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You cannot technically explain yourself out of UX issues, please stop trying. So often I see users bring up UX issues, and programmers then tell them how much work it was to create their product. It doesn't matter how much work it was!! What matters is if your target audience uses it or not.

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As a developer it can be easy to get defensive about what you build. Criticism can hurt. Users can do unexpected things. Development can be tedious. Take the concerns. Test them. Find a solution. That's what I am doing for interleave.love

"you're not making this easy for you, you're making this good for the customer" is what I have to keep reminding people. the customer is the person that buys the game. you keep the lights on and pay the bills based on how many people who do that. get good at it.

Stop me if you've heard this one from me before, but this reminds me of the time there was a problem scanning oranges at my local Giant Corp grocery store for weeks, and the cashier told me they didn't want to fix it because it made things easier for management somehow.

"oh, they just have to learn--" okay most people won't do that. and if that's your dream, go for it, just don't be disappointed when it doesn't reach anybody

Windows never truly had a good UX. I would agree that Apple used to have one (less and less true as time advance, but still mostly relevant). The problem with Linux is not the OS or its desktop UX. It’s the apps compatibility, and the inconsistency among Linux native ones.

Windows UI/UX has gotten really bad and the only thing keeping it standard is professional software compatibility + no major OEM selling laptops with it pre installed. I suspect this will change as EU governments move to Linux to avoid US software.

"Can I do this action very easily by clicking on like one button" Programmer : "yeah you can do it you just have to input these 50 commands before you click the button" (Then half the time it doesn’t work)

Same goes for WCAG in my book. There's never a good excuse to not adhere to accessibility guidelines. If what you're trying to do is not technically possible to do accessible, you should probably reconsider what you're trying to do.

It's such an interesting mindset isn't it? People who benefit from WCAG are a huge piece of the pie, those people won't just vanish if you don't code for them, and yet 20 years AFTER WCAG we're still having these discussioons. I don't see why #a11y is still seen as going against the current

Something I've noticed, at least at my own workplace, is that people doesn't realize how easy it is today to adhere to WCAG. In almost every case, you can just let the browser handle it for you. It even removes code complexity and makes it easier to maintain.

I hear the general reason for this is that designers gotta design, and a lot of browser-supplied UI is hard/impossible to style. Can't have things look the same, that'd be too forgettable!

I think it's because it's easier to envision shiny new features pulling in new customers, rather than solid user experiences. Even though all of us have used fully featured workflows that sucked, and prefer a good daily user experience. So long as UX is seen as 'extra', accessibility will be too.

I've also heard excuses like "it's just for admins" and/or "we don't have the time/budget". Your users, even if they are admins, deserve good and accessible tools. And most of the time, in my experience, it's less work to make it accessible than not.

DearImGui's labels are a perfect example of this. They use a "value:label" layout that virtually everyone finds strange, but the author insists on defending it as "better" for over 10 years instead of providing a simple built-in alternative because it makes some niche same-line layouts harder.

I feel this in my bones and have probably one way or another fell into this trap. It is difficult to think in the head of the user sometimes. But! Absolutely worth keeping track of these issues and prioritizing them

When a user says: "This is hard to use" your reply should never be "It took me 3 months to build that because library A and library B are so tough to use for reason X and reason Y" It doesn't matter that it's hard. That's the work! That's the effort!! Instead: Listen, and look at what can be done.

I've seen 2 week projects become immensely successful. I've seen 5 year projects fail spectacularly. The time invested into something has barely any relevance to its success. Whether the time was used properly is much more of a positive indication, and only you, the creator, can influence that.

I was in a startup accelerator once, and they had this convoluted system for booking the conference room. As we were all on site, I sent a group email asking if we could use a paper calendar instead. The guy who coded the system came over and shouted at me about how much time he'd spent building it.

I especially get annoyed at this in game development and linux-like communities. Both are extremely technically difficult, and it's good to share those conversations with each other as we're building. But to users it's the opposite of helpful. You cannot technically explain away UX issues.

You have to face the reality that sometimes you have worked inefficiently and built bad architecture. If you cannot easily resolve the UX issues that more than half of your userbase is asking about, then you have made mistakes in the work. Admit to that, and do better next time, that's iteration.

This generalizes beyond UX as well! The cost and obstacles you faced building a product do not make it more valuable to the customer. If life worked like this, then we would pay contractors that did worse, less competent work more money, because it was "harder" for them.