> If you have ever worked with designers they're normally pretty sure they know what is better for you than you do.
Not in my experience as an OpenGL/WebGL, UI, and graphics expert.
Most designers focus on form and forget that function is WAY more important.
I work for a fortune 50 company and most UI designs _visually_ tell me they don't know what the fuck they are doing half of the time. They pursue change for the sake of change without taking the time to **think** about what the fuck they are _actually_ doing and how it will impact the user's experience.
i.e. They don't understand the importance of consistent button layout & usage, balance of whitespace to content, don't have a freaking clue about SNR (everything is monochromatic), don't understand anything about contrast (i.e. alternative table rows with 2 different backgrounds), don't care about things being mis-aligned by 1 pixel, don't understand the GPU's of any of the devices -- such as how to use a texture atlas, don't understand pow2 textures, don't understand kerning, Signed Distance Field (SDF) fonts, don't understand the pros & cons of skeuomorphism, etc. Basically all the UI + Graphics stuff they are SUPPOSED to know but don't jack on.
Here are some of my UI rules:
First rule of Good UI:
* Empower the user to do what they want, and then get the hell out of the way.
Second rule of Good UI:
* "Contrast" is the difference between signal and noise. Too much signal effectively it means zero contrast. Congratulations, you just made EVERYTHING become noise.
Third rule of Good UI:
* The holy trinity is Signal, Noise, Whitespace. Whitespace is not signal, and not noise, but is the boundary between the two.
Fourth rule of Good UI:
Function is more important then form.
Fifth rule of Good UI:
An expert knows when to follow the rules and when to break them. A **little** spice is fine, such as skeuomorphism. Anti-skeuomorphism means zero spice = bland, boring, and looks like crap with the latest fad of "flat" UI & gaudy colors.
Sixth rule of Good UI:
If your UI is not running at _least_ 60 Hz (sub 17 ms), you're doing it wrong. If you don't understand the difference between 24 (or 30 Hz), 60 Hz, and 120 Hz you really don't have a fucking clue about smooth UI.
Seventh rule of Good UI:
If you don't understand the importance of _trying_ to target 1 ms response time for everything, you're doing it wrong.
Eighth rule of Good UI:
If you don't know how to design fonts for low-density SCREEN displays (sub 72 dpi) (aka pixel fonts) vs medium-density PRINT (sub 300 dpi) you don't know your craft.
Ninth rule of Good UI:
UI & User Experience is built upon software. Software is built up on hardware. If you don't understand the importance of ALL three, such as the size of the texture cache, you're doing it wrong.
Tenth rule of Good UI:
If you don't give users the option to customize the colors and placement of widgets, you're doing it wrong. Congratulations, you probably made all the color deficient people pissed off! One of the reasons World of Warcraft became popular -- because all the UI mods empowered users.
All the modern UIs from Apple, Google, Micrsoft is a complete clusterfuck of these principles. It is like everyone forget everything we learnt about UI from the past 20 years.