I'm unfamiliar with Apples user interface. I tried to use one once and I was so unfamiliar with the gestures it was expecting from me. I was more accustomed to androids back home and menu button at the bottom of the screen.
Therefore Apple has bad UX
At least that's what Apple fans sound like to an android user and how people who say Bitcoin is hard sound like to Bitcoin users and how people who say noncustodial lightning is hard sound like to noncustodial lightning users.
Take into consideration "gaming for a non gamer"
There are cues users (not just gamers) are just so familiar with that they associate that familiarity with good UX and non familiarity with bad UX although nothing could be further from the truth.
Good UX is about teaching your users how to use the interface you've created. Good UX is teaching your users how to pick up on the cues you give them, not with blocks of text explaining through fine detail, but with prompts, hints, and quick lookup FAQs. In app feedback that helps the user figure out what you want from them.
As I UX designer myself I cannot applaud this post enough. Sometimes coming across a new UI requires you to familiarize yourself with it before you can make a definitive statement on what's better simply because you are not used to it.
Any kind of app redesign usually goes through something like this. I remember people getting so angry at Snapchat in 2016/2017 about their redesign when I actually thought the changes made more sense.
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I kind of disagree. IOS has a great UX. It's beauty lies in how you interact with it organically instead of technologically.
If you are a long time android user you have wired your brain to use the device technologically instead of with organic swipe gestures. If you wouldn't have this bias (e.g. imagine you were from an Amazonas tribe or 6 years old and experiencing technology for the first time) you'd click with iOS organic gestures more naturally.
Gaming for a non-gamer just underlines this same point. People who have never played video games just naturally click with Zelda but would get dizzy when playing CoD.
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lol I'm telling you that I did not click with the gestures because I was not taught what the gestures were and that frustrated me. The fact that the system taught you how to use it in such a way that you don't even realize you were being taught is a beautiful thing, but the point is not really about android vs IOS, they both taught their respective users how to use them.
Breath of the Wild teaches the user how to play it, while CoD assumes you already know. Not only which button to press is displayed on screen, but where the button is on the controller is displayed. Information about what the user needs to know is displayed when the system knows the user needs to know it and never displayed again which obviously has resulted in this amnesia, where the user forgets that they were taught, remembers it on their own, and thinks its because its just intuitive.
Unfortunately the iPad I tried to use years after iPads were popular did not teach me its interface maybe the fact that it was already used has something to do with that? Maybe if it were brand new out of the box it would have taught me.
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lol I'm telling you that I did not click with the gestures because I was not taught what the gestures were
And I answered that the gestures are hard if you're wired towards android design languages. If you're approach them open minded (which is easier said than done, I know this is really hard) the gestures just intuitively click for most people.
You're not answering my comment just repeating your post again. Bad dialogue skills
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Maybe the issue is that you think my original post where I said "Therefore Apple has bad UX" was to be taken seriously. It was a jest. If your criteria for good UX is "can figure it out without being taught" then by that criteria Apple has bad UX, but it was actually a joke lol.
Almost as much of a joke as the idea that an uncontacted Amazonian tribe would be able to figure out iPhone without any guidance lol.
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Here, I found something that might be familiar if you think about it
Entertaining to me, it says: "Some say that these gestures aren’t discoverable. I say, who cares? Keyboard shortcuts on the Mac aren’t particularly discoverable either. And shake to undo is even worse. Apple has played this nicely. If you keep doing things the old way, then nothing changes (apart from the much-better text selection). However, power users benefit from new and better options."
Which to me is very funny, but I figure it has to have at least taught you "back" and "app list" the trouble I had with the iPad back then was when I tap something sometimes I immediately want to go back. Stumped for how to go back I pressed the home button (the only button on IoS at the time before they got rid of even that) but then I didn't want to go to the home screen, I wanted to go back to the last thing I was at within the app I was in.
Breath of the Wild is actually a funny case of bad UX perceived as good. It has the "Why do I throw my weapon when I want to use my powers" problem. (The controls were design for Wii u but those controls cross wire the brain on switch) the jump botton is on top when the run button is on bottom, which makes it difficult to run and jump powers are L1, shield is L2 throw weapon is R1 while R2 (which I just had to check by putting my hands on the controller) is to string the bow and aim.
The "aerial associations" fuck with how the brain remembers things (through association as the name implys)
I know this is the sequel tears of the kingdom, but its the same controls. L1 gives you a different set of powers and in totk its a selection wheel menu whereas in botw its a left to right selection menu and you don't fuse items to your weapon in botw
But because the game is teaching the user what to do, even with wonky UX, the user still has a more enjoyable experience than reading a list of controls from the pause menu every time they want to do something (a frustration I've had in a few games as well)
Imagine if this were how you had to learn iOS
So the deeper point I want to make, is instead of solving for UX in Bitcoin wallets by taking away user agency (which can be more frustrating rather than less sometimes) prompt the user to look at something that might be relevant at the time they need it and don't show that tip again afterwards.
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