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UX Designer in the NGSIS program (EASI)
Design process that keeps users at the centre to create useful, enjoyable experiences.
Let's compare a contact form to a video game.
"Hey, please play my game."
People can't use something that they can't find.
"Who do I ask for help anyway?"
What can I interact with?
What can I interact with? (Tree Edition)
Make actions predictable and follow platform conventions.
Familiar elements of a UI.
Familiar surfaces in a platformer.
Don't force users to remember possible actions & outcomes.
"The Norman Door"
Buttons afford clicking or tapping.
Platforms afford jumping on, lanterns afford lighting.
Can't force people to read documentation.
If something doesn't need to be there, it shouldn't be there.
Minimal text, clear actions, clear progression.
Simple art and intentional object placement.
Tell users what's going on.
Success toasts answer the question "did it work?".
Visual and auditory feedback.
Use hover, focus and active states.
Where these guidelines could be followed more closely.
We still get questions meant for registrars.
Chains are platforms, but don't look like other platforms.
Lantern could use more visual feedback.