Fitts Law

From Wikipedia: Fitts’s law (often cited as Fitts’ law) is a model of human movement in human–computer interaction and ergonomics that predicts that the time required to rapidly move to a target area is a function of the distance to and the size of the target. Fitts’s law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was proposed by Paul Fitts in 1954.

Ask Tog’s quiz on Fitts Law from 1999 is still a useful guide today for thinking about the impact of placement and size on interaction and UI design.

A website to test and study Fitts Law

Another Fitts Test

Some more background on Fitts Law from Mehmet Göktürk

Visually Directing the Player

Joshua Nuernberger wrote this article on using visual cues to direct players in a game and posted it on A Hardy Developer's Journal.

This article answers questions about visual direction, lighting cues, and hotspots. These techniques are part of the interface feedback, directing game action in a diagetic manner, making this an interesting read for Interface design ideas.

http://www.hardydev.com/2009/11/18/visually-directing-the-player/

Realism in UI Design – from UX Magazine

This article looks at the effect of abstraction and realism in UI elements and design. It is a good introduction to the complexity of spectrum of realistic object and how much simplification/abstraction happens to transform how an image is read from a specific “one”, to a symbol meant to represent an action.

Consider this image:

On the left, a specific house.

On the right, a home icon.

Read the article for more detail.