Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface

This example points out an important dilemma that car designers and manufacturers face today. New features such as autopilot (or self-driving), lane assist, collision detection and so on have the potential to replace well-learned, traditional driver behaviors such as looking over the shoulder or checking the mirrors that we used to rely on. If these features are functional and using them is are easier than performing the gestures and actions that we learned in driving school, then they will replace those actions (we are creatures of minimum effort: we always take the solution that requires

Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface
10 Usability Heuristics Applied to Video Games

For instance, in many video games, particularly action games, health or life meters are present. These dynamic meters display the player’s health status throughout the game. In The Legend of Zelda: Breath of the Wild, a video game on Wii Switch, the health meter is presented in the top left corner of the screen. There are 3 heart containers which can be filled throughout the game by consuming food and are decremented when the player incurs injuries during combat. The health meter is updated almost instantly once either of the activities mentioned above (and more) occur. This visual feedback

10 Usability Heuristics Applied to Video Games
Split Buttons: Definition

In complex applications, it is easy to overwhelm users with a tremendous number of options, commands, tools, and controls. Showing a large number of tools all at once is visually overwhelming, and evaluating all the available actions places far too much cognitive load on users. Split buttons reduce visual complexity by grouping similar commands together

Split Buttons: Definition
‘Our Users Are Everyone’: Designing Mass-Market Products for Large User Audiences

More important than finding the exact cutoff point between groups is to make sure they become part of your research and design planning. Depending on the depth of the difference between the groups and the implications for usage and your business, you might consider the groups sufficiently distinct to require separate usability studies with different tasks. Or, with less-important distinctions, you could simply make sure to include people from each relevant group when you recruit participants for a study, so you can observe any differences in what they expect and how they behave. Share the

‘Our Users Are Everyone’: Designing Mass-Market Products for Large User Audiences
Touch Targets on Touchscreens

For example, the David Yurman jewelry website included small circular swatches under each product photo on product-listing pages, to indicate alternate colors available for each. Clicking each swatch would update the product photo on the page, so users could preview the color without navigating to the detail page. While this design worked well for mouse-based interactions, the small swatches were far too small (only 1mm or 0.04 inches) for tablet users — attempts to tap a color swatch often activated the link to the product-detail page instead. Perhaps they were left visible just so users

Touch Targets on Touchscreens



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