this post was submitted on 30 May 2025
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My absolute biggest gripe about the failings of proper UI design is icons with no text attached.
Floppy, okay surely the save button. Some book looking thing, no fucking clue. An eye in the middle of a square, what the fuck are you people doing???
Having to hover over a weird looking icon to MAYBE gleam some sort of information on it takes so much longer than just having the fucking text below the God damn icon. Sometimes they don’t even have hover text! Thats GREAT UI skills there, Junior! Maybe you’ll get there eventually!
Fucking idiots.
Massive +1. I can easily imagine complex 3D shapes in my head and freely manipulate them, but my brain works horrible when it comes to icons for some reason. I can't intuitively find what I need, not even after months or years. Even after using something for a long time I will constantly hover over all icons to read the tooltips until I find what I need.
The software I work on at work has a navigation at the top of just icons. I see it every day and I just can't seem to associate the icons with the functionality.
The fucking Oblivion Remaster does this all over the UI!! So many vague icons with no text, especially in the magic UI.
My favorite with Oblivion and similar games is, that’s a neat spell name, but what do the effects DO?!
I've played the old silver box DnD games from 1988 and 1989. The magic effects were listed in the clue book instead of the manual. Talk about purposefully asshole design
The Wizardry series of games were very DnD like, but they kind of made up a language for the spell names. You don't get a fireball, you get Halito. A big fireball is Mahalito. So you need the manual spread across your legs just to know whether you need to cast porfic or calfo on the locked chest in front of you.
They had more of a tolerance for bullshit back in the 80's.
Morrowind’s Xbox manual was literally wrong about multiple spell effects lol
The Rollercoaster Tycoon manual made up game mechanics that didn't exist.
Mystery-Meat Navigation!