Re:What UX designers can learn from 1990s Japanese video games
by parski on Sunday May 29, 2016 @02:55PM
(#11797681)
This is crazy timing. I'm playing Chrono Trigger right now and the thing that struck me as fantastic UX this playthrough is that Crono shakes his head when you're trying to go somewhere you can't. I found it particularly useful when walking on the beams in the Arris Dome. It maps pretty well to the design pattern of shaking prompts when entering invalid input such as an incorrect password.
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