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Re:Material Design Guidelines for Dark Mode by atoav on Wednesday May 15, 2019 @06:00AM (#19917853)
Beeing a designer is not easy. Other than in programming or e.g. in sound mixing, everybody has (strong) opinions on design. Ever met a boss who came into the room looked at you code and told you to use library x instead of the thing you used the past three weeks? Stuff like this only happens to designers, because everybody believes they can judge design. The client that makes a design in MSWord and wants you to do exactly that still exists — why they hired you when they already have it remains a mystery.

On top of that you have so many free templates and drag and drop website designers, as a designer you can’t really afford making good design unless your customer is a multinational company, because customers will always compare you with the cheap online service. This means most designers are basically forced to use something fast, that looks halfway decent by economic reasons. Of course there are always those who really think what they do is great, but I don’t think they are in the majority.

That beeing said, I love the interfaces of old professional electronic gear (and lately I have been working in some myself). I don’t think you can transfer that in a good way to the flat screen without adjustments. Let’s not forget the abnominations bad skeuomorphic design produced, every trend will consist of a lot of cheap trash always.

Re:Material Design Guidelines for Dark Mode by pault on Wednesday May 15, 2019 @09:44AM (#19919294)
I started my career as a designer and this is why I migrated to software engineering. If you're a designer, everyone with a pair of eyeballs thinks they know how to do your job. If you're a developer, everyone thinks you're a genius if your code doesn't crash.
Re:Material Design Guidelines for Dark Mode by filoleg on Wednesday May 15, 2019 @04:30PM (#19923441)
>If you're a developer, everyone thinks you're a genius if your code doesn't crash

This hurts on a personal level. While it is a very convenient thing if you are a solo developer, it can easily become a pain on a team, where some engineers care about code quality noticeably less than others and non-developers (e.g., PMs) get involved.

Re:Material Design Guidelines for Dark Mode by atoav on Wednesday May 15, 2019 @09:17PM (#19925318)
He is probably talking about the perception regular customers get of your profession. You could be a graphic design god, unless you really play the role of such god and demand a god's salery, every incompetent middle manager will believe they have more expertice than you, bike shedding all over the place.

This rarely ever happens if you are a developer interacting with similar people (e.g. as a freelancer). They think you are some kind of magician. Similar when you are a good audio engineer or something, they will just let you do your thing.

The funny thing is: this perception is completely independent of the quality of your work. They will always have something to say – sometimes even stuff that makes sense, but very often just for the sake of it, with no real reason. Everybody thinks they have a good taste and a great eye and what kind of graphics are needed, while in fact often they have none of the above.

Re:Material Design Guidelines for Dark Mode by pault on Thursday May 16, 2019 @10:48AM (#19929521)
Or to put it another way, it's easy to (think you can) micro-manage a designer, but a non-technical person is incapable of micro-managing a developer.