I can't help thinking about how much we have lost. Just finding the scrollbar nowadays can be a challenge. Not to mention if you want to resize a pane - in some applications they seem to have taken extra steps to make it difficult to find the line to grab.

Operating systems of that era were designed based on UX research to help people use the unfamiliar operating system.

Subsequent ones were designed by UI designers, and opinionated senior managers, who already knew how to use them, and took out usability features to make them "look nicer". This sort of worked when the opinionated manager was Steve Jobs. Most managers are not Steve Jobs.

> in some applications they seem to have taken extra steps to make it difficult to find the line to grab

Pet peeve of mine in Windows where the line is at most one pixel now. They also took away the coloured distinction between title bars for the active window, so you don't know where keystrokes are going to go.

> Operating systems of that era were designed based on UX research

Too many developers nowadays don't know this. On any HN discussion of UIs, I've been noticing a growing number of younger devs insisting that usability is entirely subjective (their words, not mine). It's not just that they don't know about cleverly thought-out things such as safe triangles in nested menus or all the affordances/signifiers espoused by Don Norman et al. The bigger problem is that they don't know what they don't know, and they come across as being unwilling to learn.

It does make UX discussions frustrating and meaningless when they could, and should, be interesting and a learning experience for us all.

> safe triangles in nested menus

I did not know about this, but I did notice my own menu-rage every time a submenu disappears!

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> Operating systems of that era were designed based on UX research to help people use the unfamiliar operating system.

I have a lot of thoughts on things like PC usability today. You're right that UX research would have heavily contributed to the design on these older systems. As computers moved from the warehouse to the living room they had to be easier to use and understand for people without CS degrees. I think it is fair to assume *some* things about what people these days are familiar with when it comes to the desktop GUI, but usability should receive more focus now even if it slightly hinders aesthetic. A friend of mine has been teaching a college program for video editing and she has students who needed her to explain what files and folders are. This is not the first time I've heard of things like this.

Smartphones and tablets have obfuscated so many basic functions and features that it is actively harming people's understanding of how to use a computer. Things like window sizing, executables, how apps know where things are, and how programs are installed. Android does allow users to peek behind the curtain more than iOS but Google has been going down the path of locking down Android. I haven't been in an elementary school classroom for like 17 years but I remember having computer lab time where we would learn how to use Windows 95/98. I think what has benefited my friends and others my age (~30) is that we grew up when computers were in the home and were usable enough for us to log in and intuit our way around but there was enough friction that made it so we would have to figure things out on our own.

Chesterton's fence! Don't delete something unless you know why it's there in the first place.

‘Took out usability features to make them "look nicer"’ is exactly how Steve Jobs gave us the double-click, undiscoverable and timing-sensitive.

Double-click came out of Xerox's research park. Apply might have been the first to put that into a popular desktop PC solution, but it wasn't their design any more than the rest of the system they copied. There are arguments that a second button was a much better idea, but that would still not be immediately discoverable and even with many buttons in modern solutions we _still_ have double-clicking.

My pet peeve is spacing. My usual resolution is 1920x1080 (scaled or not) and it feels I could cram more information in an old 1024x768 desktop. You have to maximize most windows to get it to show enough information.

This drives me crazy. Even looking at these old screenshots you just know that these systems we outputting a display resolution lower than 1024x768.

When I was checking out the MacBook Neo a while back I was disappointed that the resolution is not natively x2 scaled. It uses fractional scaling when macOS handles fractional scaling quite poorly. I've set the resolution on my M1 MBP to 1280x800 so it was x2 scaled and clarity improved significantly. But I also sacrificed usable space because apps don't adjust, everything is just made larger.

For the brief time I used Windows 11 the amount of times I placed a window over another and then clicked on the wrong window because I couldn't tell at first glance where one started and the other ended was absolutely ridiculous.

I'm afraid that the core of the problem is something far more simple and fundamental.

The people designing desktop apps today simply never learned the conventions that make desktop applications good. They grew up with smartphone apps, web apps, electron apps, games, etc.

In fact, you can observe from things like JavaFX, Flutter, WPF, etc., that the trend has long been about the ability of easily creating custom widgets like you could with Javascript (or Flash), rather than the convenience of having a library of widgets that look and feel exactly the same as every other widget in the system.

> couldn't tell at first glance where one started and the other ended

This was even worse in an RDP session. No drop shadows. I'm not sure who thought "everything should be flat and white" was a good idea.

> I'm not sure who thought "everything should be flat and white" was a good idea.

It's just the old Windows 2.0 look.

Windows 2 had plainly visible borders, with decent contrast depending on your colour settings, so you could see what ended where.

We also lost clearly identifiable buttons, loading bars (replaced with throbbers), status bars that tell you what you're hovering over and what the program is doing, stable UIs to develop muscle memory, etc.

But we did gain some nice things!

- Tabs.

- Titlebar buttons and other space-saving measures.

- Document editors remembering unsaved changes.

- Forms that validate on focus lost, instead of submission.

- Ctrl+P menus to fuzzy-search all actions and settings (we need more of those).

- Easy syncing (if I open Spotify on any device I'll see the same playlists, my clipboard is shared between phone/desktop/notebook, Immich integrates local and remote media, etc).

- Program-specific URL protocols, so that you can click on a link and have it open in a separate program (like `steam://open/games`).

- Map widgets, a small miracle we take for granted.

- Package managers/app stores that cleanly install and uninstall applications.

Titlebar buttons are actually bad. The titlebar exists (or existed) for a reason, so you'd have somewhere you could grab to manipulate the window. Now it's kind of a guessing game with every app on where you can grab without causing the app to do something you didn't want.

If that's a problem for you, you have much to gain with better window management shortcuts. On KDE I have the Windows key + left click set to drag a window from anywhere, and win + right click to resize depending on the quadrant the cursor is on. It's incredibly satisfying not having to hunt titlebar empty spaces or thin edges.

> Forms that validate on focus lost, instead of submission.

Not always positive. The form briefly loses focus for two seconds (while you open your password manager or whatever) and you are shouted at to “PLEASE ENTER A VALID USERNAME” in red.

Sometimes I see it complaining _on every keypress_. Certainly annoying, but much better than the old "invalid field" red text at the very bottom, leaving you to scroll back up and guess what's wrong.

> loading bars (replaced with throbbers)

There is a very practical reason for this; most GUI apps are webapps (whether local or not is irrelevant), and the fetch API was so poorly thought out that it was not possible to get an indicate of progress - all if gives you is inprogress or done (nothing in between).

As a result the loading indicator can only indicate in-progress or done.

There might have been worse ways to design the fetch API, but off-hand, I can't think of any - what came before it was immensely better for a user experience.

With a better API we could have a progress bar that goes through the TCP/IP stack: advance when the domain is resolved, when a handshake is finished, when the request is sent, when the response starts streaming back, when the response finishes.

It'd be a very jumpy bar, but it helps develop intuitions. "The first part is always slower on this machine", "when it gets stuck on this spot I need to reset my router", "this part will be slow because the request is large", etc.

Most of the time you're fetching multiple things in parallel and you could show a progress of how many of those are done (perhaps weighted by estimated size). That's essentially the way many progress bars work.

I appreciate this balanced take! Let's hope one day we'll get the best of today's and yesterday's era.

There was a brief moment in history where we had the best of both worlds.

I grew up with Windows XP. We had most of these (except the titlebar buttons — although on second thought some custom Windows Media Player skins did have that, haha).

We all carried USB sticks around. So you always had your files with you. The computer itself was interchangeable, for the most part. (Which also led to my interest in portable apps.)

> Ctrl+P menus to fuzzy-search all actions and settings

Wasn’t that in Emacs for decades?

Yes. The macOS menu bar is also searchable, which is cool. Unity on Ubuntu also had this back in the day.

Most people haven't experienced "addressable interfaces" like Emacs and don't know what they're missing when they only have visuospatial navigability. I would like to see searching and jumping make bigger impacts in mainstream UX design.

Probably! To quote William Gibson, "the future is already here — it's just not very evenly distributed". I'm sure you can find some of these features all the way back in The Mother of All Demos, the difference now is that they're more common.

One of my biggest bugbears is losing the OK/Apply/Cancel concept with dialog boxes or settings windows. If I have a window with lots of settings that I want to experiment with then I've no problem with that setting taking effect immediately, but please give me the ability to back out all the changes I've tentatively made via a Cancel button.

I still want alt+underlined letter for menus.

Ubuntu is great for resizing - alt + middle click anywhere on the window. If only other OS'es could do the same.

> Ubuntu is great for resizing - alt + middle click anywhere on the window. If only other OS'es could do the same.

Not Ubuntu -specific. On all my setups alt+LMB moves, alt+RMB near any edge resizes that specific edge.

No need for pixel-perfect grabbing.

Microsoft's PowerToys did add that in (I think) the last version. Alt + Left click moves, alt + right click resizes.

Yeah, this is the one thing about Linux I constantly miss when using anything else.

I wonder how hard it would be to make a thing for that...

Here's a maintained fork of one I used to use in another life: https://github.com/RamonUnch/AltSnap

I agree. There's something about those 80s and 90s interfaces with their visible affordances, grab points, etc., that just makes them instantly comprehensible. Many of them are also beautiful.

The absolute peak, for me, though are those early releases of MacOS X. Cheetah and Puma were both incredible, both in appearance, and in use. They looked fantastic but they still had all the affordances and comprehensibility of earlier interfaces.

One thing that's also very noticeable to me: title bars are title bars and nothing else. It's just easy to grab windows and move them, resize them, etc. Nowadays I really struggle sometimes to find a place in (what should be) the titlebar to drag a window in many application.

We have lost indeed.

It is very difficult for people with impaired vision to find the scrollbars, buttons et.al. on windows 11. The scrollbars are too narrow and often auto hidden. The buttons are flat and not easy to separate from normal text. Tell one window from another is also quite challenge.

I'm curious - how often do you use the scrollbar? For me, almost never (or only as an indication of progress through a document). I'm scrolling only with wheel or arrows or PgUp etc.

Perhaps though this is learned behaviour from scrollbars being tiny. I'd rather have the extra screen space. The scrollbar is usually a nuisance when I accidentally touch it (touchscreen) and the page jumps away.

You can do interesting things in the scroll bar. Some coding editors (like Visual Studio) cram a lot of useful information into the scroll bar.

https://learn.microsoft.com/en-us/visualstudio/ide/how-to-tr...

When reading a document in a browser, I rely on the scrollbar to know things like: how long is it? Where am I in the document? How much of the document is on my screen right now?

This is critical for decisions like: "Should I read the whole thing?" and for building a mental map of the whole document.

I use the scrollbar to scroll between parts of the document if I need to flick back and forth quickly, say between the data and the interpretation, once I have that mental map and know where things roughly are.

While reading, I'm dragging or wheeling.

For mouse users, clicking and dragging the scrollbar is the fastest and most intuitive way to scroll through a large document or list. (The scroll wheel, if you have one, is much slower.)

Until some dolt decides to build "infinite scroll" - I've seen dragging the scrollbar with the mouse cause JS exceptions to be thrown on some pages. One for the UI hall of shame.

Have you been unable to find a DE or a DE theme with that type of UI/UX? I haven't looked into it, since I don't have these issues and prefer a more modern look, but surely there must be options out there if that's what you want.

SerenityOS is the most well known but it's a fully custom operating system of its own. For Linux you can install the chicago95 theme (includes a widget set for GTK+3) and the b00merang GTK+4 theme (doesn't help with excess padding unfortunately, but it still has proper high-contrast 3D for the widgets and color for the headerbar. The mobile-friendly responsive UX of new GTK+4 apps actually works great with the traditional 3D look.)

I think the parent is lamenting the lack of this in a commercially viable DE, like MacOS or Windows.

As much as it pains me to say it: custom Linux distros are not often deployed en masse. Especially not the ones that “look old”.

The latest KDE with a suitable theme actually comes quite close.

Just finding a drag able area of the window to reposition it is a huge pain.