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.
The lack of transfer I don't think is out of unwillingness from the old guard, but rather due to the greenhorns throwing everything that came before their time out without questioning the reasoning behind any of it (Chesterton’s Fence) and assuming that whatever they came up with was superior and better fit for the modern era ("those old principles can't possibly hold, we have touch screens now!").
It's also been made worse by UI design roles having been taken by those with backgrounds in unrelated design disciplines, as well as sites like Dribbble which reward pretty mockups over working products. This leads to overemphasis on the visual aspect of the UI and not enough on its functional and usability aspects.
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.
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.
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.
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.
(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
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.
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.
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.
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
>> 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.
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.
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.
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.
> 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.
> 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.
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.
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.
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.
> 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".
Does anyone have a list of guidelines for good UI design that they would recommend?
As I have to design UI myself, I'd be quite interested. Personally, I do favor a mix in my UI: icons for obvious-or-frequently-used stuff (like Save, Undo, Help, Sort A-Z, etc, all of which usually have standard icons (except for Save now)) and plain text for things that can't be expressed by icon (like "Refactor XYZ").
Looking at all their design missteps and corrections in recent releases my only takeaway is that they are making it up as they go along just like the rest of us.
I think it might be somewhat generational. There was a time when Apple famously put a lot of effort into HCI research and experimentation, and prioritized it above so many other concerns. When Apple chose to do UI differently from everyone else, it was a strong indication that they made the decision based on empirical research and not just making it up as they go along like everyone else. A single menu bar at the top of the screen, for example, was chosen because they found that users could locate and click on them much faster than they could menus at the top of the window. I can’t remember exactly how much but I think it was something like 1/3 - 1/2 as much time.
IIRC Bill Atkinson said that it is at the top because it was easier to code. at any rate, it’s true that screen edges and corners are easy to click because their hit region becomes infinite in one or two directions
> they are making it up as they go along just like the rest of us.
"Everything around you that you call life was made up by people that are no smarter than you. And you can change it. And you can change it. You can influence it. You can build your own things that other people can use." —Steve Jobs
There are a lot of us that aren't making it up as we go. There is plenty of knowledge and experience on how to do these things and Apple used to be the king of it. For some reason they started throwing it all away with Liquid Glass.
Decades before Liquid Glass. They had begun throwing it all away by the time they got rid of scrollbars (and the rest of the industry followed like gormless lemmings).
Ah yes, I experienced a designer who hid scrollbars, and also decided that the title was NOT part of the page so a scroll action there would not scroll anything.
I remember wasting a couple of hours trying to find where a certain setting had gone.
Of course the setting in question was literally the most important one, and of course it was hidden at the bottom of the page, outside of my non-designer-too-small-screen, after things like picking which colour and which emoji you wanted to use.
Apple is/was regarded as the gods of design and ux. Does anyone know what it takes to get hired there as a designer now? Are the original designers with actual vision still there? I imagine they would need to really be conscious of not hiring average designers who just have a resume of top companies they have worked at but need the type of people steve jobs would have hired himself.
Easier said than done so it's not surprising they have atrophied in their former genius but im curious.
And on every misstep and their correction, the same people will be defending them. Like "icons on every option is so much more intuitive", just to argue the exact opposite a couple of years later.
Criticisms of the format, "the same people", are virtually always irrational/tribalistic, and based on the "invented enemy" internet trope that happens when interpreting groups of people as being one person. I'd like to leave such common tropes outside of HN.
> And on every misstep and their correction, the same people will be defending them.
That doesn't match my experience. Personally I've found Apple fans (not just Gruber and Nielsen but regular Apple users) to be the most vocally critical of their design missteps.
This is the opposite of logical. Missteps and corrections are a sign of conscientiousness, not "making it up".
If somebody always gets everything right in your opinion, you should be suspicious of your own values, not of the people who don't achieve constant perfection.
I think you're trying to find meaning when there's no meaning what so ever.
Large phones were a bad idea because you cant use it with one finger, until iPhone Pro Maxes came out.
Installing apps from the internet is scary because viruses, yet Macs let you do that no questions asked.
Ads are bad and dangerous, until it shows up on Apple Maps.
Apple is just a simple company, existing to make as much money as possible. They make beautiful devices though - but no reason to put them on a pedestal.
> Installing apps from the internet is scary because viruses, yet Macs let you do that no questions asked.
Even before Gatekeeper, macOS/OSX File Quarantine prompted you when you went to open a .dmg or .zip you downloaded. These days anything not singed by an Apple Developer certificate refuses to open unless you remove the file attribute.
> Apple is just a simple company, existing to make as much money as possible. They make beautiful devices though - but no reason to put them on a pedestal.
Apple certainly exists to make money, but I don't think they exist solely to do that. They have long had a culture of enabling their users to do things that were previously the purview of big business or specialised fields. They don't sell you just hardware, they give you a whole office suite, audio production tools, development tools etc. all on top of high quality hardware.
With a MacBook and iPhone you can be a filmmaker, take and edit professional-quality photographs, record and produce your own music out of the box.
Maybe they used to be better at it than they are today, but Apple tends to spend more time putting their customers first than their competitors do.
This reads like the corporate edition of the goomba fallacy.
The individual at Apple who decided to try and keep phones small, for example is probably not the person who decided to make them big. I feel confident saying this because the person who was supposedly the driving force behind keeping them small died in 2011, and they didn't start releasing phones that are too large for comfortable one-handed use until 2014.
> They designed it, shipped it, lived with it for a year, then publicly changed their guidance on it. To me, that’s a lot more persuasive than simply saying, “Apple doesn’t do this.”
> Choosing not to do something you’ve never done is one thing.
> Choosing not to do something you’ve done is experience.
A more persuasive sales pitch for me to consider Apple products would be if the company had judgement not to ship such a hot mess of a sloppy product in the first place...
In any other context I would agree with you, but in software, the point the author is making is quite true.
MS would include superfluous icons because they observe it in other software and can't think for themselves, or they would omit superfluous icons because it never occurred to them in the first place.
Everything Apple does is carefully considered, good and bad.
I take the latter every time, because I understand how bad things are in software. I know it's unrealistic to be as choosy as I want to be.
Apple's own design guidelines originally said not to do the thing they did (and which they are now once again saying not to do).
Couldn't Apple have just, like, talked to the people who originally wrote the guidelines? Why do they need to re-invent the wheel? Will Apple forget again in another 15 years and need to re-run the experiment, taking us all along as test subjects?
> A more persuasive sales pitch for me to consider Apple products would be if the company had judgement not to ship such a hot mess of a sloppy product in the first place...
When I read a sentence like this, I have to remind myself that this is Apple products we're talking about.
What other company do you feel surpasses Apple in terms of "judgement not to ship such a hot mess of a sloppy product in the first place"?
Is there any consumer electronics company today that ships products that are in any way less of a slop than Apple?
What are the odds the next version of macOS reverts most of what happened in Tahoe? After having it forced on my work MacBook, I will not willingly install that trash UI on any device I own.
I can't stand that keyboard shortcuts for menu items are the same color as the disabled menu item color. It's mixing two meanings for the same color in the same UI element. Despite this being the style for years, I still have a split-second interpretation of non-interactivity every time I see it.
Yeah I appreciate their approach which optimizes for information density a lot more than competing desktops, but it could certainly feel cleaner while doing so.
I think mid-00s commercial OSes are a good target in this regard. OS X 10.2-10.9 and Windows XP-7 had a pretty good level of density while also feeling relatively clean and would be good to take some cues from.
Yeah with KDE it's all or nothing, either every menu item has an icon or you can turn off all of them.
This goes against the original argument which is that icons should only be used for universal idioms that can be recognized by the icon _only_. Otherwise it's just noise
I don't quite understand. Icons by default obviously is stupid. But meaningful icons for actions such as copy and paste seems like a very good idea to me.
Personally I think there are not enough icons in MacOS right click menus for example. For me an icon makes it much easier to find the action I want to hse
One of my pet peeves is deleting an item is "Move to Trash". With no trash icon, I want labels to front-load the key word so the menu/list is scannable.
When the Mac UI took over (some of) the world, many thought it was because of the icons, so they put icons all over their UIs.
That was of course not at all what made the MacOS so usable. The real principles were explained in detail in Apples UI guidelines. But hardly anyone read those, so the icons have been with us for 30 years.
The lack of transfer I don't think is out of unwillingness from the old guard, but rather due to the greenhorns throwing everything that came before their time out without questioning the reasoning behind any of it (Chesterton’s Fence) and assuming that whatever they came up with was superior and better fit for the modern era ("those old principles can't possibly hold, we have touch screens now!").
It's also been made worse by UI design roles having been taken by those with backgrounds in unrelated design disciplines, as well as sites like Dribbble which reward pretty mockups over working products. This leads to overemphasis on the visual aspect of the UI and not enough on its functional and usability aspects.
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.
(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
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.
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.
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.
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.
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.
This goes against the pattern that's most often observed in the past decade of every product hand-rolling its UI from scratch, though.
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".
Looking at all their design missteps and corrections in recent releases my only takeaway is that they are making it up as they go along just like the rest of us.
But that was in a different millennium.
https://milos.fyi/blog/fitts-law-why-the-menu-bar-is-at-the-...
It's not perfect here but having an ergonomic design and replacing it with a substantially worse one is rather unheard of in this world.
"Everything around you that you call life was made up by people that are no smarter than you. And you can change it. And you can change it. You can influence it. You can build your own things that other people can use." —Steve Jobs
Full clip slightly longer, worth watching.
https://youtube.com/watch?v=kYfNvmF0Bqw
I remember wasting a couple of hours trying to find where a certain setting had gone.
Of course the setting in question was literally the most important one, and of course it was hidden at the bottom of the page, outside of my non-designer-too-small-screen, after things like picking which colour and which emoji you wanted to use.
Easier said than done so it's not surprising they have atrophied in their former genius but im curious.
That doesn't match my experience. Personally I've found Apple fans (not just Gruber and Nielsen but regular Apple users) to be the most vocally critical of their design missteps.
If somebody always gets everything right in your opinion, you should be suspicious of your own values, not of the people who don't achieve constant perfection.
Large phones were a bad idea because you cant use it with one finger, until iPhone Pro Maxes came out.
Installing apps from the internet is scary because viruses, yet Macs let you do that no questions asked.
Ads are bad and dangerous, until it shows up on Apple Maps.
Apple is just a simple company, existing to make as much money as possible. They make beautiful devices though - but no reason to put them on a pedestal.
Even before Gatekeeper, macOS/OSX File Quarantine prompted you when you went to open a .dmg or .zip you downloaded. These days anything not singed by an Apple Developer certificate refuses to open unless you remove the file attribute.
> Apple is just a simple company, existing to make as much money as possible. They make beautiful devices though - but no reason to put them on a pedestal.
Apple certainly exists to make money, but I don't think they exist solely to do that. They have long had a culture of enabling their users to do things that were previously the purview of big business or specialised fields. They don't sell you just hardware, they give you a whole office suite, audio production tools, development tools etc. all on top of high quality hardware.
With a MacBook and iPhone you can be a filmmaker, take and edit professional-quality photographs, record and produce your own music out of the box.
Maybe they used to be better at it than they are today, but Apple tends to spend more time putting their customers first than their competitors do.
The individual at Apple who decided to try and keep phones small, for example is probably not the person who decided to make them big. I feel confident saying this because the person who was supposedly the driving force behind keeping them small died in 2011, and they didn't start releasing phones that are too large for comfortable one-handed use until 2014.
The iPhone 4 was such a letdown...
Apple's design never recovered from the flattening of iOS 7.
Best known from The Bible, Steve Jobs, Donald Trump and Adolf Hitler.
> They designed it, shipped it, lived with it for a year, then publicly changed their guidance on it. To me, that’s a lot more persuasive than simply saying, “Apple doesn’t do this.”
> Choosing not to do something you’ve never done is one thing.
> Choosing not to do something you’ve done is experience.
A more persuasive sales pitch for me to consider Apple products would be if the company had judgement not to ship such a hot mess of a sloppy product in the first place...
MS would include superfluous icons because they observe it in other software and can't think for themselves, or they would omit superfluous icons because it never occurred to them in the first place.
Everything Apple does is carefully considered, good and bad.
I take the latter every time, because I understand how bad things are in software. I know it's unrealistic to be as choosy as I want to be.
Couldn't Apple have just, like, talked to the people who originally wrote the guidelines? Why do they need to re-invent the wheel? Will Apple forget again in another 15 years and need to re-run the experiment, taking us all along as test subjects?
Decisions should be revisited when it makes sense to do so.
It would have been a very easy thing to test the people outside there bubble.
When I read a sentence like this, I have to remind myself that this is Apple products we're talking about.
What other company do you feel surpasses Apple in terms of "judgement not to ship such a hot mess of a sloppy product in the first place"?
Is there any consumer electronics company today that ships products that are in any way less of a slop than Apple?
Alan Dye really did a number on that company and set back UI design by one or two decades, favoring graphic design over human interface design.
2. Click on the hamburger menu in the top right
3. ???
Icons can genuinely help convey meaning/understanding. They can also be clutter. It comes down to how you use them.
Those, those are ~thoughtful~ icons and not at all default.
They needed to make room for Siri.
I think mid-00s commercial OSes are a good target in this regard. OS X 10.2-10.9 and Windows XP-7 had a pretty good level of density while also feeling relatively clean and would be good to take some cues from.
I've been hoping Cosmic DE improves enough to be usable.
This goes against the original argument which is that icons should only be used for universal idioms that can be recognized by the icon _only_. Otherwise it's just noise
https://blog.jim-nielsen.com/2025/icons-in-menus/
A related post linked to by the previous post:
https://tonsky.me/blog/tahoe-icons/
The what
Next to the floppy
The what
The hamburger!!
Are you high?
But at the end of the day, it was like Liquid Glass itself - looks sick in presentations, but in real life, it looks pretty awful.
That was of course not at all what made the MacOS so usable. The real principles were explained in detail in Apples UI guidelines. But hardly anyone read those, so the icons have been with us for 30 years.
Art vs. minimalism in design
Icons are today's form of hieroglyphs for communication?
Home Trending Hacker News Hits Archive Stats Tags Links