graphic user interface design: should the OK / Cancel buttons be aligned to the right or centered?

I think it's easy to criticize issues like these case by case, but I think everyone should consider a complete design system and / or a pattern library when expressing their opinion and / or test results. The fact of the matter is that, depending on the content and tests, some may show a higher conversion with OK on the left and OK on the right.

However, when considering a complete design system, do you consider that the consistency is better than when it works best in the individual left / right tests? I agree that you want to invest the action "forward" intentionally when there are negative externalities considered, such as "Delete payment profile", something that is not reversible, etc., placing the CTA (in those cases) on the left and canceling . on the right.

But, even with this in mind, let's imagine that most users are Windows users (at this time), and you are going in a phased progressive verification flow. You would expect "checkout" or "Continue" to be on the right, with back or cancel on the left. This is also the case with most of Ok's cancellation / design usage modes (except for Foundation), but it does not work well for those who discuss individual A / B tests, or who use tests that have led to a greater conversion of them. The left, facing the right.

Personally, in the test experience, CTAs work better on the right, but I'm always curious to know what metrics people have that have a style guide or a design pattern that shows CTAs in the leftmost position.

Graphical user interface design: How to present the Actions buttons (eg, CRUD) without diverting attention from the main content?

If you have a means to select individual objects with something like your Select column, then you do not need separate command buttons like your Actions column, and vice versa. Choose one or another approach. The action-selection-object approach is preferable when the space is reduced and / or has many commands. Have a single sidebar menu (web application) or drop-down / pop-up (mobile) menu that displays each command once. The user selects one or more objects and then selects the actions that will be executed on the selected objects. Each command only appears once, so you can use longer text labels, which are generally easier to understand than the icons. You may want to consider abbreviated commands with especially long labels. Use the information on tools to provide the full name of the command for users who are still learning the application.

Drop-down menus in particular can be relatively laborious to use, so you can also have context menus (right-click). However, contextual menus are generally considered backup access experts, since they have little detection capability, especially in a web application, where users can assume that clicking with the right button only displays the contextual menu of the browser. Therefore, they should be used in addition to a pull-down menu / sidebar.

You can also provide expert shortcuts using acceleration keys and gestures, including double-clicking and drag-and-drop. Unfortunately, there are no standard gestures for CRUD functions for mobile devices; We need them. For a web application, the Insert and Delete keys are obvious options as accelerators for the Create and Delete functions. Obtaining details (ie, Properties or Details) can be achieved by double-clicking on the object or by clicking on the identifier of the object represented as a link. The latter is easier and more visible, but it makes it problematic to admit the edition instead of the identifier.

Yes, the ideal is to use the edition in place to support the update function. Use the appropriate control to support the editing of each field wherever it appears. This not only eliminates the Edit command, it simplifies the menu, it also keeps the focus on the main content and eliminates the navigation steps and even the entire pages, thus simplifying the entire application. A Save command can save all changes (including Deleted and Created), or, better yet, can save automatically, delete another command and prevent data loss.

The recovery function is usually best handled through a separate query dialog, although that may divert the user's attention away from the main content. To minimize that, keep the simple and simple query basic dialog box, admitting only the three to five main types of queries that probably represent 80% of all queries made, then provide an Advance or More button to get a further dialogue detailed. for general ad hoc consultations. It may also make sense for controls for a basic type of query (for example, by object identifier) ​​to be shown full-time at the top of the main content page (for example, as "search").

Social networks – Are the buttons & # 39; share this & # 39; really effective?

Honestly, when it comes to a website where visits to the pages are your main source of income, it helps. As you said, the button does not take up much space or bandwidth, so it really does not detract from the user experience, in any case.

Our research on regarding these links showed that it was about 1% of the users who ever clicked on them (so the rule 90/9/1 is probably accurate here, as mentioned above), but they clicked on them. This means that they added traffic to the site in some way, which increases the site's revenue. As long as you are not adding them manually and you can find a visible place to place the button that does not detract from the style and general appearance of the page, then I would say that you should definitely go ahead and use them.

Also remember that even if very few people use the button to share their content, they are adding another external link to their page, which also helps with SEO.

Design of materials: Placement of buttons in the footer of the design of the card?

Good question that I got in a recent project too. Here are my thoughts:

If I did not know these guidelines, I would put the action buttons to the right (at least in an environment where the reading is done from left to right). The reason is that the user tends to scan a card from the upper left to the lower right.

Now I do not understand why Google places the buttons to the right. But if using material design patterns is a condition, I would go with the buttons on the left. The reason is that, following these rules, all applications in the design of materials will work in the same way and users will be used to that.

These are just my thoughts and not the answer to your "why" question, but Google can only answer them.

lighting – Active with blinking lights / buttons for Unity?

I am working on a series of assets that will have blinking lights. I am trying to determine what is the best way to configure these for use in Unity.

For example, if I have a control panel with luminous buttons and I want some of them to blink, or that they can turn the light on and off when the players interact with them, do I have to make those buttons are separate objects, so that the texture can be activated and deactivated?

Do the buttons have to have their own set of material / texture, or just be their own objects?

I'm not looking for how to make things blink in Unity. I just want to know how I should configure the assets themselves.

Difference between buttons & # 39; modify & # 39; and & # 39; edit & # 39;

Is there any difference between the words "modify" and "edit"? I am creating a form that will allow users to make changes to their order. What should be the name of the call to action button? & # 39; Edit your order & # 39; or & # 39; Modify your order & # 39; Is there any difference in user expectations when they see either of the two names? Please, let me know your thoughts.

Is there any way to play a video that is similar to the attached link? I do not want the YouTube or Vimeo buttons to be shown, only an MP4 in automatic loop.

I want to copy this exact feature. click on the thumbnail of the video and the video plays automatically and plays without interruption without the YouTube or Vimeo brand.

Interaction design: are there UX problems with having two buttons side by side in the same location?

It is not a big problem that the user must go to the same portal to log in. However, it is a hassle if after the user logs in, the system quickly forgets that they want to change beneficiaries and dump them to a non-specific destination page. Why do you ask the user to make a choice when your choice does not matter?

Therefore, if it is possible to redirect users when logging in to the specific area in which they initially clicked, then it makes sense to have the 2 buttons.

If that is not possible, consider doing it with a single button and update the description so that it is descriptive about what the user can do in the portal.

forms – Should disabled buttons give their opinion when clicked?

In the end, both forms lead to the same result. If it is an online error or a bubble with comments, the user can know why it can not continue (which adheres to the visibility of the state of the system).

The point about disabled elements that never have an action is understandable, but sticking strictly to this rule is not really useful for the user. If you could have a better UX with your product for the small price of not adhering to a 100% rule, I would say it's worth it. Anyway, you are not breaking it completely, you just deviate a bit from it.

Having said that, I personally believe that giving this information in this way could be considered more modern or "cooler". So, especially if you address a younger audience, I would say it would be an improvement.

One drawback here may be that some users, who are very used to "old ways", might find this unexpected and, therefore, annoying. But that seems a pretty small possibility.

Also another thing to keep in mind: Users with visual disabilities.. Your screen readers can catch the error messages online very well (to my knowledge), but a dialogue bubble can be difficult. At the very least, it should simply take the focus of the system when it appears.

Something like this seems like a good way to do it:
A disabled button that shows a speech bubble with reasons why it is disabled

It can be displayed at the click of the button. or place a smaller button (?) on top, which in turn no longer breaks the rule of the disabled button.

Buttons – Best practices – User action in an empty state

Is there a best established practice, backed by research, that addresses an empty state with multiple CTAs for the same action?

For example, this empty state of Dropbox:

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There are several ways to & # 39; Create a folder & # 39; However, I am concerned that if a user learns with the first use that the way to create a folder is to click on the blue "Create a folder" button on the right, will not the user be confused when this button disappears when the state be empty? it is no longer empty

I'm thinking it would be better to show an arrow to a button, & # 39; Click here to create a folder & # 39; to teach the user an action that will remain consistent: that button will always be where the user will create folders.