Instead, my advice is to create individual designs for each, share when it makes sense, but actively diverge when it’s good for your customers. There doesn’t need to be a single version of a page.
Your mileage may vary.
Instead, my advice is to create individual designs for each, share when it makes sense, but actively diverge when it’s good for your customers. There doesn’t need to be a single version of a page.
Your mileage may vary.
Maintaining N versions of your application has costs that aren't necessarily great for your customers either. In my experience it usually cashes out into one version (either mobile or desktop) getting all the support and features while they slowly drip down into the other versions. Meanwhile a responsive design can have the upside of forcing support and feature rollout for all devices simultaneously.
None of this is easy.
It's really an issue that many UX designers don't know how browser rendering works, so they design static pages as if they were printing in a magazine.
Pixel perfect mocks are terrible for designing responsive UIs. Trying to build pixel perfect pages in a browser is impossible. Somehow these designers get through school with zero understanding that designing for web is different from designing for print.
The reality is just that designers gonna design - and designing is often an unscientific craft, pursuing aesthetic values before practical considerations. Google and Apple designers are well-paid and experienced web-heads, and still they led us into a land of well-padded desperation.
yep. i guess that reddit hired one of those.
old.reddit.com is awesome and stood the test of time, the new reddit is awful and slow (and i hate it).
One, not all Reddit users prefer old.reddit (I do).
Two, Reddit aren't designing for users, they're designing for advertiser's to push adverts at users.
Wrt the second point, this means designers aren't designing to the brief you would give them. Like when engineers design obsolescence into a product (it's purposefully inferior for the end user).
Any idiot can see it's bad user experience to keep forcing a user to a design they don't like, but it's not for UX reasons that they do it. The trick is keeping UX good enough.
To extend that: note that the very companies that spend most money on UI, that hire the experts and pay them well, that set the trends for entire field of UX - are all companies whose primary business is user abuse - advertising, high engagement, etc. That's what they pay the UI/UX experts to optimize for, and that's what ends up leaking into the wider field - leading astray people who are trying to build things beneficial to their users/customers.
You get a sort of garbage-in-garbage-out effect if you apply science to a field like design, where it only serves to amplify your own convictions, as what is being fed into the scientific process as unquestioned assumptions inevitably fall out of it as conclusions.
At best you get KPI driven design, which is a vehicle for enshittification, not for building great design.
I took the poster as meaning UX that considers the results of, and perhaps even performs, actual user testing & observation, to decide what works and what doesn't. Like operating system vendors used to. I'll grant that "scientific" UX that's just incompetent (99% of the time) application of "telemetry" and A/B testing is awful. But that—and the other bad kind that's just trend-following, personal preference, and whatever will get the best reaction in a design presentation meeting full of non-experts—aren't what I understood as being advocated.
The good kind performs & pays attention to science.
Any opinions you get out of the scientific method were put in there by the person designing the experiment.
I don't disagree with this, but it's none the less an assumption that went into the study, and likewise a conclusion that fell out of it.
I strongly disagree.
Design without considering all of the HCI research that has been done is what you call "garbage-in-garbage-out." We already know how humans perceive information, what makes things salient or invisible, and so on, yet the current design trends completely disregard that with flat UIs and trendy designs that have poor usability.
> At best you get KPI driven design, which is a vehicle for enshittification, not for building great design.
No, you just get trendy design, not usable design.
In practice, working in small and medium organizations, I have met very few UX designers. Instead I have met plenty of graphical designers that know almost nothing about UX design. I've been at places where I - as a backend developer - know more about practical UX design than anyone on the design team.
I think the reason why we have "bad mobile first design with awful desktop UX" is because very few of the people designing these experiences are UX designers.
I was surprised the article didn't highlight the horror show that is Vector22 at Wikipedia, a design so colossally bad that after three years of suck costs the only path to saving face was to make it the default theme for all users: "Mission Accomplished!"
The issue at hand is that overly long lines reduce reading speed and comprehension of the content[1]. The optimum length for a digital line of text is somewhere between 66 characters per line and 100 characters per line. I personally use the 100cpl rule. For reference, this HN page has ~185 characters per line on my 1920x1080 display at default scaling.
I do actually remember un-minimizing my browser in order to improve the rate at which I could read the text of ur-Wiki pages.
And then they provided an escape for old men shaking their fists at the sky. Given a choice, I would, without hesitation, choose the new design.
[1] https://en.wikipedia.org/wiki/Line_length#:~:text=characters...
Unfortunately some of the designers I've worked with more recently were primarily graphic designers without a UX background, and actually became an impediment to good design because they were given authority over it despite not really know what they were doing.
I think it's probably an unfortunate consequence of there being more demand for UX designers then there are good UX designers, and simultaneously being a lack of jobs available for graphic designers. And a lot of hiring companies not really understanding what makes a good UX designer.
I also checked if I had created some rules for that site in Stylus and uBlock Origin, nothing. For once I'm lucky that a change didn't destroy one of my workflows. One could say that if I didn't notice the transition they could have spared themselves all the work, or one could argue that they performed a perfect job.
Anyway, I get directly to the page I need from Google. I found several threads on Reddit complaining about the change and this one https://www.reddit.com/r/wikipedia/comments/10g2cir/im_prett... I see a different usage pattern "all I had to do was open the site and use the search bar. And then from there it was easy to get to the main page, current events, etc." The home page, current events? I'm sure I never heard about current events before now and about the home page, I know that there is one but the search bar of my browser is closer to Wikipedia's internal pages.
At the end of the day its all an ROI problem (as are most things)
And if you keep the URL the same but serve different output depending on the browser, then you get inconsistent behaviour between two different devices.
Nailing the UX for mobile and desktop is actually pretty damn hard.
I also think one of the things good designers do is to take this into account, and make pages that are built up of components that work at various sizes, not just scaled up from mobile. In addition, a good designer will setup the page design such that it can scale up and down nicely from one viewport size to another.
So, while I don't 100% agree that you need "individual" designs for each, I do think you need a designer that takes the different viewport sizes into account and provides the appropriate adjustments for each. And developers that are skilled at then building those pages.
I can connect my Librem 5 phone to a screen/keyboard and I get a full desktop.
I agree with comment above that it is very hard to make one website responsive to multiple screen sizes.
Guess based on user agent (or other fingerprinting metric of choice), redirect to guessed site, provide user the option to override when the page appears, remember the choice in cookie (or local storage).
Though personally I think you can do a lot with responsive CSS if you try hard enough - that is my preferred option.
I always wondered about that. What's the point of redirecting instead of serving a different template on the same URL?
I think that websites should assume that devices are being truthful. I should be able to request the desktop view on my phone or request the mobile view on my computer. The former I can do sometimes, the latter I can only do with developer tools (and usually doesn't work because the website detects that I'm on desktop!). Browsers could add a header to switch to the mode in which the website dynamically readjusts based on actual device parameters like window size, but by default I need the view to be what I requested regardless of my window size and device type.
You know how Wikipedia has no table of contents on mobile? I made my browser request the desktop site by default so that I could see the table of contents and don't have to tap to open the article sections. (Unfortunately, Wikipedia changed its desktop view UI by moving the table of contents into a hamburger button. On mobile the desktop view forces me to tap the hamburger button to view a blocking popout of the table of contents, while on desktop the contents are automatically opened in a sidebar.) If Wikipedia had forced a dynamic design on me to restrict me to the mobile view on mobile, then I would've wasted time opening article sections to decide whether I wanted to open them in the first place.