Vladimir_Golovin comments on The Controls are Lying: A Note on the Memetic Hazards of Video Games [Link] - Less Wrong Discussion
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Comments (16)
Well put. This is what separates the good user interfaces from the bad.
For example, you're building a mouse-based or touch-based interface for editing a Bezier spline for a a program like Flash, Illustrator or Corel Draw. A bad interface would have the user precisely hit the control points with the mouse or finger. A good interface would expand the hit testing zone of each control point to a circle several pixels wide. A great interface will detect situations when the user hits multiple hitzones, and select the nearest control point (so the hitzone pattern for a set of points close to each other becomes a Voronoi diagram).
Another example of this is the angle of escape in pulldown menus:
http://thomaspark.me/2011/10/making-menus-escapable/