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	<title>Comments on: Tip For Better Usability</title>
	<atom:link href="http://www.gameproducer.net/2006/12/31/tip-for-better-usability/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Checkbox Labels - fuse</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-73827</link>
		<dc:creator>Checkbox Labels - fuse</dc:creator>
		<pubDate>Fri, 06 Apr 2007 19:50:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-73827</guid>
		<description>[...] I just read an excellent post on the GameProducer.net blog on how to label checkboxes. You should always use positive labels, not [...]</description>
		<content:encoded><![CDATA[<p>[...] I just read an excellent post on the GameProducer.net blog on how to label checkboxes. You should always use positive labels, not [...]</p>
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		<title>By: Bartoneus</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-30387</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Wed, 03 Jan 2007 15:11:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-30387</guid>
		<description>One of the most difficult options I had to find in AutoCAD was for the selection of cross-hatches on objects.  Someone&#039;s set up was not allowing them to do it, and I had to find the checkbox marked &quot;ignore hatch objects&quot;.  I&#039;m not sure if you would specifically consider the word ignore a negative modifier, but I spent a few minutes looking for the option &quot;select hatch objects&quot; and found what they actually used counter-intuitive, so I definitely think this is a helpful hint to point out to anyone designing interfaces and menus.</description>
		<content:encoded><![CDATA[<p>One of the most difficult options I had to find in AutoCAD was for the selection of cross-hatches on objects.  Someone&#8217;s set up was not allowing them to do it, and I had to find the checkbox marked &#8220;ignore hatch objects&#8221;.  I&#8217;m not sure if you would specifically consider the word ignore a negative modifier, but I spent a few minutes looking for the option &#8220;select hatch objects&#8221; and found what they actually used counter-intuitive, so I definitely think this is a helpful hint to point out to anyone designing interfaces and menus.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-30105</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Tue, 02 Jan 2007 07:51:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-30105</guid>
		<description>&lt;blockquote&gt;For example: â€œAntiAlias Enabledâ€ reads better as just â€œAntiAliasingâ€, with the checkbox telling the rest of the story, whether itâ€™s checked or unchecked. Same with â€œauto-saveâ€ and â€œscript debuggingâ€.&lt;/blockquote&gt;
Yes, I actually pondered whether to use that &quot;enabled&quot; or &quot;ON&quot; at all, but to make clear that &quot;no negative&quot; should be used I thought to leave those words there in most cases. In &quot;script debugging&quot; I left that away.</description>
		<content:encoded><![CDATA[<blockquote><p>For example: â€œAntiAlias Enabledâ€ reads better as just â€œAntiAliasingâ€, with the checkbox telling the rest of the story, whether itâ€™s checked or unchecked. Same with â€œauto-saveâ€ and â€œscript debuggingâ€.</p></blockquote>
<p>Yes, I actually pondered whether to use that &#8220;enabled&#8221; or &#8220;ON&#8221; at all, but to make clear that &#8220;no negative&#8221; should be used I thought to leave those words there in most cases. In &#8220;script debugging&#8221; I left that away.</p>
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		<title>By: ZeHa</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-29469</link>
		<dc:creator>ZeHa</dc:creator>
		<pubDate>Sun, 31 Dec 2006 11:32:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-29469</guid>
		<description>You&#039;re so right, I often stumbled across options like this and thought &quot;oh man, why so complicated when it could be a lot easier&quot;.

Also, for question boxes, it&#039;s extremely bad if they are written in a negative way, so you have to click &quot;no&quot; instead of &quot;yes&quot;, and everyone knows that question boxes are often read in a rush or even not at all. Then you click the wrong answer immediately and afterwards you think &quot;damn&quot; ;)</description>
		<content:encoded><![CDATA[<p>You&#8217;re so right, I often stumbled across options like this and thought &#8220;oh man, why so complicated when it could be a lot easier&#8221;.</p>
<p>Also, for question boxes, it&#8217;s extremely bad if they are written in a negative way, so you have to click &#8220;no&#8221; instead of &#8220;yes&#8221;, and everyone knows that question boxes are often read in a rush or even not at all. Then you click the wrong answer immediately and afterwards you think &#8220;damn&#8221; ;)</p>
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		<title>By: hanford</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-29371</link>
		<dc:creator>hanford</dc:creator>
		<pubDate>Sun, 31 Dec 2006 06:18:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-29371</guid>
		<description>Yes, usability often flies in the face of &quot;challenge&quot; Designing a challenging game with good UI can be tricky because it requires two opposing mindsets. I believe this is why it&#039;s really rare you see good tutorials in games (including my own), the tutorial is trying to do such a good job at explaining things that the challenge of removed. 
 
For a lot of your examples, it&#039;s even better to remove the &quot;positiveness&quot; itself. 

For example: &quot;AntiAlias Enabled&quot; reads better as just &quot;AntiAliasing&quot;, with the checkbox telling the rest of the story, whether it&#039;s checked or unchecked.  Same with &quot;auto-save&quot; and &quot;script debugging&quot;.</description>
		<content:encoded><![CDATA[<p>Yes, usability often flies in the face of &#8220;challenge&#8221; Designing a challenging game with good UI can be tricky because it requires two opposing mindsets. I believe this is why it&#8217;s really rare you see good tutorials in games (including my own), the tutorial is trying to do such a good job at explaining things that the challenge of removed. </p>
<p>For a lot of your examples, it&#8217;s even better to remove the &#8220;positiveness&#8221; itself. </p>
<p>For example: &#8220;AntiAlias Enabled&#8221; reads better as just &#8220;AntiAliasing&#8221;, with the checkbox telling the rest of the story, whether it&#8217;s checked or unchecked.  Same with &#8220;auto-save&#8221; and &#8220;script debugging&#8221;.</p>
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		<title>By: Kal_Torak</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-29363</link>
		<dc:creator>Kal_Torak</dc:creator>
		<pubDate>Sun, 31 Dec 2006 05:47:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-29363</guid>
		<description>I bet the users enjoy the challenge of figuring out what the options really say. :D
Beats sudoku any day!

And, I just joined mybloglog.</description>
		<content:encoded><![CDATA[<p>I bet the users enjoy the challenge of figuring out what the options really say. :D<br />
Beats sudoku any day!</p>
<p>And, I just joined mybloglog.</p>
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		<title>By: Julio</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-29297</link>
		<dc:creator>Julio</dc:creator>
		<pubDate>Sun, 31 Dec 2006 01:39:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-29297</guid>
		<description>Best post in weeks  : )</description>
		<content:encoded><![CDATA[<p>Best post in weeks  : )</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2006/12/31/tip-for-better-usability/comment-page-1/#comment-29294</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Sun, 31 Dec 2006 01:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/12/31/tip-for-better-usability/#comment-29294</guid>
		<description>Lovely tip.  Do this naturally at the moment (positive naming), but didn&#039;t always - so a good tip for people that still do :-)</description>
		<content:encoded><![CDATA[<p>Lovely tip.  Do this naturally at the moment (positive naming), but didn&#8217;t always &#8211; so a good tip for people that still do :-)</p>
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