3 ms·
Unfortunately often it's not as simple as that, you have to offset many difference things: ergonomics, aesthetics, intuitiveness, efficiency, information densit
by mhomde 10y ago
Unfortunately 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