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> It's cost, not competence.

This implies it's a consequential cost. Building with tactile controls would take the (already considerable) purchase price and boost that high enough to impact sales.

If tactile controls were a meaningful cost difference, then budget cars with tactile controls shouldn't be common - in any market.



Are controls uniquely important, though? There are hundreds of things in a car that could be made better (more durable, longer lasting, better looking) for just $10 to $100 extra a piece. But it adds up.

It's not just cost, though. The reality is that consumers like the futuristic look, in theory (i.e., at the time of the purchase). Knobs look dated. It's the same reason why ridiculously glossy laptop screens were commonplace. They weren't cheaper to make, they just looked cool.


> knobs look dated

Not all. Knobs designed with dated designs and/or materials look dated. There's a million ways to make a knob, just use a modern or novel one.


Thank you; this ridiculous non-argument also pollutes discussion on GUI/UX. "Skeuomorphism looks outdated"--no, skeuomorphism that looks like old UIs looks dated, by definition, but that does not mean it is the only way to design tactile UIs.

It is the job (and in my opinion, an exciting challenge) for the UI designers to come up with a modern looking tactile design based on the principles of skeuomorphism, possibly amalgamated with the results of newer HCI research.


But designers just copy each other… they don't come up with things.


Yes, controls are uniquely important.




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