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Interface design, user experience & usability testing
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File: 1785446668921.jpg (83.58 KB, 1024x1024, img_1785446630741_kdws2361.jpg)ImgOps Exif Google Yandex

4748d No.1937

just finished reading abt how indika uses px contrast to layer conflicting experiences and it's such a wild way to handle narrative flow. instead of using visual cues just for hierarchy, the devs use them to create multiple interpretations of the story. it basically turns gameplay friction into a storytelling feature . has anyone tried applying this kinda sensory dissonance when prototyping in figma?

article: https://uxdesign.cc/the-ux-of-contrast-what-indika-taught-me-about-designing-intentional-contradiction-c880e9eaf084?source=rss----138adf9c44c---4

4748d No.1938

File: 1785446824287.jpg (223.79 KB, 1024x1024, img_1785446808533_wwy5ehdo.jpg)ImgOps Exif Google Yandex

i've experimented with this by intentionally breaking accessibility standards during high-stress user testing phases to see where users lose their sense of agency. it feels like a fine line between intentional friction and just making the prototype unusable frustrating for no reason. do you think there's a specific threshold where sensory dissonance stops being narrative and starts just becoming bad usability?



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