In no way shape or form does DOS-era UX beat current-era UX (there may be specific programs that do so, but writ large this is incorrect). Getting away from command lines is one of the core reasons that computing exploded. Getting farther away from abstraction with touch is another reason that computing is exploding further.
Command-line systems simply do not map well to a lot of users' mental models. In particular, they suffer from very poor discoverability.
It is true that if you are trained up on a command-line system you can often do specific actions and commands quickly but without training and documentation, it is often quite hard to know what to do and why. Command-line systems also provide feedback that is hard for many people to understand.
Yes, it is true that many current-era systems violate these guidelines as well. This is because UX has become too visual design focused in recent years, but that's a symptom of execs not understanding the true value of design.
> Command-line systems simply do not map well to a lot of users' mental models. In particular, they suffer from very poor discoverability.
I don't want to push too hard into one extreme here, but I believe modern design makes a mistake of being in the other extreme. Namely, it assumes as an axiom that software needs to be fully understandable and discoverable by a random person from the street in 5 minutes. But that only makes sense for the most trivial, toy-like software. "Click to show a small selection of items, click to add it to order, click to pay for order" thing. Anything you want to use to actually produce things requires some mental effort to understand; the more powerful a tool is, the more learning is needed - conversely, the less learning is needed, the less powerful the tool.
It's not like random people can't learn things. Two big examples: videogames and workplace software. If you look at videogames, particularly pretty niche ones (like roguelikes), you'll see people happily learning to use highly optimized and non-discoverable UIs. Some of the stuff you do in 4x or roguelike games rivals the stuff you'd do in an ERP system, except the game UI tends to be much faster and more pleasant to use - because it's optimized for maximum efficiency. As for workplace software, people learn all kinds of garbage UIs because they have no choice but to do so. This is not an argument for garbage UIs, but it's an argument for focusing less on dumbing UIs down, and more on making them efficient (after all, for software used regularly at a job, an inefficient UI is literally wasting people's lives and companies' money at the same time).
Command-line systems simply do not map well to a lot of users' mental models. In particular, they suffer from very poor discoverability.
It is true that if you are trained up on a command-line system you can often do specific actions and commands quickly but without training and documentation, it is often quite hard to know what to do and why. Command-line systems also provide feedback that is hard for many people to understand.
Here are some guidelines for thoughtful product designs. DOS-era systems often violate quite a few of these: https://uxdesign.cc/guidelines-for-thoughtful-product-design...
Yes, it is true that many current-era systems violate these guidelines as well. This is because UX has become too visual design focused in recent years, but that's a symptom of execs not understanding the true value of design.