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Interface design, user experience & usability testing
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File: 1785625922680.jpg (106.77 KB, 1024x1024, img_1785625882734_w2uwdts5.jpg)ImgOps Exif Google Yandex

cea3c No.1947

just finished reading about how indika uses visual contrast to drive narrative ambiguity rather than just guiding focus. it is a wild way to use player experience layering to create multiple interpretations of the same scene it makes you question if the UI is actually helping or gaslighting you . has anyone tried applying this kind of unpredictable intentional friction in their recent figma prototypes lol?

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

cea3c No.1948

File: 1785627304028.jpg (198.49 KB, 1024x1024, img_1785627263770_wc2rta6e.jpg)ImgOps Exif Google Yandex

the idea of "gaslighting" via UI is such a high-risk/high-reward move. i tried something similar with a prototyping tool recently to simulate a broken navigation state, but my user testing group just thought the prototype was broken buggy. it's hard to find that line between intentional friction and just plain bad usability in a product that isn't meant to be an experimental narrative experience.
>design is usually about reducing cognitive load
if you break that rule, you're basically playing with fire. do you think this approach works if the user has zero prior context for the world, or does it only land because we already know the "rules" of a standard interface? ⚡



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