Link tags: affordance

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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.

The #ViewSource Affordance

Engineers who care about the open culture of the web should recognize that the threats to that culture come not only from Digital Enclosure by large, private companies of the most important pieces of the web.

They should also recognize the risks of Technical Enclosure, and the non-technical value of the #ViewSource affordance in perpetuating the open culture of web development.

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.

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.

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.

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.

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)

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.

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.