Re:Apple to slice iPhone production 10% due to sluggish sales
by spacelizard on Saturday December 31, 2016 @02:08AM
(#13289944)
I get the appeal of 3D touch but it has absolutely no discoverability - this feels like a complete setback in UX design. Apple used to be known for having UIs that had a lot of visual cues and didn't hide features from the user. However it seems they have done a 180 on that in recent years.
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Re:Apple to slice iPhone production 10% due to sluggish sales
by Godel_unicode on Saturday December 31, 2016 @03:22AM
(#13290126)
Why do you find 3d tough less discoverable than e.g. long-press to rearrange apps?
Re:Apple to slice iPhone production 10% due to sluggish sales
by adamlett on Saturday December 31, 2016 @03:26AM
(#13290133)
Discoverability is not the be-all end-all of UI design. In most ways iOS is a huge step forward in UI design as evidenced by the legions of toddlers who can figure out how to use an iPad.
Re:Apple to slice iPhone production 10% due to sluggish sales
by legodt on Saturday December 31, 2016 @03:42AM
(#13290189)
No, it may not be the end-all, but it certainly is almost all of it
Re:Apple to slice iPhone production 10% due to sluggish sales
by adamlett on Saturday December 31, 2016 @06:07AM
(#13290575)
Only if you define it so broadly as to strip almost all meaning from the term.
What about manageability, i.e. can a user fit a mental model of the system in their head, or is it too complex to do that? What about the related concepts of consistency and predictability? What about comprehensibility of the metaphors used? The clarity of language? What about ergonomics? Directness of manipulation? What about delight (think pull to refresh)?
Elevating discoverability above all other concerns means that there can be no hierarchy of information. Every feature becomes primary. Everything is on page one, everything is above the fold.