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In interaction design we say that you can't design an experience, but you can design for an experience. We know quite a bit about humans, the psychology they approach an interface with, their physical abilities to use an interface. With this information and a target experience you want to design for, the design choices follow.

We can objectively measure things like whether a user approaching an interface can easily understand what options are available to them, whether the user can intuitively tell what actions to take to activate those options, whether at every point the user can tell what state the system is in through its interface.

It is absolutely true that if you are developing for, say, ascii-loving adult S.U.D. gamers your design requirements will be different than if you are developing for casual gaming tweens. But we can still say that the DF interface is pretty bad for the vast majority of users who want to play the game.




> But we can still say that the DF interface is pretty bad for the vast majority of users who want to play the game.

But instead UI people just say it's bad, period. That's the problem.




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