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Alan Kay (of Smalltalk fame) has a similar, related explanation: computing is a pop culture with little regard for the past (https://link.springer.com/content/pdf/bbm:978-3-319-90008-7/...). There are thousands, maybe millions, of developers who have little knowledge of the history of our field. I’ve found this true even of graduates from highly-ranked computer science bachelor’s programs. Think of all of the current-day LLM researchers and engineers who have never heard of Minsky, McCarthy, Lisp machines, and other aspects of the history of AI before we learned that attention was all we needed.

It wouldn’t surprise me if Apple’s UI/UX teams are staffed with people who have never heard of Don Norman, Bruce Tognazzini, Bill Atkinson, Andy Hertzfeld, Susan Kate, Larry Tesler, and other pioneering figures who contributed to Apple’s legendary 1980s and 1990s software.

It’s a lack of onboarding and knowledge transfer, combined with an Eternal September of thousands new CS grads being constantly produced annually, who are sadly not being taught enough history of computing at their universities.

My dream as a CS professor is to help rectify this, at least amongst my students.

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I think new UI designers might mistakenly think that they are in the fashion industry, when actually they are in the ergonomics engineering industry, or should be.
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The amount of times I absolutely cringe from super lux UI which clearly a lot of time and energy went into prettifying at the absolute expense of usability and affordances. I love Apple TV but flip to any screen with multiple buttons and not being able to tell which button is selected. Or the Russian Roulette of Youtube trying to select any of the overlayed buttons on the actual video frame. I would 1000% trade shiny for more usablility in 99% of apps.
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There is both ux and and graphic design and they both have their place. Saddly far too often one wins out over another instead of finding balance.
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Most UX designers seem to come from a graphic design direction, and they generally do a better job than developers - but not as good as the old school people who did research and wrote detailed guides and such.
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The two things that pain me the most are:

(1) Clickable elements no longer visually signifying that they're clickable. Words aren't underlined or written in a special font, sometimes the profile avatar is the clickable link to the profile but sometimes the name is, etc.

(2) No more clean, compact directory trees. We used to have high-contrast compact UI design to look through nested ontologies. Now it's rounded-edges card-based, often without trace lines, and barely ever compact. RIP

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> No more clean, compact directory trees

Even plain old tables with sortable rearrangeable columns, a staple of all of the traditional desktop UI frameworks, are increasingly falling by the wayside in favor of mobile-style single-column lists with cells consisting of stacks of labels.

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It's incredible. And the labels are all turned into pills or chips. Then they don't allow pivoted views of their lists, or if they do allowed pivots it's a visual nightmare.
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This is exhausting with web stuff. Every designer wants flat everything, not even so much as underlining links, let alone enough design to actually make it obvious what's a clickable button.
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I think it's this cargo cult attempt to tap into what Apple had pre-2010 on the iPod and first iPhone. They're missing that the design leadership and attention to detail was unparalleled at Apple in that era, so they just flatten everything for a streamlined look and miss every signifier Apple put in its UIs in those days
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How about on windows, no visible borders just overlapping off-white
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Drives me nuts. It makes everything feel like working on a poorly organized desk.
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>> This leads to overemphasis on the visual aspect of the UI and not enough on its functional and usability aspects.

Accessibility has been left in the dustbin as well. You go to all these sites extolling these beautiful, innovative sites and they're completely useless with a keyboard or screen reader.

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Or if you have any sort of non-correctable visual impairment. I'm sighted but recently I had actually been thinking of learning better how to use a screen reader because I genuinely struggle to visually parse a lot of modern UI design. The big move toward flat designs, but with everyone choosing their own idiosyncratic special snowflake way of doing it, leaves very little visual redundancy for people to use as a fallback. Sad to hear that it might not be the solution either.

Also, holy hell, this obsession with huge swathes of negative space is a disaster for anyone who needs to zoom the page for readability. I'm here to see content, not an homage to the backrooms.

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We let the wrong sort of designers do the design. The designers that simultaneously made changes under the guise of "UX" just sort of made it up as they went along without any basis in reality. That's how we got stuck with the hamburger menu.
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We can also lay some blame at Agile's feet. I've seen UX and UI designers genuinely struggle to fit their work into the sprint treadmill. 2 weeks' notice is not enough time to do any sort of serious usability design study.

The move toward fullstack developers, too. When everybody is a jack of all trades, nobody is a master of anything. Least of all UI design, which isn't worth thinking too much about because it's the least likely potential subject of pushback during code review.

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> We can also lay some blame at Agile's feet. I've seen UX and UI designers genuinely struggle to fit their work into the sprint treadmill. 2 weeks' notice is not enough time to do any sort of serious usability design study.

Windows 95 significantly overhauled the desktop GUI metaphor, in a way that is still the skeletal structure of desktops today.

Its U/I design since Windows 3.11 came about because of agile, not in spite of it. https://socket3.wordpress.com/2018/02/03/designing-windows-9...

> We recognized that we needed much more opportunity to create a design, try it out with users (perhaps comparing it to other designs), make changes, and gather more user feedback. Our desire to abandon the waterfall model and opt for iterative design fortunately followed similar efforts in other areas of the company, so we had concrete examples of its benefits and feasibility.

You're right that you can't go start to finish on a design in a single 2-week sprint. But that's why you have a repeating series of sprints, you're not supposed to go from start to finish in a single sprint.

The Windows 95 team always had a shippable OS to demo internally to devs, QA, beta testers and users invited by the UX designers for usability testing. Just because you demo something to the product owner does not require that you then release the result immediately to end users. Decouple development from deployment and from release and you'll find agile methods can work just fine.

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Perhaps instead of Agile I should have said "What Agile became in the 21st century." I know how Scrum is supposed to work. I just haven't seen anyone actually do it that way since about 2013.
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When the end of a sprint is a hard cutoff point for tasks, agile is done wrong. Just carry unfinished work over - it won't go away, anyway.
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I think the trick here is to not co-mingle the development of UI toolkits and the software built with them. Agile works fine if the UI framework itself is its own project with its own lifecycle, suitably long sprints, etc.

This goes against the pattern that's most often observed in the past decade of every product hand-rolling its UI from scratch, though.

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I've worked at companies where to save a few thousands € to not buy a Qt license, they'd basically pay 50x more to have a bad copy of it that was also much slower due to using electron.
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FYI it’s Chesterton’s Fence, named after writer G. K. Chesterton.
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Fixed, thanks!
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> I think this and many other questionable UI decisions across the industry in recent years is the fallout of the old guard of UI designers having rotated out for younger replacements in the past decade with little transfer of knowledge occurring.

Not sure about that, given that John Gruber specifically lays the blame for a slew of recent shitty Apple design decisions on Alan Dye (cough liquid glass cough), and also the reversal of these shitty design decisions on changes made when Dye jumped ship for Meta. Gruber also says the Apple design team is much happier after Dye's departure.

Dye must be over 50, so I don't count him as a "younger replacement".

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