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As a like-/counter-anecdote, I developed semiconductor CAD tools for 10 years, after spending 10 years using them. When they first started being developed with GUIs, GUI meant UI, and its oft-maligned sibling, UX, wasn't a term. In my learnings, Xt (XToolKit) started putting words and code behind the abstract patterns in the late 80's, but our tool usability suffered horribly as more and more (usually nonresizing) Athena widgets were crammed into every goddamn corner of the screen with microscopic b&w pixmaps. Because of the lack of distinction between UI & UX in the tool design process, tools were extremely challenging to navigate with each new feature-rich release. One of my first tasks as a project manager in 2004 was to introduce the web concepts of UI/UX into what had become essentially commandlines converted to Tcl/Tk (after Xt we went to Tcl/Tk.. ugh). First challenge was to convince the old timer CAD devs. Once I was able to explain there the difference between UX and UI, it waslike a light went on over everyone's head: how you use it is different from what it looks like. I know, obvious now, but not 15 years ago. We spent 10 months really driving the new buzzword UX/UI in order to get buy-in for profiling how the top 3 existing CAD tools (formal verification, layout, and timing) were being used via instrumentation and interviews. We then proceeded to completely redesign the GUIs in Qt using a consistent set patterns, icons, and workflows. Then we had to convince the old timer engineer users. We put a lot of effort into classes to explain how to migrate, and holy shit did we get yelled at. So much "It worked fine before, why did you change it?!?!?!?" Uhh... because a feature you use 80% of the time required 5x more clicks to get to than a feature you used 20% of the time? FML. It got better, people liked it more on our follow ups months later. [The first product to use the new suite completed in 12 instead of 18 months and I personally believe it was due to the new tools being faster, but I'm biased, and it could have been a variety of factors.] I agree with your point that it is frustrating as fuck when a UI/UX pattern changes, and it should not be done glibly. But I have also found myself getting angry at having to adapt to a new change that ultimately made me more productive, just because of my own inertia. /shrugs/ PS. Ironically, as a sad end to this story: the GUI's my team made in the early/mid-2000's eventually bloated after 10 years in almost the same way the original AIX/Sparc GUI's I used in the early 90's did. New coders came on board, and new managers, and they just crammed new buttons into to the tools without thinking about the UX. That was ca 2010 when I left, so I don't know where they at today, but I did have a "the more the things change, the more they stay the same" moment!! |
I have never seen worse UX/UI than in electrical engineering tools and I worked a lot with 3D software. They are completely inconsistent with other software, often even with themselves. It often resembles the heating room of a 500 year old building were everybody added things but nobody deared to clean up the things that were already there.
My suffering as a user of such tools motivated me to change things for the better. I never got the idea behind resisting change in UI/UX. It seems to be rooted in the believe that change in UX always means change for the worse and never for good. Which is weird, because even someone like a carpenter is very much interested in the usability of their own tools.
Maybe the problem is that each change in the software means they have to adapt and this demands a certain adaptability, or a will to stay on top in a changing world. It certainly costs energy to do that.
--- ¹: Check it out here: https://github.com/carrotIndustries/horizon or watch the FOSDEM19 talk:https://www.youtube.com/watch?v=13xmFwgikh8
It is quite usable already, but there is no 1.0 release yet so useful things like installers and documentation are still lacking.