[0] - http://313e5987718b346aaf83-f5e825270f29a84f7881423410384342...
[0] - http://313e5987718b346aaf83-f5e825270f29a84f7881423410384342...
I think this also leads back to the idea that the touchscreen as a user interface is absolutely awful in every way except for the one huge advantage of its reconfigurability. (I forget the source for this, but there's a specific article I'm thinking of.)
That's a big feature IMHO. My use of the car radio is essentially to toggle it from AUX to BT. Integration of my phone would be even nicer.
http://venturebeat.com/2012/05/22/the-maker-movement-starts-...
Go through the products available at a site like sparkfun or adafruit and tell me you couldn't make some awesome customization control panel system? Larger buttons for smartphone-specific functions, some with their own small (and low-cost) discrete display perhaps?
I've been wanting this for twenty-five years.
There are things that do some of this, but not very well, and not very cost-effectively. There is software that simulates this on a touchscreen (grr). Anyone fancy a hardware startup?
How about forgetting the electronics, and seeing controllers as just another UI problem. Software, implemented in plastic.
What would you want to build if it were that easy? Custom controllers for games? Custom games? MIDI Instruments? Dashboards with physical elements? Home / media center controls? POS interfaces? Hardware usability testing prototypes? Kitchen gadgets?
Maybe I'd be the only market, but I think it would be a big blurring of the line between hacker and maker culture.
Pressure displays (2009): https://www.youtube.com/watch?v=Smai_Z_galE . I can't believe they didn't attempt to build "pixels" of some kind though. More recently, a lot of ultrasound tech (2014): https://www.youtube.com/watch?v=kaoO5cY1aHk . Tangible displays from MIT (2013): https://www.youtube.com/watch?v=lvtfD_rJ2hE .
I could see any of this being feasible for interacting in a non-mobile setting (car,desktop) with some adjustments.
Also those relegendable knobs and sliders are very popular in the music industry already 0 - so it would be fairly trivial to bring it to a consumer device.
I see learning UI in computers as a process that begins with a new user having basic UI concepts explained to him, and then just following the changing trends, where a new trend usually makes "affordances" refer to the previous trend.
Same thing with volume controls, used to be dials now it's buttons. Maybe I just like dials.
Edit: Just realized we are talking about websites here. Sorry, forget what I said!
(You can try to invent your own UI cue to take the place of the underline, of course, but then the user has to learn a new cue for each separate site, whereas the underline is still common enough for people to have already learned it somewhere else.)
I must confess I've been guilty of it too. I 'invented' a style of link whereby the link has a border on all four sides and is filled with a transparent pastel. I've even seen this around some (apparently it is kind of an obvious idea). But all in all, I've gotten away from trying to invent my own UI.
If web designers could actually stop and think about the virtual things they do in physical terms they might be able to see how foolish they're being, but I don't expect that to happen any time soon.
Damn you flat ui!
The whole point of going with raised buttons and such was to provide a visual cue as to what was clickable. It seems UI people who missed the early 90's are getting to relearn this lesson. When I saw flat I just shook my head.
I'll never understand why these designer types think that discarding all of that context is a good thing.
I'm thoroughly convinced I'm correct, but have no data to back it up.
Count me in!
This happened to me, I went from ios 5 to 8. I had to google "where is spotlight ios 8" to learn to swipe down.
What would I have done if I were a novice user who didn't know spotlight existed? I might not have found it for months.
"The design of the iPhone software was entirely informed by the fact that this was a new experience, it was nothing like using an existing smartphone, nor anything like using a Mac or Windows PC. It needed training wheels to get people up to speed. Thus, to name one small example, why iOS buttons have tended to look so very button-y. To inform the user, as clearly as possible, that this is a button that can be tapped.
Look around you. Any street corner. Any office. Any shopping mall. Any restaurant. You will see people tapping on touchscreens. We all get it now. iOS-style computing is no longer novel; it is now the standard interaction model for personal computing.
The primary problem Apple faced with the iPhone in 2007 was building familiarity with a new way of using computers. That problem has now been solved. It is time to solve new problems."
The latest UI trends to remove "button style" and go to "flat" and just text is a prime example of how we've gone the wrong direction.