Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Android ›› It’s Time to Push the Limits of UI Design

It’s Time to Push the Limits of UI Design

by Dominic Quigley
3 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

We can push the limits of learned interaction patterns, paradigms, and visual language and trust users to embrace new UI experiences.

There’s no doubt that digital design has grown in leaps and bounds over the last five years, and service design even more so. The merging of user experience, customer experience, interaction design, and creative technology has contributed to the greater good, and helped form robust rules, patterns, and a user interface language that people have come to recognize. Yet I can’t help feeling that something has died along the way.

Fire up your Mac, tablet, or mobile device and you’re faced not only with similar apps promising to offer the same service, but also the same interaction paradigms and UI kits downloaded from the Internet. Why is this? Is it because of laziness, pressure from the client to deliver, or an “if it ain’t broke don’t fix it” mentality? It’s probably all or some of these factors at different points, but perhaps the main reason we’re seeing the same thing everywhere is that we don’t always give users the credit they deserve, especially when it comes to finding their way around a UI.

Don’t get me wrong, I’m all for making it easier for the user—not quite Steve Krug’s “Don’t make me think,” but no site or digital service should be so ambiguous that nobody knows how to use it. Instead, it should make the user think just enough to keep them engaged. Delight can come not just from the content, but also how it is displayed and navigated.

A good example of how we should all be thinking is Clear, a to-do list app with no content apart from what the user decides to type in. No pictures. No video. Just lists, based solely on the use of gestures and haptic feedback; swipe right to add an item or left to clear, pull down to add an item, pinch apart two items to insert an item in between, pinch together to close the current list and view all lists. The app doesn’t even entertain buttons or navigation in the UI sense, yet it’s still easy to use and has personality. It uses very little and delivers a lot. As humans we love getting something right, especially if we’ve found it ourselves.

Apps like Clear show us that the marriage of UI design and interaction design will set the world alight. We don’t need to choose one over the other. It’s time to start pushing the limits of learned interaction patterns, paradigms, and visual language and trust the user to embrace new UI experiences. If it doesn’t fit, change it. If it doesn’t exist, invent it. And don’t copy for the sake of copying. Just make sure you remember your craft, and keep it simple enough that users can learn.

According to Constance Hale, “Shakespeare coined new words when he needed—or merely wanted—them.” He didn’t settle for words that didn’t do the job. Instead, he created new ones, ones that tested the understanding of his listeners, ones that would need to be accepted and learned, “swagger” and “rant” being two of my favorites.

As designers we should see ourselves as Shakespeare, challenging and pushing the digital language, and encouraging interaction designers and visual designers to become “star crossed lovers.” Don’t be frightened of making people learn just a little, it’s what keeps our curiosity alive.

 

Image of asteroid collision courtesy Shutterstock.

post authorDominic Quigley

Dominic Quigley
Focusing on visual design, UI design, and the experience, Dominic is a key member of the Fjord London team. Over his 15 years experience he's worked with a wide range of clients including financial services, retail, telcos, property, travel and transport and technology brands. Dominic has led transformative projects at Fjord by leveraging key insights and strong experience in a wide range of design principles to bring to life innovative multi-channel, multi-context services. Fjord is part of Accenture Interactive.

Tweet
Share
Post
Share
Email
Print

Related Articles

Learn why authentic gamification is rooted in game genres rather than just collecting badges.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
  • The article says that successful gamification is picking a game genre that fits your app’s core activities and user psychology, building satisfying intrinsic loops before adding extrinsic rewards, and iterating nonstop, and that without these foundations, you don’t have gamification; you have a progress bar that has a terminal point.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 5: Implementation
5 min read

Reveal the three-part kernel that separates real problem framing from simple description.

Article by Morteza Pourmohamadi
A Problem Framing Kernel
  • The piece argues that if you don’t have these three core elements: broadly collecting raw material, connecting elements to surface real tensions, and committing to a point of view, you don’t have a problem frame yet; you have a description.
Share:A Problem Framing Kernel
4 min read

Learn why your badges and streaks won’t wow kids raised on Minecraft.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
  • The piece explains that young users, trained by thousands of hours of expert game design, can smell fake gamification at a hundred paces.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
4 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and