There is some merit to what I assume is your underlying argument, but the way you phrase it isn't helpful.
There is some merit to what I assume is your underlying argument, but the way you phrase it isn't helpful.
Keyword: situational disability
Even a perfectly fit and educated target audience sometimes suffers from certain conditions or in an environment that significantly reduces their mental or physical capacity. Stress, injury, pregnancy, too many beers, very long nails, terrible weather, a toddler trying to grab your phone, non-native speaker etc etc. You may know the user even personally, but you never know what’s going on in their lives when they use your app. So general advice: ALWAYS follow accessibility guidelines. Even bad copy may drop your usage by a significant percentage, because there are plenty of people with dyslexia.
After all, TUIs are a thing and nobody debates that they are also user interfaces. Just because a programming language is all text doesn’t mean that usability metrics don’t exist for it.
The error messages and diagnostics are emitted by the tools like compiler, linker or interpreter and are part of their interface. Language standard may codify some error messages, but language itself cannot present them to you because language is not a program.
>Just because a programming language is all text doesn’t mean that usability metrics don’t exist for it.
Just because some usability metrics can be applied to a programming language, it does not make it UI. Interface implies interaction. You do not interact with language - it cannot receive UI events and react to them, you interact with the tools that understand it.
> a user interface (UI) is the space where interactions between humans and machines occur[0]
Further, Wikipedia lists a ton of different kinds of user interfaces. Included among those is:
> Batch interfaces are non-interactive user interfaces
And further, here’s a better explanation describing how a programming language is a user interface then I can provide here[1]. It really is as simple as the programming language being an interface to the machine, and the programmer being the user of that interface. I don’t understand why you’re arguing so much against a widely accepted fact. When computers were first made, there was no such thing as a mouse or keyboard, there were punch cards. The only way for a user to interface with the machine would be to insert a program with punch cards. Nowadays we have all sorts of input devices to give us new ways to interface with machines, but the most basic way we can interface with a machine is by writing a program with our intent for it.
And if you want to be so pedantic then is a pure HTML/CSS website a UI? There’s no program there just markup. The only program that runs is the browser. So then is the website nothing and the browser the only user interface? Or how about the steering and brakes/accelerator in a car? Those are purely mechanical, are they a user interface because they don’t have a program? Or how about the original arcade games like pong? They were directly soldered onto the board. There was no program just a circuit. There were no instructions being executed. So does that make those games a non user interface?
[0]: https://en.m.wikipedia.org/wiki/User_interface
[1]: https://faculty.washington.edu/ajko/books/user-interface-sof...
> And if you want to be so pedantic...
Using labels does not make your arguments any stronger, on the contrary. Speaking of which, you quote Wikipedia, but neither the article you refer to, nor the article "Programming language" does say, that programming language is an interface. Languages by definition are merely syntax and semantics, they are used in interactions but they do not define an interface themselves - it is not an "is", but "is used by" relationship. You can write a program on a sheet of paper and put it in a frame on a wall, so that your friends could read it and enjoy the beauty of the algorithm after a couple of bottles of wine, or you can print it on a t-shirt communicating your identity. In neither case there exists an interaction between a human an a machine.
Interface is always about interaction: a keyboard to write the command or the program on, a display presenting an IDE or command interpreter etc. So, looking at your examples: HTML is not an interface and html file is not, but the static website opened in the browser is, because browser has downloaded the site and now knows how to interface with you. Steering wheel is of course an interface, because, as I said earlier including in my previous comment, it allows interaction. The example with arcade games is actually the same as for the first computer, which did not have an interface for programming (punch cards came later) and had to be re-assembled to run a new program: they did have user interfaces for data inputs and outputs.
Your second reference is clearly written for the beginners and simplifies things to the point where it becomes nonsense, even saying that "Programming, therefore, generally involves reading and editing code in an editor, and repeatedly asking a programming language to read the code to see if there are any errors in it". Do you still think it was worth quoting it?
Now, if you feel that I'm over-pedantic with this response too,
(I do think it's notable that you can combine the inputs and outputs of such programs into a shell script, which feels a lot like using a programming language—but this is beside the point I was trying to make.)
On “Expert Tools” I’d argue it’s imperative to consider high stress levels interactions, because the outcome outweighs the expert using it.
It is so easy to squeeze as much functionality as possible on a screen trying to optimize productivity, but then quality of labels is sacrificed, click zones become too small and feedback is reduced to a barely visible message in status bar. It takes one sleepless night or a family argument for the user to get distracted and make a wrong but very expensive mistake.
Attempting to insert your off topic opinion is a character flaw.
Keep it to yourself.
According to the logic of "you don't call retarded people retarded. You call your friends retarded when they're acting retarded."
Our experience with software when that happens is sad for everyone but bad UI designers. For them, it’s justice.
You're right that only one of those is paid well, but that's not what GP was talking about.
I didn't say anything about how much someone is paid, just that it is often a job, and whether you have a job depends overwhelmingly on whether the person paying you is convinced that you're doing it well, which may or may not relate to the objective merit of the work. It doesn't matter if you're making $150k or $20k, but it's not wise to prioritize things that nobody paying you didn't ask for.
The exceptions are of course things that don't pay at all, in which case your goal is still probably to get the best job you can done under the constraints provided. If those are too tight, things get cut, or you don't sign up for it.
That said, I do think products should be as simple and clear as possible for a given level of essential complexity.
If you think that a fancy UI rework or "please pay our subscription" screen is only confusing to people in nursing homes you are very wrong. They can be nontrivial obstacles to users who work every day, organize conferences etc.