4 ms·
Ok, this is really interesting, is there some UX where inaction itself stops being the norm? For example 2 buttons, with a timer to the side, which when it hit
by Folcon 4y ago
Ok, this is really interesting, is there some UX where inaction itself stops being the norm?
For example 2 buttons, with a timer to the side, which when it hits 0, rolls a dice and picks a random outcome.
Does the above now make someone want to choose?
If not is there any mechanism that does not forcibly require a decision (ie just stating you must make a choice or place the chooser in a situation where a choice is a functional requirement, such as you're in a locked room and cannot leave until you press a button).