A developers guide to the UX galaxy
summary
A practical method called tenets and traps surfaces nine concrete attributes of good UX and the common failures that break them, packaged as a deck of cards and checklists for reviewing scenarios. Examples include a self‑checkout that preserves scanned items when a scanner dies and a lab result: adding 1,000 ms latency cuts click‑through by 1.9% and ad revenue by 2.8%. The workflow is to test key tasks, observe users, log traps, and spend ~three hours iterating fixes.
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chapters (24)
- 0:00Intro
- 3:46Tenets and traps
- 5:55understandable
- 6:57fiscally effortless
- 15:28intuitive
- 15:59user interface
- 18:01understandable tracks
- 19:26search charm
- 20:42remote control
- 22:31how much you can see
- 23:08damage
- 24:03Michael Madras
- 25:34Why is this important
- 33:28Confirmation
- 34:17Physically effortless
- 35:39Targeting
- 36:57Accidental activation
- 38:06Responsiveness
- 43:29Habituating
- 46:10Redundancy
- 48:39Variable Outcomes
- 50:49Home Screen
- 51:32User Interface Traps
- 54:50Questions
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