Tumgik
#UI interface
prokopetz · 4 months
Text
Okay, so: there's a local restaurant whose online ordering process involves various selecting various sauces to be included with one's order – so many units of teriyaki sauce, so many units of hot sauce, so may units of peanut sauce, and so forth.
The idea is supposed to be that you can select any combination of sauces you want, as long as it adds up to no more than four units. However, what the app actually required is that you select exactly four units of sauces; it wouldn't let you submit the ordering form if the total wasn't exactly four.
Just today I discovered that they seem to have fixed it... not by correcting the errant validation rule, but by adding a "no sauce" option, which counts toward the required total of four.
Thus, it's now possible to place an order with, say, two units of teriyaki sauce rather than four by entering 2x "teriyaki sauce" and 2x "no sauce". Similarly, an order with no sauce at all is 4x "no sauce".
This is quite possibly the least intuitive ordering process I've ever encountered, and I've literally worked in e-commerce.
19K notes · View notes
UI/UX is the most critical factor in designing any website, Which contributes more to the user experience, It is just like visiting a hotel, Just think as an example, How would you rate a Hotel?
Most commonly people will judge a Hotel by seeing its Exterior and interior design, the kind of furniture they have incorporated, AC/Non Ac, Visitors and staff engagement in the hotel, serving method, the quality of the food, varieties of food that available in the hotel, and How much worth is the hotel for the money, etc. it is not the thing like every customer will give importance to all the factors, there will be customer will say “quality of the food is important”, “Food ordered should be value for money”, “A good server with good table manners is required”, Hotel business and Website for Business are both have different aspects of customers but the ultimate goal is same “Customer should like Our Product”, No customer will like your product 
If your Product is Outdated, every customer will demand a different set in your business and they like to want to explore all the latest products that suit them best, whether is Traditional Business or Digital oriented Business, Customer Experience, Customer engagement, and Customer reviews must be your topmost priority. In general UI/UX is Defined as 
UI/UX is a Human-first approach to product design, which applies to physical and digital products and focuses on the whole experience from a user’s first contact to the last, The only reason is that it creates structural design solutions for main points that users encounter anywhere along their journey with the product, which results in a product that delight users with their effectiveness
Here, This Article Gives Information regarding the Top 7 UI/UX Design Tools in 2022, which will help you to bring major changes in UI/UX to websites,  Keep Reading the Blog - https://bit.ly/3gfMBVr
Also, Read our blogs on 
Importance of Digital Marketing Technology - Guide From The Best Web Development Company, Bangalore
Webshark Web Services - An Inspiration mile
Web Development and Custom E-Commerce website Services in Bangalore
Get the Best Website UI/UX Design service from the Best web development company In Bangalore, To know more about our service
Visit - www.webshark.in for more information
Contact - +91-7620361284 / +91-8147441909
Drop an Email - [email protected]
1 note · View note
warakami-vaporwave · 7 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Cyberspace Telephone
2K notes · View notes
cf-12 · 1 year
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Panasonic SC-PM50MD (1999)
5K notes · View notes
thisisrealy2kok · 3 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Future Farmers website (2001)
263 notes · View notes
rico-tyrell · 6 months
Text
Tumblr media
347 notes · View notes
fruitiermetrostation · 6 months
Text
Tumblr media Tumblr media Tumblr media
234 notes · View notes
nitzukai · 1 year
Text
Tumblr media Tumblr media Tumblr media
some scrollbars.
423 notes · View notes
Text
Also, I know this is a controversial opinion in the Nancy Drew fandom, but I really like the fourth UI aka the “Updated UI” which was in Tomb of the Lost Queen through Sea of Darkness. I love the always present inventory and the expandable task list that moves completed items out of the way. And, I mean, it’s wood grain! What’s not to love??
75 notes · View notes
askagamedev · 3 months
Note
My friend is making an arcade racer and I've been playtesting his builds for him. He didn't go into it thinking it'd be easy but there's a ton of things he didn't at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting. There's always a significant amount of UI groundwork that needs to be done in order to make a game playable at all, just because of how much information needs to be conveyed to the player.
Tumblr media
Whenever I build support into a game for different characters, cars, tracks, loadouts, etc. then each of those options needs its own way to choose that option from a list of available choices. That display must show a lot of information to the player so she can make an informed decision (e.g. this car has fast acceleration, that one has high top speed, this other one corners well, etc.), which all requires an intuitive screen layout, information presented, and so on and so forth.
Tumblr media
Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player. This means games with a lot of options for players to choose tend to require a lot of UI work, which is something many hobbyists don't think about when starting.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
36 notes · View notes
prokopetz · 2 years
Text
Honestly, the idea of implementing Discord-style reactions on Tumblr isn’t a completely terrible one.
Tumblr likes are functionally meaningless save as a mechanism for popular blogs to keep score anyway, so letting folks effectively colour-code their likes for individual posts by choosing a symbol to associate with them wouldn’t do any particular violence to the site’s functioning – it’d just get subsumed into the post’s overall note count.
However, I suspect that suddenly having dozens of icons to choose from when liking a post would be an intimidating adjustment for the site’s established userbase; it might be best to start gradually, with a smaller set of options – perhaps just three or four.
And you know, since we already have hearts
39K notes · View notes
warakami-vaporwave · 7 months
Text
Tumblr media
Sony Cyberspace Telephone
1K notes · View notes
cf-12 · 2 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media
Arrival (2016)
2K notes · View notes
Photo
Tumblr media
150 notes · View notes
spockvarietyhour · 2 months
Text
Tumblr media
46 notes · View notes
fruitiermetrostation · 6 months
Text
Tumblr media
Clear Theme 4 Apex Launcher
162 notes · View notes