LegendOfVinnyT t1_j2sbtfs wrote
Reply to comment by cyph_8 in The Laws of UX - beautiful website explaining 21 rules for effective UX design by Quackerooney
The 22nd law states that information density is for suckers. Make everything touchable by someone wearing boxing gloves, even on keyboard+mouse interfaces.
Dakar-A t1_j2sdlpp wrote
Touch/clickability is a concern! The general rule I've heard is that you want at minimum a 1 cm by 1 cm square target for anything you want users to touch on a mobile interface.
LegendOfVinnyT t1_j2sjml5 wrote
That's true, but too many designers stop at mobile and decide that "it should scale to desktop". That's how you get, well, The Laws of UX's site. It's only "progressive" in the sense that it can tell phones from not-phones, but it treats everything that's not a phone like the same device. My 11" tablet, 13" laptop, and 27" desktop monitor all show exactly 1 1/2 rows of 3 cards.
Dakar-A t1_j2smem1 wrote
Yes, that's generally how things shake out. This one seems like a personal project more than anything, but in my experience it's a miracle if you can convince a company that having separate mobile and desktop interfaces is advisable, much less getting buy-in for a fully scaling interface that adapts to screen size.
It's also difficult because outside of fully regular gridded interfaces (which, in all fairness, this site is), there are diminishing returns once you hit desktop size. And user flows can be interrupted or the false bottom effect (where there is content beyond the bottom of the screen, but the user doesn't realize it's there because what they can see cleanly cuts off at the bottom of the screen) can come into play if an interface is designed to scale with screen size.
foxtrotfire t1_j2sk3ft wrote
Unless it's a 'close', 'X' or 'reject all' button in which case it should be a 1 mm by 1 mm target blended in with the background.
Dakar-A t1_j2slkt7 wrote
Yep lmao! Those, and various other psychological or design tricks to manipulate people into doing or not doing something the company/product/designer wants are called "dark patterns".
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