#ux interface design
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digiweb2u · 1 year ago
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prokopetz · 6 months ago
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Honestly, the thing that really burns my ass about mobile web design these days isn't even the bloated ads – it's the pages where there's nowhere that's safe to touch to scroll because every single pixel is a clickable hotspot that whisks you away to somewhere else, including the text. I truly believe the owners of websites that do this should die.
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scipunk · 5 months ago
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Blame! (2017)
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thisisrealy2kok · 1 year ago
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Future Farmers website (2001)
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destined-productions · 8 months ago
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Excited to share a glow-up for Mighty Marbles! 🎉 Check out the old vs. new level transitions—what a difference! Now every level even has its own name. 🚀 Which style do you prefer?
I love making this game with passion and I am so excited to share it with the world, but somehow I need to let the world know. Unfortunately the way steam works is the more wishlists the more visibility, so if you are interested it is super appreciated :)
Wishlist on steam or visit the website to find out more mightymarbles.com
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clumsypuppy · 1 year ago
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i have to say its a strange experience taking classes on branding and marketing while being vehemently anticapitalist and scorning the economic system
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askagamedev · 2 years ago
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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.
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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.
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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.
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arkotype · 4 months ago
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Skunkworks Project 01 SW1-TCH/OS Full case study here — https://arkotype.co/project/sw1tchos
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algoworks · 1 month ago
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Welcome to the era of Zero UI where voice, gestures, sensors, etc are being replaced by clicks and swipes. 
Are your products ready to be seen without being seen? 
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itsnur-co · 1 month ago
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Fashion App UI UX Design (Ecommerce)
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madmadmad24 · 2 months ago
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prokopetz · 2 years ago
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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.
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scipunk · 6 months ago
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The Fifth Element (1997)
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thisisrealy2kok · 1 year ago
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Visual Opera Design Studio in 2002
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destined-productions · 11 months ago
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I really spend way to much time trying to make menus feel fun to interact with. Here is my marble skin select menu. I really just enjoy running my mouse over the marbles and watching them bobble, the way they appear, and the one you select updates on the button as well as on the main menu. What can i add to make better?
I am a solo dev from Australia turning children's physics toys into a game cause I couldn't find one to play, so trying to make one myself!
If you want to support me please wishlist on steam or visit the website to find out more mightymarbles.com
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simpleglyphs · 3 months ago
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User interface designs
Various UI/UX screen designs.
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