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2

The biggest reason is probably simplicity. As VoronoiPotato commented, widgets are only supposed to be a subset of the functionality of the main program. If a widget had all of the functionality that the main app did, it would create a lot of clutter on the homescreen, and it could be confusing to a user. The purpose of widgets is to show at a glance ...


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Decide if you really need to auto-hide the menu on selection. It can remain open till the user starts typing (afresh or again, however) and the results(suggestions or actual query) can takeover later when the user is typing. Try placing the options horizontally, if one line is not enough use two levels Look again if you really need all those options. As i ...


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This obviously depends a lot on the game itself. Think of the pace of the game. How fast do players need to locate and use the controls? If speed and skill is part of the gameplay it is better to have the controls designed and positioned to be used often and fast, and not having too much of them. Sometimes a game’s complexity is the game itself. A strategy ...


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Repeated elements can be clustered with another structure. Let's say you have: Archers, Spear-man, Swordsman and Catapult You can first select - a group of unit - decide on the ratio between base/bunker with the amount of resources. If you have visual cue for each group of soldier on your screen; you do not need four sliders at all. Of course, the new ...


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I believe this is called a "Floating Action Button" from Google's material design. Android has an example project for it.


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How you take your user forward/deeper in your app is crucial to a developer. It's just like unfolding a story in front of a user. Going back is just picking breadcrumbs. I never felt a need of forward button to navigate somewhere in the app. Giving a forward button is just killing an overall experience to take user from one level of excitement to other. A ...


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On the Aquos press the three vertical dots to bring down the menu (located at the top right of the browser screen). If you have pressed the back button previously, the right arrow (top left of menu) can be pressed - this is like the forward button on your computer browser. Technically it is a back-end button.


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You can use some animations of real world objects with a visual feedback to explain the user.


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In my opinion as a user I would prefer to go for option 3, if the user uses a low end mobile with lower memory then they hesitate to download the app as it takes a lot of memory with high resolution graphics. In case of high resolution mobiles the users can be informed with some progress in graphics (as in the image attached) that shows the app graphics ...


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Is your application a game? It looks quite heavy if it's not! Anyway, if at any point the user is expected to stop what he or she is doing to wait for a (big) download to finish, that's bad friction. As ugly as it sounds, maybe the best course of action here would be to pack the full res images with the app and give the user, with a low end phone or high, ...


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The tabs are a problem if there ar more then three or for children or when they have long names. What if the parents want to now all the data of all children. In this case they ought to have the possibility to select more then one child. So my sugestion is not to have tabs but to have a checkboxlist like a menu.


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A little bit rough mockup, but I'll try to explain... you basically have one window, with a search/tag input you can search as many students as you want and each student you find has a unique colour, the calendar shows all students events according to their colours. download bmml source – Wireframes created with Balsamiq Mockups


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I personally like something like the following (the key is small and with sort of a fading arrow) that can be found on this persons site on android arsenal I think the key is something that indicates that one can pull down which is symbolized by a downward arrow and a dotted tail or sort of a fading pattern. The tab around it is a nice touch but i am not ...


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To answer your question, I don't think suchs statistic exists. And if it exists, chances are the number will be quite irrelevant, since you're talking about exceptions (and I'm one of those exceptions, as we are at it). Besides, what about those users that have mixed language software? For example, some in english, some in Spanish, how would the statistics ...


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Consider the reasons why some people set their phone to a certain language. For example, I'm a native Dutch speaker from Belgium, and I configured my phone to English because Dutch translations are usually quite poor. In addition, English is very useful for support, because the vast majority of support tutorials are written in English, using English ...


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I like the accordion-style section, having a scrollable text box appear below a selected LED, pushing content below down the page. Have you considered a simple detail viewer? It takes up more room, which is not always desirable, but would help with the data density problem.


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How about expandable list that just covers the labels of the latter 3 buttons? Chances are, when the user is interacting with the LED portion, they're little bit interested in the other sections. A little transparency effect can give the user the sense that those are still there.


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If you use a gesture differently than most other apps, you'll have trouble with initial user uptake - they'll install your app, fail to use it (because they expect it to work like other things on the system), and a large percentage will drop it because they can't make it work instantly. These are learned behaviors, but they do NOT exist in a vacuum - if ...


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Both options are learned behaviors. I wouldn't think one is better than the other (perhaps A/B testing would give you valuable information?) but none that neither behavior will be immediately understood without teaching the user first.


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Instagram has solved this problem - press briefly to comment on the right; to share the second button pops up action - showing that there are other buttons - once presses the second and eventually will use swipe - they are more friendly to man than the long press - holding, I feel out of date You can find a compromise and use both options


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The normal User Experience convention would say that the long press is better because (almost) all the other messengers are using the same thing. But, I am always against the long press option, it holds the user for a few seconds for what he/she was trying to achieve. So, the deciding factor should be, If you do not want your users to waste your time (a ...


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I think long press better because other messengers such as WhatsApp, using long press action too and users know about long press when they using their phones.



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