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AI 不是元宇宙,真实下一代 UI 是“AI + 2D”混合界面

这篇文章的核心判断是对的:AI 已经在真实任务里证明了商业价值,而元宇宙作为通用用户界面基本失败;但作者把“AI 工具有效”直接上升为“第五代 UI 已成立”,这个推断明显过猛。
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2026-04-23 原文链接 ↗
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核心观点

  • 判断风口要看任务结果,不要看演示 作者最硬的一点是提出了清晰判据:能不能让真实用户在真实任务中更快、更好、更赚钱地完成工作,才决定技术是不是“真东西”;这个标准比媒体热度、发布会效果、创始人叙事都更可靠。
  • 元宇宙输在“通用性差”,不是输在“完全没用” 作者判断“元宇宙是炒作”大体成立,尤其对通用办公、通用消费和通用商业软件来说,3D/XR 的硬件负担、操作成本和认知负担都太高;但把它一棍子打死也不准确,因为在手术规划、工业维修、游戏、培训等强空间任务里,3D 仍然有明确价值。
  • 下一代 UI 更可能是“AI 意图层 + 2D GUI”,不是 3D 接管一切 这个判断很有洞察力:多数知识工作处理的是高维抽象信息,不会因为变成 3D 就更好用,反而更容易更乱、更慢;真正有价值的是 AI 帮用户表达意图、生成结果,传统图形界面负责校对、编辑和控制。
  • AI 已经具备广谱 ROI,这是它胜过元宇宙的关键 文章引用客服、商务写作、编程三类研究,称 AI 工具平均带来 66% 的生产力提升;这个证据虽然不够覆盖全部行业,但足以说明 AI 已经跨过“概念展示”阶段,进入“值得企业部署”的阶段,而 XR 还远没到这个级别。
  • 作者的最大问题是外推过度 从几个文本型知识工作场景出发,直接推出“没有 AI 战略的公司几年后都会完蛋”,这不是锋利判断,而是夸张营销;AI 很强是真的,但长期价值仍然要经过合规、质量、组织改造和成本结构的检验。

跟我们的关联

  • 对 ATou 意味着什么、下一步怎么用 这篇文章最值得 ATou 拿走的不是“押 AI、弃元宇宙”这句口号,而是“看用户,不看 demo”的判断框架;下一步可以把它直接用在产品评审里,要求每个新方向都回答:具体用户是谁、完成什么任务、节省多少时间、赚多少钱。
  • 对 Neta 意味着什么、下一步怎么用 Neta 如果在做工具、工作流或 agent 方向,这篇文章是在提醒:别把“会生成”“会调用”当价值,真正的价值是流程吞吐、错误率、交付周期和单位成本;下一步应该优先找 1-2 个高频任务做量化对照实验,而不是继续堆炫酷能力。
  • 对 Uota 意味着什么、下一步怎么用 Uota 可以把这篇文章当作“反科技叙事绑架”的案例:很多看起来更未来的界面,其实用户更不想用;下一步适合围绕“观众体验 vs 用户体验”的差别做内容策展,把科幻感、社交传播性和真实可用性明确拆开。
  • 对三者共同意味着什么、下一步怎么用 这篇文章本质上是在重申 ROI 才是产品真相;下一步可以共用一个四问模板:是不是可盈利用例、是不是可泛化、是在用户研究里强还是在 demo 里强、到底提升 20% 还是 100%。

讨论引子

1. “AI 工具有效”是否真的等于“AI 已经成为新的 UI 范式”,还是它目前仍更像能力层和助手层? 2. 元宇宙/XR 到底是“伪命题”,还是“只能在少数高价值场景成立的窄命题”? 3. 如果未来产品评估只保留一个标准,应该优先看生产力提升、留存复用,还是用户主观喜欢度?

摘要: 下一代用户界面里,什么是炒作,什么是真东西?这篇文章的备选标题曾是《扎克伯格为什么走错了路》和《酷炫演示不能预测真正采用》,它们也很好地概括了本文主旨。

本文永久链接:https://www.uxtigers.com/post/ai-vs-metaverse

高科技行业总被一阵阵风潮困扰,几乎每年都有新东西被吹上天:

  • 1995 年到 2001 年的电子商务,以及整个互联网泡沫

  • VR/AR 和“元宇宙”(马克·扎克伯格偏离主业的一次绕路)

  • NFT(非同质化代币,2022 年的宠儿)

  • AI 工具(2023 年的“大事件”)

怎么判断什么是炒作,什么是真东西?NFT 已经明显失败,而电子商务明显成功了。到 2023 年 5 月,电子商务已占美国零售销售额的 15.1%,约等于每年一万亿美元。一旦万亿这个量级出现,它就不可能只是风潮。可是在它们各自最热的时候,如果只看媒体报道,你很难分辨二者有什么不同。

我建议用一个办法来区分麦子和糠:看它在用户测试中是否真的对顾客有效。这个被热炒的想法,是否能帮助真实用户更高效或更愉快地完成有用任务?如果能,现实中的采用就很可能发生。它是否只是在演示里光彩夺目,却不能帮人完成任务?如果是,那它多半只是炒作,并会在一年内迎来应得的死亡。

在我列出的四个热门项目里,两个已经接受了历史审判。我也会说,在当时就能看清,电子商务有用,而 NFT 是没用的风潮。2000 年前后,围绕电子商务的问题不是网上购物是否有益于消费者,而是人们能否建立高效供应链,把狗粮这类东西有利可图地送出去。

那元宇宙和 AI 呢?二者都在冲向天空,但其中一枚火箭正在发射台上爆炸。

先把结论说出来:AI 工具是真的,元宇宙是炒作。下面看原因。

[在 LinkedIn 上关注我,获取更多 UX 更新。]

元宇宙的诱惑

主流用户界面风格的前四代是:

  1. 批处理:整个工作流在某一个时间点一次性交出去,因此是维界面。1945-1964 年。

  2. 命令行(如 Unix、DOS):逐行输入文本命令,因此是维界面。1964-1980 年。

  3. 全屏终端(如 IBM 大型机):仍然只有文本,但一次显示一整屏,用户可以在屏幕上移动光标,比如填写表单字段。这是维界面。1971-1984 年。[注意第 2 代和第 3 代之间有一些重叠,二者曾并行使用。]

  4. 图形用户界面(GUI,如 Mac 和 Windows):同样使用二维电脑屏幕,但有重叠窗口,增加了一点 z 轴维度,因此是二点五维界面。1984-2024 年。

关于这些用户界面世代的更多内容,可参见我的文章:用户界面的 3 种范式

既然历史演进是 0 -> 1 -> 2 -> 2.5 维,许多人认为第五代用户界面会补完整个计数,成为以虚拟现实为代表的三维界面,也就是如今被热炒的“元宇宙”,这可以理解。

我从来不这么认为。见我 1998 年的文章:2D is Better Than 3D

3D 之所以不优于 2D,是因为我们在电脑上处理的大多数信息都是 N 维的,而 N 往往远大于 3。以财务规划和投资管理为例。不同投资策略和不同工具有多少个维度?此外,每个投资者的情况和偏好还会带来额外维度。把这么多维度压缩到 2 维还是 3 维,其实差别不大:可用性取决于你的可视化能力,而不是 2D 和 3D 的差异。但 3D 界面通常更差,因为与同一数据和功能的 2D 表示相比,它更难操作,也更难用视觉快速扫读。

下一代用户界面不会是 3D,而会是基于意图的结果描述(由 AI 驱动)与基于可视化的图形用户界面的混合体,并结合传统命令驱动的交互设计,主要仍是 2D。我们不会进入更多几何维度,而会进入更多概念维度,把多种界面风格结合起来。

当然,3D 在某些应用里有帮助:医疗手术规划、修理飞机发动机这类复杂设备,当然还有电脑游戏。所以我们会有一些 3D 界面,用来补充占主导地位的 2D/AI 混合设计。

即便是选择酒店房间这类看似受益于房间 3D 可视化的用例,也很可能主要不是 3D,而是更多依赖大量照片和一些视频,更少依赖 VR。大多数网站把钱投到更好的摄影上,会比部署 VR 赚到更多钱。毕竟,在商业里,UX 的目标就是赚更多钱。你的工作不是交付很酷但实现成本更高、收入更少的设计。

苹果的 Vision Pro AR 头显拥有更优秀的硬件,分辨率更高,也没有延迟。据报道,它在控制 3D 环境方面也有堪称示范的用户界面。不过,在看到独立用户测试结果之前,我会保留最终判断,而不是依据记者对精心安排演示的报道下结论。它对真实使用来说太贵也太重,但下一代会更便宜、更轻。第三代也许已经足够好,让富裕国家的高收入消费者买来观看 3D 电影。我怀疑还有很多其他用例能有足够吸引力:发布演示惊人地没有说服力。即便是 3D 电影,如果参考这个类型迄今为止的经验,也可能只是一个小众用例:除了新鲜感之外,人们很少看 3D 电影,甚至好莱坞一些顶尖创作者在尝试 3D 电影时也会失败。我说的“失败”是指,故事在 2D 中观看时同样吸引人,因此并不能为把自己关进护目镜或头显里提供额外价值。

顺带一提,过去我们常说,微软的任何产品都应该等到 3.0 版本再买。今天,我会这样评价苹果。相比之下,微软近期发布了好几款 v.1 就足以投入生产使用的产品,包括 Bing Create 和 Bing Chat。不过后者由 ChatGPT 4 驱动,如果把前端界面和后端大语言模型的版本平均一下,发布代数可能接近 3。

每当 3D 被用于通用商业应用或非游戏类消费应用时,它都失败了。

马克·扎克伯格怎么会犯下这样的错误?所有报道都显示他智商很高,也有扎实的技术背景。两方面可能都低于比尔·盖茨,但 IQ 低于比尔并不丢人。我很确定自己也属于 IQ<billg 俱乐部。

我没有来自 Facebook/Meta 的内部信息。如果有,我也不会写出来。但我认为有两个解释:一个可以追溯到童年,另一个更近一些。

3D 很诱人,因为它是许多科幻电影和电视剧里的主导界面,最突出的是《星际迷航》和《星球大战》。我们这些书呆子,包括扎克伯格,都是在一连串诱人的 3D 产品中长大的。只不过,它们当然不是真正的产品,没有真实顾客和实际用例,而只是推动剧情发展的虚构装置。我不能否认,3D 界面在电影里确实好看。然而,科幻设计不是用户界面,而是观众界面。它们存在的目的不是支持任务完成,而是支持叙事目标。非常诱人。也非常容易误导人,让人误以为这套东西会适用于地球上的商业,而不是星舰“企业号”。

3D 很诱人,因为它在演示里确实有说服力。看着别人一边操作 3D 界面,一边解释可视化如何工作,你很容易相信这是一个很棒的设计。看起来很酷。那一定很好。请停止这种僵尸式思考,做一点批判性分析!

基于数十年 UX 经验的批判性分析告诉我们,演示与判断可用性和实用性无关。真正重要的是有代表性的用户执行真实商业任务时的实际使用。看用户,不要看演示。这正是元宇宙一次又一次失败的地方。人们拿到头显,体验几次有趣的内容,然后它就被放到架子上,而他们继续在平面屏幕上处理业务。

AI 工具有效

与元宇宙相反,AI 工具在真实商业用例中有效。我最近调研了 3 项关于 AI 工具用于商业的研究:客服人员回答客户咨询,商务人士撰写标准商业文档,程序员实现真实代码。在这 3 个案例中,AI 工具都带来了巨大且具有统计显著性的用户生产力提升。综合这 3 个案例研究,使用 AI 工具时,生产力提高了 66%。这就区分了炒作和现实:巨大的商业收益让 AI 成为真实存在。

66% 的生产力提升,是用基于 ChatGPT 3.5 的上一代 AI 工具实现的。当前版本 v.4 已经好得多,我们也应期待下一版表现更好。此外,在 3 个案例研究中的 2 个里,用户只是在第一次接触 AI 工具时被测量。用户界面存在学习曲线,人们经验越多,生产力越高。总之,66% 的生产力增益,是对明年我们将看到的结果的非常保守估计:许多商业场景中的 AI 工具很可能让员工生产力翻倍。也就是把成本减半。

赚钱,正是判断 AI 不再只是炒作的方式,尽管它在过去几十年里曾经是炒作。任何没有 AI 战略的公司,几年后都会完蛋。亲爱的读者,你也一样。跟上节奏,学会如何在自己的工作中使用 AI,让工作表现翻倍。

用户界面的未来是 2D,很可能是多模态的,很可能是混合式的,也很可能是多设备的。3D 会有限存在。(“未来主义 UI”图片由 Midjourney 生成。)

结论:生产力提升决定胜负

真实使用,是区分炒作和现实的标准。

能为广泛企业提升盈利能力的用例,说明什么是真的。让有代表性的用户能在可用性测试中完成有用任务,也同样说明什么是真的。

相反,华丽演示不能预测实际使用。事实上,如果你只在演示里见过某项技术被使用,那它很可能就是炒作。

想象一下,你给地球上任何地方的一位高管打 Zoom 电话:美国、中国、德国,都无所谓。你告诉他或她:“我们有一款面向你所在行业的 AI 工具,可以把你的成本减半。”这位高管会接这个销售电话吗?更重要的是,会听你的推介吗?当然会。

再想象另一个 Zoom 电话,打给少数几个特定行业的一小群高管:“我们有一款面向你所在行业的 XR 工具,可以让你的维护工程师生产力提高 20%。”这些高管会接电话吗?可能会,如果你的 VR/AR 真的比他们现有方案好 20%,他们甚至可能会购买。

这两个场景有两个差异:

  • 你可以向全世界任何公司销售 AI,至少在 10 年后,专门化应用开发完成之后可以做到。你的元宇宙销售人员只能拜访少数几个行业里的潜在客户。

  • 你的卖点是 100% 对 20%。节省越大,越容易成交。

所以,以下是区分现实和炒作的准则:

  • 你是否拥有能在真实企业中盈利使用的现实用例?

  • 这些用例是否能广泛泛化,还是会保持狭窄?

  • 这项技术是在演示里表现更好,还是在用户研究中表现更好?

  • 根据对实际任务的测量研究估算,它究竟能带来多大改变?

把这些准则应用到元宇宙和 AI 驱动应用上,结论很直接:要保持领先,就忘掉元宇宙,拥抱 AI 的力量。元宇宙是炒作。AI 是真的。这话你是在这里听到的。

AI UX 文章系列

本文是我正在撰写的现代 AI 工具用户体验系列文章的一部分。建议阅读顺序:

  1. AI Is First New UI Paradigm in 60 Years

  2. AI Vastly Improves Productivity for Business Users and Reduces Skill Gaps

  3. AI vs. Metaverse: Which Is the 5th Generation UI?(本文)

  4. UX Needs a Sense of Urgency About AI

  5. Prompt-Driven AI UX Hurts Usability

  6. ChatGPT Does Almost as Well as Human UX Researchers in a Case Study of Thematic Analysis

  7. How Much UX Do You Need for AI Projects?

  8. “Prompt Engineering” Showcases Poor Usability of Current Generative AI

  9. Business professionals with experience using AI are more optimistic about its potential than are colleagues who have not used AI

关于作者

Jakob Nielsen 博士是可用性领域的先驱,拥有 40 年 UX 经验。他开创了低成本可用性运动,推动快速、廉价的迭代式设计,其中包括启发式评估和 10 条可用性启发式原则。他提出了以自己名字命名的 Jakob’s Law of the Internet User Experience。他被 Internet Magazine 称为“可用性之王”,被 The New York Times 称为“网页可用性大师”,被 USA Today 称为“仅次于真正时间机器的东西”。在创办 NN/g 之前,Nielsen 博士曾是 Sun Microsystems 的杰出工程师,也曾是 Bell Communications Research 的研究人员。Bell Communications Research 是由地区贝尔运营公司拥有的贝尔实验室分支机构。他著有 8 本书,包括 Designing Web Usability: The Practice of SimplicityUsability EngineeringMultimedia and Hypertext: The Internet and Beyond。Nielsen 博士拥有 79 项美国专利,主要涉及让互联网更易使用。他曾获得 ACM SIGCHI 人机交互实践终身成就奖。在 LinkedIn 上关注 Jakob,阅读他的后续文章。

Summary: What’s hype, what’s real in next-generation user interfaces? Alternate titles for this article were: “Why Zuck Went Wrong” and “Cool Demos Don’t Predict Uptake,” which are also good summaries.

Permalink for this article: https://www.uxtigers.com/post/ai-vs-metaverse

Fads plague the high-tech business, and almost every year, something new is being hyped to the skies:

E-commerce and the entire dot-com bubble from 1995 to 2001

VR/AR and the “metaverse” (Mark Zuckerberg’s detour from focusing on his business)

NFT (non-fungible tokens, the darling of 2022)

AI tools (the “big thing” in 2023)

How can we tell what’s hype and what’s real? NFT has been a clear bust, whereas e-commerce is a clear win (accounting for 15.1% of retail sales in the United States as of May 2023, or about a trillion dollars per year — any time the big T enters the picture, it can’t be a fad). When either was at peak hype, you would have been hard-pressed to tell the difference based on their press coverage.

My suggestion for separating the wheat from the chaff is to look at what works for customers in user testing. Does the hyped idea help real users perform useful tasks more efficiently or pleasantly? If so, real-world uptake is likely. Does it look fabulous in demos but fail to help people perform tasks? If so, it’s probably hype that will suffer a well-deserved death within the year.

On my list of four hyped items, two have met history’s judgment, and I will also claim that it was clear at the time that e-commerce was useful, whereas NFT was a useless fad. (The question about e-commerce, circa 2000, was not whether online shopping benefited consumers, but whether one could construct efficient supply chains to ship things like dog food profitably.)

What about the metaverse and AI? Both are shooting for the skies, but one of those rockets is exploding on the launchpad.

To give away the conclusion, AI tools are real, and the metaverse is hype. Let’s see why.

[Follow me on LinkedIn for more UX updates.]

The Metaverse Seduction

The first 4 generations of mainstream user interface styles were:

Batch processing: the entire workflow was handed off at a single point in time, making for a zero-dimensional UI. 1945-1964.

Command lines (e.g., Unix, DOS): textual commands typed one line at a time, making for a one-dimensional UI. 1964-1980.

Full-screen terminals (e.g., IBM mainframes): still text-only, but now a screenful at a time, and the user could move the cursor around on the screen, for example, to fill in form fields. This was a two-dimensional UI. 1971-1984. [Note some overlap between generations 2 and 3, both of which were in use in parallel.)

Graphical user interfaces (GUI, such as the Mac and Windows), which also used a two-dimensional computer screen, but with overlapping windows, adding a bit of z-axis dimensionality, making for a two-and-a-half-dimensional UI. 1984-2024.

(For more on these UI generations, see my article on the 3 paradigms of user interfaces.)

Given this historical progression of 0 -> 1 -> 2 -> 2.5 dimensions, it’s understandable that many people thought that the 5th UI generation would complete the count and be three-dimensional, as represented by virtual reality — or the “metaverse” as it’s being hyped.

I never thought so: see my 1998 article, 2D is Better Than 3D.

3D fails to be superior to 2D because most of the information we manipulate on computers is N-dimensional, where N tends to be much bigger than 3. Consider, for example, financial planning and investment management. How many dimensions are there for different investment strategies and different instruments? Plus, additional dimensions for each investor’s circumstances and preferences. It doesn’t matter much if you’re squeezing this many dimensions down to 2 or 3: usability will depend on your visualization skills and not on the difference between 2D and 3D. But a 3D UI will usually be inferior because it’s much harder to manipulate and scan visually than a 2D representation of the same data and features.

Instead of 3D, the next UI generation will be a hybrid of intent-based outcome specification (driven by AI) combined with a visualization-based graphical user interface with traditional command-driven interaction design, mainly in 2D. We won’t move into more geometrical dimensions but into more conceptual dimensions, combining multiple interface styles.

Of course, 3D is helpful in some applications: medical surgery planning, repairing complex equipment like airplane engines, and definitely computer games. So we’ll have some 3D interfaces that supplement the predominating 2D/AI hybrid designs.

But even a use case like choosing a hotel room that seems to benefit from a 3D visualization of various rooms will likely be primarily non-3D, relying more on extensive photos and some video and less on VR. Most websites will make more money by investing in better photography than by deploying VR. After all, making more money is the goal of UX in business. It’s not your job to ship cool design that costs more to implement while bringing in less revenue.

Apple’s “Vision Pro” AR headset has superior hardware, with better resolution and no lag. It also reportedly has an exemplary user interface for controlling the 3D environment. (Though I defer my final judgment until I have seen the results of independent user testing, as opposed to journalists reporting on carefully staged demos.) It’s too expensive and heavy for real use, but the next release will be cheaper and lighter. And version 3 might be good enough for affluent consumers in rich countries to buy for watching 3D movies. I doubt many more use cases will be sufficiently appealing: the launch demos are amazingly uncompelling. And even 3D movies might be a minor use case if we go by the experience of this genre so far: other than the novelty effect, people rarely watch 3D movies, and even some of Hollywood’s best creators fail when trying their hand at 3D movies. (By “fail,” I mean that the story is just as engaging when watched in 2D, giving you no premium for locking yourself inside goggles or headsets.)

(As an aside, we used to say about Microsoft that one should wait for Release 3.0 of any of their products before buying. Today, this is what I say about Apple. In contrast, Microsoft has released several recent products that were good enough for productive use in v.1, including Bing Create and Bing Chat. Though since the latter is powered by ChatGPT version 4, the release count might approach 3 if we take the average of the front-end UI and the back-end large-language model.)

Every time 3D has been tried for general business applications or non-game consumer applications, it’s failed.

How could Mark Zuckerberg make such a blunder? All reports indicate he has a high IQ and a solid technical background. Likely below Bill Gates on both accounts, but having a lower IQ than Bill is no shame (I’m pretty sure I belong to the IQ<billg club myself).

I don’t have any insider information from Facebook/Meta. (If I did, I would not write about them.) But I think there are two explanations: one that goes back to childhood and one more current.

3D is seductive because it’s the dominant UI in many science fiction movies and TV shows, most prominently Star Trek and Star Wars. We nerds, including Zuck, grew up with a steady diet of tempting 3D products. Except, of course, that they were not genuine products (with real customers and actual use cases) but simply fictional devices to move the plot along. And I can’t deny that 3D UI looks good on film. However, SF designs are not user interfaces; they are audience interfaces. They don’t exist to support task performance but to support narrative goals. Very seductive. Very misleading for what will work in an earthly business, as opposed to the starship Enterprise.

3D is seductive because it is indeed persuasive in demos. Watch somebody else navigate a 3D UI while explaining how the visualizations work, and you will easily be convinced that it’s a great design. Looks cool. Must be good. Stop that zombie thinking and apply some critical analysis, please!

A critical analysis based on decades of UX experience tells us that demos are irrelevant for judging usability and utility. Actual use by representative users performing real business tasks is what matters. Watch users, not demos. That’s where the Metaverse fails again and again. People get a headset, use it for a few fun experiences, and then it sits on a shelf while they conduct their business on a flat screen.

AI Tools Work

In contrast to the Metaverse, AI tools work for genuine business use cases. I recently surveyed 3 studies of AI tools used for business: by customer support agents answering customer inquiries, business professionals writing standard business documents, and programmers implementing real code. In all 3 cases, the AI tools led to big, statistically significant increases in user productivity. Across the 3 case studies, productivity increased by 66% when using the AI tools. This separates hype and reality: huge business gains make AI real.

The 66% productivity increase was realized using previous-generation AI tools based on ChatGPT 3.5. The current release (v.4) is already much better, and we should expect even better performance from the next release. Furthermore, in 2 of the 3 case studies, users were only measured during their first exposure to the AI tools. User interfaces benefit from a learning curve, where people get more productive with more experience. In sum, the 66% productivity gain is a very low estimate for what we will see next year: many business implementations of AI tools are likely to double employee productivity. (AKA, cut costs in half.)

Making money is how you can tell that AI is no longer hype (even though it was in past decades). Any company that doesn’t have an AI strategy will be toast in a few years. The same goes for you, dear reader. Get with the program and learn how to utilize AI in your own job to double your work performance.

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The future of UI is 2D, likely multimodal, likely hybrid, likely multi-device. Limited 3D. (“Futuristic UI” image by Midjourney.)

摘要: 下一代用户界面里,什么是炒作,什么是真东西?这篇文章的备选标题曾是《扎克伯格为什么走错了路》和《酷炫演示不能预测真正采用》,它们也很好地概括了本文主旨。

本文永久链接:https://www.uxtigers.com/post/ai-vs-metaverse

高科技行业总被一阵阵风潮困扰,几乎每年都有新东西被吹上天:

  • 1995 年到 2001 年的电子商务,以及整个互联网泡沫

  • VR/AR 和“元宇宙”(马克·扎克伯格偏离主业的一次绕路)

  • NFT(非同质化代币,2022 年的宠儿)

  • AI 工具(2023 年的“大事件”)

怎么判断什么是炒作,什么是真东西?NFT 已经明显失败,而电子商务明显成功了。到 2023 年 5 月,电子商务已占美国零售销售额的 15.1%,约等于每年一万亿美元。一旦万亿这个量级出现,它就不可能只是风潮。可是在它们各自最热的时候,如果只看媒体报道,你很难分辨二者有什么不同。

我建议用一个办法来区分麦子和糠:看它在用户测试中是否真的对顾客有效。这个被热炒的想法,是否能帮助真实用户更高效或更愉快地完成有用任务?如果能,现实中的采用就很可能发生。它是否只是在演示里光彩夺目,却不能帮人完成任务?如果是,那它多半只是炒作,并会在一年内迎来应得的死亡。

在我列出的四个热门项目里,两个已经接受了历史审判。我也会说,在当时就能看清,电子商务有用,而 NFT 是没用的风潮。2000 年前后,围绕电子商务的问题不是网上购物是否有益于消费者,而是人们能否建立高效供应链,把狗粮这类东西有利可图地送出去。

那元宇宙和 AI 呢?二者都在冲向天空,但其中一枚火箭正在发射台上爆炸。

先把结论说出来:AI 工具是真的,元宇宙是炒作。下面看原因。

[在 LinkedIn 上关注我,获取更多 UX 更新。]

Conclusion: Productivity Gains Win the Day

Real use is the differentiator between hype and reality.

Use cases that improve profitability for a broad range of businesses indicate what’s real. The same is true for the ability of representative users to perform useful tasks in usability testing.

In contrast, fancy demos don’t predict actual use. In fact, a technology that you only ever see employed for demos is likely to be hype.

Imagine placing a Zoom call to any executive anywhere on Earth: USA, China, Germany, it doesn’t matter. You tell him or her, “We have an AI tool for your industry that’ll cut your costs in half.” Will the executive take that sales call and, more important, listen to your pitch? You betcha.

Imagine another Zoom call to a handful of executives in a few select industries: “We have an XR tool for your industry that’ll make your maintenance engineers 20% more productive.” Will those executives take the call? Probably yes, and they may even buy the tool if your VR/AR is actually 20% better than what they have.

Two differences between these scenarios:

You can go on an AI sales call to any company worldwide — at least 10 years from now, when the specialized applications have been developed. Your Metaverse salesperson can only call on prospects in a handful of industries.

Your pitch is 100% vs. 20% — bigger savings close more sales.

So here are your guidelines for separating reality from hype:

Do you have realistic use cases for profitable use in real businesses?

Are these use cases broadly generalizable, or will they stay narrow?

Does the technology perform better in demos or better in user research?

How much do you move the needle, as estimated by measurement studies of actual tasks?

Applying these guidelines to the Metaverse and AI-driven applications makes for a straightforward conclusion: to stay ahead of the curve, forget the metaverse and embrace the power of AI. Metaverse is hype. AI is real. You heard it here.

元宇宙的诱惑

主流用户界面风格的前四代是:

  1. 批处理:整个工作流在某一个时间点一次性交出去,因此是维界面。1945-1964 年。

  2. 命令行(如 Unix、DOS):逐行输入文本命令,因此是维界面。1964-1980 年。

  3. 全屏终端(如 IBM 大型机):仍然只有文本,但一次显示一整屏,用户可以在屏幕上移动光标,比如填写表单字段。这是维界面。1971-1984 年。[注意第 2 代和第 3 代之间有一些重叠,二者曾并行使用。]

  4. 图形用户界面(GUI,如 Mac 和 Windows):同样使用二维电脑屏幕,但有重叠窗口,增加了一点 z 轴维度,因此是二点五维界面。1984-2024 年。

关于这些用户界面世代的更多内容,可参见我的文章:用户界面的 3 种范式

既然历史演进是 0 -> 1 -> 2 -> 2.5 维,许多人认为第五代用户界面会补完整个计数,成为以虚拟现实为代表的三维界面,也就是如今被热炒的“元宇宙”,这可以理解。

我从来不这么认为。见我 1998 年的文章:2D is Better Than 3D

3D 之所以不优于 2D,是因为我们在电脑上处理的大多数信息都是 N 维的,而 N 往往远大于 3。以财务规划和投资管理为例。不同投资策略和不同工具有多少个维度?此外,每个投资者的情况和偏好还会带来额外维度。把这么多维度压缩到 2 维还是 3 维,其实差别不大:可用性取决于你的可视化能力,而不是 2D 和 3D 的差异。但 3D 界面通常更差,因为与同一数据和功能的 2D 表示相比,它更难操作,也更难用视觉快速扫读。

下一代用户界面不会是 3D,而会是基于意图的结果描述(由 AI 驱动)与基于可视化的图形用户界面的混合体,并结合传统命令驱动的交互设计,主要仍是 2D。我们不会进入更多几何维度,而会进入更多概念维度,把多种界面风格结合起来。

当然,3D 在某些应用里有帮助:医疗手术规划、修理飞机发动机这类复杂设备,当然还有电脑游戏。所以我们会有一些 3D 界面,用来补充占主导地位的 2D/AI 混合设计。

即便是选择酒店房间这类看似受益于房间 3D 可视化的用例,也很可能主要不是 3D,而是更多依赖大量照片和一些视频,更少依赖 VR。大多数网站把钱投到更好的摄影上,会比部署 VR 赚到更多钱。毕竟,在商业里,UX 的目标就是赚更多钱。你的工作不是交付很酷但实现成本更高、收入更少的设计。

苹果的 Vision Pro AR 头显拥有更优秀的硬件,分辨率更高,也没有延迟。据报道,它在控制 3D 环境方面也有堪称示范的用户界面。不过,在看到独立用户测试结果之前,我会保留最终判断,而不是依据记者对精心安排演示的报道下结论。它对真实使用来说太贵也太重,但下一代会更便宜、更轻。第三代也许已经足够好,让富裕国家的高收入消费者买来观看 3D 电影。我怀疑还有很多其他用例能有足够吸引力:发布演示惊人地没有说服力。即便是 3D 电影,如果参考这个类型迄今为止的经验,也可能只是一个小众用例:除了新鲜感之外,人们很少看 3D 电影,甚至好莱坞一些顶尖创作者在尝试 3D 电影时也会失败。我说的“失败”是指,故事在 2D 中观看时同样吸引人,因此并不能为把自己关进护目镜或头显里提供额外价值。

顺带一提,过去我们常说,微软的任何产品都应该等到 3.0 版本再买。今天,我会这样评价苹果。相比之下,微软近期发布了好几款 v.1 就足以投入生产使用的产品,包括 Bing Create 和 Bing Chat。不过后者由 ChatGPT 4 驱动,如果把前端界面和后端大语言模型的版本平均一下,发布代数可能接近 3。

每当 3D 被用于通用商业应用或非游戏类消费应用时,它都失败了。

马克·扎克伯格怎么会犯下这样的错误?所有报道都显示他智商很高,也有扎实的技术背景。两方面可能都低于比尔·盖茨,但 IQ 低于比尔并不丢人。我很确定自己也属于 IQ<billg 俱乐部。

我没有来自 Facebook/Meta 的内部信息。如果有,我也不会写出来。但我认为有两个解释:一个可以追溯到童年,另一个更近一些。

3D 很诱人,因为它是许多科幻电影和电视剧里的主导界面,最突出的是《星际迷航》和《星球大战》。我们这些书呆子,包括扎克伯格,都是在一连串诱人的 3D 产品中长大的。只不过,它们当然不是真正的产品,没有真实顾客和实际用例,而只是推动剧情发展的虚构装置。我不能否认,3D 界面在电影里确实好看。然而,科幻设计不是用户界面,而是观众界面。它们存在的目的不是支持任务完成,而是支持叙事目标。非常诱人。也非常容易误导人,让人误以为这套东西会适用于地球上的商业,而不是星舰“企业号”。

3D 很诱人,因为它在演示里确实有说服力。看着别人一边操作 3D 界面,一边解释可视化如何工作,你很容易相信这是一个很棒的设计。看起来很酷。那一定很好。请停止这种僵尸式思考,做一点批判性分析!

基于数十年 UX 经验的批判性分析告诉我们,演示与判断可用性和实用性无关。真正重要的是有代表性的用户执行真实商业任务时的实际使用。看用户,不要看演示。这正是元宇宙一次又一次失败的地方。人们拿到头显,体验几次有趣的内容,然后它就被放到架子上,而他们继续在平面屏幕上处理业务。

AI 工具有效

与元宇宙相反,AI 工具在真实商业用例中有效。我最近调研了 3 项关于 AI 工具用于商业的研究:客服人员回答客户咨询,商务人士撰写标准商业文档,程序员实现真实代码。在这 3 个案例中,AI 工具都带来了巨大且具有统计显著性的用户生产力提升。综合这 3 个案例研究,使用 AI 工具时,生产力提高了 66%。这就区分了炒作和现实:巨大的商业收益让 AI 成为真实存在。

66% 的生产力提升,是用基于 ChatGPT 3.5 的上一代 AI 工具实现的。当前版本 v.4 已经好得多,我们也应期待下一版表现更好。此外,在 3 个案例研究中的 2 个里,用户只是在第一次接触 AI 工具时被测量。用户界面存在学习曲线,人们经验越多,生产力越高。总之,66% 的生产力增益,是对明年我们将看到的结果的非常保守估计:许多商业场景中的 AI 工具很可能让员工生产力翻倍。也就是把成本减半。

赚钱,正是判断 AI 不再只是炒作的方式,尽管它在过去几十年里曾经是炒作。任何没有 AI 战略的公司,几年后都会完蛋。亲爱的读者,你也一样。跟上节奏,学会如何在自己的工作中使用 AI,让工作表现翻倍。

用户界面的未来是 2D,很可能是多模态的,很可能是混合式的,也很可能是多设备的。3D 会有限存在。(“未来主义 UI”图片由 Midjourney 生成。)

结论:生产力提升决定胜负

真实使用,是区分炒作和现实的标准。

能为广泛企业提升盈利能力的用例,说明什么是真的。让有代表性的用户能在可用性测试中完成有用任务,也同样说明什么是真的。

相反,华丽演示不能预测实际使用。事实上,如果你只在演示里见过某项技术被使用,那它很可能就是炒作。

想象一下,你给地球上任何地方的一位高管打 Zoom 电话:美国、中国、德国,都无所谓。你告诉他或她:“我们有一款面向你所在行业的 AI 工具,可以把你的成本减半。”这位高管会接这个销售电话吗?更重要的是,会听你的推介吗?当然会。

再想象另一个 Zoom 电话,打给少数几个特定行业的一小群高管:“我们有一款面向你所在行业的 XR 工具,可以让你的维护工程师生产力提高 20%。”这些高管会接电话吗?可能会,如果你的 VR/AR 真的比他们现有方案好 20%,他们甚至可能会购买。

这两个场景有两个差异:

  • 你可以向全世界任何公司销售 AI,至少在 10 年后,专门化应用开发完成之后可以做到。你的元宇宙销售人员只能拜访少数几个行业里的潜在客户。

  • 你的卖点是 100% 对 20%。节省越大,越容易成交。

所以,以下是区分现实和炒作的准则:

  • 你是否拥有能在真实企业中盈利使用的现实用例?

  • 这些用例是否能广泛泛化,还是会保持狭窄?

  • 这项技术是在演示里表现更好,还是在用户研究中表现更好?

  • 根据对实际任务的测量研究估算,它究竟能带来多大改变?

把这些准则应用到元宇宙和 AI 驱动应用上,结论很直接:要保持领先,就忘掉元宇宙,拥抱 AI 的力量。元宇宙是炒作。AI 是真的。这话你是在这里听到的。

AI UX 文章系列

本文是我正在撰写的现代 AI 工具用户体验系列文章的一部分。建议阅读顺序:

  1. AI Is First New UI Paradigm in 60 Years

  2. AI Vastly Improves Productivity for Business Users and Reduces Skill Gaps

  3. AI vs. Metaverse: Which Is the 5th Generation UI?(本文)

  4. UX Needs a Sense of Urgency About AI

  5. Prompt-Driven AI UX Hurts Usability

  6. ChatGPT Does Almost as Well as Human UX Researchers in a Case Study of Thematic Analysis

  7. How Much UX Do You Need for AI Projects?

  8. “Prompt Engineering” Showcases Poor Usability of Current Generative AI

  9. Business professionals with experience using AI are more optimistic about its potential than are colleagues who have not used AI

关于作者

Jakob Nielsen 博士是可用性领域的先驱,拥有 40 年 UX 经验。他开创了低成本可用性运动,推动快速、廉价的迭代式设计,其中包括启发式评估和 10 条可用性启发式原则。他提出了以自己名字命名的 Jakob’s Law of the Internet User Experience。他被 Internet Magazine 称为“可用性之王”,被 The New York Times 称为“网页可用性大师”,被 USA Today 称为“仅次于真正时间机器的东西”。在创办 NN/g 之前,Nielsen 博士曾是 Sun Microsystems 的杰出工程师,也曾是 Bell Communications Research 的研究人员。Bell Communications Research 是由地区贝尔运营公司拥有的贝尔实验室分支机构。他著有 8 本书,包括 Designing Web Usability: The Practice of SimplicityUsability EngineeringMultimedia and Hypertext: The Internet and Beyond。Nielsen 博士拥有 79 项美国专利,主要涉及让互联网更易使用。他曾获得 ACM SIGCHI 人机交互实践终身成就奖。在 LinkedIn 上关注 Jakob,阅读他的后续文章。

About the Author

Jakob Nielsen, Ph.D., is a usability pioneer with 40 years of experience in UX. He founded the discount usability movement for fast and cheap iterative design, including heuristic evaluation and the 10 usability heuristics. He formulated the eponymous Jakob’s Law of the Internet User Experience. Named “the king of usability” by Internet Magazine, “the guru of Web page usability" by The New York Times, and “the next best thing to a true time machine” by USA Today. Before starting NN/g, Dr. Nielsen was a Sun Microsystems Distinguished Engineer and a Member of Research Staff at Bell Communications Research, the branch of Bell Labs owned by the Regional Bell Operating Companies. He is the author of 8 books, including Designing Web Usability: The Practice of SimplicityUsability Engineering, and Multimedia and Hypertext: The Internet and Beyond. Dr. Nielsen holds 79 United States patents, mainly on making the Internet easier to use. He received the Lifetime Achievement Award for Human–Computer Interaction Practice from ACM SIGCHI. Follow Jakob on LinkedIn to see future articles.

Summary: What’s hype, what’s real in next-generation user interfaces? Alternate titles for this article were: “Why Zuck Went Wrong” and “Cool Demos Don’t Predict Uptake,” which are also good summaries.

Permalink for this article: https://www.uxtigers.com/post/ai-vs-metaverse

Fads plague the high-tech business, and almost every year, something new is being hyped to the skies:

E-commerce and the entire dot-com bubble from 1995 to 2001

VR/AR and the “metaverse” (Mark Zuckerberg’s detour from focusing on his business)

NFT (non-fungible tokens, the darling of 2022)

AI tools (the “big thing” in 2023)

How can we tell what’s hype and what’s real? NFT has been a clear bust, whereas e-commerce is a clear win (accounting for 15.1% of retail sales in the United States as of May 2023, or about a trillion dollars per year — any time the big T enters the picture, it can’t be a fad). When either was at peak hype, you would have been hard-pressed to tell the difference based on their press coverage.

My suggestion for separating the wheat from the chaff is to look at what works for customers in user testing. Does the hyped idea help real users perform useful tasks more efficiently or pleasantly? If so, real-world uptake is likely. Does it look fabulous in demos but fail to help people perform tasks? If so, it’s probably hype that will suffer a well-deserved death within the year.

On my list of four hyped items, two have met history’s judgment, and I will also claim that it was clear at the time that e-commerce was useful, whereas NFT was a useless fad. (The question about e-commerce, circa 2000, was not whether online shopping benefited consumers, but whether one could construct efficient supply chains to ship things like dog food profitably.)

What about the metaverse and AI? Both are shooting for the skies, but one of those rockets is exploding on the launchpad.

To give away the conclusion, AI tools are real, and the metaverse is hype. Let’s see why.

[Follow me on LinkedIn for more UX updates.]

The Metaverse Seduction

The first 4 generations of mainstream user interface styles were:

Batch processing: the entire workflow was handed off at a single point in time, making for a zero-dimensional UI. 1945-1964.

Command lines (e.g., Unix, DOS): textual commands typed one line at a time, making for a one-dimensional UI. 1964-1980.

Full-screen terminals (e.g., IBM mainframes): still text-only, but now a screenful at a time, and the user could move the cursor around on the screen, for example, to fill in form fields. This was a two-dimensional UI. 1971-1984. [Note some overlap between generations 2 and 3, both of which were in use in parallel.)

Graphical user interfaces (GUI, such as the Mac and Windows), which also used a two-dimensional computer screen, but with overlapping windows, adding a bit of z-axis dimensionality, making for a two-and-a-half-dimensional UI. 1984-2024.

(For more on these UI generations, see my article on the 3 paradigms of user interfaces.)

Given this historical progression of 0 -> 1 -> 2 -> 2.5 dimensions, it’s understandable that many people thought that the 5th UI generation would complete the count and be three-dimensional, as represented by virtual reality — or the “metaverse” as it’s being hyped.

I never thought so: see my 1998 article, 2D is Better Than 3D.

3D fails to be superior to 2D because most of the information we manipulate on computers is N-dimensional, where N tends to be much bigger than 3. Consider, for example, financial planning and investment management. How many dimensions are there for different investment strategies and different instruments? Plus, additional dimensions for each investor’s circumstances and preferences. It doesn’t matter much if you’re squeezing this many dimensions down to 2 or 3: usability will depend on your visualization skills and not on the difference between 2D and 3D. But a 3D UI will usually be inferior because it’s much harder to manipulate and scan visually than a 2D representation of the same data and features.

Instead of 3D, the next UI generation will be a hybrid of intent-based outcome specification (driven by AI) combined with a visualization-based graphical user interface with traditional command-driven interaction design, mainly in 2D. We won’t move into more geometrical dimensions but into more conceptual dimensions, combining multiple interface styles.

Of course, 3D is helpful in some applications: medical surgery planning, repairing complex equipment like airplane engines, and definitely computer games. So we’ll have some 3D interfaces that supplement the predominating 2D/AI hybrid designs.

But even a use case like choosing a hotel room that seems to benefit from a 3D visualization of various rooms will likely be primarily non-3D, relying more on extensive photos and some video and less on VR. Most websites will make more money by investing in better photography than by deploying VR. After all, making more money is the goal of UX in business. It’s not your job to ship cool design that costs more to implement while bringing in less revenue.

Apple’s “Vision Pro” AR headset has superior hardware, with better resolution and no lag. It also reportedly has an exemplary user interface for controlling the 3D environment. (Though I defer my final judgment until I have seen the results of independent user testing, as opposed to journalists reporting on carefully staged demos.) It’s too expensive and heavy for real use, but the next release will be cheaper and lighter. And version 3 might be good enough for affluent consumers in rich countries to buy for watching 3D movies. I doubt many more use cases will be sufficiently appealing: the launch demos are amazingly uncompelling. And even 3D movies might be a minor use case if we go by the experience of this genre so far: other than the novelty effect, people rarely watch 3D movies, and even some of Hollywood’s best creators fail when trying their hand at 3D movies. (By “fail,” I mean that the story is just as engaging when watched in 2D, giving you no premium for locking yourself inside goggles or headsets.)

(As an aside, we used to say about Microsoft that one should wait for Release 3.0 of any of their products before buying. Today, this is what I say about Apple. In contrast, Microsoft has released several recent products that were good enough for productive use in v.1, including Bing Create and Bing Chat. Though since the latter is powered by ChatGPT version 4, the release count might approach 3 if we take the average of the front-end UI and the back-end large-language model.)

Every time 3D has been tried for general business applications or non-game consumer applications, it’s failed.

How could Mark Zuckerberg make such a blunder? All reports indicate he has a high IQ and a solid technical background. Likely below Bill Gates on both accounts, but having a lower IQ than Bill is no shame (I’m pretty sure I belong to the IQ<billg club myself).

I don’t have any insider information from Facebook/Meta. (If I did, I would not write about them.) But I think there are two explanations: one that goes back to childhood and one more current.

3D is seductive because it’s the dominant UI in many science fiction movies and TV shows, most prominently Star Trek and Star Wars. We nerds, including Zuck, grew up with a steady diet of tempting 3D products. Except, of course, that they were not genuine products (with real customers and actual use cases) but simply fictional devices to move the plot along. And I can’t deny that 3D UI looks good on film. However, SF designs are not user interfaces; they are audience interfaces. They don’t exist to support task performance but to support narrative goals. Very seductive. Very misleading for what will work in an earthly business, as opposed to the starship Enterprise.

3D is seductive because it is indeed persuasive in demos. Watch somebody else navigate a 3D UI while explaining how the visualizations work, and you will easily be convinced that it’s a great design. Looks cool. Must be good. Stop that zombie thinking and apply some critical analysis, please!

A critical analysis based on decades of UX experience tells us that demos are irrelevant for judging usability and utility. Actual use by representative users performing real business tasks is what matters. Watch users, not demos. That’s where the Metaverse fails again and again. People get a headset, use it for a few fun experiences, and then it sits on a shelf while they conduct their business on a flat screen.

AI Tools Work

In contrast to the Metaverse, AI tools work for genuine business use cases. I recently surveyed 3 studies of AI tools used for business: by customer support agents answering customer inquiries, business professionals writing standard business documents, and programmers implementing real code. In all 3 cases, the AI tools led to big, statistically significant increases in user productivity. Across the 3 case studies, productivity increased by 66% when using the AI tools. This separates hype and reality: huge business gains make AI real.

The 66% productivity increase was realized using previous-generation AI tools based on ChatGPT 3.5. The current release (v.4) is already much better, and we should expect even better performance from the next release. Furthermore, in 2 of the 3 case studies, users were only measured during their first exposure to the AI tools. User interfaces benefit from a learning curve, where people get more productive with more experience. In sum, the 66% productivity gain is a very low estimate for what we will see next year: many business implementations of AI tools are likely to double employee productivity. (AKA, cut costs in half.)

Making money is how you can tell that AI is no longer hype (even though it was in past decades). Any company that doesn’t have an AI strategy will be toast in a few years. The same goes for you, dear reader. Get with the program and learn how to utilize AI in your own job to double your work performance.

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The future of UI is 2D, likely multimodal, likely hybrid, likely multi-device. Limited 3D. (“Futuristic UI” image by Midjourney.)

Conclusion: Productivity Gains Win the Day

Real use is the differentiator between hype and reality.

Use cases that improve profitability for a broad range of businesses indicate what’s real. The same is true for the ability of representative users to perform useful tasks in usability testing.

In contrast, fancy demos don’t predict actual use. In fact, a technology that you only ever see employed for demos is likely to be hype.

Imagine placing a Zoom call to any executive anywhere on Earth: USA, China, Germany, it doesn’t matter. You tell him or her, “We have an AI tool for your industry that’ll cut your costs in half.” Will the executive take that sales call and, more important, listen to your pitch? You betcha.

Imagine another Zoom call to a handful of executives in a few select industries: “We have an XR tool for your industry that’ll make your maintenance engineers 20% more productive.” Will those executives take the call? Probably yes, and they may even buy the tool if your VR/AR is actually 20% better than what they have.

Two differences between these scenarios:

You can go on an AI sales call to any company worldwide — at least 10 years from now, when the specialized applications have been developed. Your Metaverse salesperson can only call on prospects in a handful of industries.

Your pitch is 100% vs. 20% — bigger savings close more sales.

So here are your guidelines for separating reality from hype:

Do you have realistic use cases for profitable use in real businesses?

Are these use cases broadly generalizable, or will they stay narrow?

Does the technology perform better in demos or better in user research?

How much do you move the needle, as estimated by measurement studies of actual tasks?

Applying these guidelines to the Metaverse and AI-driven applications makes for a straightforward conclusion: to stay ahead of the curve, forget the metaverse and embrace the power of AI. Metaverse is hype. AI is real. You heard it here.

AI UX Article Series

This article is part of a more extensive series I’m writing about the user experience of modern AI tools. Suggested reading order:

AI Is First New UI Paradigm in 60 Years

AI Vastly Improves Productivity for Business Users and Reduces Skill Gaps

AI vs. Metaverse: Which Is the 5th Generation UI? (this article)

UX Needs a Sense of Urgency About AI

Prompt-Driven AI UX Hurts Usability

ChatGPT Does Almost as Well as Human UX Researchers in a Case Study of Thematic Analysis

How Much UX Do You Need for AI Projects?

“Prompt Engineering” Showcases Poor Usability of Current Generative AI

Business professionals with experience using AI are more optimistic about its potential than are colleagues who have not used AI

About the Author

Jakob Nielsen, Ph.D., is a usability pioneer with 40 years of experience in UX. He founded the discount usability movement for fast and cheap iterative design, including heuristic evaluation and the 10 usability heuristics. He formulated the eponymous Jakob’s Law of the Internet User Experience. Named “the king of usability” by Internet Magazine, “the guru of Web page usability" by The New York Times, and “the next best thing to a true time machine” by USA Today. Before starting NN/g, Dr. Nielsen was a Sun Microsystems Distinguished Engineer and a Member of Research Staff at Bell Communications Research, the branch of Bell Labs owned by the Regional Bell Operating Companies. He is the author of 8 books, including Designing Web Usability: The Practice of SimplicityUsability Engineering, and Multimedia and Hypertext: The Internet and Beyond. Dr. Nielsen holds 79 United States patents, mainly on making the Internet easier to use. He received the Lifetime Achievement Award for Human–Computer Interaction Practice from ACM SIGCHI. Follow Jakob on LinkedIn to see future articles.

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