Plenty of people use an OS for years without learning. And you admitted to spending time in the terminal, which indicates lack of will to try and learn macos shortcuts, gestures, windowing model, spaces, and so on. And the comment used sweeping generalizations, without referring to any specific principles broken which aren't just personal dislikes or unfamiliarity with a different way of doing things.
> I gave both generalized and highly specific cases where I felt the UX failed.
No guidelines named, no principles defined. No comparison standard is established.
The earlier fullscreen story is a specific case, maybe a discoverability argument, but not not that UX violates every principle. MacOS spaces and fullscreen apps follow a workspace concept, it's not a window resize mode.
> Asymmetric user experiences
What’s asymmetric is not the command — it’s the spatial context. The claim that it’s violated is arguable.
> Heavily reliant on gestures
Not sure which guidelines this breaks, but every gesture has a keyboard shortcut alternative, there is mission control key, menu bar, dock.
> And you admitted to spending time in the terminal, which indicates lack of will to try and learn macos shortcuts, gestures, windowing model, spaces, and so on.
It indicates no such thing, other than that my preferred UX on a mac has landed on the terminal. It doesn't indicate whatsoever that I never tried to learn, or that I haven't learned, unless you presuppose that learning would necessitate using the computer a specific way.
Indeed, I have learned quite a lot of the various gestures, spaces, etc, unsurprisingly. I avoid them because they suck, and the learning experience was shit.
> And the comment used sweeping generalizations, without referring to any specific principles broken which aren't just personal dislikes or unfamiliarity with a different way of doing things.
All design principles are going to boil down to personal dislikes lol but no, nothing was "unfamiliarity" you can stop saying that thanks.
> No guidelines named, no principles defined. No comparison standard is established.
I could cite guidelines if you think it would help. Microsoft released a UX guideline years ago justifying why magic corners etc are a bad idea. Of course, they obviously don't follow that guide these days. What would you like?
I'm not interested in debating this. I'm perfectly fine with how I've expressed myself, I'm just not motivated enough this late in a Friday to get more detailed, so you'll have to just try to decipher what I've said and find if there's value to you or reject it, which I think is your prerogative.
> I gave both generalized and highly specific cases where I felt the UX failed.
No guidelines named, no principles defined. No comparison standard is established.
The earlier fullscreen story is a specific case, maybe a discoverability argument, but not not that UX violates every principle. MacOS spaces and fullscreen apps follow a workspace concept, it's not a window resize mode.
> Asymmetric user experiences
What’s asymmetric is not the command — it’s the spatial context. The claim that it’s violated is arguable.
> Heavily reliant on gestures
Not sure which guidelines this breaks, but every gesture has a keyboard shortcut alternative, there is mission control key, menu bar, dock.
> Ridiculous failure modes
No failure mode is defined.