Will we ever solve UI? UI is the meeting place of tech and user, and in a sense it is THE problem for humanity right now. UI informs how we tend to use the internet, and for example we are currently involved with UIs that tend towards consumption (e.g. discovery mechanisms, feeds, etc). To solve UI would imply a certain optimal way to live our lives, if that exists. I agree with you that UI is unsolved and extremely complex, but I don't think it something to be solved as much as it is the political heart of technology.
mikeryan|7 years ago
When we design interfaces we try to make them have a short learning curve but expose greater ability as you use them but it’s still hard.
angleofrepose|7 years ago
There are a lot of ways vim is right or not right, but this lowers the barrier to entry in a profound way. We can keep advancing like this, and stacking those advancements on each other until vim isn't hard. Maybe? What do you think?
I think one of the big ways vim is hard is what Kakoune attempts to fix - visualizing selection. Adding a "layer" to working in vim, we had `u` and `^r` to figure things out - doing something and knowing we could go back. Now with Kakoune we have movement before action. This adds another way the program can converse with the user.
Disclaimer: I don't use Kakoune, but I dig what it's doing and I want to try it out. I think it is a fantastic critique of vim.
sleepyams|7 years ago
For example the feed, besides being a UI pattern, also claims that content on the web is for consumption and not exploration, and so we remain stationary on these aggregation platforms instead of 'browsing' the web as we used to. This is efficient but politically bad for society, and we would need to introspect on how we use the internet in tandem with the development of new tech like decentralized platforms.
b0rsuk|7 years ago
I think RTS games should be controlled primarily by keyboard, not mouse. Select units of X type by pressing a key, target them at units of Z type, make the command 'attack' by pressing A. Vim-inspired.
It's not surprising that games are chiefly aimed at the least patient people - the goal of publishers is to sell to as many people as possible.
erikbye|7 years ago
> The familiar expression "a steep learning curve" is intended to mean that the activity is difficult to learn, although a learning curve with a steep start actually represents rapid progress.
canadaduane|7 years ago
Astute observation. Clearly this relates heavily to our culture of consumption and the asymmetry of creation/consumption.
But I wonder if another important part of this is related to the divide between how humans learn to do things and how computers can't teach humans very well. If we could automate showing people how to accomplish their goals, we'd be empowering creatives. So far, this task is relegated to youtube videos (e.g. "How do I make two shapes into one shape in Adobe Illustrator?").