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From Buttons to Conversations A Revolution in User Experience — Chad Michel
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From Buttons to Conversations A Revolution in User Experience Chad Michel
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From Buttons to Conversations: A Revolution in User Experience ISBN-13 (pbk): 979-8-8688-2687-0 ISBN-13 (electronic): 979-8-8688-2688-7 https://doi.org/10.1007/979-8-8688-2688-7 Copyright © 2026 by Chad Michel This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Managing Director, Apress Media LLC: Welmoed Spahr Acquisitions Editor: Ryan Byrnes Development Editor: Laura Berendson Editorial Assistant: Gryffin Winkler Cover designed by eStudioCalamar Distributed to the book trade worldwide by Springer Science+Business Media New York, 1 New York Plaza, New York, NY 10004. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a Delaware LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. For information on translations, please e-mail booktranslations@springernature.com; for reprint, paperback, or audio rights, please e-mail bookpermissions@springernature.com. Apress titles may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Print and eBook Bulk Sales web page at http://www.apress.com/bulk-sales. Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub. For more detailed information, please visit https://www.apress.com/gp/services/ source-code. If disposing of this product, please recycle the paper Chad Michel LINCOLN, NE, USA
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To my beloved wife Lisa, my son Sam, and my daughter Eva. You are my home, my heart, and my greatest story. Thank you for every laugh, every quiet moment, and every reason I keep writing. And to my dog Ellie, for keeping my feet warm.
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ix About the Author Chad Michel is CTO for Don’t Panic Labs with more than 20 years of software development and engineering experience. He holds a bachelor’s degree in computer engineering and a master’s degree in computer science. At Don’t Panic Labs, he works with clients to solve problems through innovative software solutions. Chad has worked for several companies in Lincoln, helping build a practice management application for lawyers, developing key features for an ecommerce application, and wrangling an Internet content delivery system into a stable platform. He regularly speaks at technical meetups hosted by Don’t Panic Labs with significant contributions to the company blog. He also enjoys contributing at technical conferences and groups. Chad teaches Cloud Architecture and Applied AI at the University of Nebraska-Lincoln. Chad enjoys combat sports and frequently trains taekwondo and Brazilian Jiu-Jitsu.
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xi About the Technical Reviewer Likhesh Bramhanwade is a Software Development Manager at Amazon, leading teams that build large-scale platforms for invoicing, B2B compliance, personalization, and AI-driven customer experiences. He has more than 21 years of experience across Amazon, Nordstrom, and NTT DATA, specializing in cloud-native architectures, low- latency services, advertising systems, and B2B integrations. He is a Certified Scrum Master (CSM) and Certified Scrum Product Owner (CSPO) with more than a decade of hands- on experience applying Agile practices. Likhesh is a Fellow of IETE, a Senior Member of IEEE, and an active technical community contributor as a reviewer, speaker, and mentor. He is passionate about applying generative AI and agentic workflows to shape the next generation of digital commerce, payments, and B2B integrations.
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xiii Acknowledgments This book is the continued exploration of how to create better software. None of this would have happened without the great team at Don’t Panic Labs and the great partners I have worked with over the last few years. Don’t Panic Labs serves as a great opportunity to refine processes and skills because of the number of projects and the diversity of projects we have been lucky to work on. A special shout-out to Doug Durham for keeping us focused on engineering excellence, building great software, and nurturing a learning-first culture.
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xv Introduction I started writing software in the 1990s. Back then, software development and user experience felt like a very specific, very rigid machine. Users pressed buttons, filled out forms, and navigated menus. We, as software creators, designed those buttons, forms, and menus. It was a predictable relationship, and honestly, a comfortable one. Then something started to shift. The shift wasn’t sudden. It happened quietly, in increments, like the water rising before a flood. First, users started expecting more. Then JavaScript grew up and gave us the ability to build richer experiences in the browser. I feel user experience stalled for a while, with each development team trying to create better web experiences, but they were all creating derivatives of each other. And now, and this is the part that matters for this book, we have AI. Not AI as a buzzword, not AI as a feature you bolt onto an existing product to write “AI-powered” in the marketing copy, I mean, AI that can help users complete their tasks. That kind of AI changes everything about your user experience. The book is about that change. If you’ve spent time in product design, UX, or software development, you already know that building great user experiences is hard. Everyone who uses software has opinions about software, which means your users are always critics. You’ve constantly been balancing usability, accessibility, and the context while someone is asking why the button isn’t a slightly different shade of blue. It’s a tough job. What I’ve come to believe is that AI gives us a real shot at making that job easier, and more importantly, at making software genuinely better for the people who use it. Conversational interfaces aren’t just a trend. They’re the most natural way humans communicate, and for the first time in the history of software, we have the technology to make them actually work. I wrote this book because I wanted to give you a clear-eyed look at what’s changing, what it means in practice, and how to move forward without panicking. We’ll start with the foundations, why user experience matters, and how we got to where we are. From there, we’ll walk through the shift to conversational experiences, the technologies that make them possible, and how to integrate them into real systems.
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xvi By the end of this book, my goal is simple. I want you to be the person in the room who can say confidently, “Here’s how we should approach this.” Not because you memorized a framework, but because you understand the principles well enough to apply them to whatever situation you’re in. The wave is coming. Let’s make sure you’re ready to ride it. InTroduCTIon
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1 © Chad Michel 2026 C. Michel, From Buttons to Conversations, https://doi.org/10.1007/979-8-8688-2688-7_1 CHAPTER 1 The Human–Computer Interface Figure 1-1. AI conversation about leap years, and how to calculate if a year is a leap year This chapter traces the evolution of how humans interact with computers, from punch cards and command lines to graphical interfaces, and now, AI-driven conversational systems. We explore the shift in interface design that changed who could use software and how effectively they could use it, and why understanding this history matters as we design the next generation of user experiences. Leap years happen basically every four years (Figure 1-1). And when we have a leap year, we gain 1 extra day, which is February 29. The rules of which year is a leap year are more complicated than you would imagine. Typically, we think leap years are every 4
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2 years, but if the year is divisible by 100, that year usually isn’t a leap year. But 2000 was a leap year, why? Because it was divisible by 400. At the time of this writing, the year is 2026. So, when will be the next leap year? Obviously 2028. Wrong, I think 2026 is a leap year. Because of the massive change in how we interact with software, I believe 2026 will be a year we make a major change in technology. The rate of technical changes has skyrocketed over the last few years. And what we can do with software is exploding, effectively making each year a leap year, or at least we are making a leap in technology. Software is written for humans. Software is written to aid a business process. Software is written to allow for the creation of products. But in all cases, there is some form of user experience and some interface between the user and the software. There have been a variety of interfaces between computers and people over the years. The early days of computers were fairly manual. Humans created punch cards and used manual switches to interact with computers. Computers communicated back to the user using lights and switches. In the 1960s, computers upgraded to command-line interfaces (CLIs) (Figure 1-2). Humans could type commands, and computers would execute them. In some ways, much of my favorite software still runs this way. I use git for source control (as does almost everyone else), and git still is a series of commands we execute from a terminal. Figure 1-2. Command-line interface example In 1968, the world changed when Douglas Engelbart delivered the “Mother of All Demos.” In this demo, he showed how a display, keyboard, and a mouse could be used to interface with a computer. This didn’t spawn an immediate move into GUIs (Graphic User Interface), partially because hardware was not ready. Chapter 1 the human–Computer InterfaCe
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3 In the 1970s and even into the early 1980s, the command line continued to rule. But Apple, with its launch of the Macintosh computer line, changed the world forever. And we entered the era of GUIs. GUIs solved a non-obvious problem. Many people think they just made software better. But better is difficult to define. One way GUIs are better is that they are easier to use and learn. The software can guide you to your goal. There have been a variety of studies showing that GUIs do have many benefits. A study involving nurses showed that nurses using GUIs committed fewer errors, had faster learning, and higher user satisfaction. But easier to use, is often defined as what is easier for non-experts. I am calling this out in particular because an expert in software will often be faster with CLIs (Command- Line Interfaces, where all interaction is done by typing text commands into a terminal rather than clicking buttons or menus) or more crude interfaces. GUIs are often not better for advanced users. The rise of Generative AI (GenAI) is bringing significant change in how we think about software interfaces. These AI systems, built on large language models (LLMs), can understand and generate text. For the first time, the interface can adapt to the user rather than requiring the user to adapt to the interface. GenAI tools are now being integrated into developer workflows, bringing conversational AI interfaces to command-line and coding environments. These tools represent a new layer of integration between developers and systems. As I write this chapter, one of the most popular tools for developers I know is Claude Code. Claude Code is an unapologetically CLI tool. It is an AI development assistant that doubles down on the CLI interface. Claude Code probably isn’t going to be as good for new or learning developers. But for developers who want to get things done, it is probably a great tool. And back to my example of git. Because I learned git when there wasn’t much for GUIs I learned at a pretty deep level, and have continued to use the CLI as my primary interface to git. But newer developers often learn git as part of some GUI, and usually don’t have a need to learn the CLI at this point. I can probably be a little faster with the CLI than they can be with a GUI, but that little performance gain is probably not enough for them to switch (Figure 1-3). Chapter 1 the human–Computer InterfaCe
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4 Figure 1-3. Git GUI interface And my usage of git is also an interesting study in the advantage of GUIs over CLIs in visualization. When it comes to doing source code comparisons, I now find myself using the GUIs of VS Code or GitHub to do those comparisons. Figures 1-4 and 1-5 show the command line comparison vs. the visual. Figure 1-4. Command line diff comparison Figure 1-5. Visual diff comparison in VS Code In the above pictures, in both cases, I can compare the changes to some slides in a slides.md file. But with a visual interface, I can be given extra tools. These include tools to accept or discard each change individually. Also, with a visual GUI, it is easier to layer in additional visuals, such as spellcheck indicators. Notice the misspelled word? Chapter 1 the human–Computer InterfaCe
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5 GUIs are also often better at showing relationships. You can come up with some crazy ASCII art to demonstrate the relationships (Figure 1-6), but GUIs enable more abilities. Figure 1-6. ASCII art diagram Chapter 1 the human–Computer InterfaCe
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6 Figure 1-7. GUI diagram This trend toward richer user interfaces (Figure 1-7) has enabled more people to use software and required less training. Our ability to build better user interfaces has enabled us to enable more users to use software. Definition of User Experience As we explore how AI will change the future of user experience, we might want to define user experience. Since we are asking how AI will change user experience, maybe we should ask AI to define User Experience (Figure 1-8). Chapter 1 the human–Computer InterfaCe
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7 Figure 1-8. AI definitions of user experience Each definition provided a similar response. The responses are not the same, but we can draw some common conclusions. • Satisfaction/Delight • Usability • Accessibility User experience could be defined as “A software system’s ability to enable all users to enjoy completing tasks.” Now that definition might be a little more biased toward enjoyment than much business software is geared toward. For most business software, we might want the definition to use “quickly” instead of “enjoy.” A good example of why quickly is often more important than enjoyment would be the classic green screen software systems. These are terminals that are connected to a mainframe. The software written for these green screens looks archaic (and is archaic). But watch a master of that software work, and you can be in the presence of a virtuoso, navigating, updating, searching at an almost mind-blowing pace. Sure, the software is hard to train. Sure, the software runs on old hardware (Figure 1-9), but the people who master those old green screen systems are extremely effective. Chapter 1 the human–Computer InterfaCe