Recent comments in /f/InternetIsBeautiful

GagOnMacaque t1_j312cpd wrote

With my old boss' permission we did an experiment.

We had experienced and inexperienced users complete normal and unusual tasks in both old word and the ribbon.

The data was crazy. It took several minutes more to do normal tasks in the ribbon, and about 30m to an hour to complete obscure tasks. Some tasks were not completed at all. Meanwhile a simple menu yielded results within seconds.

The ribbon is clearly not a good ui.

I AM currious how that experiment would turn out today, after an entire generation has lived with it.

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vampiire t1_j2ycq7w wrote

Ya I work closely with our director of design (we are friends and I’m generally interested). I’m backend but have always had an interest in UX despite being awful at UI.

I’m wondering how to understand the end user better. It’s a relatively niche space and I don’t think it’s feasible to poll them or get extended feedback. Are there any good practices for narrowing down a user mindset in a more generic way?

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Dogsbottombottom t1_j2wumoo wrote

Yes, I think you explained that quite well.

TBH I don't think that UX is that esoteric or difficult to learn. A lot of it is just the mindset of prioritizing the user. There's certainly aspects that are more complex, and the further you get into the "design" aspect, the more creative skill is required. Being familiar with interaction patterns is important. These days design systems have taken over the web so you're probably not going to be designing from zero anyway.

If you're looking to be a good dev partner to your design team I'd try to get more involved in their process. Depends on your specific business obviously. I've spent most of my career in agencies and consultancies so the answer to "why" is frequently "because they wanted it that way".

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COSenna t1_j2wrpes wrote

I definitely agree, though UX is never really associated with this level of interaction. The way the engine responds to your movements through a controller relates directly to your experience. Bad physics would yield unwanted results, thus giving the user a bad experience.

I only work on interfaces, but I’ve always thought I’d be good at “designing” game physics, or at least testing and relaying needed adjustments. It all come down to getting something to work as efficiently as possible, I suppose.

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vampiire t1_j2w9wzm wrote

I am a dev but want to learn about UX to be a better teammate with our designer. I often butt heads with “function over form” but i know there must be some balance between them that is better serving to pursue.

The other day I did some reading and learned the original quote was “function before form”. Which I thought was a rephrasing but was expounded to mean that first understand the user and what you want to provide them / what they are looking for then build an engaging form around it.

In other words form without function constrains usage. And function without form doesn’t inspire usage. They must both be present. One doesn’t outweigh the other but they serve different purposes, to understand the right form is to define the function.

Did I understand that correctly?

What do you and /u/Blukoi suggest to learn? Any books or courses? General advice or stand out points over your years working? Specifically on the practical and research side.

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narrill t1_j2w2hpl wrote

The problem with a spinner is that because tons of software doesn't hook it up to a reliable "are we still doing meaningful work here" check users will assume the thing is frozen if the spinner is there for more than a few seconds. That doesn't happen with a progress bar, because it implies progress is actually happening.

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