If I were snarky I'd tell you that UX on both mobile and desktop in general is hurtingly bad compared to what it
could be.
There are great domain apps (e.g. medical, games, professional audio, amateur astronomy to name a few I've seen) that really break open the format:
- feels like a tricorder from Star Trek, where small is good because it doesn't try to be bigger than it is, rather embraces its limitations are features not bugs (and to his credit, Jobs + Ive successfully translated these ideas into the iPod and later on iPhone early iterations).
- feels like a great videogame UI where despite the complexity, once internalized it's a breeze (even a joy, physically) to manipulate. It takes a lot of testing and feedback and is admittedly one huge QA cost in video game making, so there's why most companies don't do it for 'normal' products whose UI/UX is 'good enough' (or so they think, for now).
- clever integration with features, e.g.: slider on a phone with a tiny motor feedback when you cross a unit bar or even for magnitude; a bigger-deeper 'womp' around the center coupled with a UI magnet that makes you 'feel' and 'see' the slider fix itself on the 0 position. This all designed so you interact while looking at something else, just like a physical button.
I don't know. I feel like we've made steps of giants in the 2000s and then progressively dropped the ball when we realized the simplest UX on mobile yielded the highest engagement (think twitter, insta, how "simple" they are, how limitations actually enhance user activity; in a very questionable way but that's besides the point in terms of profit thus research).
I sincerely hope someday a disruptor kills everyone else with awesome UX (just like Apple did in the 2000s) and forces the market to re-think its abysmal UX standards, and let's not talk about ads because that would be extra-snarky.
If I were snarky I'd tell you that. But I'm not, so I'll leave these remarks for someone else to make.