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The user interface at a petrol station is a shared experience. There is a complicated interaction between the cashier and the various pumps, for example, that really doesn't care about how fast you can pump your gas and leave. That interaction is concerned with making sure you pay, and (as others here have mentioned) can be designed to slow you down. ...


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To me, when a client is saying that my work is "clean" during a review session, it either means that they aren't clear what they're reviewing, or I spent way too much time on a design prettying it up. Here's my thinking. As a UX designer, I'm generally not looking for feedback on the visual design. (We have a visual design team that handles that, and they ...


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I don't think "clean" is meaningless. It refers to an uncluttered, elegant, simple design. If you hear that a lot, it is probably because this characterizes most good design. As for what to do, if stakeholders think your design is great, that is a win. Don't get too worried about it! I'm not sure that it is worth a lot of effort to get more detail ...


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I read an article once that made an interesting point. I'm sorry, I was 90% sure it was on smashing, but I couldn't find it. However, the takeaway for me was to set ground rules before starting a review. The first rule was to relay a set of words that were considered "out-of-bounds". Basically a list of words that could not be used during the session. I ...


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The key to good UX in game design is not only to make it easy to interpret and enjoy, but to make the physical design cohesive with the conceptual design of your game. It is difficult to completely understand the significance of the failure paths and consequences without fully understanding the game objectives. While the circle representation is simple and ...


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Removal of the failure track would be preferable, since it clutters the card, and causes a lot of "look-up" work for the reader. The combined circle is the direction I believe you should go, however; as you have stated, having multiple dice roll numbers on the circle is to much information for a single circle. My solution is to have a (Dice Roll | Failure) ...


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Most games succeed by taking a good game design and combining it with a compelling theme (Taking over the world, building a real estate empire, or solving a murder--to name a few obvious examples). Without knowing much about your game, I would say it would probably benefit from adding some kind of theme that will make it less abstract and inform the visual ...


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Actually, I would be surprised if the development work isn't pixel perfect. Developers need logic and rules for programming, and if you are not supplying them with a style guide that they can plug into their development framework then I should think they will be asking you a question every five minutes about the spacing or alignment or hex value for the ...


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As to the psychology, I'd work to 2 basic principles: The Principle of Minimal Effort: the more effort (time / thinking activity) someone has to engage in - the less likely they are to complete your feedback form. So keep it as short and as easy to understand as possible. Give Users Control: Users are choosing to engage in your feedback process because ...


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You can try http://www.scifiinterfaces.com/ and the book Make It So which have critiques of TV and movie interfaces from diegetic and non-diegetic stand points (usefulness to the characters versus the viewers). I've also read good interviews and critiques with the people who make the interfaces over at http://www.inventinginteractive.com/


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I design interfaces like this a lot. The tried and true practice has always been to copy ones you like, and then to start being original using your 'copy' as a basis. You are trying to speak in an established vocabulary of imaginary interfaces of the future, so while you want to be original and creative, you need to 'speak' the already established language. ...


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It's called "extra site navigation". Just connect users to other team sites via navigation that resides on every unique domain/site. This is also used when a parent company (e.g., sears, etc.) connects users to their brands (e.g, lands' end, etc.). Examples of extra site navigation: Sears (top bar with brand logos)) ESPN (e.g., editions, cities, etc.) ...


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Bootstrap 3 tabs will work perpectly I suppose. Because it is plain and user friendly. User does not need to wait for extra process of changing of views (pages).


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My solution for deleting things is a button with a trash icon which opens a little popover. I think this is a good solution because: no disturbing dialog, everyone hates confirmation dialogs! confirmation is required. no accidential clicks user has only to read two words, no annoying question red color indicates that it is really deleted, you can empasize ...



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