> But I still bemoan such things as the awful keyboard handling of the current GTK file dialog, when compared with the old GTK1.2 file dialog. The old one was truly hideous to look at, but handled filtering files by keystroke far better than any current file dialog.
Yeah and I think most UX designers would consider that a bad design though-- developers are users and if it's tough for developers to use, then it needs to be optimized. As someone who's created a few APIs, I know that developing friendly interfaces for developers-- APIs are interfaces that humans need to understand and use-- involves the same blind spots as developing for end users. At first, Microsoft concentrated on developer experience a lot, but I think Apple is probably doing a better job of it now. Their programming environments are products they sell to developers, so they concentrate on making their interfaces smooth(ish) for developers.
Additionally, in the discipline of interface design, the visual polish should be a secondary or tertiary concern. Things like gestalt, implied lines, negative space, and type hierarchy are obviously core tools to orient users, especially in very complex interfaces, but the higher-level look-and-feel stuff is often not even handled by the same people in larger design organizations. Even things those higher-level designers might be concerned with-- interaction designers using the subtlest animations to indicate action or intent, for example-- still meaningfully affect software usability, though.
It's unfortunate that FOSS projects generally just aren't set up to accept design contributions, but it's not anyone's fault, per se. It just isn't the way the standard FOSS organizational structure evolved-- it was basically like a commercial software dev organization but the lead developer was also the product manager. Without a product manager to balance the design and development needs, design will obviously fall to the wayside. Unfortunately, that's left a pretty hostile environment for designers in FOSS. A lot of FOSS developers get defensively arrogant or combative when I even bring it up, but at this point, I'd rather set my beard on fire standing next to a gas pump than go deep into a usability analysis for a great FOSS tool, all of which I'm willing to implement myself, only to have a defensive dunning-kreuger echo chamber of design "expertise" tear my work to shreds without even considering that they might be conflating what they're used to with what's actually good, and they'd almost certainly benefit from change. I get why that happens-- it's just standard social cohesiveness, ego etc. and is not unique to software dev, and it's not their fault that dev culture developed that way.
But even though it's not FOSS maintainers fault, if they want non-technical users to use their software, it's certainly not anybody else's responsibility to enfranchise UI designers into their projects if they care about non-technical user adoption.
Yeah and I think most UX designers would consider that a bad design though-- developers are users and if it's tough for developers to use, then it needs to be optimized. As someone who's created a few APIs, I know that developing friendly interfaces for developers-- APIs are interfaces that humans need to understand and use-- involves the same blind spots as developing for end users. At first, Microsoft concentrated on developer experience a lot, but I think Apple is probably doing a better job of it now. Their programming environments are products they sell to developers, so they concentrate on making their interfaces smooth(ish) for developers.
Additionally, in the discipline of interface design, the visual polish should be a secondary or tertiary concern. Things like gestalt, implied lines, negative space, and type hierarchy are obviously core tools to orient users, especially in very complex interfaces, but the higher-level look-and-feel stuff is often not even handled by the same people in larger design organizations. Even things those higher-level designers might be concerned with-- interaction designers using the subtlest animations to indicate action or intent, for example-- still meaningfully affect software usability, though.
It's unfortunate that FOSS projects generally just aren't set up to accept design contributions, but it's not anyone's fault, per se. It just isn't the way the standard FOSS organizational structure evolved-- it was basically like a commercial software dev organization but the lead developer was also the product manager. Without a product manager to balance the design and development needs, design will obviously fall to the wayside. Unfortunately, that's left a pretty hostile environment for designers in FOSS. A lot of FOSS developers get defensively arrogant or combative when I even bring it up, but at this point, I'd rather set my beard on fire standing next to a gas pump than go deep into a usability analysis for a great FOSS tool, all of which I'm willing to implement myself, only to have a defensive dunning-kreuger echo chamber of design "expertise" tear my work to shreds without even considering that they might be conflating what they're used to with what's actually good, and they'd almost certainly benefit from change. I get why that happens-- it's just standard social cohesiveness, ego etc. and is not unique to software dev, and it's not their fault that dev culture developed that way.
But even though it's not FOSS maintainers fault, if they want non-technical users to use their software, it's certainly not anybody else's responsibility to enfranchise UI designers into their projects if they care about non-technical user adoption.