3 ms·
People are focusing on the layout of the keyboard, but in my opinion the real problem is that there are eight different potential points of interaction (three w
by hairofadog 4y ago
People are focusing on the layout of the keyboard, but in my opinion the real problem is that there are eight different potential points of interaction (three walls of text, the alphanumeric keyboard, a credit card slot, an ATM-style keypad, a tap-to-pay interface, and whatever the concave section in the lower left is) and it’s not clear where to start or what you’re supposed to do in what order; it’s an assault on the senses. There are instructions in one of the walls of text, but not the first wall of text — those are terms and conditions.
I think it could be way better if it was slightly reorganized so the instructions were clear and positioned near the point of interaction they were describing (“1. Enter plate number (or whatever) here. 2. Enter payment here. 3. Take ticket and place on dash.”)
I don’t claim to be the best at it but I design UIs pretty frequently and one thing I’ve learned is that nobody reads anything if it’s more than one or two words; they just start pressing buttons by intuition and proceed by trial and error, and there are a lot of buttons to get lost in here.