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concept: get on my lawn software.
a software design philosophy that believes good software ages like a fine wine. it shuns trends and salesmen disguised as programmers, shuns the fancy new framework. instead, gomls curates quality old software like a carefully tended forest. software that has stood the test of time, and, though it seems antiquated, it’s as robust as cast iron anvil.

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Principles of UI, A Thread:
1. natural mapping
2. visibility of system state
3. discoverability
4. constraints and affordances
5. habits and spatial memory
6. locus of attention
7. no modes
8. fast feedback
9. do not cause harm to a user's data or through inaction allow user data to come to harm
10. prefer undo to confirmation boxes. For actions that can't be undone, force a "cooling off" period of at least 30 seconds.
11. measure using Fitt's, Hick's, GOMS, etc. but always test with real users.

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big list, nerd stuff. 

list of things people like about command line interfaces/unix, for @dredmorbius

- nearly everything is ubiquitously text based, so everything people like about text applies to CLI
- everything that you can do in a CLI can be turned into a script with virtually no friction.
- many programs produce detailed logs of their activity which are more useful for diagnosing issues than opaque progress bars.
- everything is forced to be keyboard accessible by its text based nature

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61. Label your buttons. With words. don’t do clever shit like only showing labels on hover. hidimg the labels is mystery meat navigation.

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60. Plan for failure

software breaks. hardware fails. services go down. users make mistakes. Anticipate as many failure modes as you can, and design recovery plans and craft reasonable, well written communications for the user. Technical writing is its own topic, but for error messages the important things to accomplish are
a. clearly communicate the situation in language that is relevant to the user demographic. e.g. if it’s not a technical audience don’t use jargon
b. explain what to do next

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59. Please don't use confirmation dialogues, but if for some reason you absolutely must, don't sleepwalk through writing the the messages and the button labels. Don't just label them "okay" and "cancel" Without thinking about whether that wording harmonises with the message text. If possible, label the buttons as what they actually do, specifically.

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58. more on episodic memory

ever stand up to do something, walk into another toom and forget what you were doing?

it turns out there’s a reason for this. since human memory is organised around episodes, experiments have found that walking through a door is a trigger for ending an episode- the result? short term memory is cleared and primed for new input.

what triggers exist in software? how often have you picked up your phone to do something, saw a notification and lost your flow?

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57. Negativity Bias
related/mentioned in #35.
humans are wired to notice and remember negative experiences more strongly than they notice or remember positive experiences. negative yelp reviews are more likely than positive yelp reviews. if your software is successful at being easy to use, it will be invisible, and most people won’t remember it.

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56. on Unskippable Cut Scenes.
Game UI seems to live in an alternate universe, immune from both the advances and blunders of mainstream computer interfaces. unskippable Cut Scenes and dialogue bubbles are a staple annoyance for Video Game Afficiandos. What everyone secretly wants is for story cut scenes and dialogues to just be presented with ordinary vhs controls and scrolling text planes to read at our own pace. The game industry is to cowardly to do it for reasons.

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heh, lawsofux.com calls the colonoscopy rule the “peak-end rule”

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55. All manufactured things should be designed to be used by one hand. either hand.

there are safety features of some industrial equipment that require both hands so that both hands are no where near the dangerous hand mangler part- use best judgement

via @space_cadet

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54. THE BLANK PAGE problem
-if a user is presented with a blank screen, a blank search field, or a blank page, it can be very difficult to know what to do or what to try. In this case it is better to lead by example, not by patronising tutorial.

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53. reiterating the point, is @enkiv2 “Hot UX take apparently: interactive elements should never change position except in direct response to a user-initiated input event, and should never appear or move while such an event is taking place; while they may change color or contents (for instance, a button inverting in response to a mousedown), their bounding box should never change shape during the course of any event.”

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I spent half the morning trying to remember what this cool little bitmap compression tool I found once was called. you store bitmap pixel art as an efficient stack based language optimised for generating glitch art through corruption. The art is converted to plain text ascii, and was made by someone very talented. I didn't expect to make pixel art things. @Quasimondo
it's entropx
codepen.io/quasimondo/full/PZm
this toot loaded with keywords so I can find this again.

hey everyone! please welcome @voxel to mastodon. He’s a chill dude who writes DOS games sometimes. he wants to ween himself off birdsite so give him a hand.

why is baby groot cool but ewoks are terrible ?

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