But just to be clear: I’m talking about UI/UX design here, not about liking or disliking software. From a developer’s perspective, I can appreciate all of these projects to a certain degree, and they all have my respect.
Yeah, the Blender UI has become better since 2.49 days. But there is still room for improvement. I repeat, i get headaches after ten minutes in Blender, that's no joke or a dramatic statement but simply fact. And by coincidence i even know what the cause is.
Yeah, but you still need to manipulate the content, right? How do you when you can't find the tools anymore?I imagine that's so the Ui gets out of the way, allowing you to concentrate on the content.
Now for the longer part ...Yeah, scientists and engineers, what the f**k do they know, right?
I talk exactly about scientistic rules and UI UX engineering. And you quote the wrong part and out of context. These two parts where i explain that first some old UI approaches were more than valid back in the time, and had sometimes a much better readability and usability and that second quite a few UI designers doesn't do their job right and overdo with dimming the graphical UI away because they haven't understood what a low contrast UI means, these two parts belongs together.
What UI/UX design is really about is finding a balance between all the factors involved: software complexity, its purpose, cognitive load, and many others. The actual difficulty lies in weighting these factors correctly against each other, and that is arguably the hardest part of the entire discipline. And for someone not deeply involved in the field, that weighting process can sometimes even look arbitrary from the outside.
I don’t blame designers for sometimes overemphasizing certain aspects. These are difficult trade-offs. But as a user, I can clearly tell whether a piece of software is enjoyable to work with or not. Headache is a clear sign.
And with a UI/UX background, I can also usually identify the underlying reasons for that experience. That's where i am coming from here.
That’s another misunderstanding. I’m not talking about general lighting conditions or light vs dark themes at all.Under what lighting conditions? You're talking generalities, professional software is not for use in well lit rooms or broad daylight and professionals shouldn't be working in those conditions. It's too fatiguing. Control the lighting and you don't need nearly as much contrast. And when you're working with colour, don't you think you have prioritise the images you're working on over ultimate utility of your GUI?
What I’m referring to is low-contrast interface design and its impact on readability and recognition. This is not inherently tied to a dark UI or a bright UI. Low contrast can happen in both directions: on dark backgrounds and on light backgrounds.
Good UI design is actually about balancing two opposing forces: visual calmness and clear readability. That balance is difficult, because both goals can work against each other, but it is absolutely achievable.
So the point is not “dark is bad” or “light is good”, and it is also not about working environments. The point is when contrast, hierarchy, and visual separation are reduced to the point where recognition speed and usability suffer, regardless of the overall theme.
I gave you two examples already: Blender and Affinity Canva.Can you give an example because it's not something I have ever encountered
They both have a problem with its monochrome white icons. Many of them have no strong silhouette, no clear border separation, and very little visual hierarchy. Google for rule of seven. That's how much elements a human can recognize at once. Now we have a toolbar with let's say 20 elements. After a while they start blending together visually, especially in large and dense toolsets. That creates unnecessary eye strain and slows down recognition.
And this is exactly where classic UI/UX principles come into play. Icons are not decoration. Their primary job is fast recognition through shape, contrast, hierarchy, and color cues. Take these factors away and you can basically ditch the icons too.
Monochrome icon systems can work very well in environments with only a limited number of actions to distinguish, like smartphone interfaces or operating system taskbars. But the situation changes completely in professional content creation software with thousands of operators and constantly changing contexts. They simply don't scale well there.
Even the relatively small Photoshop or Affinity toolbar is already pushing the limits in my opinion. I find myself at the tooltips more often than i want to. Blender has at least a little coloring here. And it took quite a bit of protest to make the tab buttons in the properties editor colored. Rule of seven works now fine here, great improvement.
The problem is not "dark UI" itself. A dark UI can work perfectly fine. The problem starts when minimalism removes too many recognition cues at once: low contrast separation, ultra thin iconography and text, weak state visibility, and reduced color differentiation.
A big part of my own work over the years has actually been focused on exactly these kinds of workflow and usability issues in Blender. I’m the developer behind the Blender fork Bforartists, which originally started precisely because I felt Blender’s UI and UX decisions were moving too far away from clarity and discoverability in some areas.
I initially came from trueSpace, what a great workflow. Two clicks, done. Then trueSpace was bought by Microsoft, and shut down. And so i had no other choice than to migrate. I needed a state of the art 3D CG tool. Blender was affordable. And i got my job done for a few more years. But man, what once took two clicks and had a super fluent workflow was now an odyssey across the UI, and / or battling with hotkeys where you needed both hands and feet too. At one point it genuinely killed my enjoyment of doing 3D work. For me the choice became either quitting 3D entirely or trying to fix the workflow problems that constantly got in the way. Being a long time developer I chose the latter.
So my criticism here does not come from grey theory, but from years of practical work trying to solve exactly these problems in real production workflows, especially in Blender. And I’m still actively learning about this field, because UI/UX design is far more complex than it looks at first glance.
It is one of the most underestimated areas in software development, and unfortunately also one where many people assume it is already “obvious” or that they understand it completely. And who needs an UI UX designer anyways. I am the programmer here.
Not that i really relied on books, i leared all these things the hard way over the last decades. But in case you want to dive deeper into UI/UX design, a good starting point would be "Don't Make Me Think" by Steve Krug. It is basically one of the classics when it comes to usability and information hierarchy.
Other good reads are "The Design of Everyday Things" by Don Norman, "About Face" by Alan Cooper, or "Universal Principles of Design" by William Lidwell.
And above i have already linked two sources about the contrast matter.
A lot of the problems discussed here regarding visibility, recognition speed, visual hierarchy, and cognitive load are actually very old and well documented topics in UI/UX design.
