Re:What UX designers can learn from 1990s Japanese video games
by tracker1 on Monday May 30, 2016 @02:43AM
(#11799915)
The hamburger menu icon is about as old as GUI based interfaces[1]. That said, it's about time and context... knowing and having the website's logo in the top left actually be a link to the homepage and getting people to understand that took a bit of time. Also, the phone icon is probably the worst example today... most people born after 1985 have never seen a phone that even resembles the common icon/glyph (I'm a bit older than that, but still).
I do feel that the swipe from the side menus are really unintuitive, and better left tethered to an on-screen (even if it scrolls off) button/icon in addition to swipe interaction, at least until it becomes very common.
A lot of the changes are because of size constrained devices, and a return to the concept that someone can only really see or think about a few things at a time. Then again, using OSX, Windows and Linux UIs on a regular bases, along with differences in apps that are cross platform, I may be too lenient of a judge here.
I do feel that the swipe from the side menus are really unintuitive, and better left tethered to an on-screen (even if it scrolls off) button/icon in addition to swipe interaction, at least until it becomes very common.
A lot of the changes are because of size constrained devices, and a return to the concept that someone can only really see or think about a few things at a time. Then again, using OSX, Windows and Linux UIs on a regular bases, along with differences in apps that are cross platform, I may be too lenient of a judge here.
[1] https://blog.placeit.net/history-of-the-hamburger-icon/