Recent comments in /f/InternetIsBeautiful

Fair_Bat7623 t1_j2t4ad6 wrote

Probably not much. UX is undersold in a lot of companies because its not a money maker and doesn’t drive sales. You’d think that a good looking game would, but UX gets left on the back burner a lot compared to graphics or other tangible elements.

Working in UX is an underappreciated job. UX is essentially “making the obvious look easy”, but doesn’t realize how easy it can shift from good to bad

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whattheydontsay t1_j2supyw wrote

It’s 3-5 things in active memory. Phone numbers and Social Security numbers are chunked into three sets for this reason. Give a user more than 3 sets of information at once and you risk them having a difficult time as their brain tries to assess priority. Also note that active memory is different than short term memory.

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foospork t1_j2sr7a2 wrote

IIRC, the phone system was modified in the 90s to allow multiple area codes in one geographic area.

As late as the late 1970s, in some areas, if you were calling a different number in the same exchange, all you had to dial was the last 4 digits. For example, if your number was 555-1212 and you wanted to call 555-1234, all you had to dial was 1234.

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COSenna t1_j2so4fv wrote

That’s a fair assessment. Perhaps they made some slight improvements compared to GTA5. I wonder how bad the menus will be in 6 lol.

Years ago I found R*’s lead UX designer on LinkedIn but was unable to message him. I wanted to see if he know what he was doing, and if so, how much leverage he had in the company to promote proper UX practices. I kinda want his job lol

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COSenna t1_j2smkxg wrote

The weapon wheel is just OK. Not great, not terrible. The problem is they were trying to go with a certain aesthetic and it makes all of the items incredibly hard to differentiate being that they’re all white on black with no labels. This is far worse a problem in the satchel menu and what not. The weapon wheel was easier since the shape definitions were easier to differentiate.

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Dakar-A t1_j2smem1 wrote

Yes, that's generally how things shake out. This one seems like a personal project more than anything, but in my experience it's a miracle if you can convince a company that having separate mobile and desktop interfaces is advisable, much less getting buy-in for a fully scaling interface that adapts to screen size.

It's also difficult because outside of fully regular gridded interfaces (which, in all fairness, this site is), there are diminishing returns once you hit desktop size. And user flows can be interrupted or the false bottom effect (where there is content beyond the bottom of the screen, but the user doesn't realize it's there because what they can see cleanly cuts off at the bottom of the screen) can come into play if an interface is designed to scale with screen size.

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