this post was submitted on 17 Mar 2025
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Unless 3.0 has solved it, the gimp has a steep UI problem and a learning curve such that mass appeal on the website would be inappropriate anyway. I love it but I love it because I've been using it my whole life and know it very well. Foss in general struggles with useability due to a lot of hard to overcome problems - mainly, that by the time someone is ready to contribute to any given foss project, they're already intimately familiar with its foibles and probably have strong opinions about what UX elements are sacred cows and should not be fixed.
Well, it has solved it in large part, yes. Tablet pen buttons are correctly recognized on Windows at last, GTK3 allows panels to be dockable pretty much anywhere, the interface looks generally sleek.
Now perhaps you could specify what aspect of the UI you find problematic, otherwise it's hard to respond to such a vague statement. Imagine you're a developer, and you read a piece of feedback that says "the gimp has a steep UI problem". Where do you go from there ?
I mean, I could make a list of things I think are problems, but I've been using it since a bit after 9/11 so I dont think my guesses would represent new user experiences. I am mostly going off what people tell me when they try to learn it.
I wasn't writing advice for the devs, I was making a general statement about why foss stuff doesn't tend to suit glitzy, highly marketable front facing stuff, using gimp as an example
I'm not involved with Gimp development, I've been watching it from the side, so I can't tell if there's an actual lack of contributions related to UX design -but so far I have only seen the public respond with the same sort of vague feedback : "the UI needs work". Unfortunately that's as unhelpful as it gets. Spending some time designing interface mockups, or writing up descriptions of how such and such feature should work, now that's helpful, and is something pretty much any user can do.
Yea, I believe that's true. And it is always a resource problem, because with limited resources, developers focus on making the thing work first, look nice second