[HN Gopher] Our interfaces have lost their senses
       ___________________________________________________________________
        
       Our interfaces have lost their senses
        
       Author : me_smith
       Score  : 225 points
       Date   : 2025-03-16 18:11 UTC (4 hours ago)
        
 (HTM) web link (wattenberger.com)
 (TXT) w3m dump (wattenberger.com)
        
       | soared wrote:
       | There is a certain beauty of a webpage about user interfaces
       | failing to load under strains from traffic volume. I couldn't
       | read much, but it would appear the best interfaces are the ones
       | that work!
        
         | aftbit wrote:
         | It loaded for me!
        
         | yuliyp wrote:
         | It's probably because there is 90MB of unoptimized images on
         | it.
        
           | pessimizer wrote:
           | Our new applicant for user interface guru has tripped on the
           | first hurdle.
        
       | vkazanov wrote:
       | This is a nice and visually pleasing manifesto.
       | 
       | It is also hard to read.
        
         | smitty1e wrote:
         | It was a pleasant break from the Mark 1, Modification 0 top-to-
         | bottom web page, yes.
        
         | mvdtnz wrote:
         | Hence the whole point of the article. We've reduced our UIs
         | down to minimal friction ("easy to read") where, like creating
         | a drawing, a higher friction ("harder") interface could well be
         | more rewarding.
        
           | int_19h wrote:
           | I think it ends up proving the opposite. I did not feel like
           | scrolling through all this pointless flair was in any sense
           | rewarding. Quite the opposite, it's distracting enough to be
           | annoying, so if anything, it feels like a counterpoint to the
           | message in the text.
        
         | mint2 wrote:
         | also ironic - an article lamenting the way things are so flat
         | and lacking physicality yet it's jam packed with AI generated
         | art
        
       | crazygringo wrote:
       | This is a beautifully designed and illustrated page.
       | 
       | But I couldn't disagree more with the premise. It complains that
       | computers have been reduced from physical, tactile, hulking
       | mainframes to neutered generic text interfaces, but I've watched
       | the _opposite_ happen over the past two decades.
       | 
       | My phone is physical -- I swipe, pinch, and tap. It buzzes and
       | dings and flashes. I squeeze my AirPods, I pay by holding my
       | wrist up to a sensor, I tilt my iPad to play video games and draw
       | on it with a pencil.
       | 
       | Everything the article complains about, we've already solved. All
       | of its suggestions, we already have. It wants "multi-modality"
       | but we already have that too -- I can change the volume on my
       | iPhone with physical buttons while I dictate. I can listen to
       | music while I scroll.
       | 
       | Our interfaces haven't lost their senses. Our interfaces have
       | more senses than they've ever had before.
        
         | PaulKeeble wrote:
         | There has been a number of attempts at making screens create
         | tactile bumps and provide direct feedback which haven't yet
         | worked which might improve physical interaction somewhat so we
         | can get buttons and switches and knobs in a programmable way
         | that isn't hardware specific to the task but we aren't there
         | yet.
        
           | intrasight wrote:
           | Having no tactile interaction on computers saddens me very
           | much. A couple decades ago, a colleague and I did a mind
           | experiment on pixel-level tactile interfaces and imagining
           | all the affordances that would provide - including of course
           | for those that are sight challenged. All humans have a very
           | very strong tactile aspect to their neurophysiology. Cortical
           | Man shows that clearly.
           | 
           | It would be sad if in 10,000 years we evolved to lose our
           | tactile senses.
           | 
           | I'll also add the buttons and switches and knobs are not all
           | that tactile. They are a modern human creation.
        
             | int_19h wrote:
             | This, by the way, is partly why MacBook trackpads are so
             | good - they have excellent haptic feedback for clicking
             | that is superior to most (all?) physical trackpads.
             | 
             | > buttons and switches and knobs are not all that tactile
             | 
             | But they are, though. You can touch them without pressing,
             | and, once you get used to them, they have different
             | textures.
        
         | fred69 wrote:
         | Our interfaces have more modalities than before but they are
         | disconnected from both physical and emotional reality. Buzzes
         | and dings and flaps are nothing like hearing a happy shout from
         | a friend or feeling the 'clunk' of an actual motor starter
         | engaging.
         | 
         | I totally agree with OP that the 'flat' visual style is
         | appalling. (And gray-on-gray text is an obscenity.)
        
           | crazygringo wrote:
           | I don't _want_ my computer 's interface to be overtly
           | "emotional". I don't want it to have the same effect as "a
           | happy shout from a friend". I want it to be unobtrusive and
           | functional, so that I can pay attention to the message my
           | friend recorded with _their_ happy shout that is actually
           | real. And I prefer my cars quiet because I want to keep my
           | focus on the environment.
           | 
           | And what do you mean, disconnected from physical reality? I
           | listed the examples where I pay with my wrist, squeeze my
           | earbuds, draw with a pencil. I also snap photos and take
           | videos, record with voice memos, send a pin with my location.
           | I track AirTags, I identify plants by pointing at them, I
           | learn constellations by aiming at them. Computing is more
           | connected to physical reality than ever.
        
             | skydhash wrote:
             | The two best experiences I had with touch were the the Sony
             | WH-H900N [0] and Procreate on Ipad. The headphones had a
             | touch surface where tap was play/pause and swipe up/down
             | manipulate volume and swipe left/right change track. Due to
             | the large surface, it was easy and quick to do these
             | actions and natural.
             | 
             | Another good experience was shaking my phone (an Android
             | Motorola) to turn the flash light on and off. Another great
             | natural movement is taking my iPhone and transfer the
             | playing music to an Homepod by tapping on the two together.
             | 
             | For almost everything else I loathe touch devices. While
             | older ones may be clunky visually, they are far more
             | ergonomic. Yes, my phone can do a lot of stuff, but the
             | whole process for a specific one is always clunky and
             | companies go out of their ways to block you from altering
             | the UX.
        
         | 4ndrewl wrote:
         | > This is a beautifully designed and illustrated page.
         | 
         | Hard disagree. It's incredibly distracting and the constant
         | movement of text, the introduction and disappearance of images
         | within the medium makes it incredibly difficult to concentrate
         | on the message.
         | 
         | It screams 'look at me, I'm really smart with all these neat
         | effects'. But you know what interface for articles like this
         | has served us pretty well for > 1000 years? Just the words.
         | Please, just display the words rather than this conceit.
        
           | jacobolus wrote:
           | This complaint is like visiting a flower garden and
           | complaining that it is an inefficient use of space because it
           | doesn't grow enough root vegetables.
           | 
           | The style and emotional feeling of the page _is_ the message.
           | An article consisting of only words is not an  "article like
           | this", and if you are starting from that premise you already
           | totally missed the author's point.
        
             | bee_rider wrote:
             | They might have gotten the point but disagreed. In
             | particular, if the style and feeling of the page is the
             | message, and they are saying they don't like the message
             | and page feels bad... then, it seems like the premise was
             | understood and rejected.
        
             | int_19h wrote:
             | > The style and emotional feeling of the page is the
             | message.
             | 
             | And for many people, that message is, "go away, this is not
             | for you".
             | 
             | Which is a valid take if that's what the author intended,
             | but generally speaking, when people take time to pen
             | manifests, they expect them to be read and heeded.
        
           | nntwozz wrote:
           | "A word is worth a thousand pictures".
           | 
           | -- Apple HIG
           | 
           | In 1985, after a year of finding that pretty but unlabeled
           | icons confused customers, the Apple human interface group
           | took on the motto "A word is worth a thousand pictures.
           | 
           | https://www.asktog.com/columns/038MacUITrends.html
           | 
           | Linked from Daring Fireball back in the day.
           | 
           | https://daringfireball.net/linked/2010/05/12/tog-word
        
             | gcau wrote:
             | This is advice many modern designers need to know - I don't
             | like seeing an icon and having no idea what it does without
             | clicking it, and having to guess what the icon might mean,
             | where a label could easily fit, or replace the icon, and be
             | a vastly better UX, but "looking good" is more important to
             | most designers.
        
               | nemomarx wrote:
               | I always assumed it was to avoid translation work?
        
               | zerocrates wrote:
               | I've seen some contexts where this is what's happening.
               | IKEA instructions would be one, or I've also seen it in
               | some board games, where things like cards will use icons
               | so only the instruction book needs to be translated.
               | 
               | But in UIs you usually have to have some text equivalent
               | somewhere, on hover or long-press or in a menu or just as
               | text for screenreader users, so you don't generally get
               | to avoid translation even if you take visible labels
               | away.
        
           | nvllsvm wrote:
           | Fully agreed.
           | 
           | I'm currently stuck on LTE due to a power outage. The page is
           | horrible to try to read due to most of the images being
           | either in the process of being loaded or not loaded at all.
        
           | Animats wrote:
           | Some of those pictures look like Stable Diffusion output.
           | Zoom in and see junk characters.
        
             | tapland wrote:
             | It mostly seems to be slop
        
             | teaearlgraycold wrote:
             | I was pixel peeping as well. But as far as AI generated
             | images go it seemed pretty good.
        
           | gcau wrote:
           | It's hard to believe this is the interface for a page titled
           | "our interfaces have lost their senses", and the author not
           | being aware of the irony.
        
             | intrasight wrote:
             | That struck me as well. Whatever interesting message the
             | author may have been trying to convey was lost on me, and
             | probably many others, because of the visual distractions.
             | Visual distractions are precisely the problem that we're
             | facing with modern interfaces.
        
           | vvillena wrote:
           | I have great news for you. The article is also perfectly
           | structured, which means it shows flawlessly on reader mode.
           | 
           | Reader mode is a standard feature on all major browsers on
           | both desktop and mobile. Given you're so vocal about how
           | articles should work by just "displaying the words", I'd
           | suggest that you acquaintance yourself with the one feature
           | that does exactly that.
           | 
           | Thanks to reader mode, you get to concentrate on the message.
           | And we get to keep our joy.
        
             | 4ndrewl wrote:
             | I have bad news for you. This is cut-and-paste directly
             | from reader mode in Firefox mobile.
             | 
             | "Then came terminals and command lines. Physical knobs
             | turned into typed commands--more powerful, but our digital
             | world became less embodied. Then came terminals and command
             | lines. Physical knobs turned into typed commands--more
             | powerful, but our digital world became less embodied. Then
             | came terminals and command lines. Physical knobs turned
             | into typed commands--more powerful, but our digital world
             | became less embodied. Then came terminals and command
             | lines. Physical knobs turned into typed commands--more
             | powerful, but our digital world became less embodied. Then
             | came terminals and command lines. Physical knobs turned
             | into typed commands--more powerful, but our digital world
             | became less embodied. Then came terminals and command
             | lines. Physical knobs turned into typed commands--more
             | powerful, but our digital world became less embodied."
             | 
             | I stopped reading after that. There are also missing full
             | stops, which means it's difficult to understand what's
             | happening.
        
           | rpcope1 wrote:
           | The images are also irritating and jarring when you notice
           | that the bokeh is fake and that they're all AI generated (and
           | AI generated images have really headache inducing depth of
           | field effects).
        
         | torginus wrote:
         | Honestly using GenAI slop pictures to illustrate the article
         | about the soullessness of modern computing clashes with the
         | message in a way I don't think the author intended.
        
           | RicoElectrico wrote:
           | As far as GenAI goes, this ain't slop. Guess people wouldn't
           | be so hostile to GenAI used as stock footage if it were of
           | this quality and consistency. But this sort of output is
           | hardly "type a prompt and press a button", not sure what was
           | used but I imagine style transfer or LoRAs were involved - or
           | at least few rounds of prompt refinement
           | 
           | Edit: or even img2img of rough sketches.
        
         | godelski wrote:
         | > Our interfaces haven't lost their senses. Our interfaces have
         | more senses than they've ever had before.
         | 
         | Hard disagree. Let's take a very simple example, Wikipedia[0].
         | Took way too long to build in a dark mode and when they do they
         | have the options "light", "dark", and "automatic". YET the
         | default value is "light". WHY THE FUCK IS THERE AN AUTOMATIC IF
         | THIS ISN'T THE DEFAULT!? Obvious stuff like this is everywhere.
         | 
         | I find a lot of interfaces INFURIATING. My car wants to do
         | things with touch screens while I want to feel because I want
         | to keep my eyes on the road. My iPhone won't capitalize the
         | letter I and will change not just the word I'm typing but the
         | word previous to it making swipe style texting painful to use.
         | Speaking of the iPhone, it's 2025 and there's no universal
         | back. I still don't know how to exit the YouTube popup asking
         | me to activate my free trial of premium other than swiping
         | close the whole app and reopening[1]. Or I scroll through an
         | app with threads (e.g. Twitter) and I move slightly left or
         | right and bam I'm on a different tab and when I move back I'm
         | not where I left off but somewhere completely new.
         | 
         | You may say "well that's a 'you' problem, I'm happy with the
         | way things are" and my point is that humans are all different.
         | There's no one size fits all. Maybe that swiping thing happens
         | because our thumbs are different sizes or our phones are
         | different sizes. Maybe you like light mode and don't open any
         | websites with the lights off. But that difference is what makes
         | us human. The problem is that things are converging to things
         | that are bad for everyone. Design matters a lot and getting
         | used to a design is very different than designing things around
         | people. A well designed product needs no instructions
         | (obviously not absolute), just see the "Norman Door."[2] We
         | shit on backend developers for making shitty UIs (as a
         | 'backend' person, I agree, this deserves criticism) but I don't
         | think the front end people are at all concerned with design now
         | a days either. There's a special irony with Apple, considering
         | the magic was the interaction between Jobs and Woz. The magic
         | is when the good backend meets good frontend. Yet now we're
         | just doing both like it is a competition of who can create the
         | worst thing the fastest.
         | 
         | [0] https://en.wikipedia.org/wiki/Hacker_News
         | 
         | [1] I now use Orion browser. The video quality is lower but it
         | is better than dealing with this bullshit.
         | 
         | [2] https://99percentinvisible.org/article/norman-doors-dont-
         | kno...
        
           | crazygringo wrote:
           | I think you might be misunderstanding.
           | 
           | This is about "senses" as in "the five senses".
           | 
           | Not "senses" as in "they've lost their senses/mind".
           | 
           | The author is making a pun on the latter, but the article is
           | about the former.
        
             | godelski wrote:
             | I don't think these are so different. The reason a lot of
             | UIs feel like they've lost their minds is because they are
             | not adapting to humans. Which that is the argument for
             | using more senses. I mention Norman Doors because this is
             | that intersection. I could definitely have communicated
             | better, but I think these things are fundamentally related.
        
         | tshaddox wrote:
         | The article reads like a description of personal computing in
         | the late 90s to early 2000s. It also reads very similarly to
         | Apple's early marketing around multitouch displays.
        
         | nradov wrote:
         | Beautiful? It looks like utter garbage to me. I really can't
         | abide that twee visual style. The designer is trying way too
         | hard and completely lost the plot.
        
       | skrebbel wrote:
       | I'm very impressed with the visuals here! Wow
        
         | pona-a wrote:
         | It seems from the finer details, a lot might be AI generated,
         | which at least to me would defeat the message about how our
         | interfaces are less human. I'd be very glad to be proven wrong,
         | and it's just the style.
        
           | taurath wrote:
           | As an evocation of adding "texture" to a "flat" experience, I
           | think it does the job quite well, and is pleasant to look at
           | - it feels well thought out and crafted to me!
        
             | pona-a wrote:
             | It just feels strange to muse about the embodied experience
             | of drawing while having a computer spit out a semantic
             | average of your general idea with little creative control.
        
         | throwaway150 wrote:
         | Aren't these visuals just AI generated fillers?
        
         | daemonologist wrote:
         | I agree with other commenters that it seems AI generated
         | (patterns/noise in fine detail, nonsense text, and
         | inconsistency in style, particularly in the faces of the
         | "dolls").
         | 
         | The first few images are impressively well curated and
         | consistent though. I think the "rotoscoping"/"compositing"
         | helps quite a bit to make it feel more cohesive and intentional
         | - certainly it's a step above the usual "blog post header
         | image" slop.
        
           | godelski wrote:
           | Yeah I'm having a hard time telling as well, but I think it
           | is AI. Following threads has a surprising amount of
           | consistency and coherency that we don't commonly see in AI
           | art. I would expect AI art to be VERY bad at felt imagery.
           | The image here[0] looks too consistent though there are
           | definitely parts that are edited. And here[1] the blurring is
           | very consistent (other than the stitching you cans see when
           | scrolling). Although this one[2] really makes it look like
           | the text on the computer screen is AI generated. A lot looks
           | good but the coat on the main character flattens out. But
           | here is a really good one where you can see the AI errors pop
           | up if you look at the bow[3] (the blurring is also
           | inconsistent here)
           | 
           | There are definitely issues that pop up but I find it weird
           | people are calling this "slop". "Slop" is that bullshit
           | people are posting where they take the first output and don't
           | pay attention to details. Clearly this person played around
           | with the parameters a lot. The problem with AI Art is taking
           | the art out of the art (and the data theft). But if you're
           | using AI, iterating, focusing on details, then I'm not sure
           | how it is different than any other medium where you do the
           | same things. Art takes time and makes you feel. Considering
           | how it added to the message here and how clear it is that
           | this person put time into the details, I find it hard to call
           | it "slop" just because AI was used.
           | 
           | [0] https://wattenberger.com/thoughts/our-interfaces-have-
           | lost-t...
           | 
           | [1] https://wattenberger.com/thoughts/our-interfaces-have-
           | lost-t...
           | 
           | [2] https://wattenberger.com/thoughts/our-interfaces-have-
           | lost-t...
           | 
           | [3] https://wattenberger.com/thoughts/our-interfaces-have-
           | lost-t...
        
       | dantheta wrote:
       | It's a lovely set of sentiments. I think another aspect of UI
       | that has been lost is discoverability - finding out how to do
       | things in a new interface seems harder than it used to be when
       | there was one app-level menu bar. Too many things are hidden in
       | context menus, found only by right-clicking or long pressing on
       | just the right spot. A set of multi-modal interfaces might just
       | make discoverability even worse.
        
         | andrepd wrote:
         | But don't you love buttons with ad-hoc icons and no text and no
         | explanation of what they do and they don't even have any visual
         | indication that they're buttons? :)
        
           | InsideOutSanta wrote:
           | In the late 1990s and early 2000s, we used to call that
           | "mystery meat navigation." Now, we call it user interface
           | design.
        
         | layer8 wrote:
         | Consistent use of context menus would actually be a boon,
         | because it's a single mechanism that can be applied everywhere,
         | and just opening a context menu is a benign interaction (no
         | fear of triggering some undesired action). The disappearance of
         | context menus is one thing that I lament about modern UIs
         | (another is tooltips). There may be "share" or "ellipsis" or
         | long-press menus, but they are highly inconsistent, and you
         | never know where to look for desired or possible actions.
        
       | pazimzadeh wrote:
       | Hm, no reference to Bret Victor?
       | 
       | https://worrydream.com/ABriefRantOnTheFutureOfInteractionDes...
        
       | appleorchard46 wrote:
       | Fantastic design. Normally pages with funky scrolling behavior
       | and boxes whizzing all over the place and all that are annoying
       | but it really works here. Not to mention the adorable visuals.
       | 
       | That being said I think it misses what made the old physical
       | interfaces so appealing and useful. It's not that there's
       | something inherently superior about multimodality; it's that
       | physical interfaces are permanent, with defined edges and
       | definite shape. Unlike screens you know exactly what's where,
       | building muscle memory every time you use it. There are no hidden
       | menus or moving parts.
       | 
       | Multimodality - such as being able to see the position of a
       | slider at a glance, or feel its position by touch - is useful
       | because it reinforces the absolute existence of a control and its
       | state across multiple senses. Interfaces using voice and gestures
       | like suggested are the exact opposite of that, because each point
       | of interaction becomes even more disconnected and vague.
        
       | josheva wrote:
       | I got agitated looking through that due to the excess of
       | flourishes. Fancy elements should punctuate focal points. If
       | there's too many, the focus is lost.
        
       | gavinhoward wrote:
       | Yes and no.
       | 
       | Yes, flat design is too flat, and AI chat is too devoid of
       | friction.
       | 
       | But mobile and tablets are better at certain things [1], and we
       | shouldn't get rid of that either.
       | 
       | I saw somewhere (Bret Victor?) that tools have two parts: the
       | part that fits the problem, and the part that fits the human. The
       | example was a hammer; the head fit the problem (the nail), and
       | the handle fit the human (the hand).
       | 
       | Notably, the two parts must fit their respective things, but they
       | also _have to work together._
       | 
       | That is what we should be doing: creating harmonious tools that
       | fit the problem and the human. What that looks like will be
       | different for _every tool._
       | 
       | Our interfaces currently have two problems:
       | 
       | * Because they can have any appearance, appearance gets more
       | attention than being a good tool. Example: flat design (good
       | appearance) overriding skeuomorphic design (human fit).
       | 
       | * No one wants to redesign _everything_ , so we all reuse the
       | same base stuff (Electron, Qt, etc.) even if the result won't fit
       | (one or both ends) or harmonize.
       | 
       | I would love to fix both of those problems, but because people
       | are lazy, it essentially means creating a GUI framework that is
       | flexible enough to fit almost any problem and _any_ human
       | (accessibility included) while making sure that flexibility does
       | not destroy harmony.
       | 
       | While I am working on that, it is a tall order, and I am almost
       | certain I will not succeed.
       | 
       | [1]: https://news.ycombinator.com/item?id=43350339
        
         | SoftTalker wrote:
         | > AI chat is too devoid of friction.
         | 
         | You want an AI that argues with you?
        
           | gavinhoward wrote:
           | I don't want AI at all, but please read the article to
           | understand what I mean by "friction."
        
             | crazygringo wrote:
             | > _Compare the feeling of doomscrolling to kneading dough,
             | playing an instrument, sketching... these take effort, but
             | they 're also deeply satisfying. When you strip away too
             | much friction, meaning and satisfaction go with it._
             | 
             | Kneading dough sucks if you do it a lot. It's monotonous
             | and tiring. That's why frequent bakers use mixers with
             | bread hooks.
             | 
             | Instruments are designed to be as friction-free as
             | possible, given physical constraints. Friction makes
             | expression more difficult. A violin is the most expressive
             | because it has the least "friction" of valves and hammers
             | and buttons getting in the way.
             | 
             | Sketching similarly is low-friction. That's why it's so
             | much easier than oil painting. You can express yourself
             | hundreds of times more easily, which is why oil painters
             | start with tons of preparatory sketches.
             | 
             | I fundamentally disagree with the premise that friction is
             | desirable. It's not.
        
               | gavinhoward wrote:
               | > I fundamentally disagree with the premise that friction
               | is desirable. It's not.
               | 
               | I agree that too much friction is _terrible_.
               | 
               | But what I was saying, and the article seems to be
               | implying, is that too little friction is terrible too.
               | 
               | Using Stable Diffusion is lower friction than sketching
               | or painting. But the latter two are better.
               | 
               | The difference is that there is friction that leads to a
               | good outcome, and friction that does not. Mixers with
               | bread hooks are eliminating bad friction, whereas Stable
               | Diffusion is removing good friction.
               | 
               | And in fact, there's actually _more_ friction when using
               | Stable Diffusion if you have an end in mind; trying to
               | get it to output what you want is high in bad friction.
        
               | crazygringo wrote:
               | > _too little friction is terrible too._
               | 
               | I just don't buy it.
               | 
               | > _Using Stable Diffusion is lower friction than
               | sketching or painting. But the latter two are better._
               | 
               | No, the latter two aren't "better". All three are totally
               | different tools for achieving different purposes. I'm
               | going to use Stable Diffusion to raise engagement on my
               | blog with a hero image and a relevant thumbnail, I'm
               | going to sketch to explore visual ideas and improve my
               | skill of seeing, and I'm going to oil paint to carefully
               | craft something designed to hopefully hang on someone's
               | wall for a long time. (Well, not _me_ because I don 't
               | know how to oil paint, but you get the idea.) I'm
               | certainly _not_ going to oil-paint something to
               | illustrate my blog. Oil painting isn 't "better".
               | 
               | And when I use ChatGPT to ask questions about math or
               | physics or history or culture, the _last_ thing I want to
               | do is to make the process more difficult. I already spend
               | enough time typing a prompt the AI can clearly
               | understand. There 's no way in which it would be made
               | better with "good friction".
               | 
               | I mean, I literally don't know what you mean by "good
               | friction". I don't think I've ever encountered it in my
               | life. Life in general is challenging enough without
               | having to add more challenge for no reason.
        
               | gavinhoward wrote:
               | Friction without growth is bad friction.
               | 
               | Friction with growth is good friction, so long as the
               | friction is minimized for the amount of growth.
               | 
               | And by "growth," I mean anything that helps people to
               | "level up," such as learning, gaining a skill, becoming
               | more Christ-like, whatever.
               | 
               | Growth cannot happen without friction. Your use of AI is
               | stunting whatever growth you could have gained from those
               | processes.
               | 
               | "So what?" you may say. However, someone who applies
               | friction to growth consistently in their
               | blog/code/whatever will find that growth compounds like
               | interest, and though they may be less "productive," their
               | productivity will be better in the long run because they
               | will have the skills to go beyond anything you could ever
               | dream of doing.
        
               | crazygringo wrote:
               | Then I'm just gonna say, my life has more than enough
               | "good friction" and growth already. The last thing I need
               | is more.
               | 
               | Since you use the example of a blog, just writing blog
               | entries has _plenty_ of friction inherent in thinking and
               | researching and writing.
               | 
               | I don't want more friction in generating hero images.
               | That's not something I _want_ to level up in. AI is not
               | stunting anything, because if it weren 't for AI, my blog
               | wouldn't have images _at all_ , or they'd be stock images
               | that were even worse. But images help your posts reach an
               | audience, so they're necessary. So Stable Diffusion is
               | great.
               | 
               | I'm not living my life to build _all_ the skills. Skills
               | are a means, not an end. If I can choose between spending
               | quality time with friends vs. building skills
               | illustrating hero images by hand, I 'm going to choose
               | the quality time with my friends, because I _already_ don
               | 't have enough of that.
               | 
               | Also, the very first example of supposedly "good
               | friction" was kneading dough. That's not leveling you up
               | each time you knead. Just use a dough hook if you've got
               | one.
        
               | gavinhoward wrote:
               | I specifically said that kneading dough was bad friction.
               | 
               | Anyway, as someone with a blog, people actually have
               | conplimented me for _not_ using images unless they
               | support the point in the post. I see plenty of negative
               | comments about blog posts with header images.
        
               | gavinhoward wrote:
               | > A violin is the most expressive because it has the
               | least "friction" of valves and hammers and buttons
               | getting in the way.
               | 
               | A violin is most expressive because it is the one that
               | uses friction (rubbing a bow on strings).
               | 
               | Also, moving the bow just right is harder than slamming
               | keys.
        
           | readthenotes1 wrote:
           | It'd be slightly more funny if your user name was LLM...
        
           | r_klancer wrote:
           | Actually that would be kind of awesome.
        
         | uaas wrote:
         | Yes, Bret Victor:
         | https://worrydream.com/ABriefRantOnTheFutureOfInteractionDes...
        
           | gavinhoward wrote:
           | Oh my goodness, thank you! I've been looking for that for
           | AGES!
        
       | Terr_ wrote:
       | Disagree: Our malaise is _not_ boredom from simplicity, but
       | _fatigue_ from inconsistency.
       | 
       | "Flat" interfaces aren't bad because they lack an ineffable
       | whimsy of embodied human experience, they're bad because they
       | threw out the baby the bathwater, tossing decades of conventions
       | and hard-learned accessibility lessons in the name of supporting
       | a touchscreen.
       | 
       | Compared to 20 years ago, everyone is shipping half-website-half-
       | desktop abominations (e.g. with Electron[0]) and reinventing UX
       | wheels. Too many apps/sites impose "their own look" instead of
       | following what the user has already learned. [1] Often users must
       | _guess_ whether certain things are even clickable, how a certain
       | toggle looks when enabled, whether certain settings are a single-
       | select option or a multi-select tickbox... And _memorize_ those
       | rules with per-app or per-website granularity.
       | 
       | > You can talk while clicking, listen while reading, look at an
       | image while spinning a knob, gesture while talking.
       | 
       | Those are all things people do _after_ "make computer do what I
       | want" has become automatic.
       | 
       | Now when--for example--trying to find the 21st item they just
       | added inside a list that is vertically limited to 20 and the
       | custom grey-on-grey scrollbar is always hidden _unless_ you 've
       | currently hovering a mouse exactly in the right 5-pixel-wide
       | strip between two columns of the interface.
       | 
       | [0] A sample listing of software readers may be familiar with:
       | https://www.electronjs.org/apps
       | 
       | [1] That may be due to deliberate "remember us" branding,
       | whatever was fastest-to-ship, because things to _look_ new to get
       | somebody a promotion, because they want to create a switching-
       | cost so current users _feel bad_ trying to use a competitor 's
       | product... Or because someone like the blog-poster has
       | misguidedly tried to make a "richer experience."
        
         | skydhash wrote:
         | I'm currently using Gnome and their UI may not be the most
         | beautiful or complete, but they've gone all in on consistency.
         | I don't mind software like Blender, Audacity, and others having
         | their own design systems as their domain is much more
         | complicated. But a lot of software only needs a few controls
         | and the native ones should suffice.
        
           | cosmic_cheese wrote:
           | I don't think it's a coincedence that out of the Linux DE
           | ecosystems, GNOME has probably the biggest presence in little
           | third-party utilities made to match the environment. The DE
           | itself is quite flawed in my opinion, but its consistent and
           | opinionated design system catches the eyes of devs and would-
           | be devs and motivates them to build things.
           | 
           | A similar effect I believe is what's been largely responsible
           | for the healthy botique indieware scene on macOS too.
        
             | int_19h wrote:
             | I think what motivates people to patch over Gnome
             | deficiencies is its position as the de facto standard
             | "enterprise" DE, where you basically have no choice but to
             | use it.
        
               | cosmic_cheese wrote:
               | There's a handful of third party apps that serve that
               | function, but that's really more the domain of GNOME
               | shell extensions.
               | 
               | What I'm talking about are apps built not because there
               | weren't serviceable options in their categories prior,
               | but because there weren't any that made an effort to be
               | at unity with the larger GNOME desktop. Apps like
               | Errands[0], Folio[1], Shortwave[2], and Newsflash[3].
               | 
               | [0]: https://apps.gnome.org/en/List/ [1]:
               | https://flathub.org/apps/com.toolstack.Folio [2]:
               | https://apps.gnome.org/Shortwave/ [3]:
               | https://apps.gnome.org/en/NewsFlash/
        
         | cosmic_cheese wrote:
         | To add insult to injury, not only is everything inconsistent
         | thanks to incessant wheel reinvention, nearly all of the
         | reinvented wheels are halfassed at best and missing
         | functionality compared to what they're replacing. When a
         | company writes a new widget to match their theme they only
         | build the bare minimum necessary to visually match mockups. UI
         | controls have become vapid and devoid of function.
        
         | whstl wrote:
         | Agree. The constant UI reinvention of lately is super strange
         | to me. Companies want to save money but most developer time in
         | simple apps is spent on it.
         | 
         | I remember 20-25 years ago mostly using Windows widgets to make
         | Enterprise apps. It was fast to make, fast to run, and users
         | back then knew how to use. Didn't look the best, but at least
         | was consistent.
         | 
         | The next 5 years we sort of tried to do our best, but most
         | things were still sort of standard-ish.
         | 
         | Then for about 5 years or things like Bootstrap, Material, etc,
         | dominated. It was nothing special, but at least consistent
         | between apps.
         | 
         | But in the last 10 years pretty much every company I worked on
         | had a custom UI built ENTIRELY from scratch by a designer and a
         | small army of developers to implement it. It looks "the same
         | but different" in an uncanny valley way.
         | 
         | I honestly feel like this is the worst possible use of frontend
         | developers, period. Not only from a financial perspective but
         | also from an end result.
         | 
         | But hey jobs are generated so what do I know...
        
           | skydhash wrote:
           | If most software were following DDD, UI should be a generic
           | domain. But they bind themselves to Electron and bring the
           | whole kitchen with them. And then a note app bring a whole
           | audio and video ecosystem among others.
           | 
           | Before software only needs to be useful. Now the C Suite
           | thinks it needs to be engaging and isolating like a casino.
        
         | ilrwbwrkhv wrote:
         | There is also a big elephant in the room that we are sort of
         | ignoring with the whole AI stuff, which is when flat design
         | came about, a lot of the designers who weren't really good now
         | suddenly had jobs because everybody could put a flat thing on
         | the page and call it a "button".
         | 
         | Good designers still exist but they are simply crowded out.
         | 
         | The same is happening today with the AI generated apps. Most
         | front ends now in another 10 years will be filled with AI
         | generated apps. But good design and applications will be around
         | but they will be crowded out.
         | 
         | And you see this in almost other industries as well. For
         | example, architecture has simply gotten worse. A building from
         | today looks much, much worse than let's say a building from
         | even 300 years back.
         | 
         | So we will simply have worse software and worse performing
         | software which breaks down all the time in the near future and
         | we will all suffer but there is no solution out of this.
         | 
         | Things don't always get better.
        
       | throwaway150 wrote:
       | It might just be me but I find the thesis of the article to be
       | very confusing.
       | 
       | > but we should have made typing feel like painting.
       | 
       | Maybe painting should should feel like painting and typing should
       | feel like typing? I don't know about others but when I type, I
       | just want to type, as efficiently and quickly as possible. I
       | definitely don't want typing to feel like painting.
       | 
       | By the way, loading 92 MB of images to make me read 6 KB of text
       | is brutal!
        
         | userbinator wrote:
         | _By the way, loading 92 MB of images to make me read 6 KB of
         | text is brutal_
         | 
         | That's what I get for wanting to read the article before the
         | comments here. Waited minutes only to be greeted with mediocre
         | AI-generated images too, to add insult to injury.
        
       | nomdep wrote:
       | These beautiful images (AI generated, perhaps?) make for a great
       | showcase, but I find myself disagreeing with almost everything
       | here - except for the core desire to make interfaces more
       | engaging.
       | 
       | The real challenge is that UI designs are ultimately constrained
       | by their hardware. This means major interface innovations often
       | limit where the software can actually be used.
       | 
       | Take tablet-optimized apps, for instance. They can fully embrace
       | touch interaction, but this leaves desktop-only users completely
       | out of the loop.
       | 
       | So unfortunately, truly revolutionary interfaces tend to require
       | equally revolutionary hardware to match .
        
         | godelski wrote:
         | Did we read the same article?                 > The real
         | challenge is that UI designs are ultimately constrained by
         | their hardware.
         | 
         | Sure, but part of designing _a product_ is recognizing this and
         | the author seems to be making that point. Surely they aren 't
         | saying you should have sound and haptics in devices with no
         | speakers or motors. Certainly I think the author would argue
         | that cars should have physical knobs and not touch screens.
         | 
         | The problem is what you mean by "UI"
         | 
         | UI means "User Interface". It does not mean " _Software
         | defined_ User Interface ".                 User interfaces are
         | composed of one or more layers, including a human-machine
         | interface (HMI) that typically interfaces machines with
         | physical input hardware (such as keyboards, mice, or game pads)
         | and output hardware (such as computer monitors, speakers, and
         | printers).
         | https://en.wikipedia.org/wiki/User_interface
        
         | schneems wrote:
         | > truly revolutionary interfaces tend to require equally
         | revolutionary hardware to match
         | 
         | The prime examples given were about mixing and matching
         | capabilities that most hardware already has. Most computers and
         | tablets already have a microphone and some kind of tactile
         | input (touch or keyboard).
         | 
         | So, I wouldn't say that you're wrong in tying UI innovations to
         | hardware, but it feels like perhaps you didn't read the whole
         | article. We can innovate by remixing existing functionality
         | without having to wait on entirely new paradigms being adopted
         | and universally available.
        
         | do_not_redeem wrote:
         | Definitely AI generated.
         | 
         | https://wattenberger.com/thoughts/our-interfaces-have-lost-t...
         | 
         | What are those floating letters? Does the keyboard have 3 rows
         | of keys, or 4? What's going on near where the esc key should
         | be? Why does the screen look like the back of a park bench?
        
       | haswell wrote:
       | I was reflecting on something similar to this this while
       | photographing the recent lunar eclipse with a Fujifilm X-T5, a
       | highly tactile camera that is just an absolute joy to operate.
       | 
       | I was on my roof in the dark at 1:30 in the morning in the cold
       | and wind. I'm tired, can't really see much, but still need to
       | actively work with the camera's controls. Thankfully, the X-T5 is
       | covered in physical dials, switches and buttons. Without looking
       | at the camera's screen, I can quickly change shooting modes and
       | the majority of the settings I care about and be confident that I
       | changed the right things.
       | 
       | The same cannot be said about a large number of modern cameras,
       | which opt instead for a more digital approach.
       | 
       | In terms of modern "computing" devices, my cameras are an
       | absolute joy to use compared to most of my other hardware.
       | 
       | So much so that I've recently been finding myself looking to
       | recreate this tactile experience on my general purpose computers.
       | I've been looking at weird bespoke dials, switches and various
       | input hardware to make _processing_ the photos (among other
       | tasks) feel more tactile.
        
       | _wire_ wrote:
       | When you think that your primary relationship with a machine is
       | "telling it what you want" you've already taken the first step to
       | an inevitable hell.
        
       | mac-mc wrote:
       | There is a niceness to more kinesthetic input devices, to dials,
       | knobs, and pens. I'm always experimenting with trying more. The
       | unfortunate thing is they tend to be niche and unsupported. Try
       | finding a nice dial to control things like zoom or volume, it's
       | harder than it should be and costs over $100 or is not a great
       | experience.
        
       | greybox wrote:
       | I very much liked this:
       | 
       | > We made painting feel like typing, but we should have made
       | typing feel like painting.
       | 
       | I think this quote is worth ruminating for a few while. It
       | reminds me of some Bret Victor talks.
        
       | kaycebasques wrote:
       | A Brief Rant On The Future Of Interaction Design [1] was great.
       | The comments in this thread are my first time hearing about that
       | blog post. Send me more blogs/books/videos/etc. like that,
       | please.
       | 
       | [1]
       | https://worrydream.com/ABriefRantOnTheFutureOfInteractionDes...
        
         | wiley1454 wrote:
         | See "Inventing on principle" also by Bret Victor on YouTube.
         | 
         | Great watch.
        
           | kaycebasques wrote:
           | Thanks
           | 
           | Inventing On Principle: https://youtu.be/PUv66718DII
           | 
           | A couple other Bret Victor resources I gleaned from other
           | comments:
           | 
           | Humane Representation Of Thought:
           | https://youtu.be/agOdP2Bmieg
           | 
           | Dynamicland: https://dynamicland.org/
        
       | fitsumbelay wrote:
       | I'm imagining this post as a 360 VR experience with on demand
       | narration and heavy on ASMR. I'd like to spend time in that world
       | quite frankly
        
       | mnky9800n wrote:
       | It lost me when it encourages websites to have sound.
        
       | blackeyeblitzar wrote:
       | This is a beautiful article with great visuals, like many other
       | comments have said. But the actual point being made is worth
       | paying attention to:
       | 
       | > Computers used to be physical beasts.
       | 
       | > We programmed them by punching cards, plugging in wires, and
       | flipping switches. Programmers walked among banks of switches and
       | cables, physically choreographing their logic. Being on a
       | computer used to be a full-body experience.
       | 
       | It's about working in a physical environment and not just
       | isolated digital interfaces, which is how many different jobs
       | work today (not just programmers). The personal touch is lost.
       | But I'm not sure it can be fixed. There is no commercial
       | justification for making using computers or phones "enjoyable".
        
         | intrasight wrote:
         | Computers were never "physical beasts" in terms of their
         | connection to the human senses. If anything computers are
         | vastly improving in the way they interact with the human
         | senses. I'm an optimist. I think we're in the early days and in
         | 100 years the current computers will seem terribly primitive
         | from a sensory standpoint.
        
         | kaycebasques wrote:
         | I can get behind the vision of computers being more physical.
         | That's a potent vision.
         | 
         | The claim that current technology is a regression compared to
         | past technology is hard-to-swallow, though. I have a family
         | friend who took CS classes in the early 70s. Punching out 0s
         | and 1s, waiting a day to have a chance to run the program, etc.
         | I do not get the impression that she views this as the pinnacle
         | of enjoyable HCI.
         | 
         | My mom also has a funny story about visiting this friend during
         | the chaos of finals. The friend showed my mom the computer
         | area. My mom vividly remembers seeing students frantically
         | trying to get their final programs done and punch card papers
         | being scattered EVERYWHERE.
         | 
         | Back to the main point, I don't see a lot of extensive,
         | enjoyable physical interaction in this past paradigm. Punching
         | holes in paper would probably get tedious. Carrying the stack
         | of papers over to the mainframe operators would also get
         | annoying. And then you read out the results of your program one
         | page at a time on physical paper. Sure, it's more physical, but
         | is this really more enjoyable in the long run?
         | 
         | So exactly what point in the past is the author reminiscing
         | about?
        
       | graypegg wrote:
       | Maybe if I can make a counter-point: a lot of these patterns are
       | common place right now! And much more so than whatever golden era
       | we want to imagine existed long ago.
       | 
       | - Gestures in a lot of applications have made things more
       | confusing by hiding functionality that you now need to stumble
       | into to discover.
       | 
       | - Sound cues are used all over the place. Anyone who's ever
       | worked in a kitchen hears the godforsaken ubereats alert sound in
       | their nightmares.
       | 
       | - About ten minutes ago, I got startled by my phone deciding that
       | the "you should stand up" vibration pattern should be three long
       | BZZZZ-es... amplified by it sitting on my hollow-sounding
       | printer.
       | 
       | - If another fucking god damn website asks me to chat with an AI
       | agent in it's stupid little floating chat bubble, only appearing
       | AFTER I interact with the page so it's allowed to also make an
       | annoying "chirp!" sound, I WILL become a chicken farmer in some
       | remote forest eating only twigs, berries, and improperly-raised
       | chicken eggs.
       | 
       | All of these things annoy me, and actively make me hate
       | computers. A silent glass brick can go in my pocket because I
       | know it's not going to bother me or beg me to talk outloud to it.
       | If it was some sensory-overload distraction machine (which, by
       | default, it is) it would find itself over the side of a bridge
       | rather quickly. It's getting in the way of my human experience!
       | The one where I'm the human, not the computer!!
        
         | hinkley wrote:
         | When iOS had a couple gestures to get away from needing
         | physical buttons, things were pretty good.
         | 
         | However once you realize that you can add new gestures without
         | having to defend adding a physical or screen real estate
         | button, it takes a lot of discipline to avoid adding more. I
         | like to think that Steve would have told most of their people
         | to fuck off and we'd have one or two new gestures now, instead
         | of twice as many. They would have found some other way.
        
           | whstl wrote:
           | Good points...
           | 
           | For me personally a similar thing was when Ableton Live
           | transitioned from having a more "direct" interface to having
           | popup menus for absolutely everything, and it took time for
           | me to adapt to it for live performances. To be fair I never
           | really adapted and just moved to something else.
           | 
           | Rather than coming up with creative solutions like they did
           | before they just kept adding things to those popup menus. The
           | app went from magic (by enabling me to perform live
           | effortlessly) to frankly difficult (by having the interface
           | become difficult to memorize and getting in my way).
           | 
           | Coincidentally was when they also started racking up bugs so
           | much that they needed a couple years without new features
           | just to clean up bugs.
        
         | graypegg wrote:
         | Also, just to add to that because it's on my mind now, I think
         | there's a ratchet effect to "UI that screams at you" or at
         | least "UI that tries to tap into my senses". The more of it
         | becomes common place, the more people expect to be able to
         | annoying you, via your devices.
         | 
         | It doesn't matter that I can force my phone's vibration motor
         | to only output an anemic "buhhhh..." no mater what coeffienct
         | of bothersomeness some app sends to it. The person causing my
         | phone to make that API call still expects the cacophony of pain
         | to emit from it. We all become numb to how annoying this all is
         | because it becomes the standard TO BE annoyed and distracted.
         | 
         | The uber eats sound is annoying because it conveys nothing
         | except "whatever you're doing is unimportant!!!! PAY ATTENTION
         | TO UBER!! UBER THINGS ARE HAPPENING!!!". There's a million
         | other better ways to do that, so *I* find the information. *I*
         | go to the stupid glass brick when *I* can take on a new order.
         | But because we already set the expectation that the user is
         | allowed to set off an alarm in any kitchen in the city for the
         | low-low price of overpaying for food, the stupid glass brick
         | tells ME when it's time to deal with it.
         | 
         | Spatial computing (like the example of a note taking app) now
         | introduces all of the extra work of cleaning to a digital note.
         | The computer wants me to sort my own notes now. It opens up the
         | potential of being an e-slob for no reason other than my
         | ability to make it as equally messy as my desk.
         | 
         | I don't know why we would expect this even-more sensory-focused
         | model of computing to not also ratchet up the stress and dread
         | of being alive.
         | 
         | I'm 27 going on 95 I guess, just send me to the old folks home
         | now lol
        
       | kaycebasques wrote:
       | In _The Great Flattening_ section of the post the author
       | literally argues that the way we interacted with computers back
       | in the 50s-70s was better because it was more of a full-body
       | experience. That 's a silly argument to make. As far as the
       | status quo HCI paradigm goes, we've obviously made a lot of
       | progress over the last 50 years.
       | 
       | However, I think the post is striking a chord because it's
       | pointing to a deeper truth: after 70 years, we are still only
       | scratching the surface of all the ways that humans and computers
       | can potentially interact with each other.
        
       | jazzcomputer wrote:
       | This feels like a article against the fur trade that was written
       | on a rare animal skin.
        
       | wiley1454 wrote:
       | Reminds me of Bret Victor's article,"A brief rant on the future
       | of Interaction design".
       | 
       | https://worrydream.com/ABriefRantOnTheFutureOfInteractionDes...
       | 
       | I guess one on the reasons why he's building Dynamic Land.
        
       | skadamat wrote:
       | Obligatory & highly relevant: Humane Representation of Thought by
       | Bret Victor: https://www.youtube.com/watch?v=agOdP2Bmieg
       | 
       | And of course: https://dynamicland.org/
        
       | ChrisMarshallNY wrote:
       | Seems to be a call for the return of skeuomorphic UI, and
       | combining it with things like haptics (actually, fairly classic).
       | 
       | TBH, I'm not especially against the idea, except that, if you
       | make something _look_ like a real-world object, it 's important
       | to make it _behave_ like one.
       | 
       | There's a hell of a lot of digital interfaces (not just
       | touchscreen stuff -digital dials and switches can also have the
       | issue), that _look_ like they should behave a certain way, but
       | don 't actually do it.
        
       | __MatrixMan__ wrote:
       | I think of this trend every time I try to connect my bluetooth
       | headphones to a third device. They'll tolerate two just fine but
       | if you want a third you have to puzzle out which other two
       | they're connected to, go find one of them and disable bluetooth
       | on it. Then you can power cycle the headphones and your third
       | device will now be your second.
       | 
       | I want some kind of magical piece of string which I can touch to
       | both devices as a way of saying:
       | 
       | "you two, communicate now"
       | 
       | And then later, to break the spell, I'll just touch the ends of
       | that string together.
       | 
       | I don't want to have to dig through settings, I want to
       | manipulate physical objects around me.
        
       | getnormality wrote:
       | This kinda reminds me of how, in the wake of the smartphone, for
       | a few years every company thought they needed to boost engagement
       | with their product. Even if their product was something in the
       | background that people are happiest not thinking about. Do we
       | need to engage with our oil filters? With our clothes washers?
       | With our insurance policies?
       | 
       | Some things are best if they stay simple, efficient, reliable and
       | stable. Not needy, demanding, high-maintenance, attempting to
       | ensnare us through as many of our senses as they can get their
       | claws on.
       | 
       | Some things are an experience, other things should just be
       | quietly useful. Do we ask ourselves which we should be, before
       | adding another colorful icon, with a red dot in the corner, with
       | a number inside the red dot, to the poor user's screen?
       | 
       | And I _hate_ haptic feedback. I keep my phone on silent 24 /7
       | just to not feel my phone creepily zapping my fingers, and for
       | some reason silent mode is the _only_ way I can accomplish that.
        
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