It sucks that this thread is going on right now during JavaOne prep.  
I'd love to join in. I'll just say this really quick:

Yes, UI design (and visual design in general) is an art. But there is  
method to the madness. There are rules and guidelines. There are  
things you can learn and apply in a rigorous manner. And yes, it's  
even possible for engineers to learn the basics of design (UI and  
otherwise).  I hope to explore this more after JavaOne.  In the  
meantime, stay tuned for some cool stuff next week and feel free to  
send me your questions on anything.

- Josh

On May 27, 2009, at 8:29 PM, Ryan Waterer wrote:

> The tools help streamline parts of code that can be streamlined.
>
> "Beauty is in the eye of the beholder."   What is intuitive to one  
> person can be cumbersome and clunky to another, or too simple and  
> limiting to someone else.  From my understanding, we want to design  
> to a certain demographic, and have it be as easy to use for that  
> demographic.
>
> I believe that UI is art.   Just like art, you can teach design  
> principles, concepts and techniques.   Just like with art, some  
> people with be naturally gifted, and understand ways to present the  
> information in an effective manner.   I also believe that there are  
> some people who just "get" server side logic extremely well; it  
> comes naturally.   We can just look at Dick and Joe for examples of  
> both types.  This doesn't mean that Dick can't learn to be extremely  
> good at designing UI.
>
> I agree with Michael in that doing a "good" UI is often more  
> expensive.  I think that it's the least understood, and put off  
> until the last in most cases.  As Joe has argued in the past, this  
> is extremely bad for a product.   I'll go a step further --  I think  
> that bad UI is more damaging and costly to a product than a poorly  
> written back-end system.
>
> While I do enjoy playing computer and console games, they are also a  
> fantastic study of UI design and different approaches.  While the  
> complexity of the game varies, a good design does a great job of  
> hiding the complexity and helps with the immersion of the game.  A  
> UI that "gets in the way", and forces the user to break immersion is  
> clunky and poorly designed.
>
> A different look is the new nintendo system (let's ignore all  
> discussions on the value of the system, the gimmickery, etc).   They  
> took a piece of hardware that is difficult to pick up and use and  
> transformed it into something that most everyone recognizes and  
> understands how to use -- a TV remote control.   Like my comment  
> above, Nintendo made it so that the "UI" didn't interfere with what  
> the user wanted to accomplish -- play games.
>
> Ultimately, I think that is a good definition of a good UI or a good  
> design.   Can the user do what they want to do in an easy, efficient  
> manner?
>
> On Wed, May 27, 2009 at 8:47 PM, Michael Neale <[email protected] 
> > wrote:
>
> good points - and I agree with Mark - change is in fact good, nothing
> to be allergic to.
>
> I think the important point to me was that is very very very hard, and
> very very important. I also wish I was better at it - partly that is
> practice and study, but I think the bigger thing is facing up to the
> fact that this is important and hard - and getting it right will give
> you a competitive advantage (a la apple) versus the way the status quo
> views it: a detail which is just an annoying cost.
>
> Unfortunately UI design isn't as respected, at least in some circles,
> so its a tough battle.
> I am glad there are like minded people here (and Joe's influence is
> appreciated).
>
> The worst thing: doing it right is expensive, so, so expensive, and no
> one wants to hear that. In fact as we use tighter tools and languages
> which compress the cost in the "other layers", it makes a quality UI
> seem proportionally very expensive - I have no idea what to do or
> think about that problem.
>
> On May 28, 11:00 am, Reinier Zwitserloot <[email protected]> wrote:
> > Same here; I disagree with the notion that its an art and can't be
> > learned well if you don't have the knack for it.
> >
> > I think that most software developers/companies just don't put in  
> the
> > effort. No, scratch that - they don't even acknowledge that such a
> > thing as design exists.
> >
> > if you haven't the first clue on user interaction design, and you
> > still start off with: I will design the user interaction first, and
> > then I'll build whatever I need to make it work, even if this is
> > wildly different from how things work under the hood - then you'll  
> get
> > a long way already. Sure, getting it -perfect-, that may be an art
> > form, but what isn't? (I'm channeling Joe Nuxoll here a bit; he's  
> very
> > much against designing the interface of an app to mirror the  
> technical
> > implementation, and I think having an innate alarm bell in your head
> > whenever you do that is a good thing).
> >
> > Apple on the other hand takes this so seriously, its practically  
> their
> > corporate mantra. They still get it wrong plenty of times - even  
> apple
> > isn't perfect, but at least they acknowledge that the world is
> > supposed to work User interface first - everything else later.
> >
> > Simple examples:
> >
> > Instead of letting your web app write dates like 'May 1st, 2009
> > 12:14', generate '5 hours ago'. That's what people really want. Of
> > course the database stores timestamps and not a continually updating
> > 'X seconds ago' - but the fact that the database stores timestamps
> > does not mean you need to render them as such. Just because Samba  
> has
> > 500 settings doesn't mean you need to have a settings dialog with  
> all
> > of that; instead, creating some oft employed defaults, and let the
> > user pick one of those. If you want to be linuxy about it, over an
> > 'advanced...' button that lets you edit this to the exacting specs
> > that text configuration of Samba allows - I don't think apple, or  
> the
> > right spirit for interface design, is against giving users that kind
> > of power if they really want it. The important point is that you  
> don't
> > make things needlessly complicated just because you're not willing  
> to
> > think beyond the road thats paved out for you due to technical
> > circumstances. This is of course a lot harder, but then, making good
> > stuff generally isn't.
> >
> > On May 28, 2:13 am, Mark Hibberd <[email protected]> wrote:
> >
> > > On Thu, May 28, 2009 at 9:42 AM, Michael Neale  
> <[email protected]> wrote:
> >
> > > > well replace intuitive with cohesive and consistent etc... do  
> you
> > > > agree with the gist of it then?
> >
> > > Yeh I would. I definitely agree it is underrated, both how  
> difficult
> > > and how important it is to get UI right.  I just think the article
> > > overlooks the point (maybe intentionally) that not every user or  
> user
> > > base is the same and that it is pretty easy to find fault with a
> > > system/ui when it is not built to the purpose or audience that  
> you are
> > > applying it to.
> >
> > > I think my position can be summarized as: Good UIs are not  
> universal,
> > > even if the principles that guide an effective UI are (and with  
> a few
> > > exceptions, they are).
> >
> > > > I so wish I had the skills that is described there, I have an  
> enormous
> > > > amount of respect for those who are able to get it right (I  
> don't
> > > > agree that you *can't* learn them), and desperately try to  
> learn more
> > > > myself, and practice...
> >
> > > > I think you could stretch user interface to include major  
> apis, if you
> > > > kind of tilt your head a bit... but still, I think its really  
> the most
> > > > important thing today.
> >
> > > APIs definitely need to be classed as UI, and treated with a  
> level of
> > > respect that is often lacking.  There are definite skills that  
> apply
> > > across the board to UI, be it API or GUI, like making it easy to  
> do
> > > the right thing, making it hard (impossible?) to do the wrong  
> thing.
> >
> > > One interesting thing is that people feel it is generally  
> acceptable
> > > to evolve a GUI but not a programmatic API. I think everyone  
> needs to
> > > get over that. Change is awesome.
> >
> > > Mark.
>
>
>
> >


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