See the famous (still? hopefully?) Kadir&Brady paper "Saliency, Scale and Image Description" from 2000 for an explanation of how encapsulating information in something visibly distinct, like whitespace, increases the visual saliency of that information: https://www.robots.ox.ac.uk/~timork/Saliency/ijcv_SalScale.p...
It’s like entire web design world decided more whitespace is better, and won’t hear anything about it. And now some desktop apps are being designed like web apps. Or take Hulu on my Roku, it will literally only show the first three lines of a four-line movie synopsis, surrounded by tons of space, and make you expand it, via multiple button presses on the remote.
I once implemented a file list view for a start-up I was working for, off of a mock from the designer, similar to what you see when you are browsing Google Drive or Dropbox in a web browser, but with only one view, a list view with very large icons. The amount of whitespace was massive; use of screen real estate extremely poor. But then, these web UIs never look like the Finder, or Outlook, do they? They could. They could feel almost as snappy, too, with some allowance for network roundtrips. The Finder is actually pretty slow these days, even on a high-end MacBook browsing local files. There are lots of pauses and stutters.
There’s an unspoken rule against labeling things, too, if you can use a row of inscrutable icons instead.
There will always be designers experimenting with taking things away. Apple has done it plenty. What if there were no scrollbars, no ports, no home button or menu bar (just swipe from the edge of the screen), no keyboard, no headphone jack. Sometimes it’s a bold direction, occasionally a clear net negative. But minimalism is a thing, it just has to be tempered.
Often, design “trends” are just trends, in my (admittedly cynical) view; there isn’t necessarily any merit at the core, or the people propagating them seem more interested in conforming to trends than asking what is good. The dynamics of fashion are easy to underestimate as an engineer.
People love to copy things. People who grow up watching action movies and become action movie directors just want to make an action movie with all the action movie tropes. That’s the main thing, not necessarily picking the things that work well in action movies and bringing in some things that just work well, period, that are original or timeless, like good directors or writers do.
Besides people loving to copy, people sometimes think following trends is why something will sell. If you’re making clothing and you aren’t hip to this year’s styles and colors, no one is going to buy your stuff, is the sentiment I presume. It can easily become overwhelmingly about conforming to trends. Designers also tend to put famous people and sources of influence on pedestals and think they will never be 1/10 of the genius of, say, the person who decided that some famous building should look like a pile of mashed potatoes, or that an Apple billboard should just be black text centered on a plain white background. In art, as in philosophy, there is so much pressure to agree that certain people are good, regardless of any objectivity or lay opinions—so much focus on status—that to even think of what you are doing as potentially-good-in-others’-eyes, you need to copy someone or some brand with high status, or somehow attain your own status, is how I think people sometimes feel.
In other words, designers of UIs might falsely think the customer cares about trends and fads, and that their work will be evaluated through a system of reference points and status divorced from actual merit, as can happen in the design world and adjacent spheres (art, fashion, etc).
JIRA is a really visually dense application, but it's speed, as well as the number of different screens you normally need to click on makes it feel really sparse despite the dense visuals.
- Peoples fingers are relatively fat and inaccurate.
- They are slower that desktop - so you'd break the load into parts
- The vertical scroll form factor and screen size limits what you can do.
- Things which are massively useful on desktop - like searching in a page or visually scanning a large doc are much harder on mobile.
The majority of applications and websites you interact with should be simple, and a few should be complex and dense. The reason is that you aren't an expert at most applications and websites, and you want them to be simple, so you can do the thing you want to do without investing much effort. But for applications you know really well, and use all the time, you want them to be more dense, so you can get more things done with fewer steps.
Because there is no easy, cost-effective, or even feasible way to scale the same application's UI complexity smoothly from newbie to expert, the designer almost always has to try to thread a path between the two extremes. This path has to make sense for the use cases they know about, and the largest share of the users they want to serve. This is extremely hard, not extremely simple, as it may seem from an observer's position.
I've seen users struggle to flip between many views in some SPA to figure out if things are right or not in their other system, then come to our system to correlate and looking at one or two windows they see all the same data.
I guess it's just the designers, though it seems CSS and HTML lends itself very well to information-sparse pages.
As we're transitioning to the web, due to customer demand, this is one aspect which I very strongly want to keep. We'll see how it goes.
I frequently feel for any app that I use frequently, i would prefer for it to have many options that I could use to customize its behavior. For instance, Uber
https://investor.vanguard.com/investment-products/mutual-fun...
Presenting information is an art form. A lot of it depends on what the information is, and also, who the information is for.
One of my basic philosophies, is that the UI needs to get out of the way. This means not always using sexy little animations, everywhere (but still using them, if they also work as useful indicators of state transitions), proper contrast, minimizing overhead, like frames and controls, etc. Also, not crowding the display too much.
That said, sometimes, we need a dense display, if we have been trained for it. That Bloomberg terminal is probably fine, for many folks, because they have been trained for it, and it's a daily tool. A lot of Tufte's designs need to be presented to experienced users.
I remember the first time I looked at the train maps in the Shinagawa Station, in Tokyo. They were confusing AF. After just a couple of days, however, I had them down, and appreciated all that information.
I tried using a fancy paid Git client, once, because it was just so pretty.
After just a few minutes, though, I nuked it, wrote off the purchase, and went back to ugly old SourceTree.
Yesterday I upgraded Chrome on Windows and they replaced the folder icons in the bookmarks bar. They changed it about a year ago, but there was a flag which allowed to revert it to the "old" interface. This flag is no longer effective.
Now two folder icons (ridiculous outlines of folders) side by side take up the space of three old yellow folders, and the menu item entries are all bold and super spaced, so I need to scroll a lot.
In every Google product I first set everything to compact mode.
What is it what makes these designers think "let's make this item take up a lot of space"? Don't they think that people also want as much on screen as possible?
To me this is a dark vs. light UI discussion: compact vs. spaced.
Instead, what I found was a reminder of the ‘laws of design’, which are certainly interesting, but which are only tangentially linked to this drift (in my opinion); and to take the most extreme example of sparse interfaces (the Bloomberg Terminal), without really any concrete elements that could help bring a little density back to our user interfaces.
...not to mention what ends the article, a lunar explanation along the lines of ‘Google's very high stock market valuation compared to Yahoo can be explained by the lack of density of its home page interface’ - really? Come on.
Isn't it the other way around? High on the left and low on the right?
EDIT: Based on the alt text both images should be swapped.
Continuing on from the Google/Yahoo example, I would be interested in the author's analysis of not just the landing page, but also the results pages. The search "value density" on google, bing, youtube, hn, chat.openai.com etc. are quite different these days.
Too bad the vast majority of designers being paid to create UIs today not only won't read it, but wouldn't understand how to even use it. UI design today is utterly full of fail because the people doing it are so far away from the type of thinking in this post that they wouldn't know a well-designed information space if it exploded in their custard.
We've done the trick of "short animations for delays <1sec", and "indeterminate loader for under 10sec", but one thing that's not mention is that the "determinate loader for waits between 10sec and 1min" is a huge marketing opportunity.
This is where you get to show the value of the product by listing "how much work" is getting done. Similar to how travel sites will tell you, while you're waiting for results, how many airlines they're comparing on your behalf.
Lots of numbers in Bloomberg should really be a clever chart rather than a bunch of numbers. There's a reason why traders have so many screens, often so they can build their own visual equivalent of the pile of numbers e.g. it's nice to have a chart where you left it.
Speaking of numbers in finance: A problem I have using what I'll call "big tech data" tools in finance is that I often need to care very deeply about fractions of a percent whereas these tools are basically made for terabytes of sloppy data for use in a machine learning model.
I like old style Windows 95 GUIs and "portlets"
I prefer dense GUIs. I know Japan has a different design aesthetic than the rest of the world. It's similar.
I liked the rest of the article until this nonsense statement.
In the first case the user has to search for it by clicking into submenus or scrolling in the later he can search by just moving his eyes.
I do think that searching with your eyes is often preferable. It is all around faster, especially if you realize you have been mistaken and need to search again.
I have a wide display for a reason.
Reminds me of people taking pictures of my presentation slides at conferences where four bullet points with short phrases (say, 50 words in total) turn into a full 12 megapixel photograph.
Similarly, my entire PhD thesis written in LaTeX is a 4MB PDF file, whereas my wife's is a 700MB MS Word monstrosity. Both are mostly text, math, line plots, and tables...
On the other hand, your site better be perfect, even if you aren't a professional web developer. If you are a professional web developer, you probably still won't meet the bar (though you will probably use fancier tools).
It's a funny dichotomy. What is anyone supposed to do?
Wait what??? THAT'S how you explain the differences in how their businesses fared - by the density of their UI?
[1]: https://ant.design/
This modern trend of gigantic paddings/whitespace everywhere and abstract flat icons everywhere is horrible to me, and I don't think it even really looks better than the older interfaces they're usually replacing.
[1] https://youtrack.jetbrains.com/issue/IJPL-59808/Tool-windows...
This is not true for some things and people. I would not call those simultaneous, rather bearable. Most users wouldn't mind it.
Input delay though is very noticeable. If keyboard or mouse have 100ms delay the user might consider that their device is doing something heavy.
And people who got used to fast software, e.g. optimized code editors or games, are even harder to please.
I wouldn’t combine them into a single metric because that combined metric is less useful
If you're building an app that people use for work and open every day, you should make it dense. People want to get work done, fast. They don't care about how pretty it is.
Otherwise, you should make it sparse.
Low density UIs specifically happen when you attempt to present the amount of information a 7" screen can display onto a 27" screen.
I think this is the most important line: when taken with the axiom “design for your lowest common denominator” and the general advice given to lawyers in a jury trial “speak, explain at a 3rd grade level”
The upper limit for information density has lowered significantly for the vast majority of general users, so unless you can fix that we’re not gonna get our high density UIs back. At least not for general purpose widely distributed applications.
Hint: You can also force reader mode by pressing CMD+Shift+R