korrents

design

What does the interface become when a model is on the other side? · What makes a design good? · Who should design software, and how? — the views on this, and who holds which

How things should be made and judged: what makes a design good, who should do the designing, and what an interface is for.

What people on korrents have said about design, running in 5 currents — 313 positions from 67 people.

Our reading of the recordours, not theirs

Twenty people on record about design, and they agree on one thing: good design is less, and the people who know it can tell. They split over who should be doing it — one person of taste, or whoever can build — and over what happens to the interface now that a model sits behind it. The oldest argument on this page is whether taste is real at all.

What is a current?

Our reading of what a group of claims have in common. Nobody holds a belief about design as such; people hold beliefs about the handful of live questions the name stands for, and each current is one of them. The claims are printed under it, so the sentence can be checked against them.

Claims are filed here — never people. Somebody is named on a card because a dated claim of theirs sits under it, and somebody whose claims sit under two currents is named on both. There are no counts of who believes what: the people under a current are the names printed there.

Good design is less, and it disappears into the hand The principles pile: as little design as possible, nothing arbitrary, obvious to use, never noticed. Mitchell Hashimoto, Julie Zhuo, Amelia Wattenberger, Sebastiaan de With, Dieter Rams, John Maeda, Paul Graham · newest 28 Aug 2026

The best terminal multiplexer is the one nobody has to learn; needing to be learned at all is the first design failure.

It says needing to be learned is the first design failure; a claim on the same subject from the same week says a couple of days of learning is a fair price.

  1. Mitchell Hashimoto I can't tell you the number of people over my career that have said "I tried learning tmux" First problem: the fact you have to "learn it" at all. The world's best multiplexer is the one you don't have to learn. It just works. x.com

    Creator of Ghostty and co-founder of Superlogical

    I can't tell you the number of people over my career that have said "I tried learning tmux" First problem: the fact you have to "learn it" at all. The world's best multiplexer is the one you don't have to learn. It just works.

    @mitchellh on Xx.com

Obviousness comes from conforming to people's existing mental models: do not reinvent a common UI pattern unless the new one is at least twice as good.

  1. Julie Zhuo Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    Obviousness comes from conforming to people’s existing mental models. Don’t waste time reinventing common UI patterns or paradigms unless they are at least 2x better, or you have some critical brand reason to do so.

Good tools make it clear how they should be used and how they should not; a chat box looks the same as a search box, a login form and a credit card field.

  1. Amelia Wattenberger by Good tools make it clear how they should be used. And more importantly, how they should not be used. wattenberger.com

    Designer and engineer; formerly principal research…

    Good tools make it clear how they should be used. And more importantly, how they should not be used.

You know a design is great when it disappears: a superb typeface, good signage or a well-designed door handle is never noticed, only the absence of frustration.

  1. Sebastiaan de With When you come across an article set in a superb typeface for reading, some excellent airport signage or a well designed door handle, you don’t think about it or even notice it. If anything you might just notice being happier, or simply not frustrated. That’s how you know a design is great: it disappears. lux.camera

    Designer and co-founder of Lux, makers of Halide

    When you come across an article set in a superb typeface for reading, some excellent airport signage or a well designed door handle, you don’t think about it or even notice it. If anything you might just notice being happier, or simply not frustrated. That’s how you know a design is great: it disappears.

Good design is as little design as possible: less, but better, because it concentrates on the essentials.

  1. Dieter Rams by Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Less, but better – because it concentrates on the essential aspects, and the products are not burdened with non-essentials.

Good design is unobtrusive: products that fulfil a purpose are tools, neither decorative objects nor works of art, and should leave room for the user's self-expression.

  1. Dieter Rams by Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.

Good design makes a product understandable: at best it is self-explanatory.

  1. Dieter Rams by It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory.

Good design is thorough down to the last detail: nothing must be arbitrary, and care in the design process shows respect towards the user.

  1. Dieter Rams by Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user.

Good design is simple, because being forced to be simple forces a maker to face the real problem and deliver substance instead of ornament.

  1. Paul Graham When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    When you're forced to be simple, you're forced to face the real problem. When you can't deliver ornament, you have to deliver substance.

It is honest and it is felt: speed, behaviour and truth matter more than looks What a design owes the person using it, from latency to not lying. David Heinemeier Hansson, Jakob Nielsen, Jason Fried, Julie Zhuo, Craig Mod, Derek Sivers, Dieter Rams, Edward Tufte, Paul Graham · newest 8 Apr 2026

Aesthetics is truth: when something is beautiful it is likely to be correct, in code as in mathematics and physics.

  1. David Heinemeier Hansson I mean, I think aesthetics is truth. When something is beautiful, it's likely to be correct. I think this is true in mathematics. This is true in physics. This is true in a lot of different domains that when you arrive at something that has the correct aesthetic quality. 0:28:33 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    I mean, I think aesthetics is truth. When something is beautiful, it's likely to be correct. I think this is true in mathematics. This is true in physics. This is true in a lot of different domains that when you arrive at something that has the correct aesthetic quality.

    Watch from 0:28:33 plays here

    DHH’s new way of writing codeyoutube.com

    video · 1h 47m · spoken · machine transcript

Companies pay for design so that customers buy more and look at more ads; internet-era UX was manipulation, whatever designers set out to do.

Not a claim about good design but about what design is bought for; filed here as what an honest design is up against.

  1. Jakob Nielsen The reason companies pay for design is to get customers to buy more and users to look at more advertisements. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    The reason companies pay for design is to get customers to buy more and users to look at more advertisements.

The most interesting design is design that changes your behaviour, more than what something looks like or how it works.

  1. Jason Fried In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something. world.hey.com

    Co-founder and CEO of 37signals (Basecamp, HEY)

    In some cases, design is what something looks like. In other cases, design is how something works. But the most interesting designs to me are when design changes your behavior. Even the smallest details can change how someone interacts with something.

Speed in software is probably the most valuable, least valued asset.

  1. Craig Mod Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance. craigmod.com

    Writer, photographer and software maker based in Japan

    Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance.

The best touch interfaces are physical buttons; on a screen, to feel tactile is to move without latency.

  1. Craig Mod Excellent touch interfaces feel tactile. The best “touch interfaces,” in my opinion, are actual buttons, things with physicality, haptics. But on a screen, to feel tactile is to move without latency. craigmod.com

    Writer, photographer and software maker based in Japan

    Excellent touch interfaces feel tactile. The best “touch interfaces,” in my opinion, are actual buttons, things with physicality, haptics. But on a screen, to feel tactile is to move without latency.

The feeds businesses design to be addictive are obstacles to anyone whose aim is to make something.

  1. Derek Sivers Every business wants to get you addicted to their infinite updates, pings, chats, messages, and news. But if what you want out of life is to create, then those are your obstacles. sive.rs

    Founded CD Baby in 1998 and sold it in 2008

    Every business wants to get you addicted to their infinite updates, pings, chats, messages, and news. But if what you want out of life is to create, then those are your obstacles.

    Disconnectsive.rs

Good design is honest: it does not make a product seem more innovative, powerful or valuable than it is, and does not manipulate with promises that cannot be kept.

  1. Dieter Rams by It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept.

Good design is long-lasting: it avoids being fashionable and therefore never appears antiquated.

  1. Dieter Rams by It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society. vitsoe.com

    Industrial designer; head of design at Braun from 1961 to…

    It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway society.

Audience boredom is usually a content failure, not a decoration failure: if the numbers are boring you have the wrong numbers.

  1. Edward Tufte If your numbers are boring, then you've got the wrong numbers. If your words or images are not on point, making them dance in color won't make them relevant. Audience boredom is usually a content failure, not a decoration failure. wired.com

    Statistician and professor emeritus at Yale

    If your numbers are boring, then you've got the wrong numbers. If your words or images are not on point, making them dance in color won't make them relevant. Audience boredom is usually a content failure, not a decoration failure.

Good design is timeless: if something is ugly it cannot be the best solution, and someone will eventually find a better one.

  1. Paul Graham if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    if something is ugly, it can't be the best solution. There must be a better one, and eventually someone will discover it.

Taste is real, one person has to hold it, and the makers should work in the medium Who decides, and whether they should be building the thing themselves. David Heinemeier Hansson, Luke Wroblewski, Julie Zhuo, Jakob Nielsen, Jared Spool, Karri Saarinen, Paul Graham · newest 26 Aug 2026

Most organisations are bottlenecked on ideas, vision and taste rather than on implementation, so making code cheap does not make them productive.

  1. David Heinemeier Hansson The other thing I'd say is that most organizations don't know what they want. They don't know how to make it better. They're not bottlenecked on implementation. They're bottlenecked on ideas. They're bottlenecked on vision. They're bottlenecked on taste. And if you don't have those element in excess of your implementational capacity, it doesn't help. So you can make a lot of shitty ideas come true, then what? 0:20:13 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    The other thing I'd say is that most organizations don't know what they want. They don't know how to make it better. They're not bottlenecked on implementation. They're bottlenecked on ideas. They're bottlenecked on vision. They're bottlenecked on taste. And if you don't have those element in excess of your implementational capacity, it doesn't help. So you can make a lot of shitty ideas come true, then what?

Designers should find what the spec should be and build it in HTML and CSS themselves, not make a product manager's spec look pretty.

  1. David Heinemeier Hansson Designers at 37 Signals are not just here to make a spec look pretty. They're here to find what the spec should be. They're product managers in many ways. 0:23:27 · youtube.com

    Creator of Ruby on Rails, CTO of 37signals

    Designers at 37 Signals are not just here to make a spec look pretty. They're here to find what the spec should be. They're product managers in many ways.

    Watch from 0:23:27 plays here

    DHH’s new way of writing codeyoutube.com

    video · 1h 47m · spoken · machine transcript

Designers should code, and AI coding agents have reopened that door after a decade in which front-end complexity closed it.

  1. Luke Wroblewski There's a question that never goes away in design: should designers code? My answer has always been yes. But for a decade or so, the complexity of front-end development made it impractical for most. Thankfully, AI coding agents have reopened the door. lukew.com

    Product designer and entrepreneur

    There's a question that never goes away in design: should designers code? My answer has always been yes. But for a decade or so, the complexity of front-end development made it impractical for most. Thankfully, AI coding agents have reopened the door.

Taste is the ability to distinguish excellence from mediocrity, and the hand can never consistently produce better than the eye can discern.

  1. Julie Zhuo Good taste: taste is the ability to distinguish excellence from mediocrity. The hand can never consistently produce better than the eye can discern. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    Good taste: taste is the ability to distinguish excellence from mediocrity. The hand can never consistently produce better than the eye can discern.

Vibe coding lets users design and build their own software, upending the user-centred design paradigm that has held since 1947.

  1. Jakob Nielsen The new trend toward vibe coding and vibe design may be upending the user-centered design paradigm that has remained based on the same ideology since the first UX design projects at Bell Labs, starting in 1947. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    The new trend toward vibe coding and vibe design may be upending the user-centered design paradigm that has remained based on the same ideology since the first UX design projects at Bell Labs, starting in 1947.

Mockups existed because coding was hard; now designers can skip static mockups and go straight to building a UI that works.

  1. Jakob Nielsen Essentially, vibe coding makes it trivial to create front-end code, so designers can skip static mockups and go straight to building a UI that works. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    Essentially, vibe coding makes it trivial to create front-end code, so designers can skip static mockups and go straight to building a UI that works.

Everyone who renders their intention is a designer, so the experienced designer's role shifts from owning the outcome to teaching the rest of the team to render theirs.

  1. Jared Spool The notion of the academically-trained, experienced designer holding the keys to the design outcome fades with this definition. In fact, when we think about design in these terms, it becomes clear that many of the people rendering their intention don’t know they are designers. This implies the role of the experienced designer shifts from owning the design outcome to educating all the other designers on the team on how to best render their own intentions. articles.centercentre.com

    Co-founder of Center Centre and founder of UIE

    The notion of the academically-trained, experienced designer holding the keys to the design outcome fades with this definition. In fact, when we think about design in these terms, it becomes clear that many of the people rendering their intention don’t know they are designers. This implies the role of the experienced designer shifts from owning the design outcome to educating all the other designers on the team on how to best render their own intentions.

A product needs a soul, and for that it needs one person of great taste who is its living, breathing aspect and gets furious about every small detail.

  1. Karri Saarinen For the soul, you need a person with a great taste to be the living and breathing aspect of the product. The one forging the blades. The person who thinks about the in and outs of the product and the business. karrisaarinen.com

    Co-founder and CEO of Linear

    For the soul, you need a person with a great taste to be the living and breathing aspect of the product. The one forging the blades. The person who thinks about the in and outs of the product and the business.

Good design requires a dictator: design by committee is a synonym for bad design, because a design has to be all of a piece.

  1. Paul Graham I'm inclined to think there isn't-- that good design requires a dictator. One reason is that good design has to be all of a piece. Design is not just for humans, but for individual humans. If a design represents an idea that fits in one person's head, then the idea will fit in the user's head too. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    I'm inclined to think there isn't-- that good design requires a dictator. One reason is that good design has to be all of a piece. Design is not just for humans, but for individual humans. If a design represents an idea that fits in one person's head, then the idea will fit in the user's head too.

Taste is not just personal preference: there is such a thing as good and bad design, and a maker's taste can be wrong.

  1. Paul Graham Saying that taste is just personal preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    Saying that taste is just personal preference is a good way to prevent disputes. The trouble is, it's not true. You feel this when you start to design things.

The user is not you: design for what they need, and study them to improve what exists Users, research, and where the breakthroughs actually come from. Jakob Nielsen, Tuomas Artman, Julie Zhuo, Don Norman, Ryan Singer, Paul Graham · newest 19 Mar 2026 · 1 change of mind

The average user is a dangerous statistical artifact: design for the gap between the median user and the heavy-use tail, not for a phantom mean.

  1. Jakob Nielsen In the world of high-stakes digital strategy, the “average user” is a dangerous statistical artifact. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    In the world of high-stakes digital strategy, the “average user” is a dangerous statistical artifact.

To compete with limited resources, scope down who you are building for as much as possible and solve the problems of specific people.

  1. Tuomas Artman To be able to do this with limited resources, you must scope down your audience (and thus your ambitions) as much as possible to make competing easier, and aim to solve the problems of specific people. linear.app

    Co-founder and CTO of Linear

    To be able to do this with limited resources, you must scope down your audience (and thus your ambitions) as much as possible to make competing easier, and aim to solve the problems of specific people.

The more your target audience does not look like you, the more you should be skeptical of your design intuition.

  1. Julie Zhuo The more your target audience does not look like you, the more you should be skeptical of your design intuition. Despite having seen thousands of a/b test results for minor design details, I am still regularly surprised and humbled by my intuition being wrong. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    The more your target audience does not look like you, the more you should be skeptical of your design intuition. Despite having seen thousands of a/b test results for minor design details, I am still regularly surprised and humbled by my intuition being wrong.

What gets called human error is design error: technology-centred design makes people do what machines are good at and then blames them.

  1. Don Norman Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error. jnd.org

    Cognitive scientist and designer

    Human error is blamed for over 90 percent of industrial and automobile accidents. It is the leading cause of aviation accidents, and medical error is reported to be the third-largest cause of death in the entire United States. Horrifying? Yes, but why do we label it “human error”? It is design error.

Over-specifying a design makes it harder to estimate, not easier: the more specific the work, the more hidden complexity a mockup commits the team to.

  1. Ryan Singer by Over-specifying the design also leads to estimation errors. Counterintuitive as it may seem, the more specific the work is, the harder it can be to estimate. basecamp.com

    Author of Shape Up; formerly head of strategy at Basecamp

    Over-specifying the design also leads to estimation errors. Counterintuitive as it may seem, the more specific the work is, the harder it can be to estimate.

Design thinking is a myth: designers have no special creative thought process, and the term is a public relations label for good old-fashioned creative thinking.

Its holder called design thinking a myth in 2010 and took it back in 2013; the second statement is what he holds now.

  1. Don Norman · held 3 years As a result, I have changed my mind: Design Thinking really is special. Alas, it isn't embraced by all designers, but where it exists, it is powerful. core77.com

    Cognitive scientist and designer

    As a result, I have changed my mind: Design Thinking really is special. Alas, it isn't embraced by all designers, but where it exists, it is powerful.

    Since my essay was posted, I keep encountering people who jump to solutions and who fail to question assumptions—engineers, business people, and yes, designers (and design students). These encounters made me reconsider.

Design research is great for improving existing product categories but essentially useless for new, innovative breakthroughs.

  1. Don Norman I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. jnd.org

    Cognitive scientist and designer

    I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.

Design is for users, but you have to design what the user needs rather than what he says he wants.

  1. Paul Graham The answer to the paradox, I think, is that you have to design for the user, but you have to design what the user needs, not simply what he says he wants. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    The answer to the paradox, I think, is that you have to design for the user, but you have to design what the user needs, not simply what he says he wants.

You are most likely to get good design if the intended users include the designer, because looking down on the user corrupts the designer.

  1. Paul Graham You're most likely to get good design if the intended users include the designer himself. When you design something for a group that doesn't include you, it tends to be for people you consider to be less sophisticated than you, not more sophisticated. That's a problem, because looking down on the user, however benevolently, seems inevitably to corrupt the designer. paulgraham.com

    Co-founder of Y Combinator and Viaweb

    You're most likely to get good design if the intended users include the designer himself. When you design something for a group that doesn't include you, it tends to be for people you consider to be less sophisticated than you, not more sophisticated. That's a problem, because looking down on the user, however benevolently, seems inevitably to corrupt the designer.

The chat box was the door, not the room: the interface is being argued over again Whether the interface disappears into intent and agents, survives as buttons, or was the wrong thing all along. Guillermo Rauch, Naval Ravikant, Peter Steinberger, Luke Wroblewski, Sundar Pichai, Sebastiaan de With, Julie Zhuo, Jakob Nielsen, Amelia Wattenberger, Bret Victor · newest 28 Aug 2026

The middle of the web gets subsumed by agents producing just-in-time UI: the agent is the new browser.

  1. Guillermo Rauch The 'in between' is likely to be subsumed by agents producing just-in-time UI. When you need utilitarian content or data, it'll be generated just-in-time for you. Think of the agent as the new browser in this model. x.com

    CEO of Vercel; creator of Next.js and Socket.IO

    The 'in between' is likely to be subsumed by agents producing just-in-time UI. When you need utilitarian content or data, it'll be generated just-in-time for you. Think of the agent as the new browser in this model.

    @rauchg on Xx.com

The chat box is not the final form of working with models; it is radio shows recorded onto television.

  1. Peter Steinberger Like, if you think more globally, we are, we copied Google for agents. You have, like, a prompt, and, and then you have a chat interface. That, to me, very much feels like when we first created television and then people recorded radio shows on television and you saw that on TV. 1:50:06 · youtube.com

    Founded PSPDFKit in 2011 and ran it for a decade

    Like, if you think more globally, we are, we copied Google for agents. You have, like, a prompt, and, and then you have a chat interface. That, to me, very much feels like when we first created television and then people recorded radio shows on television and you saw that on TV.

Chat is not AI's final form: agent-based applications increasingly outperform chat-only ones, and many different interfaces for AI will emerge.

  1. Luke Wroblewski It's also worth noting that chat isn't the only way to integrate AI in software products and increasingly agent-based applications outperform chat-only solutions. So expect things to keep changing. lukew.com

    Product designer and entrepreneur

    It's also worth noting that chat isn't the only way to integrate AI in software products and increasingly agent-based applications outperform chat-only solutions. So expect things to keep changing.

Models that can code should be allowed to write their own interfaces, instead of being boxed into the UI humans give them.

  1. Sundar Pichai Today, we are constraining the models, the models can't quite express themselves in terms of the UI to people. But if you think about it, we've kind of boxed them in that way, but given these models can code, they should be able to write the best interfaces to express their ideas over time. 0:43:02 · youtube.com

    CEO of Google and Alphabet

    Today, we are constraining the models, the models can't quite express themselves in terms of the UI to people. But if you think about it, we've kind of boxed them in that way, but given these models can code, they should be able to write the best interfaces to express their ideas over time.

Interfaces are returning to skeuomorphism, but as behaviour rather than lacquer: clear, graphic elements that act like materials from the real world.

  1. Sebastiaan de With We’ve come back, in a sense, to skeuomorphic interfaces — but this time not with a lacquer resembling a material. Instead, the interface is clear, graphic and behaves like things we know from the real world, or might exist in the world. This is what the new skeuomorphism is. It, too, is physicality. lux.camera

    Designer and co-founder of Lux, makers of Halide

    We’ve come back, in a sense, to skeuomorphic interfaces — but this time not with a lacquer resembling a material. Instead, the interface is clear, graphic and behaves like things we know from the real world, or might exist in the world. This is what the new skeuomorphism is. It, too, is physicality.

A blank chat box is lazy: it violates the first rule of a good user experience, that it is obvious what you can do.

  1. Julie Zhuo The problem with a blank chat box on a blank page is that it violates the first rule of a high-quality user experience: it isn’t obvious what I can do. lg.substack.com

    Co-founder of Sundial; former vice president of product…

    The problem with a blank chat box on a blank page is that it violates the first rule of a high-quality user experience: it isn’t obvious what I can do.

AI agents will end traditional UI design and accessibility, because users will stop visiting websites and act only through their agent.

  1. Jakob Nielsen Once, humans navigated the web manually. In the future, AI agents will act on our behalf, browsing, clicking, and deciding. This shift marks the end of traditional UI design and accessibility, ushering in a future where agents are the primary users of digital services. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    Once, humans navigated the web manually. In the future, AI agents will act on our behalf, browsing, clicking, and deciding. This shift marks the end of traditional UI design and accessibility, ushering in a future where agents are the primary users of digital services.

AI is the first new user-interface paradigm in sixty years: intent-based outcome specification, where the user says what outcome they want rather than how to get it.

  1. Jakob Nielsen The third UI paradigm, represented by current generative AI, is intent-based outcome specification. The user tells the computer the desired result but does not specify how this outcome should be accomplished, such as the steps to be executed. Compared to traditional command-based interaction design, this completely reverses the locus of control. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    The third UI paradigm, represented by current generative AI, is intent-based outcome specification. The user tells the computer the desired result but does not specify how this outcome should be accomplished, such as the steps to be executed. Compared to traditional command-based interaction design, this completely reverses the locus of control.

The graphical user interface will survive AI in a less dominant role: future AI systems will have hybrid interfaces that combine intent and command.

  1. Jakob Nielsen Thus, the 2nd UI paradigm will survive, albeit in a less dominant role. Future AI systems will likely have a hybrid user interface that combines elements of both intent-based and command-based interfaces while still retaining many GUI elements. jakobnielsenphd.substack.com

    Usability pioneer; co-founder of Nielsen Norman Group and…

    Thus, the 2nd UI paradigm will survive, albeit in a less dominant role. Future AI systems will likely have a hybrid user interface that combines elements of both intent-based and command-based interfaces while still retaining many GUI elements.

Chatbots are a terrible interface for large language models, because a text box has no affordances.

  1. Amelia Wattenberger by Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable. wattenberger.com

    Designer and engineer; formerly principal research…

    Hopefully I've convinced you that chatbots are a terrible interface for LLMs. Or, at the very least, that we can add controls, information, and affordances to our chatbot interfaces to make them more usable.

Touchscreens are pictures under glass, a transitional technology; calling them the future of interaction is like calling black-and-white the future of photography.

  1. Bret Victor To me, claiming that Pictures Under Glass is the future of interaction is like claiming that black-and-white is the future of photography. It's obviously a transitional technology. And the sooner we transition, the better. worrydream.com

    Interface designer and researcher

    To me, claiming that Pictures Under Glass is the future of interaction is like claiming that black-and-white is the future of photography. It's obviously a transitional technology. And the sooner we transition, the better.

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