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Re:NoDesign.dev – Tools and resources for non-artistic devel... by clairity on Monday June 08, 2020 @11:33AM (#23457394)
> "...that gives the content some air."

lots of whitespace and "air" has become especially fashionable in the past many years. it makes design easier in some ways without necessarily pushing it forward. yes, it forces more conscientiousness of essentiality and contribution of each element (a good thing), but it's also used as an ipso facto justification to resist change and meeting needs (a bad thing).

i love seeing designs that are intricate yet coherent. that seems to push boundaries more than "air". that approach seems more challenging than "cut as many elements as necessary to achieve a desired white space ratio".

Re:NoDesign.dev – Tools and resources for non-artistic devel... by galfarragem on Monday June 08, 2020 @02:35PM (#23459342)
Design is more complicated than just 'give content some air'. Here[0] doing that would be a recipe to disaster. I'm a user of this tool and it really works like it is. I doubt that making it look more trandy would make it more functional.

[0] https://www.bulkrenameutility.co.uk/assets/img-bru/mainscr.p...

Re:NoDesign.dev – Tools and resources for non-artistic devel... by murermader on Monday June 08, 2020 @05:47PM (#23461180)
Just because you got used to this tool, does not mean it is good UX. To me this looks really cluttered, and I would be overwhelmed, if I looked at all those options for the first time.

And I don't even see a reason that all these different modes need to be visible at the same time. It also takes up alot of space.

There are probably many ways to make this more user friendly, but if it works for you, thats great

Re:NoDesign.dev – Tools and resources for non-artistic devel... by wildrhythms on Monday June 08, 2020 @06:32PM (#23461534)
Airplane cockpit design is also "cluttered", but the people who will be using the cockpit interface (trained pilots) want that. The cockpit is designed for the pilot, and in every case design should be catered to the needs of the user. I work in UX specifically and try to oppose designing same-y interfaces at every turn. Different apps have different users with different needs. Unfortunately, this is an uphill battle as we've established some mystical need for "branded" interfaces that all look and act the same, regardless of the function or user need.
Re:NoDesign.dev – Tools and resources for non-artistic devel... by rusticpenn on Tuesday June 09, 2020 @02:09AM (#23464153)
Airplanes are driven by people who are trained specifically for this purpose, Software tools don't have this requirement.
Re:NoDesign.dev – Tools and resources for non-artistic devel... by eXpl0it3r on Tuesday June 09, 2020 @04:10AM (#23464732)
That's not really true. Every custom built tool receives some form of training. Easily accessible designs lend themselves more for getting right into and learning by doing as a lot is self-explanatory and the user isn't overwhelmed. On the other hand, nice designs with lots of space, often also end up with slow response times and lots of scrolling of clicking, making certain work quite tedious.

As the parent comment said, software should really be built for the user and not just so everyone and their children can use it (unless that's your target group).

Financial terminals don't have the super nice designs to it, but they are highly functional, customizable and fast. A lot of cashier terminals are still running on old hardware with bad designs, yet they are highly functional.

I think there's always room for improvement and with every change you'll see a certain amount of push back, but I think it's important to consider the user and not write "simplified" software, when you have power users in front of you.

Re:NoDesign.dev – Tools and resources for non-artistic devel... by rusticpenn on Tuesday June 09, 2020 @05:50AM (#23465180)
I agree with you. The UX/UI patterns should be functional first with a focus on primary userbase. In many startup scenarios, however, the users are not identified yet, so this UX pattern works only when you are well aware of the business case and user capabilities.
Re:NoDesign.dev – Tools and resources for non-artistic devel... by balfirevic on Monday June 08, 2020 @06:25PM (#23461492)
> Just because you got used to this tool, does not mean it is good UX. To me this looks really cluttered, and I would be overwhelmed, if I looked at all those options for the first time.

It is also true that looking cluttered at first sight does not mean it's not good UX.

Re:NoDesign.dev – Tools and resources for non-artistic devel... by ukyrgf on Tuesday June 09, 2020 @03:21PM (#23469851)
The creator of that app might enjoy https://www.worldcat.org/title/microsoft-windows-user-experi...

Just sticking to some proven standards, even from a 20 year old software book, can really enhance an interface. Right off the bat I can spot a half dozen instances where a text input could easily span to align with an element above it, but it falls a few pixels short.

Re:NoDesign.dev – Tools and resources for non-artistic devel... by gdubs on Monday June 08, 2020 @11:55AM (#23457697)
Yes, great point! Even the best design principles can fall into 'trend' territory if they're not applied intentionally, to solve an actual problem. Exceptions definitely make the rule, and a site might find that extreme information density is what's called for. It really comes down to being intentional, being wary of trends for trends sake, and hammering on the constraints, and the problem one is trying to solve for the user.
Re:NoDesign.dev – Tools and resources for non-artistic devel... by baddox on Monday June 08, 2020 @01:55PM (#23458898)
I don't see how it's a justification to resist change any more than any other recommendation is inherently a justification to resist change that violates the recommendation.
Re:NoDesign.dev – Tools and resources for non-artistic devel... by meristem on Monday June 08, 2020 @01:46PM (#23458800)
Can you tell me more about how more whitespace makes design easier?
Re:NoDesign.dev – Tools and resources for non-artistic devel... by LoSboccacc on Tuesday June 09, 2020 @04:16AM (#23464763)
it's a consequence of how people handle complexity

here we call it the deer - headlight problem. why doesn't the deer dodge? because it's a novel situation, he's under pressure to understand and there's no frame of reference for instincts to take over

same with non driven users (users that aren't doing a specific job) having a novel interface, they don't know which operations and options are irreversibile and so get frozen trying to understand everything the computers tells them at once and once they're overwhelmed they just get stuck

giving UX air is a good catchall that both forces you to parcel only what's important for your user and help user not getting overwhelmed by options

a more detailed advice would be to present branching decisions in order of commitment and only showing the relevant options at each step, but more whitespace is a good rule of thumb because it forces you into wizards without becoming a mouthful like this one, and gives you enough agency to come up with alternatives design to wizards of you can get by with other representations of the data to be manipulated