Recent comments in /f/InternetIsBeautiful
SDSunDiego t1_j2t579x wrote
Reply to The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
<400ms, rofl. It takes about 45 seconds for my client data to load using Salesforce Lighting. Happens on different computers and at different locations.
It hurts my mind that this has NOT been addressed at my organization where time is extremely important for generating sales.
Fair_Bat7623 t1_j2t4ad6 wrote
Reply to comment by COSenna in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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
MaximumEffort433 t1_j2t21pp wrote
Reply to The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Somebody send this to TeamNinja.
[deleted] t1_j2t19i0 wrote
Reply to comment by GagOnMacaque in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
[deleted]
DrCheekClappa t1_j2sznem wrote
Reply to comment by Protonis in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
My conspiracy theory is that they made the ux unintuitive on purpose. Everything else got more complicated as well, gun leveling, battle pass, attachment unlocks. They want everything as complex as possible so people need to spend more time online doing basic things.
sweetalkersweetalker t1_j2sya1v wrote
Reply to comment by ejensen29 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
It was super hard to differentiate between the options though, most looked alike. Colors would have been nice
Eightarmedpet t1_j2sxogm wrote
Reply to comment by Arcadian_Parallax in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
You sound like an over 40 developer (I’m not far off the same so not an insult). Users understand how to scroll these days and so it instinctively, size is subjective.
Emeraldish t1_j2swni7 wrote
Reply to comment by arothmanmusic in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Postel's 'law', namely to be flexible in the input you accept but not in your output and feedback, is somewhat related. But it does not fully cover it...
Furlz t1_j2swh94 wrote
Reply to The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
As someone planning on going into ux this is awesome, thanks
whattheydontsay t1_j2swh4y wrote
Reply to comment by arothmanmusic in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
A daily painful part of my job. Having developers question every step with smart solutions but solutions that someone’s grandma in Nebraska would never understand. Good UX is for everyone.
_Constellations_ t1_j2sw6lz wrote
Reply to comment by Protonis in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Endless Space 2 mastered this. If you look at it, it's kinda bland. If you play it, it's the most useful, smartly designed excel sheet ever that somehow manages to make space feel alive and rich with life.
whattheydontsay t1_j2supyw wrote
Reply to comment by tlklk in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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.
belizeanheat t1_j2st9ck wrote
Reply to The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Beautiful is a mighty stretch
foospork t1_j2sr7a2 wrote
Reply to comment by redabishai in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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.
toasterstrudel2 t1_j2sr3s0 wrote
Reply to comment by Protonis in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
The weapon stats bars that are on a scale of what feels like 0-10,000, taking up only 1% of the screen and each attachment seems to change them ±5 out of the 10,000.
​
Squinting SO hard to see if damage increases even on my 75" tv.
delphic0n t1_j2sr0rx wrote
Reply to comment by kepler1 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
You already knew it was going to be when you saw the link
COSenna t1_j2so4fv wrote
Reply to comment by ejensen29 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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
ejensen29 t1_j2snc1h wrote
Reply to comment by COSenna in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Your points are definitely fair. I just felt like I adapted to RDR2 rather quickly, whereas I still can't figure out GTA.
COSenna t1_j2smkxg wrote
Reply to comment by ejensen29 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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.
Dakar-A t1_j2smem1 wrote
Reply to comment by LegendOfVinnyT in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
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.
Dakar-A t1_j2slkt7 wrote
Reply to comment by foxtrotfire in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Yep lmao! Those, and various other psychological or design tricks to manipulate people into doing or not doing something the company/product/designer wants are called "dark patterns".
redabishai t1_j2sl3fv wrote
Reply to comment by GreatAndPowerfulNixy in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
Yeah, it's anecdotal but it was a nice story.
gh0stwriter88 t1_j2skssb wrote
Reply to comment by GreatAndPowerfulNixy in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
11+ if you include the country code.
ejensen29 t1_j2sklgv wrote
Reply to comment by COSenna in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
I always thought the weapon wheel on RDR2 was well designed, for how many items you have available to use.
chairfairy t1_j2t95td wrote
Reply to comment by COSenna in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
If nothing else, it's a decent starting point to give you concepts to research. Not perfect, but still useful