Re:Windows 9x and Word 9x at 800x600 resolution. Spacious. C...
by hulitu on Wednesday July 12, 2023 @01:50AM
(#36690870)
> It depends entirely on your audience.
The audience of MS is corporations, yet they design for touch screens. Who uses a touchscreen 8 hours a day ?
Re:Windows 9x and Word 9x at 800x600 resolution. Spacious. C...
by rahoulb on Wednesday July 12, 2023 @05:22AM
(#36692125)
Take a look in a lot of boardrooms.
If typing weren't such an important part of my job, I probably would too. There have been times when I've not been writing much code and then I rarely touched a computer. For calls, meetings, sketches, quick note taking, planning stuff out, audio editing, things like that I much prefer an iPad.
Re:Windows 9x and Word 9x at 800x600 resolution. Spacious. C...
by EVa5I7bHFq9mnYK on Wednesday July 12, 2023 @03:06AM
(#36691299)
Can't we design two interfaces - one advanced (a dense grid of icons), and the other for users who want it simple - just numbers and two buttons to call and to hang up?
Re:Windows 9x and Word 9x at 800x600 resolution. Spacious. C...
by klez on Wednesday July 12, 2023 @03:55AM
(#36691600)
Sure, but of course it will cost more to develop and test.
Re:Windows 9x and Word 9x at 800x600 resolution. Spacious. C...
by hnick on Wednesday July 12, 2023 @03:47AM
(#36691538)
> more importantly the concepts underneath that UI and the mental model it requires - will be related to the stuff they already know.
And, perhaps most importantly - if they don't learn, they can be removed. Big difference between UI for work, and UI for fun. You can design differently for a captive audience. This can be used for both good and evil (also see: Government websites).
If you're dealing with a hundred people in an office, then the vast majority can probably deal with a high-density UI. Because they are there for work and the UI - and more importantly the concepts underneath that UI and the mental model it requires - will be related to the stuff they already know.
But if you're dealing with an audience of millions who are trying to pass the time, or using apps or parts of the system that they rarely interact with, or have no real interest in the device, then a high-density UI will be extremely intimidating. They have no mental model of what is being represented on-screen - and if it's casual usage, they have no desire to spend the energy to learn that mental model. What they will want is the device to have two big buttons saying "do this" or "do that". Which is why the iPhone's grid of icons endures - "I want a bus ticket", "I want the camera", "I want to watch a video".
Personally I think the hardest part of UX design is ensuring the model presented on-screen matches the model that the user is expecting.
Which has two implications - firstly, it's entirely audience dependent and secondly, the further the UX model and the actual underlying model diverge, the more cracks will appear while people are using it - so you have to design from the bottom up for that given audience.