3 ms·
More specifically, i would suggest Time as an absolute measure of every interface. UI should strive to minimize the time it takes to do anything at the expense
by return0 10y ago
More specifically, i would suggest Time as an absolute measure of every interface. UI should strive to minimize the time it takes to do anything at the expense of aesthetics.
- mhomde 10y agoUnfortunately often it's not as simple as that, you have to offset many difference things: ergonomics, aesthetics, intuitiveness, efficiency, information density etc etc. If you drew "using time as an absolute measure" you'd make an interface that was immensely fast but very difficult to learn
- return0 10y agoOf course time-to-learn should be taken into account. A mobile app which typically has a minimal number of options should not waste the user's time by teaching things that are contrary to what they have learned in the host OS. Aesthetic options can be time-wasting. For example, the current fad of flatness (which ignores our innate capability to recognize depth from gradients) has made almost all the apps i use slower to use by forcing us to read every button.
- mhomde 10y agoWell, I don't think flatness per se is to blame but there should be some affordances to hint what's actionable. Whether that is color/shadows etc might be up for discussion
- maxxxxx 10y agoTime to learn or discover something is another factor.
- return0 10y agoGiven that users learn the OS conventions anyway, it's more economical to design building on the platform.