It can go both ways of course. The first edition of Norman’s classic ‘design of everyday things’ was 1988, and it’s interesting to read that book today and see how a lot of the hard problems he was discussing were completely solved by the advent of touchscreen interfaces (specifically, the ability to reconfigure the interface according to what tasks are relevant at that moment). Done right, touchscreens are a huge boon for usability (I mean, look at what the iphone did). Done poorly they’re a disaster, but that’s been true forever with UI design regardless of the tools at hand.
(I haven’t read the revised edition (2013) of Norman’s book, I guess he must address touchscreens)
What are the examples of touchscreens done right besides the iPhone which is also on a UX downhill since, probably iPhone 4 or 5 era?
Cars? Motherfucking abysmal.
ATMs? How many times we tried to press a button realizing you're missing it completely because there's a 3-inch think screen?
Laptops? Only those who like fingerprints.
Cameras? I think if you are seriously using it, you prefer tactile.
Signature pads? This should not even exist.
Vending machines? I think they're more confusing with buttons jumping on screen and changing their labels than without.
Handheld video games? Still rely on buttons.
I wish designers would not try to stick them in everything. They're only good for small handheld devices to cram lots of functions in, and they're always a UX compromise. They can only improve the number of functions you can squeeze in a device.
What these have in common is that they are touchscreens. I can't think of a case of something else which just happens to have a touchscreen where I wouldn't prefer some other interface.
I prefer devices with qwerty to be honest, and if you already have a qwerty input plus sensor "joystick" w/ pressable button under it - I am talking about Blackberry - you quickly realize that you don't need sensor input except of for apps w/o proper support of joystick and webpages w/ GDPR.
> Signature pads? This should not even exist.
Drawing pads?
> I wish designers would not try to stick them in everything.
I wish designers and MARKETINGers stop to place them in anything, except of mentioned higher.
> Vending machines? I think they're more confusing with buttons jumping on screen and changing their labels than without
I have a vending machine from Porsche auto salon and buttons doesn't jump. Sensor is needed for adding kind of luxury mood if you already have a display which is needed for jumping Porsche logo.
>a lot of the hard problems he was discussing were completely solved by the advent of touchscreen interfaces (specifically, the ability to reconfigure the interface according to what tasks are relevant at that moment). Done right, touchscreens are a huge boon for usability (I mean, look at what the iphone did).
Eh, reconfigurability and dynamic interfaces are great for developers because it allows you to change things later and fix mistakes. Context sensitive UIs assume my brain can switch spatial contexts as well and for some interfaces, context switches are expensive on my brain. I want to rely more on muscle memory so I can focus on higher cognitive tasks, I don't want my UI to be one of those higher cognitive tasks.
Touch interfaces have their place but too many fall prey to the allure of sexy and try to slap it on every problem. On phones it ultimatelt makes sense, even there jumping between apps and updates on apps I find myself spending time figuring out interfaces far more than I should need to. This hurts usability more than helps it. I understand the goal is typi ally continuous improvement but I wonder for how many the goal is simply continous new shiny
(I haven’t read the revised edition (2013) of Norman’s book, I guess he must address touchscreens)