[HN Gopher] Rules for developers to design beautiful UIs without...
       ___________________________________________________________________
        
       Rules for developers to design beautiful UIs without a designer
        
       Author : miraantabrez
       Score  : 195 points
       Date   : 2023-04-11 18:31 UTC (4 hours ago)
        
 (HTM) web link (www.refactoringui.com)
 (TXT) w3m dump (www.refactoringui.com)
        
       | owlbynight wrote:
       | Skeleton UI (Svelte + Tailwind) is how I go about it. The
       | developer experience is very good. As for the UX, that's mostly
       | just a matter of actually thinking about how people will use the
       | app and taking the time to account for it.
       | 
       | In my experience, bad UIs are a product of laziness more than
       | know-how.
        
         | hoofhearted wrote:
         | I'm not sure if you realized it or not, but Steve and Adam
         | created this book and then went on to create Tailwind CSS
         | shortly after.
        
         | kmarc wrote:
         | > just a matter of actually thinking about how people will use
         | the app
         | 
         | What I learned during my professional career is that this is
         | exactly what 80% of engineers are absolutely incapable of. Do
         | belong to the 20% and hit the jackpot.
        
         | justeleblanc wrote:
         | You've basically just answered "with a brush" to the question
         | "how do you think I should paint my wall". True, but
         | irrelevant. You can make a ugly, unusable UIs with your listed
         | frameworks. You can make amazing, smooth UIs with plain
         | HTML+CSS.
        
       | chankstein38 wrote:
       | Honestly their first concrete example, with fewer borders, is
       | something that bothers me a lot on the internet today. Cool
       | everything looks flat and like part of everything else. That's
       | not hard to go down through a giant list of or anything... /s
        
         | jasmer wrote:
         | It's a bad first example admittedly because it seems very
         | aesthetic, frankly, the borders may theoretically make good UI.
         | 
         | Most workers today don't remember the old Windows forms: they
         | were good UI. Just ugly.
         | 
         | In fact, those 'Windows Forms' were also _fast_ - it was back
         | in the days when almost everything was fast.
        
           | chankstein38 wrote:
           | I miss those days... Everything now takes countable seconds
           | to load or do anything... I'm running a 3090 with a decent
           | processor, and 32GB of RAM yet even some of the simplest
           | things take so long anymore.
           | 
           | I miss those ugly forms days specifically too haha I
           | personally prefer UX over any amount of design so I remember
           | being so disappointed when Microsoft started introducing
           | everyone to the concept of flat layouts that don't
           | differentiate sections and just generally don't even look
           | conceptually usable half the time. Give me ugly fast forms
           | over looks any day.
        
         | munk-a wrote:
         | It's also important to contrast the information density. Both
         | the "bad" and "good" examples are quite readable but the one on
         | the left is going to be more useful for larger lists of things.
        
           | IMTDb wrote:
           | To be fair, the course is about designing beautiful UIs, not
           | necessarily useful ones. Wether that is actually desirable is
           | up to you.
        
             | munk-a wrote:
             | When I think of a beautiful UI I think of something that's
             | aesthetically pleasing while being highly functional and
             | clear to read.
        
             | layer8 wrote:
             | "Beautiful" has become a scare word for me.
        
         | 411111111111111 wrote:
         | The goal was beautiful design, not good usability.
         | 
         | You gotta admit that it looks good, and eye candy is usually
         | extremely effective for user retention, even if the alternative
         | handles better, technically.
        
           | tmtvl wrote:
           | > _You gotta admit that it looks good_
           | 
           | I don't have to, and I'm not going to because it looks like
           | crap. Why is "Cancel" just a word instead of a button? And
           | while "Invite" is marginally better, a rounded rectangle is
           | not much of a button either and doesn't immediately signify
           | "oh, I can click this".
           | 
           | I know some people prefer flat and featureless design (and
           | there are jokes we could make about that), but that is very
           | personal and tastes can vary widely.
           | 
           | Though in the interests of fairness I will admit that there
           | are people who do feel that kind of thing looks good.
        
             | waldothedog wrote:
             | What would "immediately" signify the ability to be clicked?
             | 
             | And to whom would this sign have such a meaning?
        
               | wruza wrote:
               | To anyone?
               | 
               | Everyone knows how a button looks, and in case you're
               | sure that _that_ is a button, I invite you to explain
               | every flat ui to my older relatives, using only words.
        
               | tmtvl wrote:
               | Styling to make it look like a button which is jutting
               | out would signify the option for interaction to anyone
               | who's ever seen a device with physical buttons, like a
               | keyboard, smartphone, television, remote control,...
        
             | wizofaus wrote:
             | That problem exists in both versions though - i.e. making
             | it more "beautiful" hasn't obviously affected the
             | usability. But I can see at least one way in which it could
             | - if shown on a wide screen and there were a lot of
             | entries, matching up the "Team"/"Member" signifier with the
             | contact name would be quite challenging. The lines in the
             | orginal version may look a little clunky but do serve a
             | purpose.
        
           | chankstein38 wrote:
           | I have trouble distinguishing the two as an unusable design
           | is usually automatically worse for me but you're not wrong in
           | making the distinction that they specified beautiful. I guess
           | I wish people would choose functional/usable over beautiful
           | or merge them in a way that doesn't sacrifice the one I find
           | more important!
           | 
           | To be fair, I also just generally don't like the look of it
           | without borders and stuff.
        
           | bufio wrote:
           | It looks like bog standard webshit.
        
           | munk-a wrote:
           | Good usability is beautiful. Valuing aesthetics over
           | functionality is ugly.
        
         | nextaccountic wrote:
         | I think you could apply their principles to add centered grayed
         | dividers between the lines that don't go through the entire
         | width of each row, maybe 80% or so
         | 
         | This or just alternating the background of each row between
         | light and slightly darker colors
        
       | asoneth wrote:
       | Most products don't need a whole book:
       | 
       | 1) Use a mature, well-designed GUI framework. Especially if you
       | don't have a designer it's unlikely that novel interactions or an
       | unusual visual design will be a key selling point for your
       | product.
       | 
       | 2) Find a half-dozen folks from your target user audience or
       | proxies who are as similar as possible. Give them a task to do
       | with your product/prototype while you watch. Let them talk aloud
       | without interrupting. Do this early and often.
       | 
       | If you can do those two things you will be ahead of most consumer
       | products and vastly ahead of most enterprise products.
        
         | joebiden2 wrote:
         | 3) don't reply to threads obviously created with the intention
         | of promoting some costly product, promising to surpass
         | specialized knowledge, just by spending a few bucks.
        
       | chillbill wrote:
       | Looking at the first example given I think this book is the one
       | missing the mark. I genuinely have trouble when things have less
       | borders! I don't care about things designed to seem nice, I want
       | them to be usable!
        
         | [deleted]
        
         | csdvrx wrote:
         | OTOH, I'm using full screen apps without decorations, and I'm
         | fighting with edge to forcefully remove all the scrollbars on
         | every website automatically (I want 0 scrollbar unless I'm
         | actively scrolling)
         | 
         | different tastes for different people
        
           | david422 wrote:
           | > (I want 0 scrollbar unless I'm actively scrolling)
           | 
           | How do you know when there is content to scroll then? You
           | randomly scroll parts of the screen to see if they move?
        
             | csdvrx wrote:
             | > How do you know when there is content to scroll then? You
             | randomly scroll parts of the screen to see if they move?
             | 
             | Sometimes, but more often I press on page down to read more
             | content until there's no more content to read, so having
             | scrollbar is pointless: it eats screen real estate without
             | providing anything in return
        
               | TapamN wrote:
               | I loathe things "magically" disappearing and reappearing.
               | I want a predictable, consistent interface. I can work
               | faster when things are consistent. Scrollbars, besides
               | allowing me to jump around in a document, give me an
               | indication of where I am on the page. When I ask, "How
               | much of this page/window/document is left? About where am
               | I in it?" (a common question) the answer should be RIGHT
               | THERE and not unhelpfully hidden/unavailable or difficult
               | to see. I shouldn't have to waste time fighting to find
               | out.
        
         | augustk wrote:
         | Indeed. In the "correct" version the search field looks almost
         | like a highlighted item in the list. With many modern user
         | interfaces you really need to be trained in the current
         | conventions to see which elements you can interact with.
         | Compare this with the typical unstyled HTML.
        
         | thelogicguy wrote:
         | I think this is probably somewhat a pitfall of using this
         | example as a lead.
         | 
         | Design rules like "fewer borders are better" don't tell the
         | story well, but they're easy to teach people. It's harder and
         | less grabby to say something like:
         | 
         | Over reliance on borders to separate types of content can lead
         | to designs where contrast between elements is too sharp and
         | it's harder to read through information. Designers should have
         | a sense for information hierarchy and follow that through in
         | their application. Have a point of view and use the visual
         | design to express that. Tools you can use to create that
         | hierarchy are things like borders, shadows, fills, scale, and
         | space. Using all in concert, you can make a design that feels
         | harmonious, but also allows users to freely navigate through
         | the interface.
         | 
         | That advice is probably harder to grok, and isn't as punchy
         | because it can't be used as a simple diagnostic (do we have
         | fewer borders?), but it is realistic.
        
         | gretch wrote:
         | It seems like this page/preview conflates interaction design
         | with aesthetic/cosmetic design.
         | 
         | Interaction design is like "which buttons even exist?", "should
         | this input be represented by a radio or a drop down?", what is
         | the navigation hierarchy?
         | 
         | You won't automatically be good at interactions even if your
         | sense of aesthetic is good.
        
         | ssgodderidge wrote:
         | I get where you're coming from, but I don't think they are
         | saying to _never_ use borders, but instead use them
         | intentionally. They explain better than  "Use less borders"
         | below:
         | 
         | > Borders are a great way to distinguish two elements from one
         | another, but using too many of them can make your design feel
         | busy and cluttered
         | 
         | The example screenshot on the page shows a use case where they
         | want to highlight a single row from a table, and using less
         | borders is great for that. However, if they were trying to
         | increase readability of the table overall, they may choose to
         | keep the borders in place for contrast.
        
           | wruza wrote:
           | They used the same type of border over the first example, of
           | course it doesn't work. It's "our genius design vs average
           | nonexistent nonsense" type of move. Make table/list grid less
           | pronounced, make the selection hint more saturated than a
           | field bg, and now it looks better than #2.
           | 
           | Their selection looks like a hover hint in both cases as if
           | they were afraid to tell a user that a row may have a
           | selection on it.
        
         | BiteCode_dev wrote:
         | Same, I really prefer the design on the left. Easier to see
         | things, and it makes you feel you can click on elements.
        
       | karaterobot wrote:
       | As a designer (and former developer) my objection to this is
       | semantic. It's not possible to design beautiful UIs without a
       | designer. The reason is: the designer was you all along. If you
       | are doing design, even half-heartedly, _even without knowing it_
       | , you are the designer.
       | 
       | The relevant questions when it comes to "beautiful UI" are: do
       | you give a shit, and do you have the skill to execute on giving a
       | shit. Most people don't, thus the profession.
       | 
       | This book seems to assume the former is true, and wants to give
       | some quick tips on how you can fake the latter. I'm skeptical of
       | this approach, in the same way I'd be skeptical of someone who
       | said "here are 10 tips to make a good program without learning to
       | program". Skeptical, not offended.
       | 
       | I'm interpreting the word "beautiful" generously. Beautiful in
       | the same way an equation or algorithm can be beautiful: not just
       | -- or even primarily -- esthetic, but beautiful in the sense of
       | doing what it's meant to do about as well as can be done. Beauty,
       | truth; truth, beauty, etc.
       | 
       | Design is very interesting. I always saw it as a part of
       | engineering: both are interested in finding the optimal solution
       | given a set of constraints and requirements. The tool chain is
       | different, granted. To me, it's fun, and not something I'd want
       | to skip over. See giving a shit, above.
        
       | clumsysmurf wrote:
       | Often the bad designs come from the designers themselves. Just as
       | software developers often fall prey to "NIH", many designers feel
       | the established design systems like Material are insufficient for
       | some reason. That is OK, if you know the rules you can break
       | them, but often they don't know the rules either (grid system,
       | typography, color for accessibility) and want to make "their own
       | mark" with some new creation that is highly idiosyncratic. This
       | doesn't help much, but as in software, it seems to come down to
       | "taste" which is nebulous.
       | 
       | In the landing page for this book, there is an example of good
       | (right) / bad(left) design. I have seen designers simply not know
       | what to do with empty space, so they had to fill it with
       | dividers, outlines, and doodads like the left design.
       | 
       | I'd like to hear any strategy one has to deal with that. I have
       | taken up Figma and Sketch so I can meet them "where they are" but
       | still, plenty of disagreements can happen.
        
         | drBonkers wrote:
         | > Just as software developers often fall prey to "NIH"
         | 
         | What does NIH abbreviate?
        
           | AgentOrange1234 wrote:
           | Not invented here, probably?
        
           | gdprrrr wrote:
           | Not invented here
        
           | unsupp0rted wrote:
           | Not invented here (I.e. if we didn't make it then it's either
           | bad or bad for our use case).
        
           | augustk wrote:
           | https://en.wikipedia.org/wiki/Not_invented_here
        
         | asoneth wrote:
         | I think you deal with bad designers the same way you deal with
         | bad developers.
         | 
         | Try not to hire them in the first place, fire them if you can,
         | and if you're stuck with them try to make sure they are
         | occupied with tasks that will not cause too much overall
         | damage.
        
           | pelagic_sky wrote:
           | The horror stories I hear are usually when a Graphic Designer
           | is given the role of a UX/UI designer. There is nothing that
           | is going to quickly fix that situation other than getting
           | them some much needed education and mentorship.
        
         | 23B1 wrote:
         | The solution is to hire better designers, unfortunately.
         | Savvy/wise/experienced ones know when to follow the rules, and
         | when to break them.
         | 
         | Edit: That might not seem like the most helpful advice, and I'm
         | sorry you have to deal with this - but it's the most effective,
         | without having to write an entire book.
         | 
         | This book was written for industrial designers by an industrial
         | designer, but I did find a lot of useful advice in here _for_
         | designers on understanding the business mind, deferring to
         | clients, embracing constraints and requirements, etc.
         | 
         | https://www.amazon.com/Designers-Are-Wankers-Neville-Brody/d...
        
         | izacus wrote:
         | Honestly, I'd just once like to work with a designer that has
         | heard of words longer than 5 letters.
         | 
         | Every. Single. Darn. Design I get completely ignores the fact
         | that the texts inside them won't be built from nice little
         | short words with EXACTLY the correct letter counts (especially
         | when localized).
         | 
         | Which results in shit UIs like one I've just seen on Android
         | where (in my language) the button literally just says "Tap
         | to..." and every single label on a button is truncated and
         | doesn't finish a word.
        
           | jstarfish wrote:
           | > Honestly, I'd just once like to work with a designer that
           | has heard of words longer than 5 letters.
           | 
           | I blame _lorem ipsum_. And Latin.
        
           | pelagic_sky wrote:
           | You need to work with designers who are used to supporting
           | localization. Try making a UI using Deutsch and tell me about
           | spacing issues. :D
        
           | astrospective wrote:
           | When I was a tester first thing I'd do was fill every text
           | box with Ws just to see what ran over. Good to remember as a
           | dev now.
        
         | throwway120385 wrote:
         | I don't have any strategies, but I've had designers also want
         | to add unnecessary steps to a gui-driven process. One designer
         | kept arguing about the cognitive load of having a user simply
         | insert their credit card into the reader to signal intent to
         | pay. They wanted a flow where the user would touch the UI to
         | indicate whether they wanted to tap or insert or scan a coupon.
         | There was no reason to do it that way. I don't want to get into
         | the specifics but it's a flow everyone uses every day without
         | thinking and we were adding a new input device. It's not like
         | we were inventing an entirely new system. The designer just
         | wanted to make the work more than it was.
        
           | nobody9999 wrote:
           | >It's not like we were inventing an entirely new system. The
           | designer just wanted to make the work more than it was.
           | 
           | Which is a good reason why fixed-price contracts make more
           | sense in this context than a time and materials contract.
           | 
           | How does the old saw[0] go again?                  It Is
           | Difficult to Get a Man to Understand Something When
           | His Salary Depends Upon His Not Understanding It
           | 
           | [0] https://quoteinvestigator.com/2017/11/30/salary/
           | 
           | Edit: Fixed formatting.
        
           | JusticeJuice wrote:
           | This could be tested with usability studies and a good user
           | researcher. Make a prototype of the 'fast' way, and the
           | 'lower cognitive load' way. Try it with 15 people per
           | prototype, track metrics, and ask people about the experience
           | afterwards. Make sure everyone on the team has an open mind
           | and see what sticks.
        
           | iudqnolq wrote:
           | I hate that specific issue.
           | 
           | Do not ask me if I want to tap a contactless card or insert
           | my card. I'll do one or the other and then you'll know what I
           | want.
           | 
           | I call this dropdown-driven-design. "Our UI builder tool had
           | this option, so we have to use it".
        
         | JusticeJuice wrote:
         | Design is a field where there's no clear 'correct' answer, in a
         | vast sea of opinions. Honestly UI design is surprsingly tame
         | compared to other areas of design (interior, architecture,
         | typography etc). If there's a uni near you, try go to a design
         | critique where work is presented and discussed - it's intense.
         | Debating work is a big part of being a designer.
         | 
         | Strategies to deal with disagreements, frankly a big part of it
         | is being comfortable disagreeing. If you want to get more into
         | design, know they're going to happen, and that there's not a
         | clear answer, and it's not personal. A good designer should
         | know it's about the work and the idea not where or who it came
         | from. Source: am a UI designer.
        
           | gspencley wrote:
           | One of my pet peeves in software development is not doing
           | enough upfront R&D into feature and product design. User
           | feedback is often only collected after the feature has
           | shipped, landed and users are forced to deal with the
           | "upgrade."
           | 
           | It's hard to take subjective matters, such as UI preferences,
           | and draw objective conclusions from them ... but it can at
           | least be done in the aggregate. Before "SaaS" took over
           | software (and made modern computing mostly unappealing to me
           | as an end-user), companies would have to spend quite a bit of
           | resources doing focus groups and "beta testing" before that
           | big product release. End users could be divided into the
           | "early adopters" and the "review watchers", the latter group
           | choosing to wait and decide whether or not it's worth
           | "upgrading."
           | 
           | There is no reason that feature and product design in
           | software can't go through an R&D phase except for cost. It's
           | often cheaper to do your R&D in-house even though it often
           | misses the mark because "real" customers rarely use a product
           | like those who are intimately familiar with all of its quirks
           | and oddities.
           | 
           | So, while you're correct that accessibility, usability and
           | aesthetics will often vary from individual to individual ...
           | I still think that companies could arrive at an objectively
           | "right", or at least "best" design if they bothered to do
           | more upfront R&D; soliciting user feedback and data from
           | "real" end users very early on in the design and development
           | process. Doesn't mean you will please everyone, but you can
           | at least maximize the number of end users who are satisfied.
        
             | JusticeJuice wrote:
             | Hard agree. I've worked with specialised user researchers
             | before and holy shit they're good. I've never ever once
             | thought doing research was a waste of time. It's so worth
             | the money.
             | 
             | It's just really easy to get trapped in your own biases -
             | often the bias of "This isn't that complicated, I
             | understand it so the customer can too", and the "I know
             | what they want" one. So in the face of 'we need to deliver
             | fast', a lot of people won't take the time to invest in it.
             | 
             | If anyones interested in research methods, highly reccomend
             | this book.
             | 
             | https://www.amazon.com/Universal-Methods-Design-
             | Innovative-E...
        
         | illiarian wrote:
         | > many designers feel the established design systems like
         | Material are insufficient for some reason
         | 
         | Because Material is awful?
         | 
         | In their original iteration they had to do a study with 600
         | people to find out that text inputs should look like text
         | inputs https://medium.com/google-design/the-evolution-of-
         | material-d...
         | 
         | Their latest abomination has almost nothing aligned optically:
         | https://twitter.com/dmitriid/status/1643607965935476737 When
         | there are 5 elements, they follow 5 different guidelines:
         | https://twitter.com/dmitriid/status/1643682248959328258
         | 
         | > That is OK, if you know the rules you can break them, but
         | often they don't know the rules either
         | 
         | And that's the problem with what I call "dribbble-raised
         | designers" ("designers" of Material UI included): they work for
         | the designs to look nice in static screenshots on presentation
         | pages without much scrutiny, and that's it.
        
           | illiarian wrote:
           | On that note: you can't even imagine how bad Material UI is h
           | ttps://twitter.com/nikitonsky/status/1645797661684170754?s=..
           | . and https://twitter.com/nikitonsky/status/16436131441435197
           | 44?s=...
        
         | deckard1 wrote:
         | > not know what to do with empty space
         | 
         | every PM everywhere. They simply cannot leave good enough
         | alone.
         | 
         | Eventually every site A/B tests its way until it becomes Reddit
         | mobile site. No one asked for carousels but sites continue to
         | use them. We are getting inundated with popups today. I don't
         | want to say it's as bad as 1990s flash ad popups. But it's
         | getting damn close now. Bullshit cookie popups. "This site is
         | better on our mobile app" crap popups. Google sign in popup
         | bullshit.[1]
         | 
         | I would say anti-UX and anti-accessibility is very much the
         | point of many sites. "Dark patterns" help conversion and the
         | bottom line. Every site you visit is engaged in psychological
         | warfare with you.
         | 
         | [1] https://support.google.com/accounts/thread/174978821/stop-
         | th...
        
           | wolpoli wrote:
           | Thanks for posting the steps to turn off the Google Sign-in
           | popup. It's annoying that it's buried through.
        
           | codedokode wrote:
           | Google popup is one of the worst, it often covers useful
           | content, the only one that is worse is full-screen "give us
           | your email" popup.
        
       | gwbas1c wrote:
       | $100 for a book is steep, especially when it's a pdf.
        
         | chankstein38 wrote:
         | A pdf that seems to contain "high quality" examples like "use
         | fewer borders" where the example made several commenters,
         | including myself, say "That's worse." Not sure why I'd pay $100
         | for a PDF anyway but I'm sure as heck not doing it when the
         | kind of advice breeds less usable pages.
        
           | joebiden2 wrote:
           | It's really hard to take the HN guidelines here at face
           | value. It's hard to suppress the thought that this has been
           | upvoted by a SEO-bot army.
        
             | chankstein38 wrote:
             | agreed 100%
        
             | test1235 wrote:
             | how is this not just an advert? I don't get it.
        
           | Bishonen88 wrote:
           | That's a 4+ years old book, too.
        
       | hulitu wrote:
       | > Use fewer borders.
       | 
       | > Borders are a great way to distinguish two elements from one
       | another, but using too many of them can make your design feel
       | busy and cluttered
       | 
       | Of course. Who needs to know where a GUI element starts and where
       | it ends ? Why not click everything until you discover that the
       | label on the lower left has an action assigned to it. /s
       | 
       | A very long time ago there was something called "Style guide".
       | But who needs such outdated staff anymore ?
        
       | samhuk wrote:
       | This could perhaps come off as excessively brutal, but it really
       | is just my true experience in the industry - the worst UIs I have
       | seen (both in terms of UX quality and internal code quality) have
       | been made by that particular kind of developer has has never
       | bothered to go a single inch outside of their little Java/C# box
       | that they were given by their CS undergraduate course, and then,
       | due to some reason like the company doesn't want to hire or move
       | devs around, becomes the senior lead on some big UI piece.
       | 
       | The things I have seen...
       | 
       | Personally, I think that creating great UIs is not something that
       | can be taught overnight. There is a certain kind of "feel for it"
       | that I think that I have gained through my years of making them;
       | something that I feel like cannot be taught, at least not in some
       | "bootcamp"/"crash-course" way.
        
         | drewbeck wrote:
         | > There is a certain kind of "feel for it"
         | 
         | I definitely agree with this and I think it partly comes down
         | to the fact that product design is always a negotiation between
         | many concerns - all the interface pieces on the view, patterns
         | across views, user expectations, user research, dev LOE, etc.
         | etc. In many ways it's the art of the possible; I say UX is
         | harm reduction b/c there's never a perfect solution for any
         | problem. Work like this is very subjective and always a lot
         | about "feel".
        
       | andsoitis wrote:
       | Building great UI is much more than visualization. It is much
       | more than throwing things into a template. It is much more than
       | making something pretty.
        
       | codybontecou wrote:
       | I've read this book cover-to-cover and learned a ton of
       | actionable advice so I recommend it.
       | 
       | My only complaint is that they don't offer a physical book.
        
       | jasmer wrote:
       | This is Design not UX also you can actually get quite far by
       | following those 'rules' you still want to have the meta issues
       | sorted out first before getting to the tweaks. But yes, the
       | notion of practice over art actually does apply - you can make
       | things better in a pedantic way.
        
       | kungfufrog wrote:
       | I must be a philistine because with the primary example used on
       | the landing page I actually prefer the bordered version. It seems
       | clearer/cleaner to me. Maybe it's a vestige of growing up in the
       | 90's writing Access applications on the side for dosh when I was
       | a teenager?
        
         | Rodeoclash wrote:
         | I thought the same thing. As ugly as all those "WinForms"-esque
         | 90s applications were, they presented dense amounts of
         | information in a usable way, provided you had time to learn the
         | application.
        
       | pxoe wrote:
       | HN has native ads now?
        
       | aeze wrote:
       | When it comes to design, I find organizing and structuring
       | content particularly challenging compared to things like font
       | size, spacing and color choice.
       | 
       | eg. Given a list of items to display - should I create a grid of
       | cards, a list, or a table? I feel like you could do any of them,
       | but they have different trade-offs that I can't really
       | articulate.
       | 
       | Does this book provide guidance on stuff like that? If not, are
       | there other resources out there?
        
       | xk_id wrote:
       | This book has been posted on hn before and it's worth reposting.
       | Highly recommended as a pragmatic and comprehensive guide for
       | principles of UI design. Note that it doesn't contain any code;
       | it's purely focused on conceptualising the interface design
       | process.
        
         | hoofhearted wrote:
         | The code portion of the book can be found at Tailwind UI. I
         | personally have the Application UI license, and I'm going to
         | upgrade to full access soon. It's 100% worth the cost if you
         | are building out component libraries and repeatable work.
         | 
         | https://tailwindui.com/
        
           | adelowo wrote:
           | [dead]
        
       | wruza wrote:
       | _Use fewer borders. Borders are a great way to distinguish two
       | elements from one another, but using too many of them can make
       | your design feel busy and cluttered. Instead, try adding a box
       | shadow, using contrasting background colors, or simply adding
       | more space between elements._
       | 
       | Everything I hate in UI right from the start. To the point that I
       | have to re-add #0004 borders in settings.json -
       | workbenchColorCustomizations to make it look decently delineated
       | instead of looking like one muddy blob. Most real world objects
       | have distinguishable 3d borders and we are trained to detect and
       | follow them. I know your designer soul doesn't like it, but deal
       | with it please. Use a normal amount of borders.
        
       | temp_account_32 wrote:
       | > Use fewer borders.
       | 
       | The one with borders looks better to me than the one without,
       | it's subjective.
       | 
       | Also the whole post is literally an advertisement to sell some
       | book.
        
       | itronitron wrote:
       | Just read the Tufte books for guidelines as well as inspiration.
       | https://www.edwardtufte.com/tufte/books_ei
        
         | asoneth wrote:
         | Seconded the Tufte books, especially to learn about the
         | principles of visual communication. Though as a fan who has all
         | his books and attended multiple lectures, I have to admit that
         | his forays into interaction design were... underwhelming.
        
       | jamestimmins wrote:
       | I, for one, liked the book and refer to it semi-frequently when
       | I'm working on a project. It's good for nudging things in the
       | right direction, even if it can't turn me into a designer.
        
       | [deleted]
        
       | BoorishBears wrote:
       | Is fighting "flash of unstyled text" part of that?
        
       | jimmytidey wrote:
       | As other commenters have noted, surely the goal should be to make
       | usable designs, of which looking beautiful is a small part?
        
         | layer8 wrote:
         | Even worse, too much "beauty" can end up being distracting, and
         | thereby reduce usability. Good UI is like good film music --
         | you don't notice that it's even there.
        
         | shakow wrote:
         | Depends on whether you have to sell it.
        
       | d0m wrote:
       | Hands down the best book I've read to level up my UI game. Highly
       | recommended to developers who want to get better at UI design
       | with no bullshit and a lot of practical examples.
        
       | max_streese wrote:
       | Is it just me or do prices for a lot of UI/design resources seem
       | high compared to prices of resources on other parts of IT? 100 $
       | for a 218 page PDF seem quite steep to me.
        
       | kernal wrote:
       | Their "incorrect" Contacts example looks better than their
       | "correct" example IMO.
        
       | Gordonjcp wrote:
       | You know, if you're charging $100 for a book, you can probably
       | afford to pay for your own ads too.
        
       | joebiden2 wrote:
       | One of the rare moments I simply don't understand how something
       | gets upvoted that much on HN.
       | 
       | Edit: this is like "get rich by just following this". It's not
       | wrong, but so much facepalm-inducing, and it's just 100 bucks.
       | Sorry, but: WTF?
       | 
       | In my mind there is a bot army upvoting this article at work
       | right now.
        
         | dan1234 wrote:
         | At 20,000 copies sold (according to the site), it seems you get
         | rich by writing the book!
        
         | epolanski wrote:
         | Completely lost as well on how did it got so many votes so
         | quickly.
        
       | onnnon wrote:
       | Use the original title: "Make your ideas look awesome, without
       | relying on a designer."
        
       | hoofhearted wrote:
       | Shoutout Steve Schoger!
       | 
       | If you don't already follow him, you probably should.
       | 
       | https://twitter.com/steveschoger
        
       | eviks wrote:
       | > [design courses] focus so much on high level principles like
       | color theory and typography which, while important, never helped
       | me make instant improvements
       | 
       | Strange, making the very low contrast text more visible on this
       | site is an instant improvement, and it's right there in the
       | "color theory"
        
         | moffkalast wrote:
         | It's also right there in the "common sense theory"
        
           | ASalazarMX wrote:
           | Crossing into "visitors can't read it if they can't see it
           | theory".
        
           | samhuk wrote:
           | The line between "an advanced, niche concept" and "common
           | sense" is very blurry. It's continuous, not discrete. What
           | you think it common sense is probably not for a considerable
           | proportion of other people.
           | 
           | Regarding the actual topic at hand though, I actually do
           | agree with you (hence disagree with OP), since I _do_ believe
           | that mastering concepts like color theory and typography are
           | indeed extremely low on the extensive priority list of things
           | to master to create great UIs.
           | 
           | I've been building them, and convinced people to pay me quite
           | handsomely for them, for quite a considerable amount of time,
           | and never have I had to deep-dive into typography, color
           | theory, or the like.
        
         | patternMachine wrote:
         | The contrast ratio for the body text is 7.57:1 (or 7.25:1 if
         | the text is on the light grey background), which meets AAA
         | accessibility standards (which is 7:1).
        
           | layer8 wrote:
           | I can tell you that it still looks rather low-contrast and
           | makes it harder to read for me.
        
           | wizofaus wrote:
           | Body text isn't the issue I would think - it's various
           | headers, downvoted and especially "dead" posts which are
           | almost to read without selecting the text, even with perfect
           | colour vision.
        
         | oliverbennett wrote:
         | The only UI/UX newsletter I subscribe to[0] also has a a
         | similar problem, but the advice is usually solid. Maybe the
         | first and/or last rule should be 'seek feedback'.
         | 
         | [0] https://user-interface.io/
        
       | thih9 wrote:
       | > Borders are a great way to distinguish two elements from one
       | another, but using too many of them can make your design feel
       | busy and cluttered. Instead, try adding a box shadow, using
       | contrasting background colors, or simply adding more space
       | between elements.
       | 
       | In many cases I like busy and cluttered; I enjoy
       | https://dofsimulator.net/ , I use gmail in "compact" mode, etc.
       | 
       | The example listed as "bad" is also interesting; it is busy,
       | which may be unappealing, but it also means higher contrast. Also
       | being "cluttered" lets me simply see more information at once. So
       | if I had to deal with large amount of data, I'd prefer that "bad"
       | design.
        
       | web3-is-a-scam wrote:
       | my current rule is to ask ChatGPT to do it for me
        
         | chankstein38 wrote:
         | Are you memeing or are you serious? Because I'm curious how
         | you'd have a language model design a page for you. Just ask it
         | for the HTML and CSS for a nice looking page?
        
           | web3-is-a-scam wrote:
           | ChatGPT is extremely good at writing HTML and CSS, yes - if
           | you have a basic idea about what you want it to look like the
           | bot can do the rest, including iterate on it.
        
             | chankstein38 wrote:
             | I haven't tried to do that with it yet but I love the idea!
             | I'm going to have to give it a shot! Thanks!
        
               | web3-is-a-scam wrote:
               | With gpt4 image recognition you can have it do a design
               | from a napkin drawing use it's image recognition,
               | absolutely wild.
        
           | kyleyeats wrote:
           | I wrote an app that does this, and yeah, basically. In my
           | experience it's really hard to get it to to _stop_ writing
           | CSS.
        
             | chankstein38 wrote:
             | That's definitely a struggle I've had with GPT overall haha
             | "Please just stop I don't need 4 paragraphs on that I
             | wanted a sentence"
        
       | pazimzadeh wrote:
       | Design is how it works, not how it looks. This article seems to
       | mainly be talking about the "polish" of a design. There are more
       | important principles which don't have anything to do with polish,
       | such as not putting the Cancel button next to the Ok button.
       | 
       | More like this:
       | 
       | https://lawsofux.com
       | 
       | https://asktog.com/atc/principles-of-interaction-design/
       | 
       | https://www.nngroup.com/articles
       | 
       | I recommend prototyping the flow/feel of the app before working
       | on the polish, or the functionality:
       | 
       | https://principle.app/
        
         | Uehreka wrote:
         | > Design is how it works, not how it looks.
         | 
         | After over a decade of people jumping into these discussions
         | with this line, I've gotta push back: Design is also how things
         | look, and how things look can be important.
         | 
         | Consumers care about how things look. If we dismiss
         | presentation and drive people towards UX stuff every time it
         | comes up, then the people we talk to are going to end up having
         | good ideas that no one buys because the packaging is a mess.
         | 
         | Yes: If you have a pretty modal but it can't be dismissed by
         | clicking outside of it, that's Bad Design. But when you've
         | hammered in all those errant nails and built something that
         | works well, often you look at it and go "I wish it weren't so
         | ugly". And we do need books/resources to give people the
         | building blocks they need to make an app that people will agree
         | is "basically good-looking". (And then hopefully more advanced
         | books/resources about particular styles so people can develop
         | their own stylistic voice)
        
           | adventured wrote:
           | More specifically there can be no separation between how
           | something looks and how it works, they're bonded (and for
           | good reason). There is no scenario where you can actually
           | fully break the two apart. Any attempt to try harms one side
           | or the other or both sides. How it works and how it looks go
           | in tandem in all cases, they heavily influence eachother,
           | either making the whole better or worse depending on how you
           | go about creating for that reality.
           | 
           | Anybody telling you different is arguing from a pretty severe
           | bias. If you're designing on the basis of how something
           | works, and not also on how it looks at the same time, you're
           | going to create a subpar outcome.
        
           | gregbander wrote:
           | Design like most words has a definition that's generic so it
           | can be applied as needed. There is no immutable rule when to
           | use it.
           | 
           | The cone of shame my dog has right now "looks cool"; very
           | sleek and streamline for a disposable thing, the designer
           | surely was paid a premium, but the fasteners mechanics were
           | poorly designed; vet tech said even she struggles with them
           | and she puts them on dogs all week.
           | 
           | Design is how it looks and works as "designers" come up with
           | both. The whole idea we can just put our foot down regarding
           | definitions is not at all how _reality_ works since nothing
           | works on divine mandate. It's relative.
        
           | threatofrain wrote:
           | I'd also note that despite Jakob Nielsen's prominence nobody
           | designs like he suggests. We should be open to the idea that
           | beauty and delight may be more important than usability or
           | features.
        
             | actionfromafar wrote:
             | It was a long time I looked in that book but I hated it.
             | Not because it was ugly, I like ugly. But the advice didn't
             | make sense. It's been years sincy I thought of Nielsen,
             | maybe I should give at a peek again.
        
               | [deleted]
        
             | falcolas wrote:
             | Respectfully, fuck that. Beauty matters the first time you
             | use it, whereas functionality matters every single time.
             | 
             | Or, in business terms, beauty has terrible ROI.
        
               | pedalpete wrote:
               | Where do you get the idea beauty has terrible ROI?
               | 
               | Look at almost any premium product and the premium that
               | is being paid for is in the beauty. Rarely is it in the
               | actual quality of the product.
        
               | albertop wrote:
               | Tell it to Apple.
        
           | lambdasquirrel wrote:
           | People tend to take care of things that are both well put
           | together _and_ beautiful.
        
             | epolanski wrote:
             | I think this era of thinking is over.
             | 
             | People judge apps by how they look more than how they work.
             | 
             | If it looks professional and good looking they give it more
             | credit and chances than it deserves. If UX is good but
             | looks are not airbnb/apple wannabe they tend to distrust
             | it.
        
               | goodlinks wrote:
               | I hold out hope that when the tool is in a market that
               | delivers actual value functionality and usability still
               | tend to win out.
               | 
               | I think that a lot of software is inherently low (or even
               | negative) value and thats why shiny wins.
               | 
               | Could easily be dreaming tho
        
               | actionfromafar wrote:
               | There is a market for good things anyways, but not sure
               | how niche. I'm on your team tho
        
         | sprkwd wrote:
         | Form follows function.
        
         | BalinKing wrote:
         | This criticism feels fairly ironic, since the first guideline
         | at lawsofux.com is the "Aesthetic-Usability Effect: "Users
         | often perceive aesthetically pleasing design as design that's
         | more usable" (https://lawsofux.com/aesthetic-usability-
         | effect/).
        
         | petilon wrote:
         | > _Design is how it works, not how it looks._
         | 
         | No, it is not. If you're Steve Jobs then yes, but otherwise how
         | it looks and how it works are usually two different job
         | functions. People who are good at visual design are not usually
         | knowledgeable enough to do functional design, and people who
         | are good at functional design are not necessarily good at
         | visual design.
        
           | creativenolo wrote:
           | > No, it is not.
           | 
           | Bold statement for something subjective. I think you are
           | confusing design and art (from your own experience or
           | misfortune). The processes of visual design have informed (or
           | formalised) the design as a process in other fields. Artists
           | have a style as a function. Designers (visual or not) have
           | process. No one is great at everything. Mediocre designers
           | are either too visual or not at all (especially the latter),
           | in my experience. Good to great designers grasp both and have
           | breath. Even the ones that don't have art as a function can
           | direct, steer and brief the art of a project (or be
           | resourceful with it.) But you can't have design without
           | process.
        
             | stonemetal12 wrote:
             | The dictionary says it means "a plan or drawing produced to
             | show the look and function or workings of a building,
             | garment, or other object before it is built or made."
             | 
             | So it is both "Look" and "function". Claiming looks aren't
             | part of it is incorrect.
        
             | petilon wrote:
             | My comments are based on experience working on projects
             | where some designers (who went to art school) heard Steve
             | Jobs say "design is how it works, not how it looks" and
             | then decided that they own the "how it works" part. The
             | result, from what I have seen, is disastrous.
             | 
             | Functional design (how it works) and visual design (how it
             | looks) is really two different job functions. You don't
             | need an art degree or even be good in art in order to
             | design the functionalities or even interactions of a
             | product. At the same time, being good in art and designing
             | cool looking UI doesn't make you qualified to design the
             | functionalities or interactions of the product. Not even
             | close.
             | 
             | Both job functions are needed to build a good product. In
             | rare cases one person may be able to do both.
        
               | doctor_eval wrote:
               | Jobs said,
               | 
               | "In most people's vocabularies, design means veneer. It's
               | interior decorating. It's the fabric of the curtains of
               | the sofa. But to me, nothing could be further from the
               | meaning of design. Design is the fundamental soul of a
               | human-made creation that ends up expressing itself in
               | successive outer layers of the product or service."
               | 
               | Design is not just one thing or another. It happens at
               | each layer. From deciding how many options you want to
               | present to the user, to how they will be presented. Or
               | deciding how to deal with errors in the backend, versus
               | reporting them in the front end. Design decisions are
               | made the whole way through.
               | 
               | I think this is visible with lots of Apple products
               | because some people complain that they aren't flexible
               | enough. But reducing configurability is as much a design
               | decision as the colour of the icons. (And sometimes more
               | challenging)
        
               | petilon wrote:
               | > _Design is not just one thing or another. It happens at
               | each layer._
               | 
               | I think we are in agreement. "How it works" is design.
               | "How it looks" is also design. Sometimes, but not
               | usually, one person may be able to do both types of
               | design.
        
           | illiarian wrote:
           | > No, it is not.
           | 
           | Yes, it is. If it's about how it looks, then it's
           | illustration, not design.
           | 
           | > how it looks and how it works are usually two different job
           | functions.
           | 
           | Again, no. If you skip functionality in your design, you will
           | end up with an unusable product.
        
         | eschneider wrote:
         | For a site about UX, you'd think https://lawsofux.com would
         | have picked a better url. O_o
        
           | inanutshellus wrote:
           | evokes memories of "expertSexChange.com -- err, I mean,
           | ExpertsExchange.com" back in the day.
        
         | phaedryx wrote:
         | Can you really divorce design from appearance? My first clue of
         | how to use something is how it looks.
        
         | chadash wrote:
         | > Design is how it works, not how it looks.
         | 
         | I think it's both. Interior designers are primarily interested
         | in aesthetics. Same for the majority of famous fashion
         | designers, who are usually not focused on making utilitarian
         | clothes. It seems like most peoples' definition of design would
         | include the work in those fields. UX is a better description of
         | the aspect of design that cares about functionality and not
         | aesthetics.
        
         | canadianfella wrote:
         | [dead]
        
         | wizofaus wrote:
         | Odd, when I first clicked that second link it opened a page
         | that was virtually unreadable on a mobile device (Android
         | Chrome) - the text literally curved off the left hand edge of
         | the screen. Which made the first sentence "The following
         | principles are fundamental to the design and implementation of
         | effective interfaces[...]for[...]mobile devices..." suggest
         | there was little point reading on. But on reloading in another
         | tab it was basically fine (though I'd argue still not optimal).
        
           | pazimzadeh wrote:
           | https://www.nytimes.com/1888/07/06/archives/easier-to-
           | give-a...
        
             | wizofaus wrote:
             | Well yes, and worse, after opening it on a desktop browser,
             | it still looks pretty average, and the way the background
             | brightens as you scroll down is very distracting.
        
       | PaulBGD_ wrote:
       | Looks cool, but what do I gotta do to get an actual printed book?
       | Would love something I could physically reference.
        
       ___________________________________________________________________
       (page generated 2023-04-11 23:01 UTC)