However, the company has been building new web-based solutions for a while, but all of them have so called "cryptic mode" where you can still directly input the commands, as it is order of magnitude faster, mandatory feature for experienced old-timer travel agents.
Note that's a characteristic of bad design, not a characteristic of CLIs, where constraining the UI to GUI, will merely result in a hard to use GUI, instead of a hard to use CLI.
Note that in an email or printed page I can provide any CLI walkthru and anyone can follow with minimal training ("Which key is the any key?"), but some purely graphical GUIs are impossible to discuss verbally, especially if badly designed (see above, and realize the badly designed ones are going to need the most help).
First, click on the icon that looks like a Rhinotia hemistictus nose, except its green. No, not that, thats more of a myrtle color, you want the really bright green one. OK, now if you see a screen that looks like a Type II Seyfert galaxy then you've clicked thru too far and need to click back. Oh no, there's no left arrow icon to go back, we outsourced development to save money and in the programmer's culture a left arrow is an obscene gesture indicating you mate with your sibling, so our discount software uses a thoracic vertebrae, superior side up, for its back icon, isn't that hilarious a "back bone" to go back oh those UX guys crack me up every time. Something thats one line at a shell interface that could have been cut and pasted in, can involve an hour of talking back and forth about a bad GUI.
> Note that's a characteristic of bad design, not a characteristic of CLIs
That's a characteristic of hundreds of developers creating features over dozens of years, and those features interacting with each other in subtle ways.
In my experience, even in small projects and codebases things get notoriously inconsistent very fast. It's a hard thing to keep, as it requires conscious effort and most developers don't care that much. And once something goes to production (or far enough in non-regression phase), it's a game over.
On top of that, AFAIU, in legacy systems, storage space was severely limited. Hence PNRs had a rigid structure that was not very extensible. That's another fact due to which implementing new features in a backward-compatible way might have been cumbersome.
And all the three big GDS need to be thrown into a fire. "Oh you want to add a person to the PNR? Well tough luck! Not a use case we handle!"
In Sabre emails can be like 70 characters long. But periods count as two characters, as do underscores, and @ counts as four. I mean given the choice between period and cross of lorraine I know which I am choosing to include.
https://sds.sabre.com/XTRANET_Access/sabre.htm
The @ is 0x2E20 in sabre hex
It was so popular, you can still bring up 1-2-3 text menu equivalents in Excel by typing "/".
Discoverability is another problem. You can have weird keyboard commands, but make it possible to find them without searching stack overflow. I miss when applications had a big bar at the top of all the commands you could do and their keyboard shortcuts. I'm on chrome right now, and copy and paste is hidden away in a menu. And the keyboard shortcut for it isn't mentioned. How do you think people learned the keyboard shortcut in the first place? Or apple phones have a bunch of gestures that are useful, but no one knows about because you can't discover them.
"Control-C sends SIGINT" has been a standard for longer than "Control-C means copy".
I blame Microsoft.
(I still have a few Windows apps we use at work that use these standards; good to know they actually were a standard.)
Copy and paste are also in the right-click menu, and the keyboard shortcuts are shown there.
> (Or should my games have used hjkl)?
I still play a game that does...
How do you quit man? How do you quit less?
'q' to quit is pretty standard in the TUI world.
As for if you stuck in insert mode, this is more akin to when you have text highlighted in a GUI editor, the shortcuts change because you're in a different mode.
Remember all editors have modes, vim is just a bit more in your face with them.
The <esc> at the beginning is only necessary if you've already got into insert mode. That said, it'll not do any harm.
The only thing I remember being really annoyed with was that there was no way (or no way I managed to find) to select all the text in a line in one go. The same was true for the editor (EZY). I kept pressing Ctrl + V to do a block-select and pasted all sorts of gibberish all over the place. Apparently, there are no line endings in text fields so it's not possible to get something like block-selection working.
But that was about the only thing that sucked from my point of view and I grew up with GUIs and touch-interfaces, like everyone else in my generation.
The terminal looks like this now: https://www2.le.ac.uk/departments/economics/images/bloomberg...
You can still do everything with the same keyboard shortcuts that have worked for 30+ years (pretty much everything with a number in front of it), and the layout of the screens generally don't change. But now everything on the mostly text-based view is clickable as well--everywhere you see a number you can click with a mouse.
Additional shortcuts are hidden behind menus, like "Settings" in the photo. But if you know the shortcut, no need to look at "Settings" first (which itself can be opened by typing 97 or clicking it).
It does if the app is aimed at companies with high turnover where said learning curve poses a continual problem for users.
After 30 days of employment the first has spent 28 days at 90% efficiency, the other has had 7 days at 60% efficiency, 7, days at 80% efficiency etc.
A gradual learning curve could be much worse for companies with a high turn over.
The console's that the front-desk or clerical users used every day had a steep learning curve. It was something that you would definitely not be able to walk up to and just intuit.
However, once you figured it out, there is never going to be a faster UI that you are ever going to experience in your life until we figure out direct BCI stuff.
It was funny watching the new people come on board and insist that we should change the UI to something with a mouse (probably web based). They had no idea that more immediately intuitive was actually a step backwards.
My point is that just because something has a steep learning curve, that doesn't necessarily mean that it's a bad design.