MBA). Google has a propensity to hire people who hold master degrees specifically in UI/UX, but I've found only a small fraction (maybe 1/10, and definitely much lower than 25%) who has any aesthetic intuition. I've seen their non-portfolio work, such as their photography and clothing choices. The average teenager on social media probably have more artistic sensibilities than people who are supposed to be the top-tier designers. Obviously this is subjective and also a proxy metric, but I'd like to believe the ability to compose whether it's photos, interior design, or clothing is strongly correlated to the ability to design a website. Or even just having an appreciation of cinema that isn't Marvel. We end up with people who follow systematic procedure taught in a masters in UI/UX that leads to lots of and lots of overly complicated design patterns that make sense intellectually and in isolation, but will never arrive at something that is hollistically cohesively and usable like Craigslists.
Google has grown into a corporation and select for career oriented students who are studious high achievers who focuses on practical matters rather than frivolous things. Maybe that algorithm works well for programmers, where in math/programmer there is a yes/no, but even then school can't indicate who has good intuition about design. I mean the author of Vue is a design major, not computer science.
The people who live and breath art aren't being hired by tech companies to be designers, especially the large ones. They don't fit the corporate status quo, but then again they tend to be independently wealthy and never had to treat academia as a means of procuring a job anyways. At least for hackers / cybersecurity / introverted programmers types, tech companies have done a good job at assimilating people were in social outcasts in early decades. The design orgs feels much more political and feels like a grown-up version of a high school popularity contest. Google's recruitment process of emphasizing academic prestige (school, grades, advanced degrees) may work well for other areas, but it's filtering out the best candidates, and selecting for people who are frankly mediocre.
In the early days of Google, when Google was a pioneer in design, design was lead by Marissa Meyer, an engineer who had a knack for design. It she an artist? Maybe not, but Google was a pioneer in website design and it's at least in part attributable to her. Engineers who have design sensibilities are probably better for designing websites / apps than career-designers.
So that's UI designers. UX Researchers are supposed to be scientific and minor statisticians. They're supposed to glean test hypothesis and make unbiased judgements from a representative sample of the population. The UX Researchers I've worked with were some of the most unscientific and non-quantitative people I've worked in my 10+ professional years. The math stops at basic percentages. I observed some of these surveys and user studies where they prime candidates and ask leading questions towards answers they've pre-assumed, rather than actually listening to the user. That's why there is such a huge and growing disconnect between Google products' usability and the user. Most of the people who advance in this org are unsurprisingly great at talking.
Startups, especially the ones that have well designed products since that shows the founding team understands. I remember the early days of Yelp having all these "delightful" experiences such as showing a rocket when you scrolled the page. Corporations like Google are too risk averse and Easter Eggs like that have a lot of red-tape.
Also, this pullback in the labor market is probably a good thing for people who are passionate, as it will hopefully prune alot of the competition who have stellar resumes, but only on paper, that was just there for money.
Apple is great. Heck, even Microsoft. There is this defunct blog about industrial design called Minimally Minimal and the person who wrote that got hired to design the Xbox One. That reflects that Microsoft's talent acquisition team has some sense. Meanwhile, Google gets all philosophical and grandiose about the Material "design system". At the end of the day, it doesn't look good and boring. Netflix was good in the beginning, but I also observed they started hiring those Career Designers and it's been mediocre since. Google's Hardware design was pretty original before, but that was only because those people came from HTC. The new Google hardware is the equivalent of Material. Nowadays, the flat and minimalist design isn't an enlightment but just lazy and unimaginative.
OR (and I say that in the angriest way I can manage via text) the business is completely looking out for itself in the short term without consideration of its needs beyond a quarter. When a department has served its useful purpose to the very specific goals of the business then the department gets discarded. When a company needs a design for a website, it pays for a UX designer. When the designs are finished, they fire the designer. Does that mean the business never needed a designer? No, instead, they believe that they _no longer_ need a designer, and continue to profit off of the work that the designer did for them. The designer then gets to leave and write blog posts blaming themselves for the pitfalls of capitalism and the absence of design unions.
There is no way to stay around a hungry tiger and survive for long, no matter how one ingratiates themselves to the tiger. Designers, don't write blog posts claiming that getting fired is 100% your fault. You're not Jack Welch, you're the body he spent no time thinking about leaving behind.
I agree with the the general message you're conveying though.
I think that generally, UX in software is dismal. Modern software tends to be hard to use, hard to figure out how to do things in, and generally opaque and lacking in discoverability.
I tend to blame the UX field generally for this, as that seems to be where the things leading to this problem have come from.
I disagree with the author, though, in his diagnosis that the issue is a clash between capitalism and UX researchers. I think the issue is that the UX field itself tends to focus on things that don't really matter as much in terms of user experience. There's a huge emphasis on efficiency, for instance, rather than reducing cognitive load, making sure that workflows all follow a common logic, and making things discoverable.
I don't know enough about the field to diagnose anything, but this smells suspiciously like a failure of UX research to focus on the most important things, and UX developers simply follow that research.
We pitched this idea to a mentor at the hackathon that worked for the sponsoring company and had worked with UX. The question he asked "how are you going to make your app sustainable, how are you going to keep a steady flow of new users?".
We replied: "because it's convenient", and he immediately replied: "normal users don't care about convenience, they won't stop using 5-10 different apps because it's convenient for them to use a new app where they can find everything they need. They need other incentives to use your app".
At that point I couldn't reply back to him saying "well I am a user, we are users of these apps and the UX is simply terrible, if you think this is okay then sorry but you're a dumbass", because we had to finalize our business pitch and we were in a tight deadline, so for nervousness I couldn't say it to the guy that he is wrong.
I don't hate UX. I hate people that think it's totally okay to hide important or common things behind 3-5 clicks AND screens. This is the golden standard for UX nowadays: making things complicated for the end user. I don't know if I am just tired of this bullshit they shove at our faces, but a LOT of new major products have a terrible UX now.
Examples? I use OneDrive for storing my files. I mainly use the web interface because there's no native Linux client and I keep forgetting about rclone. I used to access office.com, login to my uni account, click on the OneDrive icon on the sidebar and it would redirect me to my OneDrive.
Microsoft changed the layout recently, now to access 1Drive, you need to click the sidebar, click on the menu icon, select OneDrive, to a point it will redirect you to a OneDrive page, and then you have to click "My files" to get the default view where all your files are listed. I hated this update and I have no idea what Microsoft was smoking to think to hide the OneDrive button under extra actions.
Another example? FIFA 2023. You have lootboxes that contains player cars and utility cards. You can get these card packs by completing objectives. You can complete objectives by doing actions on the main menu (organizing your team, buying a player, etc) or inside a match. And guess what, there's no button to collect all of your pending rewards. And if you have lots of card packs to open, you can't just click a button to open them all, you need to open them one by one. Oh and to make things worse, if you go to any other Ultimate Team menu option, you need to go back to the main Ultimate Team menu, click Store, Packs and then you can open your packs. The game costs $70 and has terrible UX.
Onedrive: to onboard more new users ie. increase potential inflows you make the UI simpler on landing. Thus the rest of the essential functionality has to be hidden away. FIFA: every time a lootbox is opened the player gets a dopamine hit, so make sure they get lots of hits rather than one.
I don't agree with the metric gaming going on here as if everyone does this, you rapidly tire your users to the point of jadedness. It's as-per evolution, an arms race on both user's and UXers sides, and one of the darker sides of capitalism. Should we roll out the obligatory https://xkcd.com/927/ ie. have a single unifying UX/OpenAPI standard across platforms, in order to combat this?
Unfortunately OSes don't really expose an OS-wide event stream to hook UX into, which is another alternative. So... I guess fix the functionality first, then UX?
Only organisations with a specific cultural focus on user centrism will have great products.
Apple at least has some of this, but not always.
Have faith: there is a payoff in the long run for many product focused companies. Not all though.
Some people think the Apple Way defines good UX, so they think Apple products have good UX.
Anyone who prefers a non-Apple UX is setting themselves up for a very condescending rant.
One of Jobs primary philosophies is around 'creating great products' aka 'craftsmanship' which is de facto user centric orientation.
If companies made products the Apple Way, they'd probably have better products.
The Apple Way is of course going to be a culty foundation for keeping behaviours oriented around a common sentiment, it helps the Apple org focus. It probably will feel a bit odd and constraining in some ways, but that has more advantages than downsides.
https://en.wikipedia.org/wiki/Magic_Mouse
> The charging port of the second-generation Magic Mouse is located on its underside, preventing the mouse from being used while charging.
I've never seen another wireless mouse with that problem. Never. Only Apple, it seems, could dream up that specific misdesign. There's no benefit to anyone in that, only detriment, and I am at a loss every time I think about it.
Onwards:
> The Magic Mouse uses its acrylic multi-touch surface for 360-degree scrolling, replacing the rubber scroll ball on the Mighty Mouse. The mouse does not support left and right-clicking simultaneously, and also removes the ability to middle click without third-party software workarounds.
I will be honest: I straight-up don't like the idea of a mouse having a touch pad on its top. I think a touch pad is a poor imitation of a mouse, such that if you have a mouse, using a touch pad (literally) on top of it is using a better interface to replicate a worse one.
However, my personal likes and dislikes pale in comparison to the simple fact the touch pad was also a usability regression for clicking. I absolutely cannot see this as user-focused.
Did it have good build quality? Maybe, but it hardly matters if something is a good implementation of a bad design.
Apple is almost biggest company in the world and they command very high margins for a reason that is 'more than marketing'.
Ironically, you're pocking at the 'mouse' when their trackpad is the reason that keeps me on mac notebooks.
Their 'hit rate' is much higher than most.