5 ms·
Oh, I didn't even realize that until I read your comment. I got a lucky first guess and thought "wow, I'm good at this," and then they just kept getting worse,
by mike_hock 3y ago
Oh, I didn't even realize that until I read your comment. I got a lucky first guess and thought "wow, I'm good at this," and then they just kept getting worse, lol.
I guess it's because that information is dropped at the wrong time, because right after that you first have to spend time on figuring out how the weird UI works so you can actually make your guess. Why does the map have to be hidden behind a button, and why does it have to cover the picture? There is so much wasted space on the screen, why not use it to show both at the same time?
- bhaney 3y agoThe siren song of a mobile-first UI
- ryandrake 3y agoThe UI is pretty bad. I have a nice 27" monitor, yet they constrain the entire game to a tiny 5" wide column down the length of my browser window. Would be great if web designers would stop imagining that I'm browsing the web with a tiny portrait phone screen.
- actionfromafar 3y agoThey just stopped imagining that I’m browsing on a 15” screen!
- NeoTar 3y agoBut conversely, if you are designing a website where I will likely need to consult information or enter information whilst also using another site, it'd be great if your site could be accessed in a 'tall-and-thin' format. One of the most effective ways I have found to work is having windows open on the same monitor next to each other in a vertical tiling - almost as if they were two physical documents.
- smaudet 3y agoI have a context for a fair number of mobile games. The UI felt fairly intuitive to me. Was it great? No. But I also didn't have to spend any time figuring anything put. Context matters the most.
- chayesfss 3y ago[dead]