To understand the consequences, imagine an application that is busy performing
a task that takes a considerable amount of time.
Meanwhile, it offers the user an interface
to affect the current task (a common example is a cancel button). It checks
the user input every second.
Or imagine an application busy performing a short task, taking less than a
second. The GUI isn't disabled, allowing the user to select another GUI
element during this short time. This user action is than queued for a fraction
of a second until the application is ready to process it.
This is of course the way most applications work.
Both are examples of totally acceptable application response, providing that there is immediate visual feedback for the user action. There is a difference between the visual feedback of a user action, and the application response to that action. The former must be immediate, while the latter in general may take a short time, up to a second or so, without confusing the user. (Depending of the kind of application, of course.) MUI applications treat visual feedback as being an application response, thereby failing miserably.
It should be obvious that blocking user input entirely and showing a busy pointer, like some people suggest, is not an option at all in the above examples.
I realize some gadtools gadgets have the same behaveour as MUI gadgets,
and that's one
of the reasons why I don't like gadtools very much, either. But at least
gadtools buttons give immediate feedback.
Intuitivity
Gadtools offers a cycle gadget, .
Click anywhere in the gadget, and the next option is selected. You may like
or may not like this kind of gadget, but the behaveour exists and is part of
the Amiga look and feel.
MUI offers a gadget that looks exactly the same, but behaves differently. Click in the text part of the gadget, and nothing happens. Just a quick flash of a pop-up menu. I have clicked many times on gadgets of this kind and wondered why nothing changes before I realized it was a MUI application so this kind of gadget behaves differently.
The most important rule in GUI design is: be consistent. Gadgets that look the same must behave the same. Gadgets that behave differently must look different. MUI fails to be consistent with the Amiga OS look and feel.
I am aware that there are commodities that change the behaveour of the Gadtools cycle gadget into a pop-up menu. Basically these commodities suffer from the same fault: it changes the behaveour of the gadget but not its appearance.
And even if the way configuring MUI aspects of an application is improved, there are still many MUI applications offering two settings requesters - one for the MUI aspects, and one for the application's own parameters. This is also confusing. For the user, a system like MUI should be transparent. The user should not need to know which aspect is controlled by MUI, and which by the application itself.
Fact is, MUI takes up memory and CPU time, which makes it bigger and slower than no MUI at all. If you don't give much about fancy looking gadgets, MUI rapidly becomes too big and too slow.
I want the user to have a choice which extras he or she wants to buy.