Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface

Tesla’s Model S has few physical controls — all placed on or very close to the steering wheel. Driving-related functions like cruise control, autopilot, wipers, and lights are all accessible through these controls. But most of the “secondary” features (including rear-view camera, cell

Tesla’s Touchscreen UI: A Case Study of Car-Dashboard User Interface
10 Usability Heuristics Applied to Video Games

The power law of learning says that the time it takes to perform a task decreases with the number of repetitions of that task. In video games, unlike website usage, users don’t want things to be too easy — or else it isn’t fun! When gaming, we like a bit of competition; we don’t want an

10 Usability Heuristics Applied to Video Games
Split Buttons: Definition

Photoshop uses split buttons for the main toolbar, but does not clearly signify that the menu should be opened by clicking and holding anywhere on the visible target area. This design causes learnability problems for new Photoshop users, who often attempt to hone their mouse cursor over the tiny

Split Buttons: Definition
Touch Targets on Touchscreens

For instance, the Target app prioritized two main features for users who are in a physical store: searching for a product and scanning a product’s barcode to look for a coupon or other product details. These buttons are visibly placed at the top of the page and occupy an area of approximately 2cm

Touch Targets on Touchscreens



Web UsabilityApplication DesignBlockchain DevelopmentBrandingE-commerceOthersOutsoursingProduct DesignSecuritySmart CtiesStartupsWordpress

Web Usability | The future of tokenization and blockchain is not just ICOs