[HN Gopher] Practical UX for startups surviving without a designer
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       Practical UX for startups surviving without a designer
        
       Author : tb8424
       Score  : 366 points
       Date   : 2025-03-12 22:32 UTC (1 days ago)
        
 (HTM) web link (www.tibinotes.com)
 (TXT) w3m dump (www.tibinotes.com)
        
       | dave_sid wrote:
       | Doing something because all the big companies do it also leads to
       | cargo cult mentality. You should know exactly why you are
       | building every little part of your system. "Oh Google used a
       | really annoying captcha on that page, I better do that as Google
       | knows best".
       | 
       | Have some confidence and don't assume that other bigger companies
       | are smarter than you are, think about what you can improve. Most
       | of what Google have to offer, they bought from smaller companies
       | that had the confidence to do just this.
        
         | jbs789 wrote:
         | Yeah. I like to think about why something is the way it is. If
         | they are trying to accomplish something similar to me, then
         | copy away. But if their circumstances and objectives are
         | different...
        
         | yapyap wrote:
         | The article writer is talking about if many companies do it
         | there's probably a reason for it, with UX and as an example
         | things like email buttons, etc.
         | 
         | A strong but unspoken rule when anyone gives you advice is (and
         | I feel like not everyone knows this anymore so this bears
         | repeating): use your critical thinking skills to decide if the
         | advice is applicable and appropriate for your situation.
        
           | dave_sid wrote:
           | There may be a reason for it, but best to understand what
           | that reason is before applying the same approach.
        
         | nsxwolf wrote:
         | My favorite cargo cult thing today is that when you're logged
         | out you can't find the login link anymore, just "Sign up".
        
           | dunham wrote:
           | Yeah this one is really frustrating.
        
           | Ensorceled wrote:
           | Especially when the signup form almost looks like a login
           | form username and single password field ... then you get an
           | error "An account with this email already exists" and STILL
           | NO LOGIN LINK.
        
         | mekoka wrote:
         | Understanding exactly why before applying is not bad advice.
         | But it takes time and can quickly become impractical when
         | you're already pressed for it (like say, a small team startup
         | already lacking a designer). In many cases it's better to just
         | copy the closest thing to what you aspire to become, even if
         | you don't quite yet grasp the details of _why_ they originally
         | made those decisions. All that can be figured out later for
         | your own situation.
        
         | danenania wrote:
         | Big companies aren't usually that good at design (with some
         | notable exceptions like Apple) because they don't really have
         | to be. They don't need to impress anyone or prove their
         | credibility, and they almost by definition have a product that
         | people have a strong need or desire for, otherwise they
         | wouldn't be a big company.
         | 
         | When you have that, it probably doesn't make much difference if
         | you add some extra friction to your sign up flows or your UI is
         | a bit janky.
         | 
         | When you're the new guy who no one has heard of: _that's_ when
         | you need design. You need to catch people's attention, win
         | their trust, and make it as easy as possible for them to get to
         | the aha moment, because any minor inconvenience can be an
         | excuse to close the tab of yet another random app and move on.
         | 
         | All that to say, startups often lean heavily on design to stand
         | out from the crowd, so if I'm looking for good design and UX to
         | emulate, I look for startups that are still small but gaining
         | in popularity, whether bootstrapped or seed/series A. That's
         | typically where you find the best practices being implemented
         | to a high bar. Once they get too successful, complacency and
         | other priorities start to kick in and they are no longer the
         | best examples to follow.
        
         | mamcx wrote:
         | > Doing something because all the big companies
         | 
         | I learned this after many attempts early in my career to copy
         | what the MS conferences were talking about.
         | 
         | The thing is that what a big company do can be good (in fact MS
         | was fine back then!) but are problems for _big companies_ , and
         | have issues that you _don 't_ need to copy, worse: copy without
         | knowing. For example, microservices, horizontal scalability,
         | massive telemetry to cover all, etc are _problems_ yo _don 't
         | want to get_.
         | 
         | What it works much better, is to copy a small/medium player
         | that is very well regarded. Like for example, think in _panic_
         | , _vlc_ , etc. Small/medium players that have good reputation
         | need make more effort than big players, and are on top of the
         | good things by necessity.
        
         | asoneth wrote:
         | > You should know exactly why you are building every little
         | part of your system.
         | 
         | As a UX designer/researcher who focuses on exploring novel
         | interfaces, if every company rethought their UI from scratch
         | that would be great for my job security. But realistically
         | there are good reasons why most companies default to following
         | established UI conventions:
         | 
         | First, your users generally have significantly more experience
         | using products from big companies than yours, and differences
         | are often perceved as problems. See Jakob's law.
         | 
         | Second, sometimes a company that releases a novel solution does
         | fantastically well. But more often than not it ends up being a
         | lesson in why the convention existed in the first place. See
         | Chesterton's fence.
         | 
         | Third, unless you want to make the UI a differentiating factor
         | for your product then any time you spend iterating on novel
         | interfaces is time you could have been spending on your
         | company's core competencies. See... I dunno, Seth Godin,
         | basically any startup blogger?
        
       | levlaz wrote:
       | This is good practical advice
        
         | robwwilliams wrote:
         | One problem we have on our service (genenetwork.org) is
         | stylistic consistency across many different pages and forms.
         | Even one programmer can invent five different ways to close a
         | window or pop-up. Table styles can be annoying diverse.
         | 
         | A style guide is the obvious solution but ......
        
           | theendisney wrote:
           | I turn this into a design one time. Everything had a
           | different Color scheme too. It was oddly usable with the
           | colors setting the mindset.
           | 
           | It depends a lot who the audience is.
        
       | stared wrote:
       | I recommend focusing on general design principles and mindset.
       | 
       | - Read "The Design of Everyday Things" by Donald Norman - once
       | you understand what makes a good (or bad) door handle, you'll
       | start seeing design patterns everywhere.
       | 
       | - Read "The Art of Game Design" by Jesse Schell. It discusses how
       | to create engaging experiences, and games are particularly
       | unforgiving. While people might tolerate an annoying tax app
       | because they have to use it, they'll immediately abandon a game
       | that's even slightly too frustrating, confusing, or boring.
        
         | sebastiennight wrote:
         | Be warned: reading "The Design of Everyday Things" will make
         | you incredibly frustrated at hotel doors, light switches in
         | your house, kitchen appliances, and many other daily
         | interactions with objects - once you realize that best
         | practices to make them usable have existed for 40 years and
         | designers still can't be arsed to make a restroom faucet you
         | can understand on the first try.
        
         | tb8424 wrote:
         | I echo on the "The Design of Everyday Things" making you
         | perpetually dissatisfied.
         | 
         | Thanks for the second rec, I'll give it a go
        
       | alphazard wrote:
       | The most obvious change that happens after hiring a graphic
       | designer is that the app/website stops looking like shit, and
       | adopts a pleasing color palette and set of fonts. There is real
       | value in this, and the median graphic designer definitely chooses
       | these better than the median engineer.
       | 
       | But UX is a broader umbrella which encompasses interaction flows
       | at the large end, and single function widgets at the small end.
       | For whatever reason, the median human is very bad at predicting
       | the overall UX of a system. It's rare that you have someone who
       | can look at a spec for a system they've never seen before and
       | accurately predict what will be easy to use vs. hard to use.
       | Graphic designers are not meaningfully better at this vs.
       | engineers either, it's just uncommon.
       | 
       | For that reason, UX is usually developed by copying existing
       | solutions, or using the guess and check method to try out novel
       | things. It's very difficult to create good UX by design because
       | evaluating the system by imagination is much harder than with an
       | implementation. Contrast this to backend system design where
       | entire categories of error can be predicted and avoided through
       | basic principles and reasoning.
       | 
       | Where this can go wrong is when you think that you can hire for
       | something which is actually rare in the talent pool. If you have
       | a graphic designer or engineer who has demonstrated an excellent
       | gut feel for UX, then that's incredibly valuable. But you can't
       | wait around to find such a person, or pretend that you will be
       | able to hire someone like that.
        
         | staplers wrote:
         | You just perfectly laid out why it's simultaneously difficult
         | to find a new job in UX while getting paid well once you do
         | find a job (if you're good).
         | 
         | Those who understand what good UX is and how it manifests
         | itself, value it highly, while many (even in tech) still
         | consider it pixel-pushing and "pretty colors".
        
         | caseyohara wrote:
         | > It's very difficult to create good UX by design because
         | evaluating the system by imagination is much harder than with
         | an implementation.
         | 
         | This is precisely why it's a tragedy that the roles in software
         | development have become so compartmentalized. It wasn't that
         | long ago that the same person designing an interface was also
         | responsible for developing it. Or that design and development
         | were one and the same, part of the same process.
         | 
         | These days, many "UX designers", "UI designers", and "product
         | designers" have never written a line of code. Some even have an
         | allergic response to the very idea of coding. That's fine, but
         | naturally it means there's a wide gap in understanding between
         | design and implementation. This leads to the UI equivalent of
         | the dreaded Architecture Astronaut[1]--so disconnected from the
         | reality of how software works and is built that they design
         | absurd interfaces that look great in Figma but fail miserably
         | when put into practice.
         | 
         | In my experience, the closer you are to the implementation--and
         | by this I mean the more involved you are in the actual coding--
         | the tighter the feedback loop on the quality of the user
         | experience. It affords the sanding and polishing required for a
         | great UI with a great experience. Some of the very best
         | interfaces that I've seen and used, both in terms of quality
         | user experience and visual design, were designed and built by
         | those rare engineers that happen to have outstanding intuition
         | and taste for great design. The worst UIs I've used are from
         | designers that don't code handed over to engineers with no
         | design taste.
         | 
         | [1] https://en.wikipedia.org/wiki/Architecture_astronaut
        
           | re-thc wrote:
           | > These days, many "UX designers", "UI designers", and
           | "product designers" have never written a line of code.
           | 
           | Same for some "architects". They just draw up random system
           | designs that don't work for THEIR environment.
           | 
           | > This is precisely why it's a tragedy that the roles in
           | software development have become so compartmentalized.
           | 
           | The worse part of it all is it's not the software engineer's
           | fault either (most of the time). HR, managers and others
           | haven't improved over time and instead are enforcing non-
           | software values on the engineers. It's all about ticking
           | boxes. You get classified as a Go REST API backend engineer
           | and somehow you can't touch React because that's not your
           | thing.
        
             | noduerme wrote:
             | Yet everything remotely serious built with React has gotten
             | worse and worse... and apparently the project managers who
             | rely in it and the coders who are used to its obviously
             | major flaws can't think their way out of the wet paper bag
             | that it's become, and see clear to writing a component from
             | scratch. REST, sockets, whatever; the issue isn't how you
             | send data over the wire, push it pull it or when. The issue
             | is: Is what you're doing appropriate for the situation? My
             | bank has started using something like React to show live
             | stock prices in trashy grids. Guess what: _That is a
             | horrible idea_ because it 's always wrong in some part of
             | the screen. Let me reload if I have to, or else engineer
             | something actually realtime.
             | 
             | They use these technologies because the recent grads who
             | know how to use them are cheap and replaceable and the
             | assumption is that the tech is uniform enough to make the
             | coders hot-swappable. The product is enshittified garbage,
             | but the managers don't care.
        
               | JoeyJoJoJr wrote:
               | What is it exactly about React specifically (as apposed
               | to Vue, HTML) that makes it flawed from a design
               | perspective? I used to design and develop with Flash
               | (which I very much miss) and while it was amazing for
               | things like games, digital signage, elearning, etc, there
               | is no way I could develop in Flash the products with the
               | kind of complexity/responsiveness/sophistication of the
               | web apps I am building now. Designing with hot reloading
               | and code, live, is by far the most powerful and iterative
               | design workflow I have ever experienced. While an
               | inexperienced front-end developer may limit their design
               | possibilities by only reaching for existing components, a
               | good front end developer should be able to create bespoke
               | components that are fit for purpose and responsive with
               | the flexibility to rearrange and iterate.
               | 
               | With all that said though, there is a HUGE gap that Flash
               | left for highly bespoke and creative products that web
               | tech doesn't satisfy at all.
        
               | re-thc wrote:
               | > What is it exactly about React specifically (as apposed
               | to Vue, HTML) that makes it flawed from a design
               | perspective?
               | 
               | I'd say it's not React (not parent poster). I mean React
               | might not be the best, but it's the least of the current
               | problems.
               | 
               | React is the most widely used. You're bound to attract
               | all sorts of people. Poor code is poor code. You'd hire
               | React developers because it is the easiest to hire. It
               | doesn't make it good or bad.
        
               | LoganDark wrote:
               | There's nothing really fundamentally wrong with React
               | that makes it a terrible idea that always results in poor
               | performance. It's shoddy development practices that can
               | make for a bad app that uses React. If you use React well
               | though, it's not like React makes it particularly
               | difficult to reach a good level of performance. I
               | typically find that React makes it easier for me to make
               | a well-performing app, but that's just me.
        
           | noduerme wrote:
           | This is a really great comment.
           | 
           | To me, "UX" still feels like a relatively new term. In its
           | modern incarnation it's not what I do, although by intent
           | it's actually my career speciality. As a category now, it
           | feels like a poor compromise between true design and true
           | code/userflow. I believe the existing tools try to bridge a
           | gap that has existed since the earliest days of web
           | development between the designers and the code monkeys.
           | 
           | I'm fortunate as a solo coder to have a very tight feedback
           | loop with my own graphic design, but I wouldn't have it any
           | other way. I started writing code making text-based games as
           | a kid in the 80s, then became obsessed with graphic design,
           | went to art school, worked as a designer at a traditional ad
           | agency which had no coders... and because of my code
           | competency became the go-to person for making web. And later
           | apps. So I still currently art direct designers and also
           | write the majority of code for clients. This lets me
           | understand the flow first and then unify the design in ways
           | that aren't prefab or obvious, but ensure user safety and
           | flow in a beautiful way.
           | 
           | I think the tools now (Figma, yes, but also the reliance on
           | standard use cases of frameworks like React) are very
           | limiting. They shoehorn both designers and coders into an
           | uncomfortable middle ground that's not too different from the
           | arguments that used to erupt between designers and the couple
           | of devs at my ad agency in the 90s - we want it to look like
           | THIS vs. Do you know how impossible that is? So everyone
           | settles on a crappy solution instead of sitting down and
           | thinking about how to make something new and better for the
           | situation.
           | 
           | Honestly, Flash was so great because it allowed both sides of
           | a team to use both sides of their brain at the same time, and
           | cross-pollinate design with code in a way that seems
           | hopelessly lost now, at least for normal business apps
           | outside of game development.
           | 
           | There aren't _so many_ cases where business-y or banking
           | software needs to be _beautiful_ , but it could at least be
           | thought through. I look at my banks' apps and sites and slap
           | my face at the obvious miscommunication and sheer
           | carelessness that must have taken place between management,
           | design, and code to produce these monstrosities.
           | 
           | But would I want to be on the open market, looking for new
           | clients with my cross-disciplinary background as a "UX"
           | person? No. What they need aren't UX people. They need art
           | directors who can at least write some code, or (even more
           | rare) coders who have formal design training.
        
           | hnthrow90348765 wrote:
           | Make them learn coding instead of adding yet another
           | responsibility onto developers.
        
             | whstl wrote:
             | Nobody is suggesting adding this responsibility to
             | developers, but what actually happened was that developers
             | who can design are almost forbidden from doing so, unless
             | they are in positions of power.
             | 
             | Some of us have lost our voice when it comes to design.
        
           | danielmarkbruce wrote:
           | This isn't just a software thing... all of corporate america
           | has compartmentalized and while the results in churning out
           | widgets are actually very good, the results in practically
           | _everything else_ are bad bad bad. Even in finance, Warren
           | Buffett will preach that investing is not a team sport - you
           | need all the details in one head.
        
           | hombre_fatal wrote:
           | I think the reason UX moved into its own realm (like "UX
           | designer") is to create the processes to get actual UX
           | expertise.
           | 
           | Without deliberate UX expertise, you're on the hook for
           | having UI implementers (software engineers) who happen to be
           | good at UX, and that's not a great way to go about ensuring
           | that you have good UX because you're reliant on serendipity.
           | 
           | And of course once UX becomes its own prong that you're
           | trying to optimize for, the simplest thing to do is create UX
           | positions in your company. Which is much simpler than
           | figuring out how to hire software engineers with UX expertise
           | or good intuitions.
           | 
           | Just consider how few hiring processes involve someone
           | clicking into your github projects and evaluating them just
           | to see what kind of code you write. That's much harder than
           | doing a canned leetcode or canned questions interview.
        
         | sizzle wrote:
         | Or you know.. talk to users and understand their needs
         | (discovery) then design solutions based off that understanding
         | and iterate on designs with usability testing with said users
         | until it feels like magic to them using it the first time,
         | smooth and seamless flows across use cases with good copy and
         | accessibility.
        
       | breadwinner wrote:
       | Here's the best tool for finding usability issues:
       | https://aistudio.google.com/live
       | 
       | You share the screen with Gemini, and tell it (using your voice)
       | what you are trying to do. Gemini will look at your UI and try to
       | figure out how to accomplish the task, then tell you (using its
       | voice) what to click.
       | 
       | If Gemini can't figure it out you have usability issues. Now you
       | know what to fix!
        
         | potatoman22 wrote:
         | I'll have to use this, thanks for sharing. Isn't it problematic
         | since Gemini isn't representative of a real user, though?
        
           | willsmith72 wrote:
           | Definitely a huge trap to replace real user insights with
           | anything else.
           | 
           | But this looks like a nice level 0 of testing
        
           | CaffeineLD50 wrote:
           | A real user might be worse. A program is less flexible
           | (maybe) and more consistent (definitely) than a meat space
           | CBL.
           | 
           | The goal is not realism but a kind of ready made "you must be
           | this tall to ride the rollercoaster" threshold.
           | 
           | Discovering edge cases with dodgy human users has its value,
           | but that's a different value.
        
             | gffrd wrote:
             | A real user _will_ be worse ... but that's kinda the point.
             | 
             | The most valuable thing you learn in usability/research is
             | not if your experience works, but the way it'll be
             | misinterpreted, abused, and bent to do things it wasn't
             | designed to.
        
               | cpeterso wrote:
               | Enter "Drunk User Testing". Host a happy hour event and
               | give some buzzed users some scenarios to test.
               | 
               | https://www.newyorker.com/magazine/2018/04/30/an-open-
               | bar-fo...
               | 
               | https://uxpamagazine.org/boozeability/
        
             | Tepix wrote:
             | More consistent? That's not a given with LLMs unless you
             | set the temperature to 0.
        
         | CaffeineLD50 wrote:
         | Very clever. Reminds me of using Alexa to test your
         | pronunciation of foreign words. If Alexa has no idea you
         | probably said it wrong.
        
       | dustbunny wrote:
       | Where do startups typically get their branding done? I'm assuming
       | the VCs usually refer their cohort to the same group of branding
       | agencies? Who are the quick and dirty ones? Do they ever hire
       | direct freelancers? Possibly to save money?
        
         | perardi wrote:
         | I'm a UX designer and developer at a healthcare fintech
         | startup. We do all our B2C communication design and product
         | UX/UI design in-house with a small team.
         | 
         | But for our B2B site...I can't name names...one of our
         | investors did refer us to a well-established design agency who
         | does small and medium-scale enterprise branding and marketing.
         | And they did great work. So yes, there are a few ringer VC
         | design agencies out there.
        
         | sebastiennight wrote:
         | We got our branding guide done through a 99Designs contest.
         | Over the last few years there has been an incredible increase
         | in how many design entries you get per dollar on that platform.
         | 
         | It was definitely worth it, and then we redesigned the website,
         | and now the app based on that branding guide. 10/10 would
         | recommend.
        
       | osigurdson wrote:
       | Tailwind + daisyui can get you pretty far. My thinking is, if
       | your start up takes off a real designer can remove all of the
       | daisyui stuff and re-design with only tailwind.
        
       | codr7 wrote:
       | Can't remember last time I worked with a dedicated designer,
       | someone who actually knew anything worth knowing about UX.
       | 
       | Devops seem to be going down the same path, it's like they expect
       | coders to do it while the code is compiling.
       | 
       | Next up seems to be coders.
       | 
       | And I get it, hiring professionals is very inconvenient.
        
       | cryptozeus wrote:
       | Great try this and see how far it goes ! None of this matters if
       | u don't find pmf and u don't need a designer for this. Totally
       | disagree with this. Article started great but then niched out too
       | small with login flows. No startup is reinventing this.
        
       | atomicnature wrote:
       | Design must flow from customer demand/desires.
       | 
       | And 90% of design is just "correctly assigning priority" to
       | elements and actions.
       | 
       | If you know what is important (and what is less important) you
       | use...
       | 
       | - white space (more whitespacce = more important)
       | 
       | - dimension (larger = more important)
       | 
       | - contrast (higher = more distinct)
       | 
       | - color (brighter = more important)
       | 
       | ... to practically implement the decided priority.
       | 
       | How to validate you have implemented priority correctly?
       | 
       | Just ask a few people what do they see first, second, third, etc
       | in a page.
       | 
       | If you designed it right - their eyes will see things exactly in
       | the order you expected them to.
       | 
       | In short - "design is guiding user's senses in the most
       | prioritized manner to the user in achieving their goals"
       | 
       | In our startup - we call this the "PNDCC" system (priority,
       | negative space, dimension, contrast, color).
       | 
       | There are a few more tricks to make it even more powerful - but
       | as I said - just getting these right puts you in the top 10%
        
       | hliyan wrote:
       | To me, peak usability was 25 years ago, when most applications
       | had a toolbar and a menu that followed a standard pattern. If
       | you're a frequent, non-power-user, you use the toolbar (e.g.
       | "insert row" button). If you're an infrequent non-power-user, you
       | go through the menu (Insert > Row Above). If you're a power user,
       | you remember the shortcuts indicated through underlined letters
       | in menu labels (e.g. Alt, I, A).
       | 
       | If you want to change settings, you open the settings dialog
       | (Tools > Settings), and it as tabs like "General", "Fonts and
       | colors" etc.
       | 
       | Most people were a lot less computer literate back then, but they
       | were able to use most applications with little help. If they
       | really needed help, the help system was built into the
       | application.
       | 
       | The goal back then was to have the user get the work done as
       | efficiently as possible, in effect, minimizing the time the user
       | pends on the application. Modern UX doctrine aims for the
       | opposite goal -- to keep people "engaged" as much as possible.
       | This might be okay for consumer apps, but maddeningly, the same
       | doctrine gets applied to enterprise applications as well. I've
       | literally heard non-techie employees of a Fortune 100 company ask
       | for their legacy green screen terminals back because the new,
       | flashy SPA was slowing them down.
        
         | 998244353 wrote:
         | > This might be okay for consumer apps, but maddeningly, the
         | same doctrine gets applied to enterprise applications as well.
         | I've literally heard non-techie employees of a Fortune 100
         | company ask for their legacy green screen terminals back
         | because the new, flashy SPA was slowing them down.
         | 
         | Applying general design principles without taking actual use
         | cases into account is the worst.
         | 
         | A common one is putting heaps of whitespace around each cells
         | in a table. Visually appealing, sure. But unusable if I need to
         | look at more than 8 rows at the same time.
        
           | hliyan wrote:
           | Agreed. Most user experience work today are done by people
           | who ironically have little experience as a user. E.g. they
           | will design a table in Figma, make it look nice. They may
           | even go so far as understand that this table will typically
           | contain 2500 rows and introduce pagination and filtering by
           | most commonly used attributes. But if they load some sample
           | data into a functional mock system and simulate a typical
           | user's day (e.g. they have to wade through this table
           | multiple times per hour, while on the phone with a customer),
           | they will immediately realize the feel good factor of white
           | spaces, pastel colours and high contrast icons are very low
           | priority.
        
             | arkh wrote:
             | You forgot one awesome feature of those SPA: once your user
             | finally manage to get some muscle memory in, you can push a
             | new UI redesign so get them back to square one. Because you
             | have to give work to do to your frontend people.
        
             | dylan604 wrote:
             | > Most user experience work today are done by people who
             | ironically have little experience as a user
             | 
             | So many upvotes for this. While the provided thing might
             | technically work, if it is clunky for the users, the users
             | will not like it. I understand those making the thing will
             | probably never use the thing. The problem comes when those
             | making do not listen to those using. There have been many
             | times where I've made the thing, but then when I went to
             | use the thing I wanted nasty things to happen to the person
             | that made it. I've been in some very contentious UAT rounds
             | where I was the user and the devs refused to listen to
             | valid complaints.
        
               | whstl wrote:
               | The funny thing is that a lot of those problems are known
               | during development time, by the people who have to
               | actually "use" the product at all times during
               | development, a.k.a. the developers.
        
               | dylan604 wrote:
               | Not sure I follow. The situations I've built appear fine
               | during testing during development. I go to the UI, click
               | the buttons, get the correct result. Test complete.
               | 
               | The type of thing I'm thinking about is when the user
               | does that many many times in a day, but to get to the
               | button that is on one part of the screen which is very
               | inefficient compared to if the button was moved closer to
               | something else so that the UX is improved. Sure, what the
               | dev did "worked", but it might not feel clunky when you
               | test it once or twice. That's the difference that drives
               | most UX<=>Dev disagreements.
               | 
               | Dev: but it works
               | 
               | User: yes, but it sux using it. it can be better for us
               | if change X, Y, Z
               | 
               | Dev: but it works. ticket closed
               | 
               | It doesn't matter if it works while everyone hates using
               | it. I don't care what the devs think. If the user's
               | request is reasonable, rational, and will improve the UX,
               | stop fighting it. This situation is precisely my
               | experience that happens when there's no designer.
        
               | whstl wrote:
               | I'm talking about bad designs. Grandparent mentions
               | Figma, this is who I'm talking about.
               | 
               | Developers have to work on the app the whole day and they
               | know when a design is bad for long term usage. Either by
               | doing manual testing, or even when automating it.
               | 
               | UX people dictating the designs will rely on instinct
               | even when developers complain that a design is
               | inefficient. Or even for visual design things like
               | excessive padding getting in the way of making the apple
               | useable. IME, YMMV.
               | 
               | If you're talking about inexperienced/unemphatic
               | developers being in charge of UX alone: well, yeah, that
               | will happen too.
        
               | dylan604 wrote:
               | TFA is about _not_ having a designer. If you have a bad
               | designer, then fix that glitch.
        
               | whstl wrote:
               | Once again: grandparent post says "e.g. they will design
               | a table in Figma, make it look nice", so I was answering
               | in that context.
        
           | andrepd wrote:
           | > Visually appealing, sure.
           | 
           | It's not even.
        
           | whstl wrote:
           | Reading about whitespace on tables infuriates me so much.
           | 
           | At a previous job we had an actual _good_ designer figure out
           | what users wanted and she found out users wanted denser
           | information. So she designed a more compact table. It was
           | quite smart, used the whole screen, but still looked amazing
           | and didn 't feel cramped.
           | 
           | Then my company released it as a library for the whole
           | company to use and the first thing one of the product
           | managers did was requesting margins AND frames around it,
           | plus a lot of whitespace between cells.
           | 
           | Now instead of displaying around 25 items on the screen at a
           | given time, this other system can only display around 10.
           | 
           | The cherry on top: it looks horrible with the frame and with
           | the unbalanced margins.
        
             | rojcyk wrote:
             | I worked on a couple of internal frameworks as a designer
             | and thats exactly what happened to our frameworks.
             | 
             | Throwing away all the research and optimization out of the
             | window for one unnecessary "we really need this" scenario.
        
         | sokratus wrote:
         | > Modern UX doctrine aims for the opposite goal -- to keep
         | people "engaged" as much as possible.
         | 
         | In many larger orgs, usually design doesn't work in isolation.
         | Some of these goals like engagement, retention come from senior
         | leaders of different functions. The design proposals are
         | evaluated and signed off against these goals.
         | 
         | However, when these designs and flows appear on platforms like
         | Mobbin, they often lack context about their design rationale.
         | This can create a network effect where other designers
         | replicate similar designs for their own experiences without
         | fully understanding the underlying reasoning.
        
         | conductr wrote:
         | At all times, people that are proficient at a green screen
         | terminal application will prefer it to a web based or GUI based
         | experience. They have muscle memory and a lot of codes
         | memorized to switch back and forth from screen to screen
         | extremely fast and exactly how many tabs to hit to fill out a
         | form. It has nothing to do with SPA or whatever is currently
         | new and flashy this has been going on for decades. The fact
         | they have to remove their hand from keyboard to mouse pretty
         | frequently is the biggest productivity loss, then drop down
         | boxes and forms that aren't very keyboard friendly and the page
         | render times are incredibly slow in comparison.
         | 
         | I myself made this complaint a few times. When I was using
         | medical erp once then again using a banking system. Both you
         | could navigate by typing a chain of commands that would
         | register even if you typed faster than the screens would render
         | in the terminal. Hell, in the banking one I completely
         | automated my job by writing an excel macro and sendkey commands
         | to the terminal, then I sold it to the bank for a small sum
         | after I quit (they asked me how I accomplished so much after
         | realizing 3 people couldn't handle my workload)
        
           | nostrademons wrote:
           | You could still do this in the GUIs of 25 years ago, you'd
           | just memorize the keyboard shortcuts and use them. They'd
           | buffer so you could type a series of operations faster than
           | the screen could render them, and basically every function
           | was accessible from the keyboard. But the GUI had the
           | advantage of discoverability - if you didn't know the
           | keyboard shortcut, you could just work your way through the
           | menus and find it.
        
             | hinkley wrote:
             | But it's true that the menu systems often made the
             | accelerations and afterthought, and regularly used
             | functions for some people had no shortcuts and no way to
             | set them.
             | 
             | I still think a World of Warcraft style action bar, user
             | configurable and multilayered, would work just fine for
             | power users. You can put anything you want in position
             | eight but most people have the same things set for 1-5.
        
             | conductr wrote:
             | While possible, the uptake/usage is very low once it
             | requires lots of CTRL / ALT / CMD button sequences. Take
             | something like Excel, which many users use daily for work,
             | but most people likely only use less than a dozen common
             | keyboard shortcuts. Practically nobody navigates the ribbon
             | with their keyboard.
             | 
             | I'm in a role of Finance / Excel "super user" in my
             | profession. There's a subculture of keyboard shortcut
             | enthusiasts, but generally everyone is using their mouse a
             | lot. I myself have about 20 that I use and rarely
             | incorporate a new one into the mix, it has to be an action
             | I perform repetitively for me to care enough to memorize
             | seek out and learn the shortcut. I find navigating the
             | ribbon usually requires too many keypresses and I instead
             | have a custom quick access bar that I put everything I want
             | access to so I don't have to toggle differing ribbons, I
             | still use my mouse even though I know I could use my
             | keyboard. It doesn't feel easier
        
           | DidYaWipe wrote:
           | That's funny. I automated a lot of my tech-writing job in the
           | '90s with expansive macros written in WordBasic. What a great
           | product.
        
           | arkh wrote:
           | > Both you could navigate by typing a chain of commands that
           | would register even if you typed faster than the screens
           | would render in the terminal.
           | 
           | Nowadays even the login screen in Windows can not manage it
           | anymore. Gotta wait for some animation and whatever it needs
           | coming back from sleep mode before it starts registering
           | keys.
        
         | loeber wrote:
         | I agree with this, so much so that I wrote a long essay about
         | this
         | 
         | Modern web design has completely lost the _design idioms_ that
         | so much thought went into during the desktop software wave of
         | the 90s and early 2000s. This is a great loss for usability.
         | 
         | https://loeber.substack.com/p/4-bring-back-idiomatic-design
        
           | troupo wrote:
           | Not just web design. Design, period. Here's what Apple is
           | producing these days:
           | https://x.com/dmitriid/status/1899392713323147633
        
             | dlivingston wrote:
             | That is most likely what their iOS & macOS design language
             | will be going forward:
             | https://www.macrumors.com/2025/03/10/ios-19-visionos-
             | redesig...
             | 
             | With that said, the design sins it commits are pretty
             | standard in the age of minimalist/flat UI. It looks pretty
             | similar to Apple's current design language, just with some
             | stylistic tweaks.
             | 
             | Not defending it, as some of those design decisions drive
             | me up a wall. Is this text a button or just an input field?
             | Can I click this image or is it static? Which directions
             | can I swipe? Does this grey text mean it's a disabled
             | button or placeholder text on an input field?
             | 
             | I am not nostalgic for the blocky, grey, in-your-face
             | design of classic UIs like Windows 98. But sacrificing
             | functionality and discoverability on the alter of pretty
             | design is, unironically, bad design.
        
         | psadri wrote:
         | The root cause is that web browsers were designed for document
         | delivery but are used for building application UIs. The
         | browsers don't offer a standard set of common application UI
         | components, so every team builds their own leading to
         | inconsistency and half baked implementations.
         | 
         | In contrast, when you build a native app, developers can draw
         | on a standard set of OS provided UI widgets.
        
           | su8898 wrote:
           | Developers always had the flexibility to create custom UI
           | elements/colors etc even in native apps (albeit not as easily
           | as using CSS). Even in SPAs, most UI elements follow the same
           | style or pattern more or less (bootstrap/tailwind etc). It's
           | the entire UI design itself that's not user friendly for
           | enterprise/business apps (excessive padding, comically large
           | UI elements etc).
        
           | nostrademons wrote:
           | I think the root cause goes deeper than that, and has to do
           | with economic incentives. Up through the 90s, the predominant
           | business model was _you sell a product, people use it to get
           | work done, if they 're happy they tell their friends and you
           | sell more product_. Starting in the 00s, the business model
           | became _you give a service away for free, get people hooked,
           | make them so dependent upon it that they can 't look away_,
           | and then either jack up prices to extort as much money from
           | them as possible, sell advertisements so that other people
           | can do the same, or sell their personal data so that other
           | people can target them with sales pitches. Actually getting
           | any work done became secondary to making the transaction
           | happen. This applies just as much to enterprise software as
           | consumer software, because the purchaser of enterprise
           | software is usually some IT department, purchasing
           | department, or executive who doesn't have to actually use the
           | software, and they will probably move on to the next company
           | before the consequences of their purchasing decision being
           | useless become visible.
           | 
           | We are reaping the consequences of that now, where lots of
           | transactions are happening that don't actually make anyone
           | happy or productive.
           | 
           | But you can see how that would filter down into UI design.
           | When your incentive is to make people happy and productive,
           | you spend time studying how people actually _use the product_
           | , and then optimize that so they can use the product more
           | efficiently. When your incentive is to turn people into
           | mindless consumers that keep coming back for more ads, you
           | spend time studying what sort of content holds the user's
           | attention, and then optimize that so you can work as many ads
           | into the stream as possible without them turning away. When
           | your incentive is to sell enterprise software, you spend time
           | studying what sales pitches will get the budget-holder to
           | open their company's wallets, and then optimize the sales
           | funnel to the extent of actual product usability. Even if
           | your users hate you, they don't get to decide whether they
           | keep using you.
        
           | Kwpolska wrote:
           | OS widget libraries aren't always big enough to solve all
           | problems. On the web, there are many frameworks that provide
           | widgets for typical use cases.
           | 
           | But even if you have a library with hundreds of widgets, you
           | can still make a terrible UX if you don't understand good
           | design, and many programmers don't.
        
             | guappa wrote:
             | In my experience most designers don't know what UX is. They
             | think their job is to make it look pretty. If it needs 3x
             | more clicks to do the same thing as before so be it.
        
           | hliyan wrote:
           | Wouldn't say it's the root cause, but it is a major cause. I
           | have some experience developing desktop applications using
           | Visual C++ / MFC in the early 2000's. I still prefer that
           | development experience to modern React/Redux SPA development.
        
           | dmix wrote:
           | There's more consistency in UIs on the web than desktop IMO
           | 
           | People have less power on the web so it has more limitations,
           | even if it lacks a number of consistent UI components baked
           | in.Desktop apps are notorious for getting fancy. Even simple
           | control apps from random headphones/keyboards/music gear/etc
           | all want to reinvent the settings page and make it 'sleek'
           | instead of usable.
        
         | savolai wrote:
         | "Modern ux" can be a very political term on HN.
         | 
         | Yes, uxers have to balance business and user needs. That is the
         | power dynamic of business we live in, it's not typically the
         | driving force of actual uxers themselves.
         | 
         | At the core the ethos of the human centered design (HCD) is
         | being an advocate for the needs of actual users. Being seen as
         | the "enemy" on HN feels demoralizing, as a person that sits on
         | both sides of the fence.
         | 
         | I feel gladness about seeing the truth of my experience about
         | this. I would like there to be more camaraderie between uxers
         | and developers, and of course it being a more common scenario
         | to be able to drive a genuinely shared vision also with
         | business leadership.
         | 
         | If you have a source for "modern ux doctrine", i'd love to hear
         | about it to have an actual discourse.
        
           | swesour wrote:
           | > uxers have to balance business and user needs.
           | 
           | What does this mean? It seems that compromising the UX for a
           | "business need" is just lazy user experience design.
        
             | edu wrote:
             | The UX designer doesn't have absolute authority. Typically,
             | they need approval from PMs and other stakeholders, which
             | is where the need for compromise comes in.
        
         | rich_sasha wrote:
         | One of the most expensive pieces of software around is a
         | Bloomberg Terminal, with base price starting at 20k/yr/license,
         | plus more for extra data. And the UI, when you first use it, is
         | beyond clunky. It looks seriously like a piece of stone age
         | technology, adapted from clay tablets. Even the styling is like
         | 80s films about edgy hackers and their punch cards.
         | 
         | Except when you talk to the grey hairs, you realize that UI has
         | never, ever changed - it is backwards compatible back to, well,
         | stone age of computers. It is quirky, but once you learn it,
         | you're done for life - no refreshed new looks or skins or dark
         | modes (well, it's always in dark mode) or rewrites in Svelte or
         | whatever. That's basically because the power user is
         | essentially the only user that matters. They know all the
         | arcane key bindings and weird abbreviations, and Bloomberg
         | knows better than to mess with it.
         | 
         | I hated it at first but grew to love the stability of it.
        
           | eviks wrote:
           | > you realize that UI has never, ever changed - it is
           | backwards compatible back to, well, stone age of computers.
           | It is quirky, but once you learn it, you're done for life
           | 
           | True power users could customize to remove the quirks and
           | also be set for life, but at a better level of ergonomics. Or
           | they could even use the best customization from one of those
           | gray beards who cared about ergonomics more ever back in the
           | day
           | 
           | And none of of the cheap criticisms of skins would change it
           | since skins for power users are optional
        
             | dacryn wrote:
             | You fail to grasp the value of bloomberg terminal.
             | 
             | The UI has in fact, evolved, but it has never changed. For
             | example, higher DPI screen sizes, the UI is now
             | instrumented in a web browser, no longer the the old TUI.
             | It is fast, it is familiar, it's the same, but it evolves,
             | if that makes sense.
             | 
             | If you know how to use it in company A in decade 1980, you
             | know how to use it in company B today. That doesn't mean it
             | hasn't improved or improved ergonomics.
             | 
             | It's a beautiful piece of engineering that got the basics
             | right. Power users add whatever they need to it, modular,
             | but it's not like Vim or VSCode where you are basically
             | useless without a large effort when moving into a blank new
             | updated version, let alone things like the ribbon design vs
             | the old design in office.
        
               | eviks wrote:
               | It's the other way around, the value of that terminal is
               | in the information, not whatever hated UI quirks it had
               | been stuck with since its inception, yet people keep
               | falling for that old logic "old+expensive = great".
               | 
               | > it's the same, but it evolves, if that makes sense.
               | 
               | it doesn't, these are the opposite.
               | 
               | > If you know how to use it in company A in decade 1980,
               | you know how to use it in company B today. That doesn't
               | mean it hasn't improved or improved ergonomics.
               | 
               | Neither does this: it would be just as trivial to select
               | at company B "use config ergonomic_grey_beard_1980" and
               | continue with all your knowledge, just without those
               | quirks you hated in 1980 that led you to change the
               | stable defaults to a better config.
               | 
               | > but it's not like Vim
               | 
               | And in some sense in the relevant UI area it's exactly
               | like Vim, where many bad quirks in the default config are
               | praised by the grey beards and new converts alike.
               | 
               | > moving into a blank new updated version
               | 
               | Why would you do that instead of using your old config???
               | 
               | > the ribbon design vs the old design
               | 
               | Neither is _forcing_ a change like this the only
               | alternative
        
           | nextts wrote:
           | I think to me that would be the appeal of Vim. VSCode
           | implicitly promises this with its plugin approach. Using Ctrl
           | Shift P for years is the sort of thing I like. One less thing
           | in my way.
        
             | masfuerte wrote:
             | I'd never noticed that ctrl-shift-p was a thing. In gvim
             | ctrl-p moves up a line but ctrl-shift-p seems to do page
             | up. Do you know if this is documented anywhere?
        
           | intrasight wrote:
           | > backward compatible to the Stone Age
           | 
           | Like Emacs. And myself ;)
        
           | mfld wrote:
           | > well, it's always in dark mode
           | 
           | So it's no TUI app that can accommodate changes to the
           | terminal emulators color profile? I am a bit disappointed.
        
           | dchest wrote:
           | Speaking as someone who has never used it but has spent some
           | time researching it, the Bloomberg Terminal constantly
           | undergoes UI changes, though not in a dramatic way. It's
           | obvious if you look at screenshots throughout the time (it
           | even had some gradients!). It has had its own "rewrites in
           | Svelte", transitioning from a custom renderer to
           | HTML/JavaScript.
           | 
           | But you're correct - they don't mess with it, they slightly
           | and mostly invisibly improve it, and someone who learned it
           | in 80s could use it without problems today.
           | 
           | https://www.youtube.com/watch?v=uqehwCWKVVw
           | 
           | https://www.bloomberg.com/ux/2017/11/10/relaunching-
           | launchpa...
           | 
           | https://www.bloomberg.com/company/stories/how-bloomberg-
           | term...
           | 
           | https://www.bloomberg.com/company/stories/designing-the-
           | term...
        
             | SecretDreams wrote:
             | > and someone who learned it in 80s could use it without
             | problems today.
             | 
             | That's the true dream. Like all of those old movies where
             | the hacker or fighter pilot has to use some foreign, alien
             | or futuristic tech and they just use it!
        
             | asoneth wrote:
             | > the Bloomberg Terminal constantly undergoes UI changes,
             | though not in a dramatic way
             | 
             | This is correct. (Source: I worked on Bloomberg's UI change
             | management policies.)
             | 
             | Despite dismissive comments from design industry folks and
             | more modern-looking competitors, the folks who ran
             | Bloomberg's UX team maintained a focus on customer needs
             | and user research. There are even a few cases where
             | function teams went back and re-implemented old "bugs"
             | after a rewrite (e.g. in the MSG editor) because users had
             | adapted to the old behavior. (Thankfully nothing as bad as
             | spacebar heating https://xkcd.com/1172 though)
        
           | throwaway24124 wrote:
           | Well, it depends on the audience of your software. Bloomberg
           | Terminal is awesome, but has a steep learning curve. Most
           | people who learn to use it are learning it with the specific
           | intention of finding a job where they are paid to know how to
           | use the Bloomberg Terminal. I agree, the UI is awesome for
           | that, but if your startup is an app to find a dog walker or
           | something, the vast majority of your potential users are
           | going to be turned off by the Bloomberg Terminal interface.
        
           | asoneth wrote:
           | > no ... rewrites in Svelte or whatever
           | 
           | The vast majority of the terminal interface has been
           | rewritten more than once, but the UX framework team does a
           | great job mimicking the prior look and feel each time. Though
           | if you know what to look for you can spot functions that
           | haven't been updated in a while, and even a handful that have
           | remained unchanged since the beginning.
           | 
           | > no refreshed new looks or skins
           | 
           | Basically right, though Launchpad was completely new and PDFU
           | COLORS <GO> provides color themes intended for folks with
           | color-vision deficiency.
        
             | gedy wrote:
             | Yeah this is a good reminder that technology rewrites do
             | NOT need to rethink the UI. I've always favored updating
             | the technology first to enable faster _incremental_ UI
             | changes afterwards.
             | 
             | I love my UX friends but they almost universally hop on
             | tech updates to rethink everything, and then it muddies up
             | the customer feedback on the rewrite. Was this a tech bug
             | introduced? Or an annoying UX change? etc.
        
           | MetaWhirledPeas wrote:
           | I just watched a few minutes of someone using it, and I have
           | a few observations.
           | 
           | - Uniform menus everywhere
           | 
           | - Every menu has an ID visible in the corner. Imagine how
           | easy troubleshooting would be if you could just say, _I 'm on
           | menu 4388 and I'm not getting the result I expect._
           | 
           | - Every selection has a number. Presumably you can type this
           | in rather than mouse over to it?
           | 
           | - Every page has keywords you can string together for instant
           | searching
           | 
           | - No transition animations
           | 
           | This is nice to see: a tool for getting things done, not for
           | nudging the user in a desired direction to satisfy marketing
           | goals.
        
             | myth2018 wrote:
             | My parents work for a company using an old system using
             | numeric IDs for menus and screens. It's currently a web
             | app, but it seems to share a good deal of code (and a great
             | deal of philosophy) with the previous, older version, a TUI
             | apparently built in Pascal.
             | 
             | I can confirm that those numeric IDs help A LOT in
             | troubleshooting and documentation. And not only that: those
             | IDs are frequently and naturally used by the users
             | themselves when communicating between them. Needless to
             | say, they also use the IDs to navigate the system, only
             | touching the menus when they have to use some infrequent
             | function.
             | 
             | I always mention this "case study" to UX folks who insist
             | to dumb users down with childish interfaces.
        
         | DidYaWipe wrote:
         | And controls were demarcated as controls, not disguised as plan
         | text or a decoration. You could tell if a function was
         | activated by looking at the outline of the button; if the
         | "bevel" shadowing went inward, the button was depressed and the
         | function was on.
         | 
         | "Flat" design is simply derelict design. Fortunately there has
         | been some backlash and we might be returning to legitimate
         | GUIs.
        
         | seanwilson wrote:
         | > To me, peak usability was 25 years ago, when most
         | applications had a toolbar and a menu that followed a standard
         | pattern.
         | 
         | Some things were good, but there were lots of problems too like
         | features hidden behind right-clicks, not knowing if you had to
         | double or single click, being required to read help/manuals to
         | find features, too much jargon and technical language, and
         | overuse of modals.
         | 
         | UIs have got incrementally better in lots of ways that really
         | add up that I don't see people mention e.g. right-clicking and
         | double-clicking is avoided, help is integrated into the UI
         | where you need it, inline editing vs modals, options to edit an
         | object appear next to it (locality) rather than you having to
         | hunt in a menu, less technical jargon where appropriate, better
         | onboarding, better undo/redo/autosave (which avoids clunky
         | confirmation modals).
        
           | wvbdmp wrote:
           | > Some things were good, but there were lots of problems too
           | like features hidden behind right-clicks, not knowing if you
           | had to double or single click, being required to read
           | help/manuals to find features, too much jargon and technical
           | language, and overuse of modals.
           | 
           | I dunno... all of these issues are still very prevalent. The
           | one that probably disappeared the most is the right click
           | context menu, which I would argue was actually great for
           | discoverability. Personally, I lament its demise. Of course
           | context menus still exist, but it used to be a pretty
           | reliable universal convention.
        
             | seanwilson wrote:
             | Right-click is fine for power users and professional tools
             | if there isn't a better alternative, but right-click (and
             | long tap on mobile) is super undiscoverable because there's
             | no indication or hint it'll do anything.
             | 
             | Whenever I help non-tech friends with software problems,
             | I'm always reminded most people don't feel comfortable
             | hunting around for functionality and for sure don't try
             | right-clicking things on the chance it might do something.
        
               | LoganDark wrote:
               | > right-click (and long tap on mobile) is super
               | undiscoverable because there's no indication or hint
               | it'll do anything.
               | 
               | I really miss the days where it was common for tap-
               | holding on any control to show a description of what it
               | is. It may still be common in certain Android apps but I
               | haven't seen it or anything like it on iOS.
        
         | squeedles wrote:
         | Exactly the reason I still write most of my code in emacs. I'll
         | use visual studio when I need to do GUI work, but I feel like
         | I'm at a casino with a thousand flashing lights all vying for
         | my attention. I also find swapping back and forth between
         | keyboard and mouse to be a slowdown. I know some of the VS
         | keyboard shortcuts but find many of them to be more convoluted
         | than emacs (and I won't even comment on the VS faux emacs
         | bindings!)
         | 
         | Luckily I spend a lot of time building libraries, where I can
         | keep my hands on the keyboard and focus on the problems I am
         | trying to solve
        
         | robertlagrant wrote:
         | > This might be okay for consumer apps, but maddeningly, the
         | same doctrine gets applied to enterprise applications as well
         | 
         | I think this is a great point. I was consulting with a customer
         | and their key goal in a complex system that had a time-
         | sensitive user workflow was "minimise clicks".
         | 
         | I said to them that that makes sense, but saving 0.5s on a
         | click every two hours is not as impactful as (insert example of
         | a change that would speed up the workflow by 10 minutes every
         | two hours).
         | 
         | And it's as you say: they come from the consumer world, where
         | minimising clicks keeps customers involved. But it's not the
         | only thing to consider.
        
         | bewo001 wrote:
         | yes, IBM's CUA wasn't that bad. 'F1' for help is one remnant of
         | this.
         | 
         | (https://en.wikipedia.org/wiki/IBM_Common_User_Access)
        
         | CalRobert wrote:
         | I desperately miss keyboard mnemonics.
        
         | harrison_clarke wrote:
         | those menus started to slip a long time ago. they got larger,
         | less organized, and got lazier about mentioning the keyboard
         | shortcut. the new MS paint does a good blend of that style and
         | a newer look
         | 
         | the current text editor trend of having a "command palette" is
         | pretty nice. it's got a hard job to do, with the sheer number
         | of commands and extensibility to add more, but search is pretty
         | good for discoverability (as long as people name/tag/describe
         | the commands well)
        
         | hakaneskici wrote:
         | Good old times :) I miss F1 help, which was usually very good
         | and contextual. On a Settings dialog? Press F1 to view help
         | just for that dialog - offline, instant.
         | 
         | For me, Norton Commander specifically, among other TUIs, was
         | very influential in shaping my keyboard shortcut preferences. I
         | used to rely heavily on Function keys; both for lightning fast
         | file management, and also for code navigation and debugging.
        
         | kccqzy wrote:
         | The problem here is the fact that the expected cost of software
         | has become zero. 25 years ago most productivity apps would
         | charge money. There might be a free trial but you need to pay
         | for it. These days most expect software to be free of charge. A
         | lot of the regression in software quality and usability can be
         | traced back to this.
        
         | jayd16 wrote:
         | Ok well a lot of that UX depends on hover states and right
         | clicks that don't exist for touch screens. Key bindings? What
         | keys?
         | 
         | That's the major reason we dont have the same toolbars. We can
         | be cynical about engagement and free software but try to make a
         | mobile app the old way. You can't.
        
         | mbar84 wrote:
         | One definite UX improvement over the past 25 years have been
         | command menus. In the most simple implementation, press Ctrl+P
         | start typing to filter a list of commands down and hit enter.
        
       | jmathai wrote:
       | I have a different approach. I look for a theme on Theme Forrest
       | which has most of the layouts and components I think I'll need
       | and I lean on those VERY heavily. And for logos I use icons from
       | Font Awesome or Bootstrap.
       | 
       | Most of the time the project doesn't take off and when it does I
       | can hire a designer.
       | 
       | Some examples of both a theme based app using an icon as the logo
       | :).
       | 
       | [1] https://getpreppy.app
       | 
       | [2] https://withlattice.com
        
       | Tepix wrote:
       | As a quick alternative, why not use a freelancer?
        
         | conductr wrote:
         | Dribbble is a great resource IME
        
         | tb8424 wrote:
         | OP here - A good freelancer gets you a long way. What I found
         | is that during the development process, people hit edge cases
         | and have questions... doing a lot of the discovery and thinking
         | yourself helps you answer those questions faster.
         | 
         | Alternatively, if you find a freelancer within your budget that
         | can stick with you until the feature is out of the door is a
         | great win.
        
       | sebastiennight wrote:
       | From experience I will say that you _can_ hire a UX designer even
       | if bootstrapped and low on cash, and that it 's a very valuable
       | investment.
       | 
       | Just don't hire them full time as the article seems to suggest is
       | the only choice.
       | 
       | Getting a small firm to go through a design sprint with you with,
       | e.g. designing 3 concepts, letting you run a couple of UX
       | workshops with your potential users, then picking one of the
       | options to flesh out into a clickable prototype, then workshop
       | again, then final prototype, can come out within a $5k-$10k
       | budget.
       | 
       | That's 100% worth cutting $5k from your front-end dev budget, and
       | will definitely translate into way more than $5k in user
       | retention gains within the first year.
       | 
       | This is what we did before coding the MVP, and we're doing it
       | again now (at Seed stage) before shipping our biggest upgrade to
       | the product.
        
       | h4ny wrote:
       | I like the article because it's very similar to the workflow that
       | I developed while working on my first project after quitting my
       | last job. One thing that I would add to "Be Explicit About Your
       | Goal" is that it should be about both _your_ goal and the user 's
       | goal. Otherwise it's very easy to hit blind spots that both you,
       | another person, or AI will miss because of bias.
       | 
       | A small related rant is that many large companies with a
       | dedicated team that works on design system don't seem to actually
       | care much about UX. It feels demoralizing because sometimes it
       | _feels_ like many people are just using UX to push some other
       | agenda.
        
       | karhuton wrote:
       | Here's some typical reasons why a startup can fail:
       | 
       | 1) it failed to communicate and market it's product
       | 
       | 2) it's product didn't fit the user's needs
       | 
       | 3) it's technology strategy made development too expensive
       | 
       | 4) it's product technical quality was too low
       | 
       | 5) it's product did not look appealing to potential new users
       | 
       | Developers are responsible for 3 and 4, sales and marketing for 1
       | and finally designers for 2 and 5.
       | 
       | With competent developers you can start a startup and make sure 3
       | and 4 never come to pass, but lack of _good_ product designer
       | will eventually kill it.
       | 
       | Here I use the broader sense of user-centered designer, which
       | includes:
       | 
       | - research
       | 
       | - testing
       | 
       | - prototyping
       | 
       | - validation
       | 
       | - UI/UX design
       | 
       | - visual design
       | 
       | - ...
       | 
       | The first four being the most important for a product market fit.
       | 
       | This is especially important for B2B products, because there
       | understanding the needs of the business and their processes is
       | key to making sure the product fits the user's day-to-day work
       | but the businesses' future needs as well.
       | 
       | It may not be common, but you can and should use extended UCD
       | research methods on the customer business processes itself
       | instead of relying on PMs and sales just asking customer's what
       | they want. (This is often called Business Design or Service
       | Design around here.)
        
         | noduerme wrote:
         | My most successful client (a company I have ownership in, now)
         | has another slot besides marketing, design and code. That is
         | our point person for filtering, testing and verifying user
         | experience issues. Putting a single point person in charge of
         | that onslaught of emails, who fully understands the software,
         | and having them run a full time bug reporting/feature request
         | channel, I think, is indispensible. They advocate on behalf of
         | users but also know when the requests are silly or something is
         | user error. They know whether an issue is mainly design or
         | mainly code. Having them in place and engaging daily with users
         | means we can filter out 90% of the noise in the signal. But it
         | needs to be coupled with open-mindedness to customer feedback
         | from the earliest iterations. Whatever requests or issues come
         | through that person must be addressed. That person should
         | understand what they can and cannot promise customers, what is
         | crucial vs what is fluff, and how to prioritize those requests.
         | 
         | Her official role is "General Manager" but in fact she was
         | promoted from a customer service role and the position was
         | created for her because she was so good at spending extra time
         | off-hours writing detailed, _reproducible bug reports_ on
         | behalf of customers who had experienced some issue. Reproducing
         | and screenshotting the flow and the issues herself.
         | 
         | This person is a 10x force multiplier by virtue of being a
         | power-user of the software who also interacts with customers
         | and management daily, although she has no code or design
         | experience.
        
           | nextts wrote:
           | Would you call that role "customer success"?
        
           | karhuton wrote:
           | True. When the complexity of the software causes lot of
           | usability issues in "edge cases", these technically capable
           | customer connected people are really worth it.
           | 
           | I've also seen good things coming from hiring actual ex-users
           | from potential customers that were using competitor's
           | products. They'd do user training, customer software
           | configuration and development team support. Sometimes even
           | full time.
           | 
           | -
           | 
           | But these people are good day-to-day at ironing out the
           | details. Maybe even discovering underlying dissatisfaction
           | with the product.
           | 
           | But the startup's constant worry should be what else software
           | is being used, how to be relevant in the future. Maybe
           | through cutting costs in the process by co-designing new
           | workflows to eliminate current tasks.
           | 
           | Executives at the client may be more intrested in finding
           | ways to eliminate all the staff with automation in the
           | process rather than optimizing their tools.
           | 
           | You're not getting that input from the people working on the
           | tasks now.
        
       | mediumsmart wrote:
       | It takes a designing engineer to startup a touch minefield that
       | _User X_ practically cannot survive without triggering a popup.
        
       | kskjfjfkdkska wrote:
       | > Common patterns--like password strength indicators--usually
       | exist for good reasons.
       | 
       | NIST does not recommend password strength indicators. Make sure
       | the form is compatible with password managers.
       | 
       | https://pages.nist.gov/800-63-4/sp800-63b.html#password
        
         | looperhacks wrote:
         | The page does not recommend them directly, but also doesn't
         | discourage them. In fact, it requires "guidance", which IMO
         | might as well be a strength indicator.
         | 
         | > Verifiers SHALL offer guidance to the subscriber to assist
         | the user in choosing a strong password
        
         | erinaceousjones wrote:
         | Reading through their guidance they don't really mention
         | anything about password strength indicators being a good or bad
         | idea. Sure, they list out a set of rules to verify passwords by
         | and state no OTHER arbitrary rules should be included. But that
         | doesn't prevent you from calculating password strength based on
         | the rules they specify ie. minimum length and complexity.
         | 
         | But I get that "strength" is a poor metric. It shouldn't allow
         | "weak" passwords. It should be binary - pass or fail.
         | 
         | The nicest thing about strength indicators - and I reckon this
         | is why they are copied a lot - is that they are usually real-
         | time feedback to the user with a nice red/orange/green
         | invalid/weak/strong indicator that updates as the user types.
         | The best ones even go as far as show you the list of rules your
         | password is failing to meet, again updating as you type. Much
         | much nicer than the server-side validation form submission loop
         | imo.
         | 
         | So, remove the middle concept of "weak but allowed" passwords
         | from the strength indicator widget, I think then you get good
         | UX that meets NIST recommendations..?
        
         | Ensorceled wrote:
         | > Make sure the form is compatible with password managers.
         | 
         | The number of sites that go out of their way to prevent
         | password managers, well any "paste" mechanisms, is still
         | annoying but are becoming fewer.
        
           | patja wrote:
           | Bank account numbers for ACH payments seem to be the final
           | frontier. As if asking me to type 16 numbers correctly is
           | better than pasting it.
        
             | Ensorceled wrote:
             | The most common reason I get, professionally, is that it
             | "prevents scripting" ... as if hackers are both using
             | Chrome extensions at scale but also can't figure out how to
             | defeat javascript and html form restrictions.
        
       | seanwilson wrote:
       | > If every product in your space does something the same way,
       | there's probably a good reason. If one company does something
       | different, ask yourself: Is this intentional, or just a mistake?
       | 
       | To add to this, often you can come up with a lower friction UI
       | idea for your specific use case (e.g. that requires less clicks)
       | if you think hard about it, but if you stray too far from what
       | people are used to seeing and interacting with it creates its own
       | kind of friction, and you'll get feedback like "I found this
       | unintuitive" or "it took me a moment to figure out how to use
       | it". So you need to balance using familiar patterns vs new ideas.
       | 
       | E.g. maybe you think you can improve on the Amazon checkout
       | experience for your own site, but by doing something different,
       | you're tossing out the familiarity bonus you get for free.
       | Similarly, by preferring checkboxes, radio buttons, dropdowns and
       | text fields, over custom widgets, you get so much for free like
       | user familiarity in reading the current state, and knowing how to
       | change the state.
       | 
       | "Unintuitive" can often mean "I'm not used to this pattern" even
       | if it might be a good pattern once people get used to it.
        
       | ZoomZoomZoom wrote:
       | If you're not hiring a designer, someone else ends up doing their
       | job instead. Someone, whose pay is probably 5-10x higher.
       | 
       | You don't even need them on the team permanently, commission a
       | design or a review of the existing one.
       | 
       | Perhaps I'm biased. Graphic designers are dirt cheap. From our
       | perspective, UX crowd is full of underqualified people looking
       | for easy tech money. I can see how it can make hiring far more
       | complicated.
        
         | nextts wrote:
         | 5-10x? Are you sure?
        
           | ZoomZoomZoom wrote:
           | I might be exaggerating, but I know how much I and my coder
           | friends earn.
           | 
           | Western companies hire _much_ more engineers and adjacents
           | than designers. Consequently, for designers, the income is
           | much closer to a local median. As my perspective is one of a
           | person currently living outside the US or western Europe, I
           | see a huge disparity between pay grades.
        
       | dmje wrote:
       | Like... sorry to be That Guy, but maybe just employ / have a team
       | with the right people from the start?
       | 
       | If a designer had a tech startup with no engineers, we'd all be
       | (rightly) sniffy about it.
       | 
       | Imagine this post the other way round: "Hey, designers, here's
       | everything you need to know about engineering and devops and
       | coding in ONE PAGE!". Think about the HN response to this - it'd
       | go down like a ton of hot shit. And rightly so.
       | 
       | I used to work at an educational tech company and they would -
       | without even breaking into a sweat - take one of their
       | engineering team and put them in charge of marketing. Same rule
       | applies - imagine it the other way round, a marketing person with
       | no knowledge of engineering setting the strategy for engineering.
       | (And yes, I know it happens, but when it does we all moan on
       | about it, no...?!)
       | 
       | Long and short: a startup / product without a UX person or
       | designer in it right from the start is likely to be a
       | clusterfuck.
        
         | nextts wrote:
         | An early startup starts with jack of all trades. If you needed
         | the full team that even a $10m company would have you are
         | probably not a typical early startup.
         | 
         | The reality is marketing is a skill most people can fudge
         | because they have done it. They have gotten jobs, dates and
         | haggled for a free beer before.
         | 
         | Programming is only something freaks do so the average marketer
         | won't code. And if they do the average coding marketer won't
         | make resilient 99% uptime code without subtle bugs.
         | 
         | Hate to circlejerk but man .... programming to produce robust,
         | correct, reliable systems that do something useful is hard.
         | Despite what the AI bros are hot taking on X these days.
         | 
         | Have you ever noticed that some tradespeople do their own books
         | but bookkeepers won't come and fix your AC unit.
         | 
         | Anyway rant over :)
        
       | devops000 wrote:
       | Practical UI from Tailwind is a very good guide for this.
        
       | darkstarsys wrote:
       | Or, just hire a good UX designer. Seriously, nobody would think
       | about "practical coding for startups surviving without a
       | programmer. _"
       | 
       | (_) Well, with AI coding... who knows...
        
         | rchaud wrote:
         | ...or designers could just learn some HTML/CSS/JS instead of
         | using half-measures like Figma that need a FE developer handoff
         | step.
         | 
         | See how that works?
        
       | CharlieDigital wrote:
       | That was a lot of words to say "Jakob's Law"[0]
       | "Users spend most of their time on other sites. This means that
       | users prefer your site to work the same way as all the other
       | sites they already know."                  "1. Users will
       | transfer expectations they have built around one familiar product
       | to another that appears similar."                  "2. By
       | leveraging existing mental models, we can create superior user
       | experiences in which the users can focus on their tasks rather
       | than on learning new models."              "3. When making
       | changes, minimize discord by empowering users to continue using a
       | familiar version for a limited time."
       | 
       | [0] https://lawsofux.com/jakobs-law/
        
         | rchaud wrote:
         | There's an enormous difference between HCI and UX.
         | 
         | HCI relates to computer usability for general use cases. A CAD
         | program is there to help you get tasks done, not waste your
         | time, so must follow general HCI principles.
         | 
         | UX is watered down HCI that takes business considerations into
         | account. Think about how Microsoft jams a Copilot button into
         | everything, all the way down to the blinking cursor. That
         | doesn't help users (and it is not removable), but it helps
         | Microsoft claim it added 100+ million Copilot users.
         | 
         | The UX of Facebook is a huge mess, a never-ending, non-
         | chronological scroll of dopamine slot machines. HCI
         | considerations would posit that going back to the algo-free,
         | chronological version would help users "get what they want"
         | faster. But helping users complete tasks faster hurts how much
         | FB can charge advertisers for your attention.
        
           | CharlieDigital wrote:
           | > The UX of Facebook is a huge mess, a never-ending, non-
           | chronological scroll of dopamine slot machines.
           | 
           | This is not really relevant to the discussion of the content
           | of the post: "do what others are doing, do what your users
           | are already used to doing"
           | 
           | Whether Facebook's content is good or bad is not really
           | relevant; the UX of FB, Twitter, LinkedIn, and almost every
           | other social media app is remarkably similar in layout and
           | function.
        
             | rchaud wrote:
             | Yes, but not because of a self-proclaimed "law". The UX is
             | similar across FB, Twitter and LinkedIN, because they all
             | sell ads, and what you can charge for ads is reliant on how
             | much time people are spending on the platform.
        
               | CharlieDigital wrote:
               | Laws in these cases are never self proclaimed; they are
               | simply made from observations. This is not a law in a
               | legal term; it's a law because through observation, there
               | is a universal truth to it.
        
       | rchaud wrote:
       | We need a part 2 for this, the stage after you've picked up a bag
       | of VC money:
       | 
       | 1) Add an AI chatbot to every screen, add "AI-powered" to the
       | homepage headline
       | 
       | 2) On the pricing page, title the top tier as "Call our Sales
       | Team"
       | 
       | 3) Make buttons with undesirable actions hard to see and click
       | ("Cancel Plan")
        
       | ChicagoDave wrote:
       | My startup is a non-standard domain targeting the iPad.
       | 
       | Our need for a designer with functional knowledge and creativity
       | is very high.
       | 
       | I've muddled through with iterative designs of my own, but this
       | challenge has delayed our beta.
       | 
       | Designers don't work for equity where nearly every other kind of
       | talent will.
       | 
       | This is a real blocker for startups.
        
       | whartung wrote:
       | I'm hardly a UI, well, anything.
       | 
       | But I want to point out the application that is used at the Quest
       | Diagnostics lab. The one they use to enter your demographic, lab
       | info, etc. The daily driver for their legion of phlebotomists, at
       | least here in So Cal.
       | 
       | One word. It's fast. Oh man is it fast. Bunches of fields,
       | bunches of dialog boxes, looks like a Windows back office
       | application. Prints all of the vial tracking labels. These people
       | are trained and know what is coming when.
       | 
       | But, it seems to be in a web browser tab. Perhaps they're running
       | a RDP tab to a nearby server running some Windows based desktop
       | app, but, again, this app flies. I've not seen modern app this
       | fast.
       | 
       | I'd love to know how they are pulling it off.
        
       | svilen_dobrev wrote:
       | eh. For who want's to get deeper/broader view, there's a "bible"
       | on UX.. called "Usability engineering" by Jakob Nielsen ~1993
       | [0].
       | 
       | IMO The first 2 (two) chapters are, like, mandatory - the what
       | and the why. The rest, is mostly details - how. (but it has even
       | how to organise random-street-user-tests and what to look for in
       | those, etc)
       | 
       | Although, looking at recent 10 years of (software-or-car) UXs, i
       | feel noone reads these anymore :/ Sadly.
       | 
       | [0] http://www.amazon.com/Usability-Engineering-Interactive-
       | Tech...
       | 
       | http://en.wikipedia.org/wiki/Usability_Engineering
        
       | nbzso wrote:
       | AI is not designing good? How? The tech bros hate artistic minded
       | people.
       | 
       | They hate design because it is the engine of growth and change.
       | Tech bros like sameness and libraries. They love "design
       | patterns".
       | 
       | But change is inevitable and design is not in the colors, fonts,
       | whitespace.
       | 
       | Design is human centered practice for solving not only functional
       | tasks but emotional. And for this there is no Tailwind, React, AI
       | solution, or design patterns template.
       | 
       | PS: I am a designer and frontend engineer with 20+ years practice
       | with my own company and plethora of delivered solutions for my
       | clients. The divide between engineers and designers is the most
       | persistent thing that I have seen in my life.
       | 
       | It is beyond my understanding.
        
         | robertlagrant wrote:
         | > Design is human centered practice for solving not only
         | functional tasks but emotional
         | 
         | Having worked around design and UX people for a long time, I'd
         | say there are plenty of design people who are practical and
         | don't talk about emotional tasks.
        
       | StevenNunez wrote:
       | Were em-dashes this popular before LLMs?
        
       | majoe wrote:
       | 1qq
        
       | cmgriffing wrote:
       | > Use AI to spot blind spots
       | 
       | > Tools like ChatGPT can highlight UX issues you might miss. It's
       | a quick sanity check--not perfect, but better than guessing.
       | 
       | > Tools like ChatGPT can highlight UX issues you might miss. It's
       | not perfect, but it's better than guessing. Some prompts to try:
       | 
       | Was this an intentional joke?
        
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