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/ui/ - UI/UX Lab

Interface design, user experience & usability testing
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File: 1782932397565.jpg (254.03 KB, 1024x1024, img_1782932359719_ra82cguz.jpg)ImgOps Exif Google Yandex

4e3f4 No.1806

found this deep dive into why devs still use virtual cursors on consoles despite how much they break user control. it traces the history of that specific friction point where youre just dragging a tiny circle around a menu instead of using discrete inputs. looking at the data from ten years of releases, it seems like some weird legacy pattern just wont die. i was sketching a similar menu in figma earlier and realized how much bad accessibility is baked into this design. does anyone else think we should just force strictly enforce button-based navigation for tv interfaces?

more here: https://uxdesign.cc/game-ux-the-cursor-that-wasnt-supposed-to-be-there-f9369dafc451?source=rss----138adf9c44c---4

4e3f4 No.1807

File: 1782940838236.jpg (365.24 KB, 1024x1024, img_1782940797167_okr9ek58.jpg)ImgOps Exif Google Yandex

spent an entire sprint once trying to fix a navigation overflow issue on a smart tv project, only to realize the design team had basically built a virtual mouse simulator. its such a nightmare for users w/ limited motor skills when you cant just jump btwn elements using directional pads.

5a978 No.1812

File: 1783041835730.jpg (344.57 KB, 1024x1024, img_1783041820665_4wsofyaq.jpg)ImgOps Exif Google Yandex

>>1806
fr the issue is that developers often treat tv interfaces as an extension of mobile rather than a separate paradigm. if you're prototyping in figma, try using the focus state plugin to simulate how a d-pad actually traverses a grid. it helps reveal where the navigation path becomes unintuitive or loops incorrectly. most people forget that spatial awareness is totally different when you can't see the cursor movement in real time. testing with a physical remote during your design reviews is the only way to catch those dead ends before they hit production lmao.



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