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Yes, if designers are component at all of these things:

> tests, observation, psychology and physiology

Is that not their job?



No it's not their job, and I'll try to explain why I think that.

Apart from the remit being just too broad, designers in any case are part of a complex team that deal with a multitude of functional, non-functional, regulatory and financial requirements.

Now, we have many different definitions of "designer", which I am very aware of, but I believe that, in some circles "designer" has become romanticised and extended to include a set of perceived "magical" powers to "deliver what a boss wants". That is a distortion of the role to something grotesque.

Speaking from a domain in which I have expertise; in sound design a great battle ensued between designers, users (audiences) and the 'bosses' (studios and publishers) as to how music and films should sound. You probably know this as the "Loudness Wars". I think it remains a textbook example of misalignment between technical, artistic and financial factors. It also remains an example of why I think "Markets are a myth" [2].

Despite listeners saying over and over that they "Don't want it", the producers, through a mess of internal motives (mainly financial), repeatedly foisted their values onto them, being obsessed with what they think users want in preference to flat-out contradiction that would be evident in even the most cursory market research.

The job of a designer is to balance factors, and in a sense act as an advocate (stand-in) for the user by mentalising their actual needs. It's a very demanding and complex skill. Doing "what your boss says" is absolutely not it and reduces a designer to a tool.

On the other hand, a job of the designer is also to listen to expert technical advice outside of their skill-set, and so must not get carried away with any grand "aesthetic vision", wanting to be Steve Jobs.

A hard line to tread, and one requiring strong will and ethics as well as judgement.

[1] https://en.wikipedia.org/wiki/Loudness_war

[2] https://news.ycombinator.com/context?id=32463541


Related, the challenges sound designers face in making dialogue audible. What seem like simple problems (make car climate control buttons easy to use, make the speech in a movie easy to understand) turn out to be incredibly complex.

https://www.slashfilm.com/673162/heres-why-movie-dialogue-ha...


It's supposed to be their job - lots of "designers" nowadays seem mostly focused on aesthetic trends rather than those (IMO) more important things


Just look at Windows 11 to see how far removed designers can be from users, despite probably seeming quite competent.


I like Windows 11!


Genuinely curious, what do you like about it compared to Win10?

I've only tried it in a VM for a few minutes so far, but was unnerved by the general feeling of 'pretty, but impractical', mainly thanks to the taskbar and the right-click 'hide everything by default' context menu.


Is that not their job?

Evidently not if the work they're producing is reportedly outperformed by old school physical controls from more than a decade ago and in most of the vehicles tested it wasn't even close.


One problem is that 'aesthetics', both graphical and functional, dominates actual usability design.


I worked briefly as a freelance experience designer hired by an appliance manufacturer. I asked if they could send me physical prototypes of controls so they could be tested. They refused and said it would be too expensive. They expected the controls to be designed, spec'd, and sent to the factory without any usability testing.

Designers can do all those things, but often they're not given the space to.

The best products are typically produced in an environment where the people running the company care about the design. This is a rare environment.


Many, but not all, designers are just making their boss happy.


This is it 1000% - touchscreens look cool in "demos" and "show the CEO" and so they're selected for.

Buttons and actual things that let you use the device/vehicle for 8+ hours a day, not so selected for.


Often they recruit kids with graphic arts backgrounds, hand them some fancy post-it notes and a YouTube video of how Zipcar did a journey map, and set them loose.

UX usually focuses on the critical path for the top-5 tasks. So turning on the car radio makes sense, but changing the radio station didn’t make the cut, so some rando engineer guy stuffed it in a menu.

When it’s done well with a great team and time it’s magic. It’s easiest to see when Apple gets software right, like Keynote - the functions of making a presentation are immediately obvious to an elementary school student. But even then, once you leave the happy path, woe to you - modifying a template is a dark art to most people.


Or you could use Apple's iTunes as an example of how to build one of the world's worst and most user-hostile interfaces, but one that every iPhone user must deal with unless they let Apple have complete access to all their information via iCloud.

I'm convinced most people really don't like iCloud, but since the alternative is iTunes, they basically have no choice...


Agreed - I should have used a different example, as Apple is too visceral for many people.

iTunes is the equivalent of legacy VB apps in enterprises. As far as I can tell, there was essentially no design for many years.




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