Interesting article. Some points I didn't quite agree entirely with. There's a cost and practically limitation to some things (like a physical knob in a car for zooming in and out on a map - although that was probably just an example of intuitive use).
I just recently switched a toggle on a newly installed app that did the opposite of what it was labelled - I thought the label represented the current state, but it represented the state it would switch to if toggled. It became obvious once changed, but that seems the least helpful execution.
https://superuser.com/a/1720363
Use Firefox?
Boggles my mind how badly many interfaces manage to be.
(Most of the time I use the scroll gesture on the trackpad to get round this)
If you have (next to your monitor on the left side) a narrow physical display with menu entries in it. You get 4 things for "free", the user will expect there to be menu entries, the developer will understand the expectations to have menu entries, there is limited room to go nuts with the layout or shape of the menu and last but most funny, you won't feel part of the screen has been taken away from you.
The physical scrollbar should be a transparent tube with a ball (or ideally a bubble) floating in it.
Usage could be moving the pointer out of the screen. The scrollbar led goes on and you can hold the button to move the page. When using the menu the pointer [also] vanishes and the menu entry at that height is highlighted. (much better usability) Moving the mouse up or down highlights the above or below entries, if there are a lot of entries it may also scroll. It may be a touch screen but the most usuable would be a vertical row of 5 extra wide (3 fingers) keyboard buttons on the left with the top 4 corresponding to the 1st, 2nd, 3rd, 4th menu entry and the 5th one for page down. (scrolling down 4 entries) Ideally these get some kind of texturing so that one can feel which button one is touching.
This way knowledge in the world can smoothly migrate to knowledge in the head until eventually you can smash out combinations of M keys in fractions of a second without looking at the screen or the keyboard. The menu displayed is always in focus, you don't have to examine the view port to use it. Having a row of horizontal F keys is a design fiasco. Instinctively bashing the full row of those might come natural after learning to type, then learning to type numbers, then symbols and only if you frequently use applications that have useful F key functionality. I only really know F5 and F11 but I cant smash them blindly as I pretty much never use them. I just tried F1 in firefox and no help documentation showed up... I think that was what it was suppose to do? Not even sure anymore.
Having the antenna menu (file, edit, etc) at the top of the viewport is also ugly. For example, smashing the second then the top M key could easily become second nature. CTRL+Z is fine of course but it aint knowledge in the world. Does anyone actually use ALT+E+U for undo? Try it on the CTRL+F input area. It's just funny. Type something in the address bar then compare ALT+E+U with using the Edit menu.
A separate display would take many of these "design" privileges away from the clowns.
(note: I think it is ALT+E+U as the Dutch layout is forced on me by windos. Edit is called Bewerken and the shortcut is ALT+W!?! ALT+E does nothing.)
Oh, god, the Touch Bar was already a frustrating enough piece of UI, don't give Apple more ideas.
If I was on the design team they would have fired me for screaming at everyone. Screaming is good UI tho.
Oh man. I really do start screaming sometimes.
At user interfaces, too often. At unbelievably bad product choices of all kinds.
The simpler & dumber the issue the louder I get.
Someone creates a quality flat tine garden rake with about 40 tines, and charges accordingly. The person who manages stickers, because everything needs stickers, creates huge stickers they glue across all the tines. You try to peel it off and now you have over two dozen tines with long streaks of shredded paper glued hard to them. The new quality rake looks awful from the first moment of use.
Because removable stickers probably cost a fraction of a cent more. Or they just didn’t think that maybe people remove stickers.
Screaming is an appropriate place to put the high spin WTF-a-tons that might otherwise feed the universe’s dark energy.
And that, dear reader, is my theory of dark energy.
It enabled a neat set of affordances, but not worth losing core functionality over.
I don't agree scrollbars work fine, they use to work fine, now they are to tiny to click on.
There also was/is the issue where the view port width needs to be adjusted when page state grows beyond the screen height then word wrap makes the content shift down. Is the solution to have one so tiny it is hard to use or should one always display a scrollbar? The one outside the screen is always there :)
I like things that do only one thing, do it well and in a simple way.
You could also go the other direction and put everything on the screen. Huawei just made a horrifying laptop where the keyboard is also a screen.
Buttons alongside, above, or below screens appear now and then. Some early terminals had them. Now that seems to be confined to aircraft cockpits and gasoline dispensers.
About the scroll bars: Also stop making them so thin that I have to have FPS skills to hit them! Looking at you, Firefox! (And possibly what standard CSS allows?) Yeah, I can scroll, but horizontally the scrollbar would be more convenient than pressing shift with my other hand.
Such ambiguous switches are often associated with "opt out" misfeatures.
It makes it impossible to locate files later when I need to move or transfer them.
It's often more useful to share the directory it's in rather that the file itself. MS Office dies have a way to get that information, but you have to look for it.
defaults write com.apple.Finder _FXShowPosixPathInTitle -bool true
First thing I do on new Pixel phones is enable 3 button navigation, but lately that's also falling out of favor in UI terms, with apps assuming bottom navigation bar and not accounting for the larger spacing of 3 button nav and putting content or text behind it.
Take a simple example: Open a read-only file in MS Word. There is no option to save? Where's it gone? Why can I edit but not save the file?
A much better user experience would be to enable and not hide the Save option. When the user tries to save, tell them "I cannot save this file because of blah" and then tell them what they can do to fix it.
Now that Pixel cameras outclass iPhone cameras, and even Samsung is on par, there is really no reason to ever switch to the Apple ecosystem anymore IMO.
Not having anything to do with Google is a pretty good reason I think.
And they aren't even consistent from app to app. That's perhaps the most frustrating thing.
You see this under macOS, too. A lot of Electron apps for instance replace the window manager’s standard titlebar with some custom thing that doesn’t implement chunks of the standard titlebar’s functionality. It’s frustrating.
As far as the Back button, on iOS the norm is for it to be present somewhere in the UI of the app in any context where there's a "back" to go to. For cross-app switching, there's an OS-supplied Back button in the status bar on top, again, showing only when it's relevant (admittedly it's very tiny and easy to miss). Having two might sound complicated but tbh I rather prefer it that way because in Android it can sometimes be confusing as to what the single global Back button will do in any given case (i.e. whether it'll navigate within the current app, or switch you back to the previous app).
However, I think they do a decent job at resisting it in general, and specifically I disagree that removing the home button constitutes hiding an UI element. I see it as a change in interaction, after which the gesture is no longer “press” but “swipe” and the UI element is not a button but edge of the screen itself. It is debatable whether it is intuitive or better in general, but I personally think it is rather similar to double-clicking an icon to launch an app, or right-clicking to invoke a context menu: neither have any visual cues, both are used all the time for some pretty key functions, but as soon as it becomes an intuition it does not add friction.
You may say Apple is way too liberal in forcing new intuitions like that, and I would agree in some cases (like address bar drag on Safari!), but would disagree in case of the home button (they went with it and they firmly stuck with it, and they kept around a model with the button for a few more years until 2025).
Regarding explaining the lack of home button: on iOS, there is an accessibility feature that puts on your screen a small draggable circle, which when pressed displays a configurable selection of shortcuts—with text labels—including the home button and a bunch of other pretty useful switches. Believe it or not, I know people who kept this circle around specifically when hardware home button was a thing, because they did not want to wear out the only thing they saw as a moving part!
It might seem counter intuitive that hiding your interface stops your users leaving. But it does it because it changes your basis of assumptions about what a device is and your relationship with it. It's not something you "use", but something you "know". They want you to feel inherently linked to it at an intuitive level such that leaving their ecosystem is like losing a part of yourself. Once you've been through the experience of discovering "wow, you have to swipe up from a corner in a totally unpredictable way to do an essential task on a phone", and you build into your world of assumptions that this is how phones are, the thought of moving to a new type of phone and learning all that again is terrifying. It's no surprise at all that all the major software vendors are doing this.
Apple's interface shits me because it's all from that one button, and I can never remember how to get to settings because I use that interface so infrequently, so Android feels more natural. Ie. Android has done it's lock-in job, but Apple has done itself a disservice.
(Not entirely fair, I also dislike Apple for all the other same old argument reasons).
Another comment elsewhere on this page informed me that the universal button no longer exists.
Consider that all the following are true (despite their contradictions):
- "Bloated busy interface" is a common complaint of some of Google, Apple, Microsoft, and Meta. people here share a blank vscode canvas and complain about how busy the interface is compared to their 0-interface vim setup.
- flat design and minimalism are/were in fashion (have been for few years now).
- /r/unixporn and most linux people online who "rice" their linux distros do so by hiding all controls from apps because minimalism is in fashion
- Have you tried GNOME recently?
Minimal interface where most controls are hidden is a certain look that some people prefer. Plenty of people prefer to "hide the noise" and if they need something, they are perfectly capable to look it up. It's not like digging in manuals is the only option
God, no. I switched to xfce when GNOME decided that they needed to compete with Unity by copying whatever it did, no matter how loudly their entire user base complained.
Why would I try GNOME again?
It is widely used, the default DE in many installs, and it can be handy to be familiar with, for starters.
The tone of your post and especially this phrase is inappropriate imo. The GP's comment is plausible. You're welcome to make a counter-argument but you seem to be claiming without evidence their was no thinking behind their post.
I do think it's likely more passive than active. People at Google aren't deviously plotting to hide buttons from the user. But what is happening is that when these designs get reviewed, nobody is pushing back - when someone says "but how will the user know to do that?", it doesn't get listend to. Instead the people responsible are signing off on it saying, "it's OK, they will just learn that, once they get to know it, then it will be OK". It's all passive but it's based on an implicit assumption that uses are staying around and optimising for the ones that do, making it harder for the ones that want to come and go or stop in temporarily.
Once three or four big companies start doing it, everybody else cargo cults it and before you know it, it looks like fashion and GNOME is doing it too.
- Dribbble-driven development, where the goal is to make apps look good in screenshots with little bearing to their practical usability
- The massive influx of designers from other disciplines (print, etc) into UI design, who are great at making things look nice but don’t carry many of the skills necessary to design effective UIs
Being a good UI designer is seeking out existing usability research, conducting new research to fill in the gaps, and understanding the limits of the target platform on top of having a good footing in the fundamentals. The role is part artist, part scientist, and part engineer. It’s knowing when to put ego aside and admit that the beautiful design you just came with isn’t usable enough to ship. It’s not just a sense for aesthetics and the ability to wield Photoshop or Figma or whatever well.
This is not what hiring selects for, though, and that’s reflected in the precipitous fall in quality of software design in the past ~15 years.
I've been calling modern designers "dribbble-raised" for a while now precisely for these reasons. Glad to see I'm not the only one.
Your average dev who's never used vim or vi will start frustrated by default.
The other important thing is learning to fit into the conventions of the platform: for example, Cocoa apps on Mac all inherit a bunch of consistent behaviors.
The other way around is yeah, hostile. But of course it looks sleek and minimalistic!
On the early iPhones, they had to figure out how to move icons around. Their answer was, hold one of the icons down until they all start wiggling, that means you've entered the "rearrange icons" mode... Geezus christ, how intuitive. Having a button on screen, which when pressed offers a description of the mode you've entered would be user-friendly, but I get the lack of appeal, for me it would feel so clunky and like it's UI design from the 80's.
Being a modal editor probably makes removing all persistent chrome more feasible.
Isn't that kind of the point? You don't want people accidentally locking the door, but if it's your door, it's easy enough to remember how to do it.
You want to mess with your equalizer, do it when stopped. IDGAF if it's dozens of physical buttons and knobs and sliders or hidden in menus; you're supposed to be driving not mastering an audio file.
My car has something like that, but thankfully I have only needed to adjust volume, which can be done from the steering wheel…
Contrast this with something like an airplane cockpit, which while full of controls and assuming expert knowledge, still has them all labeled.
Phones aren’t 747’s, and guess what every normal person that goes into an airplane cockpit who isn’t a pilot is so overwhelmed by all the controls they wouldn’t know what anything did.
Interface designers know what they’re doing. They know what’s intuitive and what isn’t, and they’ve refined down to an art how to contain a complicated feature set in a relatively simple form factor.
The irony of people here with no design training that they could do a better job than any “so called designer” shows incredible levels of egotism and disrespect to a mature field of study.
Also demonstrably, people use their phones really quite well with very little training, that’s a modern miracle.
Stop shaking your fist at a cloud.
No they don't. The article refutes your points entirely, as does everyone else here who has been confounded by puzzling interfaces.
The other day I was locked out of my car
the key fob button wouldn't work
Why didn't I just use my key to get in?
First, you need to know there is a hidden key inside the fob.
Second, because there doesn't appear to be a keyhole on the car door,
you also have to know that you need to disassemble a portion
of the car door handle to expose the keyhole.
Hiding critical car controls is hostile engineering. In this, it doesn't stand out much in the modern car experience.I did know that there must be a physical key (unless Tesla?), and the only way I found the keyhole was because a previous renter had scratched the doorknob to shit trying to access the very same keyhole.
Basic knowledge about the things you own isn’t hard. My god there is a lot of old man shakes fist at cloud in here.
Because it can be trivially duplicated, this is minimally capable engineering. Yet automakers everywhere lack even this level of competence. By reasonable measure, they are poor at their job.
Because it can be trivially duplicated
While I agree with your sentiment, designing and manufacturing custom molds for each knob and function (including premium versions) instead of just slapping a screen on the dash does have a cost.Why is this so expensive it can't even be put into a premium car today when it used to be ubiquitous in even the cheapest hardware a few decades ago?
Basically, if you remove the knobs you can save, say, 10 dollars on every vehicle. In return, you have made your car less attractive and will lose a small number of sales. You will never, ever be able to quantify that loss in sales. So, on paper, you've saved money for "free".
Typically, opportunity cost is impossible or close to impossible to measure. What these companies think they are doing is minimizing cost. Often, they are just maximizing opportunity cost of various decisions. Everyone is trying to subtly cut quality over time.
Going from A quality to B quality is pretty safe, it's likely close to zero consumers will notice. But then you say "well we went from A to B and nobody noticed, so nobody will notice B to C!". So you do it again. Then over and over. And, eventually, you go from a brand known for quality to cheap bargain-bin garbage. And it happened so slowly that leadership is left scratching their heads. Sometimes the company then implodes spontaneously, other times it slowly rots and loses to competitors. It's so common it feels almost inevitable.
Really, most companies don't have to do much to stay successful. For a lot of markets, they just have to keep doing what they're doing. Ah, but the taste of cost-cutting is much too seductive. They do not understand what they are risking.
Is there evidence that fancy looking screens don't show better in the showroom than legacy looking knobs and buttons? Where under use, they may be better, I am not sure all that sells better.
All I know is personal anecdotes from people I talk to. I know a couple people who have a Mercedes EQS - they've all said the same thing: the big screen is cool for a little bit, then it's just annoying.
I think it will take a generation or two of cars before some consumers start holding back on purchases because of this. For now, they don't know better. But I'm sure after owning a car and being pissed off at it, they'll think a little bit harder on their next purchase. I think consumers are highly impacted by these types of things - small cuts that aren't bad, per se, but are annoying. Consumers are emotional, they hold grudges, they get pissed off.
I sort of feel the same way about fix-a-flat kits. Once people actually have the experience of trying to use a fix-a-flat kit, they'll start asking car salesmen if the car comes with a spare...
Manufacturing car components already involves designing and custom molds, does it not? Compared to the final purchase price, the cost of adding knobs to that stack seems inconsequential.
Your average transmission will have an order of magnitude more parts that also needed to be designed and produced with much higher precision.
The interior knob controls are just a rounding error in the cost structure.
(another reason was because it still has a geared transmission instead of a CVT, but that's a separate discussion)
A friend got a tesla on lease and it was quite cheap, 250/month. Been driven in that car a few times and was able to study the driver using the controls and it’s hideusly badly designed, driver has to take eyes off the road and deep dive in menus. Plus that slapped tablet in the middle is busy to look at, tiring and distacting. The 3d view of other cars/ pedestrians is a gimmick, or at least it looks like one to me. Does anyone actually like that? Perhaps im outdated or something but I wouldn’t consider such a bad UX in a car.
Compare this to the databus that is used in today's cars, it really isn't even a fair comparison on cost (you don't have to have 100 wires running through different places in your car, just one bus to 100 things and signal is separated from power).
I don't really want to get into a big debate about this as I haven't worked on Jags, but I don't believe that replacing parts of the loom is would be that expensive. Remaking an entire loom, I will admit that would expensive as that would be a custom job with a lot of labour.
> Compare this to the databus that is used in today's cars, it really isn't even a fair comparison on cost (you don't have to have 100 wires running through different places in your car, just one bus to 100 things and signal is separated from power).
Ok fine. But the discussion was button vs touch screens and there is nothing preventing buttons being used with the newer databus design. I am pretty sure older BMWs, Mercs etc worked this way.
In any event. I've never heard a good explanation of why I need all of this to turn the lights on or off in a car, when much simpler systems worked perfectly fine.
This implies it's a consequential cost. Building with tactile controls would take the (already considerable) purchase price and boost that high enough to impact sales.
If tactile controls were a meaningful cost difference, then budget cars with tactile controls shouldn't be common - in any market.
It's not just cost, though. The reality is that consumers like the futuristic look, in theory (i.e., at the time of the purchase). Knobs look dated. It's the same reason why ridiculously glossy laptop screens were commonplace. They weren't cheaper to make, they just looked cool.
Not all. Knobs designed with dated designs and/or materials look dated. There's a million ways to make a knob, just use a modern or novel one.
Most of the cost savings is in having a single bus to wire up through the car, then everything needs a little computer in it to send on that bus...so a screen wins out.
I would gladly gladly keep my AC, heat, hazards, blinkers, wipers, maybe a few other buttons and that's it. I don't need back cameras, lane assist, etc.
I find it hard to believe it's cheaper to have all the cameras, chips, and other digital affordances rather than a small number of analog buttons and functions.
It’s a race to the bottom to be the least enshittified versus your market competitors. Usability takes a backseat to porcine beauty productization.
> Every control in the car is visible
No. And that would be horrible.
Every control _critically needed while driving_ is visible and accessible. Controls that matter less can be smaller and more convoluted, or straight hidden.
The levers to adjust seat high and positions are hidden while still accessible. The latch to open the car good can (should ?) be less accessible and can be harder to find.
There are a myriad of subtle and opinionated choices to make the interface efficient. There's nothing trivial or really "simple" about that design process, and IMHO brushing over that is part of what leads us to the current situation where car makers just ignore these considerations.
His perspective was that companies were "run" by engineers first, then a few decades later by managers, and then by marketing.
Who knows what's next, maybe nothing (as in all decisions are accidentally made by AI because everyone at all levels just asks AI). Could be better than our current marketing-driven universe.
I recall learning that the four corners of the screen are the most valuable screen real estate, because it's easy to move the mouse to those locations quickly without fine control. So it's user-hostile that for Windows 11 Microsoft moved the default "Start" menu location to the center. And I don't think they can ascribe it to being mobile-first. Maybe it's "touch-first", where mouse motion doesn't apply.
My metaverse client normally presents a clean 3D view of the world. If you bring the cursor to the top or bottom of the screen, the menu bar and controls appear. They stay visible as long as the cursor is over some control, then, after a few seconds, they disappear.
This seems to be natural to users. I deliberately don't explain it, but everybody finds the controls, because they'll move the mouse and hit an edge.
And some of their conferences are just downright awful UI
As an example:
I think hiding controls in favor of "knowledge in the head", as the author phrases it, is absolutely fine when the user is presumed to be aware of features, should be able to understand they exist and know how to use them, and can reasonably learn them. Especially fine if those controls aren't used all that often, and are behind a keyboard shortcut or other common and efficient route to reach them.
On the other hand - I think there's also been a drive to visibly reduce how much control and understanding basic users might have about how a machine works. Examples of this are things like
- Hiding the scheme/path in browser url bars
- Hiding the file path in file explorers and other relevant contexts
- Hiding desired options behind hoops (ex - installing windows without signing into an account, or disabling personalized ads in chrome)
Those later options feel hostile. I need to know the file path to understand where the file is located. I can't simply memorize it - even if I see the same base filename, is it in "c:/users/me/onedrive/[file]" or "c:/users/me/backed_up_spot/[file]"? No way to know without seeing the damn path, and I can have multiple copies floating around. That's intentional (it drives users to Microsofts paid tooling), and hostile.
Basically - knowledge that can be learned and memorized can benefit from workflows that give you the "blank canvas" that the author seems to hate. Command lines are a VERY powerful tool to use a computer, and the text interface is a big part of that. R is (despite my personal distaste for it as a language) a very powerful tool. Much more powerful and flexible than SPSS.
But there are also places where companies are subverting user goals to drive revenue, and that can rightfully fuck right off.
One of my biggest complaints with modern computing is that "The internet" has placed a lot of software into a gray zone where it's not clear if it's respecting my decisions/needs/wants or the publisher's decisions/needs/wants.
It used to be that the publisher only mattered until the moment of sale. Then it was me and the software vs the world - ride or die. Now far too much software is like judas. Happy to sell me out if there's a little extra silver in it.
In my opinion, hidden controls aren’t bad per se. But they are something you have to learn to use. That makes them generally worse for beginners and (hopefully) better for experts. It’s a trade off and sometimes getting users to learn your UI is the right decision. I’m glad my code editor puts so much power at my fingertips. I’m glad git is so powerful. I don’t want a simplified version of git if it means giving up some of its power.
That said, I think we have gone way too far toward custom per-app controls. If you’re going to force users to learn your UI conventions, those learnings should apply to other applications on the same platform. Old platforms like the palm were amazing for this - custom controls were incredibly rare. When you learned to use a palm pilot, you could use all the apps on it.
I'm convinced advertisers will find a way to leverage that behavior in some new dark UI pattern.
So my iMac, among many other devices like the light I wear on my head camping, has a button which you long-press to turn on. It is a very common pattern which most people will have come across, and it’s reasonable to expect people to learn it. The buttons are even labelled with an ISO standard symbol which you are expected to know.
If it’s just a button the user just has to know two things: turn the switch on at the wall socket when plugging in, which becomes habit since childhoood; and press and hold the button on the fan to make it go, which I suspect most children in 2025 can manage. These two things don’t interact and can be known and learned separately.
As you said, the knob’s position tells you about the switch. But it’s the fan the user is interested in, not the switch.
(BTW, if the fan has a motion sensor you can’t tell it’s off by the fact the blades aren’t turning. There’s probably a telltale LED.)
A better example may be a solenoid button, used on industrial machinery which should remain off after a power failure, which stays held in when pushed, but pops out when the power is cut. They are not common outside of such machinery, because they're extremely expensive. In the first half of the 20th century, they also saw some use in elevators: https://news.ycombinator.com/item?id=37385826
I have no idea why some interfaces hide elements hide and leave the space they'd taken up unused.
IntelliJ does this, for example, with the icons above the project tree. There is this little target disc that moves the selection in the project tree to the file currently open in the active editor tab. You have to know the secret spot on the screen where it is hidden and if you move your mouse pointer to the void there, it magically appears.
Why? What is the rationale behind going out of your way to implement something like this?
This stupidity seems to have spread across Windows. No title bars or menus... now you can't tell what application a Window belongs to.
And you can't even bring all of an application's windows to the foreground... Microsoft makes you hover of it in the task bar and choose between indiscernible thumbnails, one at a time. WTF? If you have two Explorer windows open to copy stuff, then switch to other apps to work during the copy... you can't give focus back to Explorer and see the two windows again. You have to hover, click on a thumbnail. Now go back and hover, and click on a thumbnail... hopefully not the same one, because of course you can't tell WTF the difference between two lists of files is in a thumbnail.
And Word... the Word UI is now a clinic on abject usability failure. They have a menu bar... except WAIT! Microsoft and some users claim that those are TABS... except that it's just a row of words, looking exactly like a menu.
So now there's NO menu and no actual tabs... just a row of words. And if you go under the File "menu" (yes, File), there are a bunch of VIEW settings. And in there you can add and remove these so-called "tabs," and when you do remove one, the functionality disappears from the entire application. You're not just customizing the toolbar; you're actually disabling entire swaths of features from the application.
It's an absolute shitshow of grotesque incompetence, in a once-great product. No amount of derision for this steaming pile is too much.
I hate when applications stuff other controls (like browser tabs) into the title bar --- leaving you with no place to grab and move the window.
The irony is that we had title bars when monitors were only 640x480, yet now that they have multiplied many times in resolution, and become much bigger, UIs are somehow using the excuse of "saving space" to remove title bars and introducing even more useless whitespace.
Some people are like airliner pilots. They enjoy every indicator to be readily visible, and every control to be easily within reach. They can effortlessly switch their focus.
Of course, there is a full range between these extremes.
The default IDE configuration has to do a balancing act, trying to appeal to very different tastes. It's inevitably a compromise.
Some tools have explicit switches: "no distractions mode", "expert mode", etc, which offer pre-configured levels of detail.
Except that screens on phones, tablets, laptops and desktops are larger than ever. Consider the original Macintosh from 1984 – large, visible controls took up a significant portion of its 9" display (smaller than a 10" iPad, monochrome, and low resolution.) Arguably this was partially due to users being unfamiliar with graphical interfaces, but Apple still chose to sacrifice precious and very limited resources (screen real estate, compute, memory, etc.) on a tiny, drastically underpowered (by modern standards) system in the 1980s for interface clarity, visibility, and discoverability. And once displays got larger the real estate costs became negligible.
Don’t quote me on this, but I vaguely remember there being an option to toggle hiding it, if not in the settings it is in a context menu on the panel.
That thing is a massive time saver, and I agree—keeping it hidden means most people never learn it exists.
Not too convenient to carry along with a pocket computer, though.
Touch grass people.
If you have older loved ones, understanding their reality might go a ways towards growing empathy!
In my experience, 9 times out of 10 what this actually means is that they just don't know it's an issue! The type of person who would be confused by, say, the iOS control center, is not necessarily the type of person who would easily identify and raise the issue of it being difficult to do something on their device. They would just be mildly annoyed that they can't figure it out, or that the device "can't do it", and move on to find some other way. You may not realize it if you don't interact with those types of people but they fundamentally do not think like you or I do and what may be an obvious problem-solving process to you (e.g. identify a problem, figure out what tools are at your disposal and whether each could be helpful, check for functionality that could do what you are wanting, ask for help from others if you can't figure it out on your own, etc.) may actually not always be so obvious.
That's why the main way I find out people don't know how to do something is from them seeing me do it with my device and going "what!! I didn't know it could do that!!"
As a user, you have no way to see if a photo has been "scanned" with smart features and what it has detected (e,g found person x, found dog, blue sky, beach etc).
Trips features, has this algorithm finished scanning your library? You have no idea, it's just hidden.
Faces, detection, has this completely scanned your library? You don't know. Photos that don't seem to have faces detect, was it scanned or failed or did it not scan yet?
The list is nearly endless - but in line with the rest of the direction of MacOS, getting worse.
What? You don't have to touch any specific portion of the map. You tap anywhere and it brings up those controls.
I think this article largely has a point, and most of it seems true, but to me these bits of untruth are unamusing at best.
To be fair, even CLI environments provide some UI discovery. E.g. DOS had 'help' and it would list available commands and a short description.
Also hiding key navigation behind hamburger menu instead of using tab bar should be discouraged.
None of this is new. But this kind of dysfunctional product is what a dysfunctional organization ships, despite knowledge.
Why? Because leadership wants features. Leadership also wants a clean, marketable product. Leadership also wants both of those done on a dime, quickly and doesn't care about the details. The only way to satisfy all constraints at the same time is to implement features and hide them so they don't clutter the UI.
The problem isn't awareness. It goes deeper.
The golden age of computing is sadly long, long passed.
crtasm•7h ago
zahlman•7h ago
nsriv•7h ago
chrismorgan•4h ago