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Related. Syntax.fm podcast interviewed the creator of Wordle[0]. In it he talked about seeing a talk[1] about adding "juice" and how it influenced some of the U
by flanbiscuit 4y ago
Related. Syntax.fm podcast interviewed the creator of Wordle[0]. In it he talked about seeing a talk[1] about adding "juice" and how it influenced some of the UX decisions for the game. I personally think that Wordle had the perfect amount a juice for what it was, a web game that involved text/reading.
I think it's nice to add some juice to website/apps but they are not games and I think should be kept at a minimum. Know your audience. I don't want any of my finance related apps full of unnecessary juice, but that doesn't mean I don't want feedback for any processes I'm waiting for. Sometimes apps try to be cool/edgy with fancy transitions and those things look cool the first few times I see it but get annoying after that because I'm having to wait for it every time. Anyways I am rambling but you get the gist, don't overuse juice and the level of juice depends on your audience and the nature of your product.
0. https://syntax.fm/show/430/creator-of-wordle-josh-wardle https://syntax.fm/show/430/creator-of-wordle-josh-wardle
1. https://www.youtube.com/watch?v=Fy0aCDmgnxg https://www.youtube.com/watch?v=Fy0aCDmgnxg