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Interfaces That Augment or Replace? | Zeh Fernandes
Interfaces That Augment or Replace? | Zeh Fernandes
For interface designers, this distinction opens up new possibilities: instead of just helping users complete a task, we can design interfaces that also help them grow. In the symbiosis between humans and machines, there's potential for real, meaningful gains
if we think about how to turn this competitive interface into a complementary one, some ideas pop up: Explain: Show not just the corrected text, but also why and where it was corrected Feedback: Send a weekly email with the top three recurring mistakes, along with exercises Challenge: Highlight a mistake and ask the person to fix it themselves before showing the corrected version.
All this can be incorporated without slowing the whole process. And there are plenty more possibilities. Even just doing this thought experiment shows how powerful this framework can be for interface design.
Just like living a healthy life means paying attention to what we eat and how we move, we'll need to be more mindful of where we invest our mental energy. The same goes for our creative and learning processes. Instead of just asking for a corrected version of a text, we could request feedback like an editor would give, or ask for a list of five authors who would argue against your core idea.
We are entering a new era of tools and it is up to us to shape them so that in the future they shape us in ways we can be proud of.
·zehfernandes.com·
Interfaces That Augment or Replace? | Zeh Fernandes
Habits, UI changes, and OS stagnation | Riccardo Mori
Habits, UI changes, and OS stagnation | Riccardo Mori
We have been secretly, for the last 18 months, been designing a completely new user interface. And that user interface builds on Apple’s legacy and carries it into the next century. And we call that new user interface Aqua, because it’s liquid. One of the design goals was that when you saw it you wanted to lick it. But it’s important to remember that this part came several minutes after outlining Mac OS X’s underlying architecture. Jobs began talking about Mac OS X by stating its goals, then the architecture used to attain those goals, and then there was a mention of how the new OS looked.
Sure, a lot has changed in the technology landscape over the past twenty years, but the Mac OS X introduction in 2000 is almost disarming in how clearly and precisely focused it is. It is framed in such a way that you understand Jobs is talking about a new powerful tool. Sure, it also looks cool, but it feels as if it’s simply a consequence of a grander scheme. A tool can be powerful in itself, but making it attractive and user-friendly is a crucial extension of its power.
But over the years (and to be fair, this started to happen when Jobs was still CEO), I’ve noticed that, iteration after iteration, the focus of each introduction of a new version of Mac OS X shifted towards more superficial features and the general look of the system. As if users were more interested in stopping and admiring just how gorgeous Mac OS looks, rather than having a versatile, robust and reliable foundation with which to operate their computers and be productive.
What some geeks may be shocked to know is that most regular people don’t really care about these changes in the way an application or operating system looks. What matters to them is continuity and reliability. Again, this isn’t being change-averse. Regular users typically welcome change if it brings something interesting to the table and, most of all, if it improves functionality in meaningful ways. Like saving mouse clicks or making a multi-step workflow more intuitive and streamlined.
But making previous features or UI elements less discoverable because you want them to appear only when needed (and who decides when I need something out of the way? Maybe I like to see it all the time) — that’s not progress. It’s change for change’s sake. It’s rearranging the shelves in your supermarket in a way that seems cool and marketable to you but leaves your customers baffled and bewildered.
This yearly cycle forces Apple engineers — and worse, Apple designers — to come up with ‘new stuff’, and this diverts focus from fixing underlying bugs and UI friction that inevitably accumulate over time.
Microsoft may leave entire layers of legacy code in Windows, turning Windows into a mastodontic operating system with a clean surface and decades of baggage underneath. Apple has been cleaning and rearranging the surface for a while now, and has been getting rid of so much baggage that they went to the other extreme. They’ve thrown the baby out with the bathwater, and Mac OS’s user interface has become more brittle after all the changes and inconsistent applications of those Human Interface Guidelines that have informed good UI design in Apple software for so long.
Meanwhile the system hasn’t really gone anywhere. On mobile, iOS started out excitingly, and admittedly still seems to be moving in an evolving trajectory, but on the iPad’s front there has been a lot of wheel reinventing to make the device behave more like a traditional computer, instead of embarking both the device and its operating system in a journey of revolution and redefinition of the tablet experience in order to truly start a ‘Post-PC era’.
An operating system is something that shouldn’t be treated as an ‘app’, or as something people should stop and admire for its æsthetic elegance, or a product whose updates should be marketed as if it’s the next iPhone iteration. An operating system is something that needs a separate, tailored development cycle. Something that needs time so that you can devise an evolution plan about it; so that you can keep working on its robustness by correcting bugs that have been unaddressed for years, and present features that really improve workflows and productivity while building organically on what came before. This way, user-facing UI changes will look reasonable, predictable, intuitive, easily assimilable, and not just arbitrary, cosmetic, and of questionable usefulness.
·morrick.me·
Habits, UI changes, and OS stagnation | Riccardo Mori
Folk Interfaces
Folk Interfaces
You can look at an interface and see it as a clearly signposted user journey you should follow. Or you can see it as a collection of functions and affordances to repurpose. As raw material, rather than a guided path.
·maggieappleton.com·
Folk Interfaces
Fractal creativity
Fractal creativity
Let’s say you present 3 directions to a client: directions A, B, and C. These are our initial 3 branches. You have a client review, direction C is the winner, and so you iterate again. 3 more branches: C1, C2, and C3. Another review, another winner, another round of iterations: C2.1, C2.2, C2.3. Branch out, choose one, zoom in, branch out, repeat.
Sometimes, the design process requires us to zoom out. Let’s say you present those 3 creative directions, A, B, and C, but nothing lands. Back to the drawing board. You might keep pushing forward with branches D, E, F. Nothing lands. You’re forced to zoom out and realize that you’re not even on the right parent branch.
·uxdesign.cc·
Fractal creativity
The World's Most Satisfying Checkbox - (Not Boring) Software
The World's Most Satisfying Checkbox - (Not Boring) Software
The industrial designers talked about contours that felt gratifying in the hand and actions that provided a fidget-like comfort such as flipping the lid of a Zippo lighter or the satisfying click of a pen.
In video games, the button you press to make a character jump is often a simple binary input (pressed or not), and yet the output combines a very finely-tuned choreography of interactions, animations, sounds, particles, and camera shake to create a rich composition of sensations. The same jump button can feel like a dainty hop or a powerful leap. “Game feel” (a.k.a. “juice”) is the “aesthetic sensation of control” (Steve Swink, Game Feel) you have when playing a game.
The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay.
The Browser Company has written that software can optimize for emotional needs rather than just functional needs. Jason Yuan has promoted the idea of “fidgetability” where, similar to a key fob or lighter, digital actions can be designed to feel satisfying. Rahul Vohra has talked about making interfaces that are first fun as a toy—enjoyable to use without any greater aim.
The 2D portion is a particle simulation that “feeds” the growing sphere made with Lottie. It’s inspired by the charging animation common in games before your character delivers a big blow. Every action needs a windup. A big action—in order to feel big—needs a big wind up.
This is the big moment—it has to feel gratifying. We again combine 2D and 3D elements. The sphere and checkmark pop in and a massive starburst fills the screen like an enemy hit in Hollow Knight.
Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics.
·andy.works·
The World's Most Satisfying Checkbox - (Not Boring) Software
Instagram, TikTok, and the Three Trends
Instagram, TikTok, and the Three Trends
In other words, when Kylie Jenner posts a petition demanding that Meta “Make Instagram Instagram again”, the honest answer is that changing Instagram is the most Instagram-like behavior possible.
The first trend is the shift towards ever more immersive mediums. Facebook, for example, started with text but exploded with the addition of photos. Instagram started with photos and expanded into video. Gaming was the first to make this progression, and is well into the 3D era. The next step is full immersion — virtual reality — and while the format has yet to penetrate the mainstream this progression in mediums is perhaps the most obvious reason to be bullish about the possibility.
The second trend is the increase in artificial intelligence. I’m using the term colloquially to refer to the overall trend of computers getting smarter and more useful, even if those smarts are a function of simple algorithms, machine learning, or, perhaps someday, something approaching general intelligence.
The third trend is the change in interaction models from user-directed to computer-controlled. The first version of Facebook relied on users clicking on links to visit different profiles; the News Feed changed the interaction model to scrolling. Stories reduced that to tapping, and Reels/TikTok is about swiping. YouTube has gone further than anyone here: Autoplay simply plays the next video without any interaction required at all.
·stratechery.com·
Instagram, TikTok, and the Three Trends