nathanperetic + ignorethecode   7

Touchscreen Games: Use Analog Stick Instead of D-Pad
Smart thinking from Lukas Mathis, as usual. A good rule of thumb.
article  ux  LukasMathis  IgnoreTheCode  shared 
march 2010 by nathanperetic
Stripes: A Conceptual Operating System User Interface — Ignore the Code
Lukas Mathis' take on Stripes, a conceptual operating system's user interface.
article  LukasMathis  IgnoreTheCode  UX  shared 
december 2009 by nathanperetic
Usability Testing: It's not a Myth
«Hoekman makes a number of great points on how to improve usability test, and how usability tests can have other advantages. However, his final conclusion ignores exactly why some of the teams in the comparative usability tests performed so poorly. They performed poorly not because usability testing can’t «identify problems and point a team in the right direction», but because the teams that performed poorly made horrible mistakes in their tests.»
Bookmarks  IgnoreTheCode  LukasMathis  usability  article 
october 2009 by nathanperetic
Designing with Data
«We, the people who design software, must keep in mind that we are not designing for an art gallery. Simply creating beautiful things is just not good enough. We are designing products that will be used by humans who want to reach specific goals. We can’t just make stuff up and hope that it’s good enough. We need to do usability tests, we need to make sure our products are accessible, we need to make sure users can actually reach their goals. Statistical analysis is just one of the tools at our disposal.»
Bookmarks  IgnoreTheCode  LukasMathis  design  statistics 
october 2009 by nathanperetic
Modes, Quasimodes and the iPhone
"A mode is a user-changeable state that influences how a computer reacts to user input. For example, if the Caps Lock key is active, all letters typed by the user appear in upper case. If it is not active, letters appear in lower case. Whether Caps Lock is active or not is not immediately obvious to the user, which often causes people to accidentally activate Caps Lock. This, in turn, causes unexpected results when users start to type."
Bookmarks  article  LukasMathis  IgnoreTheCode  ux 
july 2009 by nathanperetic
My First iPhone App: Lessons Learned
"I started writing this particular game even before I got accepted into the iPhone developer program, simply to get acquainted with iPhone development. It ran just fine in the simulator, but when I put it on an actual iPhone, I was able to get about two frames per second. There was no way to salvage my code; i had to rewrite the game, making entirely different assumptions about the iPhone’s performance."
Bookmarks  article  IgnoreTheCode  LukasMathis  programming 
june 2009 by nathanperetic

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