Why should developing the feel of an app be any different than the feel of a game. That’s what good apps are like. It’s like you can play a good app as much as you use it. All good tools and instruments in history have been crafted like this.
What does it even mean for an app to "feel" like something? How do you quantify that so you can do a proper comparison with other apps, or (from the app author's side, take corrective action)?Author calls these apps "brutalist" and leaves it at that. To his credit, he does list three features that he's like to see: fluid scrolling, swipe gestures, and tap-and-hold contextual menus. Fine. But then goes on to describe his feelings "inert and rigid". Then "comfort, fun, and panache". What on earth is he asking for out of these apps? How do you objectively compare one app's "panache" with another? If I was a developer, what are the steps I can follow to program some "comfort" into my app? These complaints seem so wishy-washy and underspecified.Then he leaves with the Kubrick quote: “Sometimes the truth of a thing isn’t in the think of it, but in the feel of it.” We're fully in the realm of mysticism now, this is not an attempt to fairly compare or measure anything.
> If I released a utility application and a reviewer told me [not your words, but for example] it felt cold and without pizazz, and it didn't zing and pop and it wasn't sleek enough, I wouldn't know what to do to fix this.The point of the piece is that there are developers that would know what to do with that feedback, and for whatever reason more of those developers develop for iOS than Android.
If you owned a restaurant and got a Yelp review like “the food was great but the ambiance was a turn-off” what would you do?
IndigoPrime 3 months ago
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Yes. Or: “The hammer technically works when it comes to getting nails into walls, but it’s uncomfortable to hold.”