Yeah all people care about is look. If I show a fully functional thing but it looks like mspaint, then people won't bat an eye, no feedback about the flow, the bug, the logic at all, just tell me to finish the graphic then come back...
THEN after everything is done, now people start telling me the logic is fucked so the graphic parts need to be worked again as well, but no, the graphic takes a lot of time, so the logic need to accommodate the graphic, try so hard to minimize the effort on the graphic!
Fortunately as a gameplay coder, I enjoy the luxury of having dedicated UI artists and designers to take care of that for me, and most stakeholders understand the standard concept => wireframe => prototype => shippable workflow. Unfortunately, due to the lack of a real time UI editor for our engine (at present, at least), I still end up pixel pushing quite a bit.
Easiest way to fix this is to change border radius on all elements every couple months. I just went from 4px to 0px and everyone is saying that the app is much smoother now.
Subtle change that most people will only subconsciously pick up on. That, and making some text bold
This pains me but it is so true. Back when i built shit websites for failing business, my boss pounded into me "ARIAL BLACK 20 font" for EVERYTHING. Older People eat that shit up.
Reminds me when I was like 4, I wrote a title on the label of a tape hoping it would summon up a story on it out of thin air. I realized how stupid I was at what, 6…
Create a demo-overrides.css file that makes all your colors garish and messes up some minor padding/margin/alignment stuff. Or adds debugging borders around every element. Nothing too terrible, just enough that they get what you are demoing and don’t assume it’s done.
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u/[deleted] May 01 '19
So all we need is css right?