Now most of the internet is hinternet, and we're all forced more and more to rely on it. Banking systems, mortgage platforms, car payments, utilities payments are generally designed mobile first, desktop later, they employ various dark techniques for "verifying real user", which break on open platforms, forcing you to access them from iPads and other such locked down devices, or not at all. If hinternet used to be the dark shady streets where hucksters were peddling you knockoff watches, then now hinternet is the dystopian landscape of vertical information integration, ran, behind the scenes, by para-governmental institutions. You can't log in into irs without using id.me, a digital wallet and identity management platform, that sells you things.
There are attempts to cultivate little gardens of sophistication, but they are of mixed success. On a personal level there's a strong disincentive to participate in the hinternet beyond the mandatory, carefully navigating poorly designed and conceived systems just long enough to achieve an objective. One has to login into irs, but one doesn't really need to read that popup and upsell blocked, mobile centric news article.
From this perspective "mobile-first web design" is a symptom removed from its greater context.
On one side we have the cultured elites of academia, the military and government - as rightful founders.
On the other, the unwashed masses, immigrants of the Eternal September. Eventually this hoi polloi of hucksters, chancers and grifters became naturalised as the businesses and bankers in the new world.
The dotcom era is a colonisation story and the elites are the aboriginal natives driven off their own land. It sure fits a "woke" narrative.
But what's missing from this fairy-tale is the actual real people.
The truth is, dotcom, Web2.0 and the empire building between 1997 and about 2010 was still a marginal affair, where existing money and power moved into the internet, along with a handful of rugged "entrepreneurs" (as we like to call ourselves around here).
The 99% remained spectators caught between the Scylla and Charibdes, and now they are corralled into ranches, all lovingly watched over...
The potential for a "people's internet" still remains, but we have not solved many (indeed any) of the classical problems of freeloaders, tragedy of the commons.... and at this point I think "Web 3.0 and blockchain web" is dead (?)
A good start to moving things forward to an internet that is once again public, high-quality and large might be looking more closely at the history/narrative of the internet and who the real stakeholders are.
The hard-to-use internet of the 90s, centered around IRC and Usenet? The seedy parts of the 90s internet with illegal content hosted on free hosts? Because you say today's internet is like that, and I don't see any comparison at all however I look at it.
How is the 90s Internet (forums, IRC, Viagra spam and goatse) anything like the modern sterilized version full of dark patterns in the hands of a dozen megacorps?
I alway get voted down when I use words like “phonish” or “phonishness” but I feel that smartphones made life worse not better and made people serve computers than the other way around. Here’s to the next platform.
Mastodon comes to mind, whose openness allows me to browse it from emacs with mastodon.el.
Removing full or even useful content from both RSS and notification emails comes to mind as well.
(It was both strangely broken in my WP database, and also I think my website was down when OP write this. Sorry!)
Wow, I just assumed it was some kind of auth flow the government runs themselves and never did any research
I get why they are used on mobile. If you only have room for content, it makes sense to tuck actions away into a hamburger menu except for a small number that you assign to tiny little hieroglyphs. Fine. However, if you have space, this is a terrible way to use it. At best it adds steps, at worst it invites experimentation and disaster to figure out what the heiroglyphs do (which wouldn't be so bad if undo worked but we've apparently decided undo is fine to break too). Like the Apple HIGs used to say, on Desktop you should want to get the most common actions out of menus and onto labeled buttons so that users can answer "what can I do?" without playing hide and seek. Undo should be baked in from the very start (it's hard to retrofit) to reduce the consequences of experimentation.
Unfortunately mobile design has taken over so completely that even on apps which will be used almost entirely on desktop, even on apps with an internal advocate for Desktop design, UI designers go for the hamburgers and heiroglyphs and broken undo because it's standard these days. Sigh.
Oh, and modals are back with a vengeance, but I need to stop here or my blood pressure is going to get unhealthy.
They explicitly studied ecommerce/product pages here. The relevant metrics are which page had a higher perceived product value? Which page had a higher conversion ratio? Which page resulted in a higher NPS? Which page created a more positive brand affinity?
You don't sell portable speakers using specs, you sell it with aspirational images of it being used on a beach. Of course expanding an accordion of product details then asking "On a scale from 1-7, How well do you feel you understood the offering communicated on the page?" results in a higher survey score. If you said the more dense page converted better, then I would be surprised.
It's like designing a study on the negative impact of hard F1 race car seats, adding a bunch of foam, testing which is more comfortable, then proclaiming one is better than the other because it was rated more comfortable, when the only metric they were designed for is lap time.
What's worse, formerly normal websites start degrading. Typically, when a new manager is hired and decides to "reimagine" the product with the "mobile-first" vision. The recent Patreon is a good example.
And of course, in some cases normal websites go away entirely, and are replaced with crapps: Venmo, Amazon Alexa, Chamberlain, etc.
It's such a useful piece of the UX to have thrown away in the move to mobile first.
Other than that I probably fall in the "it's not that hard" camp. Of all the problems you have to solve, getting it to look reasonable on a few different screen sizes is pretty far down the list in terms of time and complexity.
High content density works for desktop applications, but not for what’s basically a brochure website.
They might pass though if they can't get the site to work well on their phone.
Industry got obsessed with JS frameworks made for giganto-orgs as a “solution” for everything.
Eyes became fixated on the claustrophobic mobile-first screens.
Went back to doing primarily graphic design. Less money, much happier.
This article has completely misunderstand the term, mobile first it's the technical way of organizing the CSS to render the mobile viewport first and then the rest of the 'breakpoints'.
Mobile-first design has the advantage, over the desktop-first design, that it directly render first the mobile design and the cellphone experience is much faster and with less rearragning flickering.
Mobile-first doesn't have the corresponding disadvantages at the desktop browser since they tend to have a land line internet and much faster cpu and memory.
It has finally been told! I was crying and talking about making the return of information rich websites, but people were just following trends blindly :(
What I mean is that quite a lot of these examples and others people frequently cite when complaining about “mobile first” are not inherent to “mobile first” per se. To my mind, they’re an incomplete application of the principle. And the principle became prominent when the inverse problem was more universal: designs (or simply their implementation) targeted desktop first, and added mobile affordances as an afterthought.
“Mobile first” shouldn’t mean that other web experiences aren’t just as important a consideration. Philosophically, it comes from the perspective that a broadly usable and accessible web experience accounts for the most stringent constraints and works out from there.
I distinctly recall solving problems like those discussed in the article well over a decade ago. It was a lot of work. It requires a lot of care and attention to detail. That doesn’t excuse skipping any of it! And it really should be more achievable as the standards have evolved. But it does require dedication to addressing a large matrix of users’ needs and usage conditions.
I've decided, whenever anyone weighs in on information/interaction design, and says "consume...content", what they are saying is, "Hey, we've been stabbing everyone in the face all wrong, here's a better way to stab everyone in the face."
Maybe I'm getting really old and just like to complain about this because I'm not very much used to this phone-oriented UIs.
"Minimalist design" and it still takes multiple megabytes of bandwidth to show a pretty nothing.
I'm using Reader Mode or an equivalent whenever I can. If a site cannot be dealt with using RM, I mostly go elsewhere.
Now get off my lawn, kids.
Not an expert in this space but intuitively it feels that what is missing in a widely adopted heuristic of how to "best", or at least, "least-bad" map the information and interactivity components of a given UI to different screen geometries.
It feels like a hard problem to crack: in some cases there might not be a good solution at all. So the heuristic should be able to say "no, what you are trying to do does not match any known Homo Sapiens sensory configurations".
Think e.g. how you would map a large and busy DAW screen [1] with hundreds of dials on a small mobile. You'd probably have to rethink the entire workflow, segment into small chunks, smoothly switch screens while providing summaries and connecting elements etc.
[1] https://soundcamp.org/music-and-sound-production-blog/best-f...
Not that I agree or disagree with the proposition, just not enough information to form opinion.
It is possible to ensure that a div or image doesn't stretch too much on desktop by setting the right max-width. It is possible to ensure that a tabular div doesn't overflow on mobile by setting the right width in a responsive @media query.
The problem is that mobile-first has become mobile-only, assuming that 80% will come from those devices and the others will figure out a way to cope with the eyesore. Real responsive design and craft of width is still possible (now like in 2010), but it takes time and testing - resources that companies are more than willing to save, since everybody in tech seems bent on pushing half-baked MVPs nowadays and call them products.
Yeah, obviously. More so if you use a generic image like Waze. It's not a usability problem, it's a quality problem. Apple does just fine with full width desktop heroes because they include relevant images.
I paused writing this comment/rant to do a quick search about it and found that someone had already done what I intended to do - write an extension/addon to deal with it:
https://github.com/danielnixon/link-fixer
Thank you Daniel Nixon!
Then I have to scroll down on my 27" monitor to be able to actually read anything on that site. That is stupid - at least in my opinion.
This completely agrees with my own experience. But if these things are true when viewing a "dispersed content" site on a desktop browser, shouldn't they be just as true on mobile? It seems to me that this is a big problem with mobile-first design in general: it's just not the right format for actually conveying conceptual information to users.
My devices are a literal ton of iOS ones, and then 4k and a 2560 × 1440 display which I use most frequently lately.
Tons of whitespace, oversized text everywhere and incorrect use of Z-index are some of the hallmarks of this mobile-first design.
I like clean websites with lots of space. I don’t mind long scrolling websites, though I don’t particularly like the trend of stupid animations that happen as you scroll down.
I appreciate that “mobile first” has forced web designers to simplify web sites to be concise. Less is more!
Even open source is like this now: GNOME, Wayland, and systemd are designed around the most common use cases their developers anticipate and if you fall into one of the more obscure categories... well, tough.
opposite way in: 2013 article about high density on the japanese web being (in part) a legacy of their pre smartphone era