Commanding Chaos for Coworking, Open Source and Creative Communities

ux

Introducing the Drupal.org User Personas | Drupal Association

Mon, 12/29/2014 - 11:52 -- rprice

he five personas that we drew up are based on proficiency in Drupal and the Drupal ecosystem. They are: Newcomer: This person has heard of Drupal, but has never built a Drupal site and doesn’t know where to start. Learner: This person knows a bit about Drupal and the general Drupal ecosystem. He or she may have built a Drupal website, but likely has used only a few contrib modules and hasn’t made any customizations.

drupaleasypodcast
ux

Stop the console project: doubles the contrib workload [#2391219] | Drupal.org

Fri, 12/12/2014 - 09:41 -- rprice

This project not merely creates confusion for users who won't know whether to use drush or console but it'll double the workload for contrib authors who you are now forcing to integrate with both. Core deliberate has removed extensibility for the sake of contrib maintainers not going nuts.

drupaleasypodcast
drupal8
ux

Escape Admin | Drupal.org

Wed, 06/11/2014 - 04:53 -- rprice

This is a Drupal 7 backport of the functionality added to the revamped toolbar: #787896: Add a link so that administrators can return to their most recently visited non-admin page which adds a 'Back to site' button when the user has clicked on an administration URL from a non-administration page. The 'Back to site' link will persist until the user returns to a non-administration page.

drupaleasypodcast
administration
ux
drupal8

Gamasutra - The Cabal: Valve’s Design Process For Creating Half-Life

Tue, 02/11/2014 - 11:19 -- rprice

"experiential density" — the amount of "things" that happen to and are done by the player per unit of time and area of a map. Our goal was that, once active, the player never had to wait too long before the next stimulus, be it monster, special effect, plot point, action sequence, and so on. player acknowledgment. This means that the game world must acknowledge players every time they perform an action.

gamedev
Design
ux
battideas

Gamasutra - The Cabal: Valve’s Design Process For Creating Half-Life

Tue, 02/11/2014 - 11:19 -- rprice

"experiential density" — the amount of "things" that happen to and are done by the player per unit of time and area of a map. Our goal was that, once active, the player never had to wait too long before the next stimulus, be it monster, special effect, plot point, action sequence, and so on. player acknowledgment. This means that the game world must acknowledge players every time they perform an action.

gamedev
Design
ux
battideas

Kinect SDK Beta Overview | Kinect for Windows

Wed, 03/06/2013 - 10:48 -- rprice

The Kinect for Windows SDK includes the following: Drivers for using Kinect sensor devices on a computer running Windows 7, Windows Embedded Standard 7, and Windows 8 Developer Preview (desktop applications only) Application programming interfaces (APIs) and device interfaces, along with technical documentation Source code samples

motion_capture
ux
camera
download
windows
sdk
kinect

Don’t Use Automatic Image Sliders or Carousels, Ignore the Fad | ConversionXL

Mon, 02/25/2013 - 09:21 -- rprice

In all the testing I have done, home page carousels are completely ineffective.For one, anything beyond the initial view has a huge decrease in visitor interaction. And two, the chances that the information being displayed in the carousel matches what the visitor is looking for is slim. So in that case the carousel becomes a very large banner that gets ignored. In test after test the first thing the visitor does when coming to a page with a large carousel is scroll right past it and start looking for triggers that will move them forward with their task.

usability
ux
slideshow
drupaleasypodcast
tips

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