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A developers guide to the UX galaxy

Talkat NDC Sydney 2016 · 2016-08-01..08-05· [design-collaboration, accessibility]
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 3:46Tenets and traps
  3. 5:55understandable
  4. 6:57fiscally effortless
  5. 15:28intuitive
  6. 15:59user interface
  7. 18:01understandable tracks
  8. 19:26search charm
  9. 20:42remote control
  10. 22:31how much you can see
  11. 23:08damage
  12. 24:03Michael Madras
  13. 25:34Why is this important
  14. 33:28Confirmation
  15. 34:17Physically effortless
  16. 35:39Targeting
  17. 36:57Accidental activation
  18. 38:06Responsiveness
  19. 43:29Habituating
  20. 46:10Redundancy
  21. 48:39Variable Outcomes
  22. 50:49Home Screen
  23. 51:32User Interface Traps
  24. 54:50Questions
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