As an old school interface/interaction designer, I see this as a direct consequence of how the discipline of software design has evolved in the last decade or two.
We’ve went from conceiving of software as tools - constructs that enhance and amplify their user’s skills and capabilities - to magic boxes that should aim to do everything with just one button (and maybe even that is one action too many).
This shift in thinking is visible in how junior designers and product managers are trained and incentivized to think about their work. “Anticipating the user’s intent”, “providing a magical experience”, “making the simplest, most beautiful and intuitive product” - all things that are so routine parlance now that they sound trite, but that would make any software designer from the 80s/90s catatonic because of how orthogonal they are to good tool design.
To caricature a bit, the industry went from being run by people designing heavy machinery to people designing Disneyland rides. Disneyland rides are great and have their place, but you probably
don’t want your tractor to be designed like one.
We’ve went from conceiving of software as tools - constructs that enhance and amplify their user’s skills and capabilities - to magic boxes that should aim to do everything with just one button (and maybe even that is one action too many).
This shift in thinking is visible in how junior designers and product managers are trained and incentivized to think about their work. “Anticipating the user’s intent”, “providing a magical experience”, “making the simplest, most beautiful and intuitive product” - all things that are so routine parlance now that they sound trite, but that would make any software designer from the 80s/90s catatonic because of how orthogonal they are to good tool design.
To caricature a bit, the industry went from being run by people designing heavy machinery to people designing Disneyland rides. Disneyland rides are great and have their place, but you probably don’t want your tractor to be designed like one.