Tags: affordances

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Friday, January 26th, 2024

Nuberodesign > Blog > In Praise of Buttons – Part One

I concur:

Just because a user interface uses 3D-buttons and some shading doesn’t mean that it has to look tacky. In fact, if you have to make the choice between tacky-but-usable and minimalistic-but-hard-to-use, tacky is the way to go. You don’t have to make that choice though: It’s perfectly possible to create something that is both good-looking and easy to use.

Sunday, September 10th, 2023

Squish Meets Structure: Designing with Language Models

The slides and transcript from a great talk by Maggie Appleton, including this perfect description of the vibes we get from large language models:

It feels like they’re either geniuses playing dumb or dumb machines playing genius, but we don’t know which.

Tuesday, May 2nd, 2023

Why Chatbots Are Not the Future by Amelia Wattenberger

Of course, users can learn over time what prompts work well and which don’t, but the burden to learn what works still lies with every single user. When it could instead be baked into the interface.

Tuesday, June 29th, 2021

Whatever Happened to UI Affordances? – Terence Eden’s Blog

Flat, minimalist, clean, material - whatever you want to call it - is an annoying antipattern. Computers are here to make life easier for humans. Removing affordances is just a nasty thing to do to your users.

Saturday, August 1st, 2020

The things of everyday design || Matthew Ström: designer & developer

The evolution of affordances on the web:

The URL for a page goes at the top. Text appears in a vertically scrolling column. A dropdown menu has a downward-pointing triangle next to it. Your mouse cursor is a slanted triangle with a tail, and when you hover over a link it looks like Mickey Mouse’s glove.

Most of these affordances don’t have any relationship to the physical characteristics of the interaction they mediate. But remove them from a website, application, or interface, and users get disoriented, frustrated, and unproductive.

Saturday, September 7th, 2019

How Video Games Inspire Great UX – Scott Jenson

Six UX lessons from game design:

  1. Story vs Narrative (Think in terms of story arcs)
  2. Games are fractal (Break up the journey from big to small to tiny)
  3. Learning loop (figure out your core mechanic)
  4. Affordances (Prompt for known loops)
  5. Hintiness (Move to new loops)
  6. Pacing (Be sure to start here)

Saturday, February 9th, 2019

Proper UI hierarchy · accssible

Bringing gradients back, baby!

This is going to be a handy reference to keep on hand whenever you want a button to actually look like a button.

Monday, October 1st, 2007

Design View / Andy Rutledge - quiet structure

A nice overview of avoiding clutter in web design. It's not just about whitespace; the number of edges and gradients can also add up to an undifferentiated design.