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Re:Material Design Guidelines for Dark Mode by TeMPOraL on Wednesday May 15, 2019 @06:44AM (#19918090)
> I find this point of view - that designers are inferior to developers - to be incredibly condescending and yet very typical of HN. I'm a developer, and I would hate to work with you or someone who holds this view point. You seem like poison in a development team.

It's not about skills, it's about goals.

There are roughly two main conflicting goals when building a product. One, make a product that delivers value to users. Two, make money off that product. In a perfect world, these two would be maximized simultaneously - leading to fair exchange of value between the customer and the provider. In the real world, people sacrifice the first in order to get more of the second.

UI/UX design as it is today is almost entirely about sacrificing utility to boost sales. All the trends parent commenters are complaining about exist to convince users to spend money by means other than delivering a useful product to them - be it by differentiation from others, by looking like popular players, by reducing functionality to make it look simpler when purchasing decision is made. Addiction-inducing design trends like timelines and notifications and loot boxes are a part of this too.

This is not failure of intelligence of individuals, this is a moral failure of the industry. And being on receiving end, as a software user, it's fucking annoying. So is being upstream from it, as a software developer doing their best to deliver value to user, only to see it shat upon because the organization adopts user-hostile design trends.

Re:Material Design Guidelines for Dark Mode by madeofpalk on Wednesday May 15, 2019 @08:29AM (#19918711)
> UI/UX design as it is today is almost entirely about sacrificing utility to boost sales.

I think this statement is just about as true for design as it is for development.

Re:Material Design Guidelines for Dark Mode by TeMPOraL on Wednesday May 15, 2019 @08:46AM (#19918817)
It isn't, because development is upstream from UI/UX design. You can have a software product delivering value to end-user without UI design. Might not be pretty, but it'll do the job. Whereas you can't have a software product delivering value to users without development work. Moreover, it's the UI that's the direct point of contact with the user and the driver of sales, so the pressure to screw users over is higher there.

That's not to say developers don't make choices sacrificing utility for sales - they do, and I bitch about this here plenty (for instance: bloat, invasive telemetry, privacy-hostile solutions, addiction-generating mechanics). But it doesn't look like a trend that's essentially consumed the discipline.

Re:Material Design Guidelines for Dark Mode by Mindwipe on Wednesday May 15, 2019 @09:06AM (#19918978)
> UI/UX design as it is today is almost entirely about sacrificing utility to boost sales.

I don't think this is true. Many undesirable qualities in modern design are due to a cult like belief in them by designers rather than just listening to users. Excessive use of white space in virtually all design being the most obvious one.

That's not generally because it boosts sales. It's because they've really drunk the kool aid that it's better.

Re:Material Design Guidelines for Dark Mode by dragonwriter on Wednesday May 15, 2019 @09:13AM (#19919030)
> Many undesirable qualities in modern design are due to a cult like belief in them by designers rather than just listening to users. Excessive use of white space in virtually all design being the most obvious one.

IIRC, negative space is one of those things that lay users tend to think is unimportant or even undesirable as a design element, but every empirical study of usability/reasability shows that it is important, and that lacking it produces negative reaction to the end product even if users don't attribute the reaction to the missing negative space, and that this result has held up with online design but was well-known even in older studies of print design.

Re:Material Design Guidelines for Dark Mode by TeMPOraL on Wednesday May 15, 2019 @10:08AM (#19919514)
That's still just "looks prettier". Yes, there is a degree at which the design is so ugly it interferes with its intended function, but we've taken the opposite up to 11. Negative space in modern design constantly interferes with intended function. Take a listing on an on-line store. A design making copious use of negative space may look stunningly beautiful, but a design that just follows the Gestalt principles but otherwise crams in 5x the number of items on a screen will make it easier for the user to choose the right item to buy, and will consume less of their time.

(This is not an invented example; when I was building a PC recently, I wrote userstyles to remove most of the negative space in UI of a shop I was buying parts from, just to not be driven to madness when trying to compare prices and features among available components.)