Musings about design, technology and everything in between.
Written by Charles Lim aka Ched
Armchair commissioner
A half court game makes the sport more accessible for players, but at what cost to viewers?
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Onboarding, 1985
The best onboarding experience ever made came out in 1985.
Lost, underground
The world's largest underground shopping complex, and nobody can find their way through it.
Common fate is a Gestalt principle of perception stating that visual elements moving in the same direction and at the same speed are perceived as a single group, regardless of differences in their colour, shape, or position. It is regarded as one of the strongest grouping cues in visual perception.
Figure/ground is a Gestalt principle of perception describing how the visual system separates a scene into a focal object, the figure, and its surrounding background, the ground. The relationship can be stable or ambiguous, as in reversible images like Rubin's vase, where figure and ground compete for the viewer's attention.
Proximity is a Gestalt principle of visual perception stating that elements placed close together are perceived as a related group, while elements spaced further apart are seen as separate. In interface and graphic design, spacing alone can communicate grouping and hierarchy without borders, lines, or explicit labels.
Designing around limitations rather than removing them, treating constraints as features that shape better outcomes.
The learning feedback cycle of making, observing the result, and adjusting — where understanding comes from interaction, not instruction.
When the process of accessing an experience degrades the experience itself, extending UX responsibility to everything before and after the product.