Wednesday October 1, 2003

Everything I know about UI design

Found on slashdot (this explains a few things about some of the programs I've used, especially on Windoze... - V.)
Everything I know about UI design, I learned from Games
  1. If the user doesn't have to stop what he's doing to solve an inexplicable puzzle every few minutes, he'll be done waaaay too fast.

  2. Obey the principle of most astonishment. Surprise the user as often as possible! Preferably with something terrifying that makes him literally fling himself out of his chair (example: the aliens in Alien Vs. Predator love to sneak up on you along walls and ceilings and suddenly let you have it from three directions -- a guaranteed excuse to press "pause" and go put on a new pair of underwear).

  3. If the user screws something up, HE MUST BE PUNISHED. Usually, this means his onscreen persona (resume, spreadsheet, etc) should die a wretched, gory death, scaring the crap out of the user (see #2) and he should have to start whatever he was doing over from his last save point. This of course encourages saving documents frequently, always a good thing with Microsoft software.

  4. If the software includes networking features, you MUST include a "taunt" feature. Allow preformatted taunts and on-the-fly taunts; both are equally fun for all. "Hey, BILL! Your powerpoint SUCKS!"

  5. And, finally, you have to include a few easter eggs and hidden areas. These should include a "must-have" that isn't granted to ordinary users (like, say, print preview).
And, people said video gaming wouldn't ever get me anywhere!

[c.f. User Interface Design for Programmers by crazyphilman (609923) on Wednesday October 01, @12:43PM

Everything I know about UI design ( in category Computerware ) - posted at Wed, 01 Oct, 12:39 Pacific | «e»