These massive ""finger-friendly"" buttons don't make any sense on a traditional desktop with a mouse, but it makes a ton of sense when you realize the designers were likely designing for mobile and/or touchscreen integration at the same time.
Can't learn an evolution of the UI paradigm if you subconsciously feel your eyes are working wrong.
Hence, the person afraid of the computer changing who was described upthread.
(I was entirely surrounded by such cases when learning computing. So it was a moral and emotional battle at every step besides the sheer figuring things out - on dated, semi-functional miracles of engineering.
Now consider how, them people somewhere who "keep changing da computah", it's their job. It's us, in fact. And we're more knowledgeable, better organized, and make more than the average user. Plus chances are we're an entirely different part of the globe now where we follow an entirely different culture from our consumers, so things with the baseline mutual comprehensibility are so-so at best.
And... that's always been the case? And it's what's been giving our computerphobe friends all the right to be afraid. What reason does a FAANG dev even have, to care about your Grandma's eyesight, user experience, or sanity? Or yours? They gotz plenty to care about already, as exhibited by all the thoughtful comments poured into this site.)
Sucks for us geezers that learned things the other way around though!
Circa 2004, when 25 year olds would probably be migrated out of diapers, smartphones were palm treos and Sony Ericsson K700s. I don't think they would be great distractions for kids, there certainly wouldn't be any endless Spiderman/Elsa YouTube to lock them in.
At least, in my anecdotal experience.
People seem to forget that "smartphones" (in the post-iPhone sense) are barely old enough to drive. The first iPhone came out in 2007, android doesn't drop till the following year, and the first iPad doesn't come out till 2010.
If you were a kid with a video-playing smartphone before about 2012, your parents were pretty damn well off, and likely early adopters too
Meanwhile, the rest of the Palm Pilot UI (all the parts that were actually on the screen instead of below it in the dedicated writing area) looks thoroughly 90s: the basic buttons, drop-down boxes, tabs and dialog box layouts, scrollbars that aren't trying to hide from you. The main UI elements missing from the Palm Pilot that were present in eg. 90s Mac OS or Windows are the free form desktop layout (instead of the smartphone-like app launcher grid), and the persistent on-screen menu bar or taskbar.
The Palm Pilot UI was unquestionably designed around the assumption of higher precision than today's touch-oriented UIs. The stylus was not considered optional. The lack of capacitive touch sensing for gesture recognition meant the UI was much more reliant on precise button taps where today's smartphones would use swipes and other gestures for stuff like scrolling or "back".
To your second paragraph: of course it looks “throughly 90’s”. It was the 90’s. Did an LLM tell you to say this? I have no idea what scroll bars have to do with anything. I can tell you they were a pain to use. That hasn’t changed.
To your third paragraph: the stylus wasn’t optional. They didn’t just “lack” capacitive screens. It didn’t exist yet at scale. This was what Apple brought to the market. You couldn’t really have them if you wanted them. That being said, I used these interfaces while walking, riding in a car, and sitting still. I never had trouble tapping the right thing because the buttons were huge in the UI.
You do bring up a good point about there not really being swipe gestures to go “back”. I don’t use them today, so I’m not as familiar with that type of behavior other than to say it is really annoying when done by accident, usually while picking up the device.
I think your broader point is accurate, but computers aren't old enough yet to really compare the evolution of their interfaces to other technologies.
Likewise, at first a purely textual interface was a perfectly reasonable way to interact with a computer terminal, but the addition of mice changed the game, as did higher resolution displays and widespread adoption of touchscreens. We're 80 years into screens, 60 years into computer mice, and 20 years into touchscreens. Clearly lots of interface changes are just to keep the designers at a company busy, but it's also silly to be confident that we've nailed UX/UI standards.
EDIT: I'm gonna go out on a limb here and say this is basically everything that's wrong with the computer(-adjacent) industry. We can appreciate the problem statement by asking "why would anyone want to make a computer be a phone?" The answer is a terminal case of a particularly defensive form of groupthink. It goes something like this:
(1) "everyone is talking about the iPhone" (2) "i need to feel relevant, ergo i must make phone noises too"
then they rub these two neurons together, and since it's the only two they got it isn't hard for them, and this process repeats a few generations and like a nuclear chain reaction soon enough the entire industry is trying to make everything be a fucking phone.
It shouldn't be like that.
EDIT2: As a species we don't play these games with other tools. Cars--some super early attempts had weird shit like tillers for steering but we quickly outgrew that idea and settled on the steering wheel, levers for the other hand, and pedals for the feet. Same with airplanes and tracked vehicles (bulldozers, tanks, etc). Same with machine tools. This stupid game people are playing with computer interfaces these days is fundamentally inhuman.