Interface Design Quotes

We've searched our database for all the quotes and captions related to Interface Design. Here they are! All 100 of them:

Readers usually ignore the typographic interface, gliding comfortably along literacy’s habitual groove. Sometimes, however, the interface should be allowed to fail. By making itself evident, typography can illuminate the construction and identity of a page, screen, place, or product.
Ellen Lupton (Thinking with Type: A Critical Guide for Designers, Writers, Editors, and Students)
Jobs's intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him- the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store-he was relentless. But if he did not want to deal with something - a legal annoyance, a business issue, his cancer diagnosis, a family tug- he would resolutely ignore it. That focus allowed him to say no. He got Apple back on track by cutting all except a few core products. He made devices simpler by eliminating buttons, software simpler by eliminating features, and interfaces simpler by eliminating options. He attributed his ability to focus and his love of simplicity to his Zen training. It honed his appreciation for intuition, showed him how to filter out anything that was distracting or unnecessary, and nurtured in him an aesthetic based on minimalism.
Walter Isaacson (Steve Jobs)
Why can't you summon a command line and search your real-world home for 'Honda car keys,' and specify rooms in your house to search instead of folders or paths in your computer's home directory? It's a crippling design flaw in the real-world interface.
Richard Dooling (Rapture for the Geeks: When AI Outsmarts IQ)
After all, as Edward Tufte once said, “Overload, clutter, and confusion are not attributes of information, they are failures of design.
Golden Krishna (Best Interface Is No Interface, The: The simple path to brilliant technology (Voices That Matter))
User interface is the process of shifting from chaotic complexity to elegant simplicity.
Akshat Paul (React Native for iOS Development)
An ugly system is one in which there are special interfaces for everything you want to do. Unix is the opposite. It gives you the building blocks that are sufficient for doing everything. That's what having a clean design is all about.
Linus Torvalds (Just for Fun: The Story of an Accidental Revolutionary)
Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations.
Yu-kai Chou (Actionable Gamification: Beyond Points, Badges, and Leaderboards)
Intuitive design happens when current knowledge is the same as the target knowledge.
Jared Spool (Web Site Usability: A Designer's Guide (Interactive Technologies))
Like putting an Armani suit on Attila the Hun, interface design only tells how to dress up an existing behavior.
Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
As Susan Kare, designer of the original Mac interface, said, “You can’t really decide to paint a masterpiece. You just have to think hard, work hard, and try to make a painting that you care about. Then, if you’re lucky, your work will find an audience for whom it’s meaningful.
Seth Godin (The Practice: Shipping Creative Work)
Methods containing hundreds of lines of code are fine if they have a simple signature and are easy to read. These methods are deep (lots of functionality, simple interface), which is good.
John Ousterhout (A Philosophy of Software Design)
The software engineers who labored over the interface would have probably resorted to the standard lament: “RTFM”—“Read the (ahem) Manual.” For design thinkers, however, behaviors are never right or wrong, but they are always meaningful.
Tim Brown (Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation)
The best way to learn the value of good interface design is to use lots of interfaces — some good, some bad. Experience will teach you what works and what doesn’t. Never assume that a painful interface is “just the way it is.” Fix it, or wrap it in
Marijn Haverbeke (Eloquent JavaScript: A Modern Introduction to Programming)
when designers use clean aesthetics to cover over a complex reality—to take something human, nuanced, and rife with potential for bias, and flatten it behind a seamless interface—they’re not really making it easier for you. They’re just hiding the flaws in their model, and hoping you won’t ask too many difficult questions.
Sara Wachter-Boettcher (Technically Wrong: Sexist Apps, Biased Algorithms, and Other Threats of Toxic Tech)
A bad UI is like an elephant in a room of blind people.
Vineet Raj Kapoor
Particularly in the past fifty years the world has gradually been finding out something that architects have always known—that is—that everything is architecture. Charles Eames
John Harwood (The Interface: IBM and the Transformation of Corporate Design, 1945–1976 (A Quadrant Book))
casting the interface reference to any implementation is always a bad idea.
Gary McLean Hall (Adaptive Code via C#: Agile coding with design patterns and SOLID principles (Developer Reference))
Design is like a magic trick, it's all about creating the illusion of simplicity.
Rahul Raman (Pixel Land: A detailed guide on how to design a functional User Interface, even your grandma could use it!)
Remember, these things are designed for amateurs.” “Tell me about it,” Ivy snorted. “The user interface is so easy to use, I can’t do anything.
Neal Stephenson (Seveneves)
To deliver both power and pleasure to users, interaction designers think first conceptually, then in terms of behavior, and last in terms of interface.
Alan Cooper (The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity)
Mother-infant inter-brain synchrony provides a template for designing compassionate artificial intelligence and social robots.
Amit Ray (Compassionate Artificial Superintelligence AI 5.0)
The design of good interfaces takes time and ingenuity.
Luciano Floridi (The Fourth Revolution: How the infosphere is reshaping human reality)
The approach to digital culture I abhor would indeed turn all the world's books into one book, just as Kevin (Kelly) suggested. It might start to happen in the next decade or so. Google and other companies are scanning library books into the cloud in a massive Manhattan Project of cultural digitization. What happens next is what's important. If the books in the cloud are accessed via user interfaces that encourage mashups of fragments that obscure the context and authorship of each fragment, there will be only one book. This is what happens today with a lot of content; often you don't know where a quoted fragment from a news story came from, who wrote a comment, or who shot a video. A continuation of the present trend will make us like various medieval religious empires, or like North Korea, a society with a single book. The Bible can serve as a prototypical example. Like Wikipedia, the Bible's authorship was shared, largely anonymous, and cumulative, and the obscurity of the individual authors served to create an oracle-like ambience for the document as "the literal word of God." If we take a non-metaphysical view of the Bible, it serves as a link to our ancestors, a window. The ethereal, digital replacement technology for the printing press happens to have come of age in a time when the unfortunate ideology I'm criticizing dominates technological culture. Authorship - the very idea of the individual point of view - is not a priority of the new ideology. The digital flattening of expression into a global mush is not presently enforced from the top down, as it is in the case of a North Korean printing press. Instead, the design of software builds the ideology into those actions that are the easiest to perform on the software designs that are becoming ubiquitous. It is true that by using these tools, individuals can author books or blogs or whatever, but people are encouraged by the economics of free content, crowd dynamics, and lord aggregators to serve up fragments instead of considered whole expressions or arguments. The efforts of authors are appreciated in a manner that erases the boundaries between them. The one collective book will absolutely not be the same thing as the library of books by individuals it is bankrupting. Some believe it will be better; others, including me, believe it will be disastrously worse. As the famous line goes from Inherit the Wind: 'The Bible is a book... but it is not the only book' Any singular, exclusive book, even the collective one accumulating in the cloud, will become a cruel book if it is the only one available.
Jaron Lanier (You Are Not a Gadget)
If your product solves real problems, has a simple, intuitive interaction and an appealing, easy-to-read visual design, yet people aren’t using it, chances are your product is failing to communicate at a human level.
Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
Usability, fundamentally, is a matter of bringing a bit of human rights into the world of computer-human interaction. It's a way to let our ideals shine through in our software, no matter how mundane the software is. You may think that you're stuck in a boring, drab IT department making mind-numbing inventory software that only five lonely people will ever use. But you have daily opportunities to show respect for humanity even with the most mundane software.
Joel Spolsky (User Interface Design for Programmers)
The paradox of impact is that while design shapes the world in profound ways, it is also being shaped by the world. Design as a process necessarily interfaces with many other systems to shape and redefine the world and our human experience within it. Designers and design in general is, however, uniquely situated to be critical mediators between the various entities, forces, and agendas that are constantly at work in developing the future that we collectively and individually want.
Tania Allen (Solving Critical Design Problems: Theory and Practice)
We must create more effective interfaces with innovations across the whole of society; rethink how policies are designed; change how intellectual property regimes are governed; and use R& D to distribute intelligence across academia, government, business and civil society. This means restoring public purpose in policies so that they are aimed at creating tangible benefits for citizens and setting goals that matter to people–driven by public-interest considerations rather than profit.
Mariana Mazzucato (Mission Economy: A Moonshot Guide to Changing Capitalism)
One cannot not communicate. Because every behavior is a kind of communication, people who are aware of each other are constantly communicating. Any perceivable behavior, including the absence of action, has the potential to be interpreted by other people as having some meaning.
Everett N. McKay (UI is Communication: How to Design Intuitive, User Centered Interfaces by Focusing on Effective Communication)
I write them to improve my productivity as a programmer. Making the quality assurance department happy is just a side effect. Unit tests are highly localized. Each test class works within a single package. It tests the interfaces to other packages, but beyond that it assumes the rest just works. Functional tests are a different animal. They are written to ensure the software as a whole works. They provide quality assurance to the customer and don't care about programmer productivity. They should be developed by a different team, one who delights in finding bugs.
Martin Fowler (Refactoring: Improving the Design of Existing Code)
I would argue that play is an essential part of living. It’s the process by which great discoveries are made, industries are built, and people fall in love. The instinctive human drive toward play continuously pushes us to find new ways to understand and influence the world around us.
John Ferrara (Playful Design: Creating Game Experiences in Everyday Interfaces)
Over the past four decades, much evidence has accumulated suggesting that responsiveness — a software application’s ability to keep up with users and not make them wait — is the most important factor in determining user satisfaction. Not just one of the most important factors - the most important factor.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
When you're designing for extremes with software, the three most important "extremes" to remember are: 1. Design for people who can't read. 2. Design for people who can't use a mouse. 3. Design for people who have such bad memories they would forget their own name if it weren't embossed on their American Express
Joel Spolsky (User Interface Design for Programmers)
As designers, we have a responsibility to remove inherent complexity from our interfaces, or else we ship that complexity to our users. This can result in confusion, frustration and a bad user experience. Where possible, designers and developers should handle complexity, while taking care not to over-simplify to the point of abstraction.
Jon Yablonski (Laws of UX: Using Psychology to Design Better Products & Services)
Noneditable data should never be displayed in a control that looks editable or operable. Checkboxes, radio buttons, menus, sliders, and the like should never be used for noneditable data because they look operable. Even if they are inactive (grayed), they look like they can somehow be made active, and users will waste time trying to do so.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
Disney and Apple/Microsoft are in the same business: short-circuiting laborious, explicit verbal communication with expensively designed interfaces. Disney is a sort of user interface unto itself—and more than just graphical. Let’s call it a Sensorial Interface. It can be applied to anything in the world, real or imagined, albeit at staggering expense.
Neal Stephenson (In the Beginning...Was the Command Line)
If you need to visualize the soul, think of it as a cross between a wolf howl, a photon, and a dribble of dark molasses. But what it really is, as near as I can tell, is a packet of information. It’s a program, a piece of hyperspatial software designed explicitly to interface with the Mystery. Not a mystery, mind you, the Mystery. The one that can never be solved. To one degree or another, everybody is connected to the Mystery, and everybody secretly yearns to expand the connection. That requires expanding the soul. These things can enlarge the soul: laughter, danger, imagination, meditation, wild nature, passion, compassion, psychedelics, beauty, iconoclasm, and driving around in the rain with the top down. These things can diminish it: fear, bitterness, blandness, trendiness, egotism, violence, corruption, ignorance, grasping, shining, and eating ketchup on cottage cheese. Data in our psychic program is often nonlinear, nonhierarchical, archaic, alive, and teeming with paradox. Simply booting up is a challenge, if not for no other reason than that most of us find acknowledging the unknowable and monitoring its intrusions upon the familiar and mundane more than a little embarrassing. But say you’ve inflated your soul to the size of a beach ball and it’s soaking into the Mystery like wine into a mattress. What have you accomplished? Well, long term, you may have prepared yourself for a successful metamorphosis, an almost inconceivable transformation to be precipitated by your death or by some great worldwide eschatological whoopjamboreehoo. You may have. No one can say for sure. More immediately, by waxing soulful you will have granted yourself the possibility of ecstatic participation in what the ancients considered a divinely animated universe. And on a day to day basis, folks, it doesn’t get any better than that.
–Tom Robbins, from “You gotta have soul”, Esquire, October 1993
Most modules have more users than developers, so it is better for the developers to suffer than the users. As a module developer, you should strive to make life as easy as possible for the users of your module, even if that means extra work for you. Another way of expressing this idea is that it is more important for a module to have a simple interface than a simple implementation.
John Ousterhout (A Philosophy of Software Design)
Gates was good at computer coding, unlike Jobs, and his mind was more practical, disciplined, and abundant in analytic processing power. Jobs was more intuitive and romantic and had a greater instinct for making technology usable, design delightful, and interfaces friendly. He had a passion for perfection, which made him fiercely demanding, and he managed by charisma and scattershot intensity.
Walter Isaacson (Steve Jobs)
A good designer should constantly be looking for opportunities to learn from others’ mistakes. Instead of blaming the protagonists, we should try to put ourselves in their shoes and honestly answer these questions: What would lead me to design the same interface they did? What decisions led to this product being approved and shipped? How can I avoid finding myself in a similar position in the future?
Jonathan Shariat (Tragic Design: The True Impact of Bad Design and How to Fix It)
Pham Nuwen spent years learning to program/explore. Programming went back to the beginning of time. It was a little like the midden out back of his father’s castle. Where the creek had worn that away, ten meters down, there were the crumpled hulks of machines—flying machines, the peasants said—from the great days of Canberra’s original colonial era. But the castle midden was clean and fresh compared to what lay within the Reprise’s local net. There were programs here that had been written five thousand years ago, before Humankind ever left Earth. The wonder of it—the horror of it, Sura said—was that unlike the useless wrecks of Canberra’s past, these programs still worked! And via a million million circuitous threads of inheritance, many of the oldest programs still ran in the bowels of the Qeng Ho system. Take the Traders’ method of timekeeping. The frame corrections were incredibly complex—and down at the very bottom of it was a little program that ran a counter. Second by second, the Qeng Ho counted from the instant that a human had first set foot on Old Earth’s moon. But if you looked at it still more closely. . .the starting instant was actually some hundred million seconds later, the 0-second of one of Humankind’s first computer operating systems. So behind all the top-level interfaces was layer under layer of support. Some of that software had been designed for wildly different situations. Every so often, the inconsistencies caused fatal accidents. Despite the romance of spaceflight, the most common accidents were simply caused by ancient, misused programs finally getting their revenge. “We should rewrite it all,” said Pham. “It’s been done,” said Sura, not looking up. She was preparing to go off-Watch, and had spent the last four days trying to root a problem out of the coldsleep automation. “It’s been tried,” corrected Bret, just back from the freezers. “But even the top levels of fleet system code are enormous. You and a thousand of your friends would have to work for a century or so to reproduce it.” Trinli grinned evilly. “And guess what—even if you did, by the time you finished, you’d have your own set of inconsistencies. And you still wouldn’t be consistent with all the applications that might be needed now and then.” Sura gave up on her debugging for the moment. “The word for all this is ‘mature programming environment.’ Basically, when hardware performance has been pushed to its final limit, and programmers have had several centuries to code, you reach a point where there is far more signicant code than can be rationalized. The best you can do is understand the overall layering, and know how to search for the oddball tool that may come in handy—take the situation I have here.” She waved at the dependency chart she had been working on. “We are low on working fluid for the coffins. Like a million other things, there was none for sale on dear old Canberra. Well, the obvious thing is to move the coffins near the aft hull, and cool by direct radiation. We don’t have the proper equipment to support this—so lately, I’ve been doing my share of archeology. It seems that five hundred years ago, a similar thing happened after an in-system war at Torma. They hacked together a temperature maintenance package that is precisely what we need.” “Almost precisely.
Vernor Vinge (A Deepness in the Sky (Zones of Thought, #2))
I had argued that it was ridiculous for a person to have two separate interfaces, one for local information (the desktop of their own computer) and one for remote information (a browser to reach other computers). Why did we need an entire desktop for our own computer but get only a window through which to view the entire rest of the planet? Why, for that matter, should we have folders on our desktop but not on the web?
Tim Berners-Lee (Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web)
A similar argument can be made about the form that the interface takes—with little pictures of folders and pages and trash cans. Those analogies are based in physical forms and so we associate the simplicity of the physical folder with that of the digital one. At best, we have faith in the interface that it is an accurate simplification of a more complex system behind it, and at worse, we don’t even recognize the complexity at all.
Tania Allen (Solving Critical Design Problems: Theory and Practice)
Something refused to come into focus in my thinking. Indistinctly, as though in a fog, shapes moved toward me and retreated just beyond cognition. But that getting a hold of things is the uncertainty. As the Tractatus says right at the beginning, “The world is everything that is the case.” It seemed as though the Mammy≈Divas® were just like Steve Jobs, trying to have reality bent to their own wills. Objectively, the iPhone was a muddle of mysticism and logic—breakable glass, non-ergonomic design, lousy battery life, lousy irreplaceable battery, lousy headphone jack, lousy virtual keyboard, lousy email, lousy memory, lousy lice, etc., etc, and an interface that you had to adapt to by pretending as an article of faith that no adaptation was required. The Mammy≈Divas® promised a seamless racial interface—eternal blackness ordered and majestic. They put a benign face on their lust for panoptic power. They promised to discipline and punish with pancakes.
Jon Woodson
thousand flowers bloom. Sometimes it’s nice to be in the hands of a control freak. • • • Jobs’s intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him—the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store—he was relentless. But if he did not want to deal with something—a legal annoyance, a business issue,
Walter Isaacson (Steve Jobs)
Software developers come mainly from engineering and don’t see how similar their industry has become to the one that produces magazines, newspapers, books, TV shows, and movies. Most software developers haven’t yet learned to develop and follow strict standards for layout and graphic design and to pay as much attention to detail as traditional publishers and media studios do. As a result, graphic design and layout bloopers often get a “Who cares? It looks OK to me!” reaction from developers.
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
In any case, even if a usability test resolves a dispute, it doesn't do it in any kind of a statistically valid way. Unless you test thousands of people from all walks of life under all kinds of conditions, something that not even Microsoft can afford to do, you are not actually getting statistically meaningful results. Remember, the real strength of usability tests is in finding truffles—finding the broken bits so you can fix them. Actually looking at the results as if they were statistics is just not justified.
Joel Spolsky (User Interface Design for Programmers)
Project managers don’t write code, they don’t test the use cases, and they’re not designing the interface. You know what a good project manager does? They are chaos-destroying machines, and each new person you bring onto your team, each dependency you create, adds hard-to-measure entropy to your team. A good project manager thrives on measuring, controlling, and crushing entropy. You did this easily when you were a team of five, but if you’re going to succeed at 105, what was done organically now needs to be done mechanically.
Michael Lopp (Managing Humans: Biting and Humorous Tales of a Software Engineering Manager)
In his book Software Abstractions, MIT Professor Daniel Jackson explains just how important it is to choose the right abstractions. "Pick the right ones, and programming will flow naturally from design; modules will have small and simple interfaces; and new functionality will more likely fit in without extensive reorganization, " Jackson writes. "Pick the wrong ones, and programming will be a series of nasty surprises: interfaces will become baroque and clumsy as they are forced to accommodate unanticipated interactions, and even the simplest of changes will be hard to make.
Edmond Lau (The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact)
0.1 second: This is the limit for perception of cause-and-effect between events. If software waits longer than 0.1 second to show a response to your action, cause-and-effect is broken: the software’s reaction will not seem to be a result of your action. Therefore, on-screen buttons have 0.1 second to show they’ve been clicked; otherwise users will click again. If an object the user is “dragging” lags more than 0.1 second behind the cursor, users will have trouble placing it. This 0.1-second deadline is what HCI researcher Stuart Card calls the perceptual “moment.” It is also close to the limit for perception of smooth animation: 0.063 second/frame (16 frames/second)
Jeff Johnson (GUI Bloopers 2.0: Common User Interface Design Don'ts and DOS)
Jobs’s intensity was also evident in his ability to focus. He would set priorities, aim his laser attention on them, and filter out distractions. If something engaged him—the user interface for the original Macintosh, the design of the iPod and iPhone, getting music companies into the iTunes Store—he was relentless. But if he did not want to deal with something—a legal annoyance, a business issue, his cancer diagnosis, a family tug—he would resolutely ignore it. That focus allowed him to say no. He got Apple back on track by cutting all except a few core products. He made devices simpler by eliminating buttons, software simpler by eliminating features, and interfaces simpler by eliminating options.
Walter Isaacson (Steve Jobs)
...задача дизайнеров заключается в том, чтобы создавать интерфейсы, которые не позволяют привычкам вызывать проблемы у пользователей. Мы должны создавать интерфейсы, которые, во-первых, целенаправленно опираются на человеческую способность формировать привычки и, во-вторых, развивают у пользователей такие привычки, которые позволяют упростить ход работы. В случае идеального человекоориентированного интерфейса доля участия самого интерфейса в работе пользователя должна сводиться к формированию полезных привычек. Многие проблемы, которые делают программные продукты сложными и неудобными в использовании, происходят из-за того, что в используемом интерфейсе «человек-машина» не учитываются полезные и вредные свойства человеческой способности формировать привычки.
Jef Raskin (The Humane Interface: New Directions for Designing Interactive Systems)
Their avatars all sat motionless, with their eyes closed. This was a signal that they were “engaged,” meaning they were currently on phone calls, browsing the Web, or logged into chat rooms. It was poor OASIS etiquette to try to talk to an engaged avatar. They usually just ignored you, and you’d get an automated message telling you to piss off. I took a seat at my desk and tapped the Engage icon at the edge of my display. My own avatar’s eyes slid shut, but I could still see my surroundings. I tapped another icon, and a large two-dimensional Web browser window appeared, suspended in space directly in front of me. Windows like this one were visible to only my avatar, so no one could read over my shoulder (unless I selected the option to allow it). My homepage was set to the Hatchery, one of the more popular gunter message forums. The Hatchery’s site interface was designed to look and operate like an old pre-Internet dial-up bulletin
Ernest Cline (Ready Player One (Ready Player One, #1))
looking for people to design the graphical interface for Apple’s new operating system, Jobs got an email from a young man and invited him in. The applicant was nervous, and the meeting did not go well. Later that day Jobs bumped into him, dejected, sitting in the lobby. The guy asked if he could just show him one of his ideas, so Jobs looked over his shoulder and saw a little demo, using Adobe Director, of a way to fit more icons in the dock at the bottom of a screen. When the guy moved the cursor over the icons crammed into the dock, the cursor mimicked a magnifying glass and made each icon balloon bigger. “I said, ‘My God,’ and hired him on the spot,” Jobs recalled. The feature became a lovable part of Mac OSX, and the designer went on to design such things as inertial scrolling for multi-touch screens (the delightful feature that makes the screen keep gliding for a moment after you’ve finished swiping). Jobs’s experiences at NeXT had matured him, but they had not mellowed him much. He still had no license plate on his Mercedes, and he still parked in the handicapped spaces next to the front door, sometimes straddling two slots. It became a running
Walter Isaacson (Steve Jobs)
If you want to make money at some point, remember this, because this is one of the reasons startups win. Big companies want to decrease the standard deviation of design outcomes because they want to avoid disasters. But when you damp oscillations, you lose the high points as well as the low. This is not a problem for big companies, because they don't win by making great products. Big companies win by sucking less than other big companies.” - “The place to fight design wars is in new markets, where no one has yet managed to establish any fortifications. That's where you can win big by taking the bold approach to design, and having the same people both design and implement the product. Microsoft themselves did this at the start. So did Apple. And Hewlett- Packard. I suspect almost every successful startup has.” - “Great software, likewise, requires a fanatical devotion to beauty. If you look inside good software, you find that parts no one is ever supposed to see are beautiful too.” - “The right way to collaborate, I think, is to divide projects into sharply defined modules, each with a definite owner, and with interfaces between them that are as carefully designed and, if possible, as articulated as programming languages. Like painting, most software is intended for a human audience. And so hackers, like painters, must have empathy to do really great work. You have to be able to see things from the user's point of view.” - “It turns out that looking at things from other people's point of view is practically the secret of success.” - “Part of what software has to do is explain itself. So to write good software you have to understand how little users understand. They're going to walk up to the software with no preparation, and it had better do what they guess it will, because they're not going to read the manual.
Paul Graham (Hackers and Painters: Big Ideas from the Computer Age)
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Designing Visual Interfaces (Kevin Mullet and Darrel Sano)
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The best modules are those that provide powerful functionality yet have simple interfaces. I use the term deep to describe such modules.
John Ousterhout (A Philosophy of Software Design)
Module depth is a way of thinking about cost versus benefit. The benefit provided by a module is its functionality. The cost of a module (in terms of system complexity) is its interface. A module’s interface represents the complexity that the module imposes on the rest of the system: the smaller and simpler the interface, the less complexity that it introduces. The best modules are those with the greatest benefit and the least cost. Interfaces are good, but more, or larger, interfaces are not necessarily better!
John Ousterhout (A Philosophy of Software Design)
Each piece of design infrastructure added to a system, such as an interface, argument, function, class, or definition, adds complexity, since developers must learn about this element. In order for an element to provide a net gain against complexity, it must eliminate some complexity that would be present in the absence of the design element. Otherwise, you are better off implementing the system without that particular element. For example, a class can reduce complexity by encapsulating functionality so that users of the class needn’t be aware of it.
John Ousterhout (A Philosophy of Software Design)
When designing a new module, you should think carefully about what information can be hidden in that module. If you can hide more information, you should also be able to simplify the module’s interface, and this makes the module deeper.
John Ousterhout (A Philosophy of Software Design)
However, information can be leaked even if it doesn’t appear in a module’s interface. Suppose two classes both have knowledge of a particular file format (perhaps one class reads files in that format and the other class writes them). Even if neither class exposes that information in its interface, they both depend on the file format: if the format changes, both classes will need to be modified.
John Ousterhout (A Philosophy of Software Design)
This example illustrates a general theme in software design: information hiding can often be improved by making a class slightly larger. One reason for doing this is to bring together all of the code related to a particular capability (such as parsing an HTTP request), so that the resulting class contains everything related to that capability. A second reason for increasing the size of a class is to raise the level of the interface;
John Ousterhout (A Philosophy of Software Design)
Information hiding and deep modules are closely related. If a module hides a lot of information, that tends to increase the amount of functionality provided by the module while also reducing its interface. This makes the module deeper. Conversely, if a module doesn’t hide much information, then either it doesn’t have much functionality, or it has a complex interface; either way, the module is shallow.
John Ousterhout (A Philosophy of Software Design)
In my experience, the sweet spot is to implement new modules in a somewhat general-purpose fashion. The phrase “somewhat general-purpose” means that the module’s functionality should reflect your current needs, but its interface should not. Instead, the interface should be general enough to support multiple uses.
John Ousterhout (A Philosophy of Software Design)
One of the most important elements of software design is determining who needs to know what, and when. When the details are important, it is better to make them explicit and as obvious as possible, such as the revised implementation of the backspace operation. Hiding this information behind an interface just creates obscurity.
John Ousterhout (A Philosophy of Software Design)
Another way of expressing this idea is that it is more important for a module to have a simple interface than a simple implementation.
John Ousterhout (A Philosophy of Software Design)
Pulling complexity down makes the most sense if (a) the complexity being pulled down is closely related to the class’s existing functionality, (b) pulling the complexity down will result in many simplifications elsewhere in the application, and (c) pulling the complexity down simplifies the class’s interface. Remember that the goal is to minimize overall system complexity.
John Ousterhout (A Philosophy of Software Design)
However, length by itself is rarely a good reason for splitting up a method. In general, developers tend to break up methods too much. Splitting up a method introduces additional interfaces, which add to complexity. It also separates the pieces of the original method, which makes the code harder to read if the pieces are actually related. You shouldn’t break up a method unless it makes the overall system simpler;
John Ousterhout (A Philosophy of Software Design)
it may be possible to divide the method’s functionality into two or more smaller methods, each of which has only a part of the original method’s functionality. If you make a split like this, the interface for each of the resulting methods should be simpler than the interface of the original method.
John Ousterhout (A Philosophy of Software Design)
Another example of a deep module is the garbage collector in a language such as Go or Java. This module has no interface at all; it works invisibly behind the scenes to reclaim unused memory. Adding garbage collection to a system actually shrinks its overall interface, since it eliminates the interface for freeing objects. The implementation of a garbage collector is quite complex, but that complexity is hidden from programmers using the language.
John Ousterhout (A Philosophy of Software Design)
It is no simpler to think about the interface than to think about the full implementation.
John Ousterhout (A Philosophy of Software Design)
The extreme of the “classes should be small” approach is a syndrome I call classitis, which stems from the mistaken view that “classes are good, so more classes are better.” In systems suffering from classitis, developers are encouraged to minimize the amount of functionality in each new class: if you want more functionality, introduce more classes. Classitis may result in classes that are individually simple, but it increases the complexity of the overall system. Small classes don’t contribute much functionality, so there have to be a lot of them, each with its own interface.
John Ousterhout (A Philosophy of Software Design)
Providing choice is good, but interfaces should be designed to make the common case as simple as possible
John Ousterhout (A Philosophy of Software Design)
If an interface has many features, but most developers only need to be aware of a few of them, the effective complexity of that interface is just the complexity of the commonly used features.
John Ousterhout (A Philosophy of Software Design)
The complexity of a highly detailed interaction ends up being handled in the application layer, allowing domain knowledge to creep into the application or user interface code, where it is lost from the domain layer.
Eric Evans (Domain-Driven Design: Tackling Complexity in the Heart of Software)
Dots pulsed. Jamal called those pulsing dots blowing bubbles, but I called them one of the worst user interface conventions ever designed. Worse than infinite scrolling, the Like button, or that slot-machine pull-to-refresh that always made me feel like a human guinea pig test subject pawing at the controls for either an electric shock, a dose of morphine, absolutely nothing, or a hard dry biscuit to devour while backed into a corner, scanning the edges of my iron room for hidden cameras.
David Yoon
From designing meaningful interfaces, to processing your own UX research, information visualization is an indispensable tool in your UX design
Mads Soegaard (The Basics of User Experience Design: A UX Design Book by the Interaction Design Foundation)
Ninety feet directly beneath the center courtyard café in the middle of the Pentagon—previously known as the Ground Zero Cafe, because when the bomb dropped that was where it would most likely detonate—there is a deep subbasement office with ferroconcrete walls and a filtered air supply, accessible by discreet elevators and staircases from all five wings of the main building. It was designed as a deep command bunker back when the worst threats were raids by long-range Luftwaffe bombers bearing conventional explosives. Obsolescent since the morning of July 16, 1945—it won’t withstand a direct ground burst from an atom bomb, much less more modern munitions—it still possesses certain uses. Being deep underground and equidistant from all the other wings, it was well suited as a switch for SCAN, the Army’s automatic switched communications system, and later for AUTOVON. AUTOVON led to ARPANET, the predecessor of the internet, and the secure exchange in the basement played host to one of the first IMPs—Interface Message Processors—outside of academia. By the early 1980s a lack of rackspace led the DoD to relocate their hardened exchanges to a site closer to the 1950s-sized mainframe halls. And it was then that the empty bunker was taken over by a shadowy affiliate of the National Security Agency, tasked with waging occult warfare against the enemies of the nation. The past six months have brought some changes. There is a pentagonal main room inside the bunker, and within it there is a ceremonial maze, inscribed in blood and silver that glows with a soft fluorescence, converging on a dais at the heart of the design. The labyrinth takes the shape of a pentacle aligned with the building overhead: at each corner stands a motionless sentinel clad head to toe in occlusive silver fabric. Robed in black and crimson silk and shod in slippers of disturbingly pale leather, the Deputy Director paces her way through the maze. In her left hand she bears a jewel-capped scepter carved from the femur of a dead pope, and in her right hand she bears a gold-plated chalice made from a skull that once served Josef Stalin as an ashtray. As she walks she recites a prayer of allegiance and propitiation, its cadences and grammar those of a variant dialect of Old Enochian.
Charles Stross (The Labyrinth Index (Laundry Files, #9))
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For years I found it annoying to walk my dog. All she ever wanted to do was sniff the grass and trees upon which other dogs had left their scent. Neither of us got much exercise. It was like tug-of-war to get Snickers to move at all. One day, I saw an Instagram video in which a self-designated dog expert explained that dogs might need the sniffing more than the walking. Their brains light up when they sniff, and it can tire them out when they engage in vigorous sniffing. I had noticed how happy Snickers looked when sniffing, but my brain couldn’t connect the dots because sniffing dog urine sounds inherently unpleasant to my human brain. But to the dog, it was the equivalent of checking her social media. I started naming the trees and shrubs in the park accordingly: Muta (formerly known as Facebark), Twigger, LeafedIn, Instabush, and Treemail. Obviously, the garbage receptacle into which people flung their dog poop bags was TikTok.  Once I understood the importance of sniffing, I reframed my experience this way. Usual Frame: Taking the dog for a walk and failing. Reframe: Taking the dog for a sniff and succeeding. That reframe completely changed my subjective experience. Instead of failing at walking, I was succeeding at being a sniff-assistant. Snickers loved the new arrangement, and sure enough, twenty minutes of outdoor sniffing set her attitude right for the rest of the day.  But then I had a new problem. Standing around holding a leash is boring compared to walking. It’s boring compared to most things. But then I reframed my boredom this way. Usual Frame: I have nothing to do. I am just standing here. Reframe: Perfect time to practice proper breathing and posture. Now I spend twenty minutes a day enjoying the outdoors while breathing properly and practicing my posture. It feels good, which is enough to lock in the new habit. Now I am delighted to take my dog to the park. The only thing that changed was how I thought about the point of it all. If you’re like most people, you spend a lot of time standing in line or waiting for one thing or another. It feels like a gigantic waste of time. Maybe you check your phone, but that probably isn’t as useful as it is anxiety-making. As you can tell from the Snickers story, I found a way to turn all mindless waiting time into one of the most productive parts of my day using the good-time-to-breathe reframe.
Scott Adams (Reframe Your Brain: The User Interface for Happiness and Success (The Scott Adams Success Series))