> Same thing happened with modern building architecture
Yes. Yes, it has. I'm currently in the midst of a building project that's ten months behind schedule (and I do not know how many millions of dollars over budget), and I'd blame every one of the problems on that. I - the IT guy - was involved in the design stage, and now in construction (as in, actually doing physical labor on-site), and I'm the only person who straddles the divide.
It's utterly bizarre, because everyone gets things wrong - architects and engineers don't appreciate physical constraints; construction crews don't understand functional or design considerations - so the only way to get things right is for someone to understand both, but (apart from me, in my area - which is why I make sure to participate at both stages) literally no one on the project does.
Seen from a perspective of incentives I guess I can understand how we got here: the architects and engineers don't have to leave their offices, and are more "productive" in that they can work on more projects per year, and the construction crews can keep on cashing their sweet overtime checks. Holy shit, though, is it dispiriting to watch from a somewhat detached perspective.
I would think like you, but then some of their design decision are truly baffling. I like the idea of Liquid Glass, but there are thousands of rough edges that scream lack of care.
I have a strong feeling people working and approving Liquid Glass didn't dog food it in dark mode because it just looked BAD in the first builds available.
I sometimes wonder if anyone in charge at Apple uses Apple devices the way I do. I expect they have one, consistently-apple, high-end setup and it probably works very well for their style. Some things are great but others are insane and it seems like that happens most when using things like non-apple monitors or not typing a certain way on the phone or if you don't drive the same car.
Switching windows between two non apple monitors after waking from sleep is wildly unpredictable and has insane ux like resizing itself after a drag.
My carplay always starts something playing on my car speakers even when I wasn't listening to anything before connecting. It's so off it's comical.
The iPhone alarm will go off like normal, loudly from the speaker, even if you're currently on the phone and have it up to your ear. This has been a problem since my very first iPhone.
There has been a bug about plugged in physical headphones being unrecognized sometimes after waking from sleep even if it worked fine when going into sleep. I checked once in probably 2014 and Apples' official response was that it literally wasn't physically possible despite all of us people experiencing it. The bug was ancient even at that time and >ten years later my m4 macbook pro STILL DOES IT.
Apple and apple fanboys seem to take the stance that these are all user error on my part (remember the "you just aren't a Mac person" era?). I bet some of these are configurable with settings deep in some menu somewhere so from a certain perspective that's right but also underscores my point about the limitations of myopic dogfooding.
As a fun aside, the ux for turning on the "Voice Over" tutorial is the worse thing I've ever experienced on an Apple device. I was laughing out loud trying to figure out how to get out of it instead of finishing the unknown remaining steps. I feel bad for folks who need that accessibility in order to be effective.
Because UI/X teams were separated from engineering. (Same thing happened with modern building architecture)
It's fundamentally impossible to optimize if you're unaware of physical constraints.
We need to get rid of the "It's okay to be a UI/UX designer who doesn't code" cult. (Looking at you, Adobe and Figma...)