“The next release should only include the features that matter. This is the shift from features to experience. It is usually a competitor that releases this version. They figure out matters and release a cheaper version with less features but a better experience.”—LukeW | UI16: Creating Intuitive Designs
Anti-pattern: mismatched metaphor/borg idiom. Drag and drop often creates artificial constructs in an interface that are not necessary. People often start with a technical solution first not a user experience first. This often ends up in artificial visual constructs to support a technology solution.
The more heavy an interface idiom is, the more it will try to take over the whole interface.
“Experts stay still; beginners are constantly moving. An expert can point out the difficulty in every project, while the beginner can only see possibilities (and later many ways to make mistakes). The reward for beginners is not the stuff they make, it’s the person they become because of the stuff they make and share. Beginners need to practice a lot; experts need to talk more than practice usually. Beginners do very simple things before they understand what they are doing, but they are simplistic. Experts struggle to make things simple because they want to put everything they know in something, to demonstrate their expertise.”—
“so what gets built isn’t visionary at all but driven by the calendar […] Which brings me back to baseball. You are the manager of your company: what’s your strategy? Reality is a heavy hitter, but it shouldn’t bat in every slot in your lineup. Can you really afford to play it safe every game? Even if your competition is miles behind, spending time to imagine a better future for your product will position your company to more nimbly take your offering to the next level when constraints go away.”—Cooper Journal: If you want a game-changer, you need to change the game