Entry tags:
User Interface Design
I've been watching a lot of UI and UX design guides lately, because it's always fascinating to me to see how very tiny tweaks make very large differences in experience.
My favourite one is an analysis of the UI of the composition software Muse Score, which is fascinatingly inconsistent. Users of open-source software will recognize exactly the sort of bizarre, piss poor yet weirdly functional UI design immediately. Parts of it are spectacularly put together for the tasks in question, such as navigation and certain forms of input, which allow rapid, intuitive use that doesn't interupt flow and saves time. And yet, inconsistent glyphs, empty sidebars, and checklists that close after each click make it teeth-grindingly painful in some places.
But, the one that I think I would recommend to a general audience is this video about how the UX in popular video games is functionally alien, acting like a foreign language to people who don't play games regularly. It's much less technical, but it's also just so intriguing. Things like KB+M games not mentioning that the mouse controls your camera angle, because it's just assumed that everyone knows that, leading players to stare straight ahead for long period of time. Not knowing how to use on-screen maps or waymarks. Plus, the sense of peculiar disappointment from realizing that an open world game nonetheless has a highly scripted or railroaded path that doesn't allow for the solution you came up with to a certain problem.
My favourite one is an analysis of the UI of the composition software Muse Score, which is fascinatingly inconsistent. Users of open-source software will recognize exactly the sort of bizarre, piss poor yet weirdly functional UI design immediately. Parts of it are spectacularly put together for the tasks in question, such as navigation and certain forms of input, which allow rapid, intuitive use that doesn't interupt flow and saves time. And yet, inconsistent glyphs, empty sidebars, and checklists that close after each click make it teeth-grindingly painful in some places.
But, the one that I think I would recommend to a general audience is this video about how the UX in popular video games is functionally alien, acting like a foreign language to people who don't play games regularly. It's much less technical, but it's also just so intriguing. Things like KB+M games not mentioning that the mouse controls your camera angle, because it's just assumed that everyone knows that, leading players to stare straight ahead for long period of time. Not knowing how to use on-screen maps or waymarks. Plus, the sense of peculiar disappointment from realizing that an open world game nonetheless has a highly scripted or railroaded path that doesn't allow for the solution you came up with to a certain problem.
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It took literally years before I found a pc game engaging enough to actually use the keyboard and mouse instead of hooking up a USB controller. The sheer amount of buttons, the complexity!
Which is really interesting, because like, I had been touch typing for years. I knew where all the buttons were. But I just could NOT figure it out!
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I just Cannot with plugging a controller into the computer: I have to sit pretty close to the screen to see (because I refuse to wear glasses at the computer) and there's just no ergonomic way to fit the computer AND my elbows on the desk. Mouse + keyboard means I can just use my regular set-up. (What game was it that finally made you switch away from the controller, BTW?)
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I probably never would have changed if it weren't for the chat thing. I even used a controller to play overwatch, which has absolutely terrible controller support and actively punishes you for using controllers on PC.