“引力值得探究。”
“Gravity is worth asking about”

原始链接: https://unsung.aresluna.org/gravity-is-worth-asking-about/

作者反思了苹果公司日益增多的广告,并指出一个广告的出现往往不可避免地导致“无穷”的泛滥。文章引用了约翰·格鲁伯(John Gruber)关于“零一无穷”(Zero-One-Infinity)原则的观察,认为数字界面缺乏一个“中间档”。一旦为了某个广告、设置或菜单项打开了先例,就会引发更多的复杂性和混乱。 这种现象的发生是因为数字产品具有无限的可扩展性;团队经常以“只加这一个”为由,却未考虑其对用户体验或认知负担的累积影响。由于每一项新增功能单独看来都微不足道,复杂性便自然增长,且往往超出了集体责任的范畴。作者主张,要维持界面的整洁,需要进行审慎且往往是近乎武断的克制。为了抵御功能膨胀带来的“重力”以及设计上的退化,企业必须授权员工主动说“不”——优先考虑连贯的愿景,而非走上无休止扩张的简易迭代之路。正如史蒂夫·乔布斯在被问及是否会在麦金塔电脑上贴“Intel Inside”贴纸时那句著名的回绝:“我们觉得自己的贴纸更好看。”

这篇 Hacker News 的讨论探讨了 macOS 质量下滑的现象,许多长期用户感叹苹果曾经引以为傲的细节把控与极简主义已不复存在。 参与者批评现代 macOS 的用户界面漏洞频出、权限提示冗余,并指责其设计“懒散”——例如无法真实反映进度的进度条,以及杂乱的隐私菜单。许多用户认为“雪豹”(Snow Leopard,约 2009 年)时期是苹果体验的巅峰,他们认为苹果自那以后便将短期利润和订阅制“服务”置于核心易用性之上。 讨论中的一个反复出现的主题是用户体验的“平庸化”(enshittification):充斥着侵入性广告、针对苹果服务(如 Music、iCloud)的弹窗骚扰,以及令人困惑的界面布局调整。尽管一些人仍认为 macOS 硬件优于竞品,但许多用户感到沮丧,认为其软件正变得越来越臃肿,甚至带有他们曾经在 Windows 上所反感的复杂性。归根结底,评论者指出苹果的设计理念已从直观的“极简主义”转变为僵化且粗糙的框架,这种将商业目标置于用户之上的做法,让许多资深用户对该生态系统的现状感到疏离。
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原文

I’ve enjoyed John Gruber’s posts about ads appearing on an increasing number of Apple surfaces: the App Store, Apple News, and – soon, perhaps – Apple Maps. (Just for reference, here’s an example of such an ad.)

In a post earlier this week, Gruber likened ads to stickers on laptops, and shared a fun Steve Jobs story:

That’s what those stickers on PCs are: they’re ads. Intel pays for the “Intel Inside” stickers that booger up PC laptop palm rests. Longtime readers will recall that back in August 2007, Apple held a Town Hall event to introduce new iMacs and some iLife and iWork software updates. In a post-event Q&A (imagine that), Bob Keefe of Cox Newspapers asked “Can you say why you all are not participating in the Intel Inside program, putting the stickers on your new or previous Macs?” This question was so absurd from the perspective of those who covered Apple closely that it prompted outright laughter. […]

The 2007 exchange went as follows:

Keefe: Why are you not participating in Intel Inside program and not putting stickers on your Macs?
Jobs: Uh… what can I say? We like our own stickers better.

(In case it’s not clear, this was a joke; Apple didn’t and doesn’t put any such stickers on their products. They instead used to include Apple logo stickers in boxes.)

In May, Gruber posted about Apple’s ads, too, and brought up the zero-one-infinity rule:

I feel like a variation of Zero-One-Infinity is a good rule of thumb for ads, too. From the perspective of users — and probably developers — zero was the best number of ads for Apple to show in App Store search results. One was worse but acceptable. But now that they’re showing more than one, they’re on their way to infinity. They’ve started down the slippery slope. Remember when Google only showed one ad in search results?

“Slippery slope” is a perfect term. But I wanted to add something here. In my experience, in the realm of UI, there is no middle notch. I’ve seen it time and time again… the moment you open the door to One, Infinity starts exerting its pull:

  • adding just one setting will send a message that We Do Settings Now and more settings will follow,
  • one uncomfortable exception followed by weeks of deliberations will inevitably open the door to subsequent mindless exceptions,
  • one cheap or lazy approach can spread through the interface like rust, subconsciously telling people “cheap and lazy solutions are okay here.”

Here are two examples I’ve been thinking about recently:

  • This right click menu in Chrome started with just one fork (new window or new tab) – now there are three alts that I have to choose between, every single time, even if I only ever use one option:
  • This – screenshotting in iOS – was originally just one fork: Save or Delete. Now it’s a staggering five options I have to choose from, every time, even if I never touch four of them:

Once you wedge one thing in the door, it’s really hard to stop. My theory is that this is because digital interfaces are pretty much all infinitely extensible. There will always be a way to add one more button, one more link, one more setting, one more ad. If something doesn’t fit, you make it smaller. If making it smaller looks bad, you add a scrollbar. If a scrollbar doesn’t feel right, there’s always overflow.

Not only is it very hard to create interfaces that have limitations, but a bad decision is not just precedent – it’s code that can be copied and reused. Existing code always had tons of… well, gravity, even before LLMs.

And so, products grow complex without anyone intending them to; a new team adds just one more thing, which in isolation always feels like nothing to worry about. The Hick’s Law, the extra mental load, the weirdness all grow in between those moments, in a no-man’s land no team typically feels responsible for. The logic is always circular: Why would the team adding a third option have to do something a team adding a second option didn’t have to do? Why would the team adding the second option worry in advance about option number 5?

This is why it’s important to hire and recognize people who will understand that those limitations have to be imposed arbitrarily, and empower them to be able to say, “Let‘s not add this. We like our own stickers better.”

My MacBook does have a sticker, which I bought and put on it since for some reason I find it really funny.

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