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> 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.




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