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Carousel slider - user experience

Started by April 27, 2015 08:01 PM
12 comments, last by Nyaanyaa 9 years, 10 months ago

I would at least scale the central item by 25% to demonstrate it is actually selected. Currently, I have no clue that it IS selected, and that right there would be an issue.

The arrows are redundant.

Clicking left means 'Select the left item'.

You already have a button for the left item, with apparently no function.

So why not remove the arrows, and make it so that clicking an item moves that item to the center (same functionality as arrows)

Optionally put a transparent arrow overlay on the leftmost and rightmost items to indicate that pressing them essentially scrolls left/right.

This way you will save space, while also making it possible to more directly select a visible item (Instead of thinking about how do I get this item to the center so its selected, I can just press the item and itll be selected automatically)

o3o

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Thank you all for your opinions :D it's my first game for mobiles so I am not that sure what is the best aproach after a lot of pc games.. so, any advice is welcome :D

"Don't gain the world and lose your soul. Wisdom is better than silver or gold." - Bob Marley

Especially on mobile, use one screen for item selection, and a new screen for confirmation (if confirmation is required). That is Inductive UI in a nutshell, every screen serves a single, clear purpose: https://msdn.microsoft.com/en-us/library/ms997506.aspx. And, as others have pointed out, don't use carousels like that. That works well with controller input (like the main menu in DOA4) where you can use left and right to select an item, and then just press A or X or whatever to confirm. It doesn't work well on desktop computers or touchscreen devices. Presenting the full list of items and allowing to select them directly by clicking or tapping on them is much faster in those cases.

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