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Bad take. Each of these offered novel user experience improvements at launch. Yes they leveraged ecosystem (and yes I agree ecosystem lock-in does move devices) but thats also exactly what unlocked the better UX.

In your other thread you mentioned people don't necessarily want iPhones but they buy them to not be excluded from iMessage. I think you vastly underestimate how much regular people want low-bullshit tech experiences and are willing to pay for that.


and dropbox was just rsync

Yeah a lot of this is a very very cleaned up, performative version of design process. It's like its own subgenre. Original thinking is wild, feral, messy, often solo tho heavily influenced by the context around you. None of that presents well.

However I bristle at the idea that core design decisions are usually super obvious, even when the end results are. Not sure this is even your point so forgive the tangent if not, but this issue is my particular hill to die on, it's 100% the single biggest gap in understanding that I see between those that regularly engage in original creative work vs those who do not.

People see something obvious and say "That's simple, I could have come up with that!" But that's all hindsight, like saying "I could have bought bitcoin in 2010!" It's not even wrong, it's answering an entirely different question of capability, not probability.

The question is would you have come up with that, were you tasked with the problem and put in the same context? I'd estimate for most great-but-simple inventions, it's not many people who could plausibly say that, because so much of what we bring to bear on problems comes from our own histories and unique perspectives & influences, not to mention talents and predilections.

This distinction between could vs would is core to understanding creative output, especially the ideas that are the simplest to use or understand. The delta between understanding vs coming up with there is often vast; simple things are often the hardest things of all to conceive.


I'm in total agreement regarding some designs that seem obvious later but really took several iterations to reach. There's definitely hindsight bias when a design works so well that it feels obvious.

My point was more that I've seen product demos where parts of a product were presented as having been pored over painstakingly when in reality it was decided on day one that it would work that way. However, because it's a prominent feature, it feels cheap to show the reality, so I get that for demos there's a bit of storytelling that goes into it so the audience feels like it was a revelation.

For UX that I've designed myself, I have definitely found that a lot of the great ones required a ton of iteration and almost "courage" to go against my initial bright ideas and look at things from a different perspective. It often required taking away elements that I thought were absolutely required at first but later realized made more sense to go without. If someone were to look at the final result, they would definitely think "Well, obviously that's how it should work." But more likely they'd have go through a similar journey that I did to come up with it if they hadn't seen the solution.

In a way it's like finding out how a magic trick worked. It's only obvious in retrospect.


A magic trick is a good way to put it, especially for laypeople. I see your point and agree, it's always hard to know going in which ideas you're going to one-shot (and be slightly embarrassed about having one-shotted) and which only come from the courage to kill early darlings and continue down the road of uncertainty.

We're fortunate if we even get that latter opportunity, given most want to take the easy path and cargo cult someone else's idea. The thing I've noticed is that the hard path to continue the exploration often gives the cargo cult answer but with a nuance or two for one's context that make all the difference. I'm curious if you have experienced that as well.


> People see something obvious and say "That's simple, I could have come up with that!"

That's the problem with user interface design as a career. It takes a lot of effort to create simple to understand and simple to use design, and then when users see them, they see it is simple and think it must have been easy to do. Most programmers tend to make programs for themselves and other technical people and has horrible design. The classic corollary example I like is when Apple came up with MP3 players and marketed as 'It can hold 1000 songs' instead of the current marketing at the time 'It has has 1GB of storage'. Technical folks would not be satisfied with 1000 songs becuase they would be doing back of the math calculations on how low of a bitrate you have to get, in order to fit 1k songs in a given space... while the other 95% of the population doesn't want to do any math, and if even if they did, they don't know.. or at least back then, didn't know what a GB was, or how many megabytes an MP3 consumed....


Indeed. UI/UX is actually a pretty shitty career unless you are good enough to regularly pull rabbits out of your hat. At the low end it's just drawing boxes and using someone else's tricks in a system that isn't even the codebase. At the mid end you get the codebase and might occasionally solve interesting problems, but you'll rarely get the recognition and influence equal to its value. Only at the high end do you start getting the rewards, but they tend not to last very long because people quickly adapt to seeing your solutions as obvious.

It's why designers, and creatives more generally, try to cultivate a mystique around themselves, even(/especially?) when they're only mid. The truth is creative work is a lot more playful than it is mysterious, but play is not valued, only mystery is. This leaves many creatives stuck in tension between their internal and external identities.


I can't do these one-sentence-per-paragraph, you-have-zero-attention-span we-have-AI articles. If I wanted LinkedIn I'd go there. This has no right being #1 on HN.


I agree. The LLM writing turned me off to the article, and the ELI5 style is off putting.


I flagged it now for this reason.


Sonic Mayhem!


I have the album on my phone. When I get called in to put out a fire and save the day, I like to put on March Of The Stroggs in the car when arriving at the destination. It's a great soundtrack for two reasons - the first one is sweet, wasted youth and the second is it's a great soundtrack.


And Jer Sypult who made Climb (track 10) who is not in Sonic Mayhem!


thanks swyx! you're always on top of stuff


Read/watch this interview [1] with Ada Palmer on her new book about the Renaissance. Florence did this for a time.

> You put names in a bag. You examine all of the merchant members of guilds. You choose which ones are fit to serve, meaning not ill and dying, not insane, not so deeply in debt that they could be manipulated by the people whom they owe money to. Their names go in a bag. You choose nine guys at random. They rule the city. They are put in a palace where they rule the city from that tower.

> They’re actually locked in the tower for the duration of their time in office because if they left the tower, they could be bribed or kidnapped. They rule the city for two or three months. At the end, they are thanked for their service and escorted out, and then a different nine guys share power for the next three months. It’s a power sharing that is designed to be tyrant-proof because you need consensus of nine randomly selected guys to decide to do anything.

[1] https://www.dwarkesh.com/p/ada-palmer


Venice's system also involved random selection, though in a very convoluted way.

There were multiple repeated iterations where they selected a random group of eligible people and then that group voted to select a group who would then have a random selection taken who would then elect another group and so on.


The mouse cursor binning special case is starting to look like how animals perceive, where we detect patterns and develop predictive models over time in how they are going to act, and that confidence leads to more deeply encoding those patterns for lower energy usage. Obviously the mouse cursor is a hand-rolled example in a controlled 2d environment, but it makes me wonder what efficiencies lie in identifying patterns in 3d environments once you construct an accurate enough 3d scene out of the images you have.

Do you have other examples of special cases you're looking at? Any 3d ones?


Love the effort here, been thinking about what this kind of tool might look like for a while. Something like this coupled with better prosocial affordances in the medium will do a lot to improve discourse online. I wrote up one a while back [1] but things like that are only a small part of a much bigger picture.

The overall problem needs to be tackled from all angles - poster pre-post self-awareness (like respecify but shown to users before posting), reader affordances to reflect back to poster their behavior (and determine if things may be appropriate in context vs just a universal 'dont say mean words'), after-post poster tools to catch mistakes (like above), platform capabilities like respectify that define rules of play and foster a enjoyable social environment that let us play infinite games, and a broader social context that determine the values that drive all of these.

[1] https://nickpunt.com/blog/deescalating-social-media/


The ownership of "I made a mistake" (you noted responsibility) is important. I feel strongly in the value of accountability, not in a blame or even necessarily consequences sense but in an integrity and character sense. The way you phrased it there is important. You noted this and other aspects, but that part struck me.

Also: a forgiveness button. I sometimes feel like society has forgotten forgiveness: we seek revenge and punishment more than redemption and growth. So your Forgive button: I love it.


I'm grateful for the thoughtful feedback, thanks.

Your blog post will be read. ;-)


Yep. From what I recall from my time in education about a decade ago, Common Core standards were generally considered excellent. The rollout of Common Core tests wasn't that great, but that should have been a one-time adaptation period, but everything got mired in politics and bit by bit got torn apart as states all went their own way.


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