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UI elements with a hand-drawn, sketchy look

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Re: UI elements with a hand-drawn, sketchy look

#81
post #72
post #16

Earlier quoted context omitted.

Was it deliberate?

From the source code: > >@font-face { font-family: 'Gloria Hallelujah'; ... src: local('Gloria Hallelujah'), local('GloriaHallelujah'), url(fonts/font.woff2) format('woff2'); ... } >body { ... font-family: 'Gloria Hallelujah', sans-serif; ... } So yes, the choice of font looks to be quite deliberate.

Do we know they know it’s left handed, that was more my (our?) question

Re: UI elements with a hand-drawn, sketchy look

#82

This is UI theory gone wrong. The idea that users will give feedback more freely when something looks unfinished is at best a non-validated theory. This used to work with actual paper prototypes. But going the extra length to make UI designs look hand-drawn, when the users know full well they are computer generated is just busy work. Showing the users what the actual design might look like works better and it actuall…

Thank you for this. I couldn't agree more about this being busy work. Which there seems to be a lot of in the PM world.

Personally I've found basic shapes and text boxes, or felt markers, infinitely more helpful at getting direct feedback from users.

Re: UI elements with a hand-drawn, sketchy look

#84

This is UI theory gone wrong. The idea that users will give feedback more freely when something looks unfinished is at best a non-validated theory. This used to work with actual paper prototypes. But going the extra length to make UI designs look hand-drawn, when the users know full well they are computer generated is just busy work. Showing the users what the actual design might look like works better and it actuall…

I've found the opposite. When users feel like a lot of work has gone into something, they'll restrict their critiques to minor elements that seem easy to change because they are worried about causing you too much rework. Putting it in a sketch format makes it seem like it was easy to generate and gives them much more freedom to make more radical suggestions.

The key though is you also have to present them at least 2 - 3 very radically different versions of the same thing.

Each tool has a different purpose at different parts of the design stage. When I'm in blue sky ideation phase, I don't want users to be thinking about colors and proximity (although I do, even at that stage, care deeply about information hierarchy and hate sketch tools that make information heirarchy hard to design for). It's when I'm more in the narrowing down stage that I'll move to more higher fidelity tools.

Re: UI elements with a hand-drawn, sketchy look

#85

Earlier quoted context omitted.

Algorithms can't be copyrighted (though code can be), so this really depends on what level of copying is implied by the word "adapted".

"I read this code and then reimplemented it from scratch in a different language" does not release you from licensing obligations. If that were the case then brb while I go reimplement unreal engine in rust.

You absolutely can do that.

And yes, it does release you from licensing obligations (unless the license included specific clauses).

Re: UI elements with a hand-drawn, sketchy look

#86
post #47

I personally like the look of this kind of thing enough I would want to use it for a real product, or maybe for the beta version of the product and then switch it up when official release. Probably too much extra work though.

There's good reason to use it for a beta build (or an alpha) - it changes the type of feedback you get. While my google-fu is failing me as I write this, there was a blog post I read long ago about a making things look not done (I want to say it was in the context of an AWT look and feel). Related: xkcd-style Plots https://mathematica.stackexchange.com/questions/11350/xkcd-s... ( https://news.ycombinator.com/item?id=…

Check out Bill Buxton's work, he wrote a lot about this: https://www.billbuxton.com/

Re: UI elements with a hand-drawn, sketchy look

#88

This is UI theory gone wrong. The idea that users will give feedback more freely when something looks unfinished is at best a non-validated theory. This used to work with actual paper prototypes. But going the extra length to make UI designs look hand-drawn, when the users know full well they are computer generated is just busy work. Showing the users what the actual design might look like works better and it actuall…

You're imputing a huge amount of intention found nowhere in the link.

> A set of common UI elements with a hand-drawn, sketchy look. These can be used for wireframes, mockups, or just the fun hand-drawn look.

You made up all the stuff about users and feedback. It isn't on the page and it isn't in the README.

Re: UI elements with a hand-drawn, sketchy look

#89

This is UI theory gone wrong. The idea that users will give feedback more freely when something looks unfinished is at best a non-validated theory. This used to work with actual paper prototypes. But going the extra length to make UI designs look hand-drawn, when the users know full well they are computer generated is just busy work. Showing the users what the actual design might look like works better and it actuall…

Who is claiming that this style improves user feedback? From the OP, “these can be used for wireframes, mockups, or just the fun hand-drawn look.”

I like the style for its aesthetics alone

Re: UI elements with a hand-drawn, sketchy look

#90

My favorite tool for this is Balsamiq Wireframes: https://balsamiq.com/wireframes/ Having to write code loses the point of quick and dirty.

Absolutely love Balsamiq. So quick and easy. IIRC there used to be a post-processing tool by a 3rd party that would turn Balsamiq Mockups into code - wonder if it's still kicking around.

Edit: it was called napkee. looks like it was open sourced but hasn't been touched in almost a decade

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