Created
May 22, 2014 16:01
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Screeeeeny
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Outline flow: | |
How do you get to this screen? | |
How do you expect to use this screen? | |
Where does this screen take you next? | |
Use case: | |
What information should it present? | |
What things should you be able to interact with? | |
Does the user need to be able to interact always, or can we have an optional step for interaction? | |
Simplify: | |
A screen should have a single function, a player should be able to expect to do one key thing per page. Having a number of functions begins to muddy the purpose of this screen. Try to keep the actions available uniform, if this screen allows you to change equipment, it should do so exclusively. | |
Usage: | |
How would someone who's never seen this screen before expect it to function? Consider how western cultures process information. We tend to identify large things first, and we search from top-left to bottom-right for those things. | |
How does a returning user build habits around this screen? Whenever possible encouraging reusable patterns is very helpful for long term users. | |
Is the information presented easily readable, can a users identify the point quickly and easily and understand it? |
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