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Laws of UX

lawsofux.com

31–40 of 217 posts

Re: Laws of UX

#31
post #12
post #8

Earlier quoted context omitted.

My vote for law 11 is “don’t use JavaScript unless it’s absolutely necessary”. That way the browser actually behaves the way you expect.

Seems a broad law considering * Expectation is subjective and this forum are the minority * History-jacking done badly is not a reason to throw out a technology Random JavaScript hate is so last year

> Random JavaScript hate is so last year

It isn't random.

Firstly I think it is mostly directed at the abuse of JS that we see.

Secondly while there has always been good reasons to avoid running code in the browser unless there is a good reason.

This year added one more with the CPU level bugs that could be exploited through client side JS.

Re: Laws of UX

#32
post #29
post #21

Earlier quoted context omitted.

What (I believe) gkya was trying to point out is that "the time to acquire a target is a function of the distance to and size of the target" is a rather pointless statement. Of course it's a function of the distance to and size of a target; but Fitts' law consists not in this observation (which was nothing new to Fitts himself, and most likely to the entire human race ever since the first Paleolithic man tried to thr…

I don't really know Fitts' work, but I do understand that what that sentence means is obviously "smaller things are harder to click or tap". But that is very obvious and thus meaningless without indicating what that implies: e.g. "make bigger buttons".

Or space them out more. Of course these concepts seem trivial when you implicitly shave off half the content and then fit it to your own pre-conceived solutions.

Re: Laws of UX

#35
post #5
post #2

Is there a law of UX related to making a user scroll thousands of pixels to read 10 sentences?

I agree. And the laws are stated in complex sentences, so I really could use some more explanation. To learn more I have to click, go to another page, wait for a slow animation of the poster design and only then I could one paragraph explaining it further. And when I go back to the home page, it takes up to the top at the first law and I have to scroll it all over again to the point I was before. Awful experience. It…

At first I did not like that the 3rd law spoke about 'sites' when it could be applied to applications as well (or any other usable thing). Then I realized that these are most probably citations.

Re: Laws of UX

#37
post #27

Earlier quoted context omitted.

Did you mean to say 'Usability' Ergonomics was and still is it's own thing. It very much relates to the physical world exclusively.

So a digital interface that is displayed on a screen of a desktop is "UX", but the very same digital interface that is displayed on a touchscreen attached to industrial machine is suddenly a totally different field "ergonomics"? Or does it need physical buttons to be called that?

In your case, there would be an overlap. A digital interface is UI. UX is multi disciplinary, it would focus more on the human centered process of building an application that fits the user needs. Ergonomic specialists would take into account the job (task), physical environment, user need, equipement (does the worker wear gloves...). Some are trained to be able to work on both fields (Human factor, cognitive engineer...)

UX could also be called cognitive ergonomics.

Re: Laws of UX

#38
what a load...

Conservation, momentum, trying to force people to use physics concepts for UX, for crying out loud, is anybody taking this seriously?

Re: Laws of UX

#39
post #29
post #21

Earlier quoted context omitted.

What (I believe) gkya was trying to point out is that "the time to acquire a target is a function of the distance to and size of the target" is a rather pointless statement. Of course it's a function of the distance to and size of a target; but Fitts' law consists not in this observation (which was nothing new to Fitts himself, and most likely to the entire human race ever since the first Paleolithic man tried to thr…

I don't really know Fitts' work, but I do understand that what that sentence means is obviously "smaller things are harder to click or tap". But that is very obvious and thus meaningless without indicating what that implies: e.g. "make bigger buttons".

OK, first, that sentence does not mean "smaller things are harder to click or tap". That sentence would still hold true if smaller things were easier to click or tap. Besides, in 1954, when Fitts' paper appeared, it was already understood that this was the case.

I'm not being overly pedantic here -- Archimedes' principle is not that "whether an object sinks or floats depends on what it's made of", that had been known since the dawn of time. Archimedes' contribution was to give it a quantitative formulation, which is what we now call Archimedes' principle -- the force is equal to the weight of the volume of liquid that the immersed object displaces. Similarly, Fitts' law is not that larger targets are easier to hit, that has been understood forever; it's quantifying this statement, and the end result is what we now know as Fitts' law.

Second, the implication "make bigger buttons" is not at all valid in every circumstance -- which is why I warmly suggest reading the actual paper to anyone who cites it.

Fitts' work applies to repetitive movements of equal amplitude and speed, not necessarily made with active cognitive involvement, and assumes that targets are known in advance and -- although not explicitly stated, but implicit in the experiment -- easily distinguishable. It will tell you nothing useful about the size of buttons in dialog boxes, for example. (Edit:) this blind interpretation would also suggest, for example, that making the macOS menu thicker would help, but it doesn't; or that simply making buttons thin, but placing them on top of the screen, would also help -- which holds is only partially true for mouse-driven interfaces, and not at all for touch interfaces.

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