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Subtle details that make UX feel better

“Great interfaces rarely come from a single thing. It's usually a collection of small things that compound into a great experience. Below are a few small details I use to make my interfaces feel better.” - link

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Puzzle Dependency Charts

“In part 1 of 1 in my series of articles on games design, let’s delve into one of the (if not THE) most useful tool for designing adventure games: The Puzzle Dependency Chart. Don’t confuse it with a flow chart, it’s not a flow chart and the subtle distinctions will hopefully become clear, for they are the key to it’s usefulness and raw pulsing design power.” - link

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A bunch of puzzle games

“This page contains a collection of small computer programs which implement one-player puzzle games. All of them run natively on Unix (GTK) and on Windows. They can also be played on the web, as Java or Javascript applets.” - link

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Rules of Typography

“The four most important typographic considerations for body text are point size, line spacing, line length, and font, because those choices determine how the body text looks.” - link

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Taro Tanaka and Seiko’s “Grammar of Design”

Taro Tanaka and Seiko’s “Grammar of Design”

“Inspired in part by the art of gem cutting, Tanaka delved into the philosophy of watch design. By 1962, he developed a series of rules for just that; he called it the ‘Grammar of Design’...” - link

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