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UI Design Patterns

Autocomplete & Collectable Achievements. UI Design Patterns. Autocomplete. Problem: Users needs to enter information into a text box which can be easy to mistyped, hard to remember or has many alternative options. Solution:

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UI Design Patterns

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  1. Autocomplete & Collectable Achievements UI Design Patterns

  2. Autocomplete • Problem: • Users needs to enter information into a text box which can be easy to mistyped, hard to remember or has many alternative options. • Solution: • Present items that match what the user is entering into a text field, even though the user is not entirely done typing in his or her search query. • Matching items are narrowed down as the query gets more specific. • Make it possible to select one of the presented items by a mouse-click or keyboard arrow navigation as the user types text into the text field.

  3. Pros & Cons of Autocomplete • Pros: • Relies on the principle of recognition over recall; instead of users having to recall a full and exact text query, they rely on recognition to select the best match from parts of the query they recalls. • The user can search or select the query he or she was looking for a lot faster. • Helps to ensure that the user submits a valid form by providing accurate information to the users. • Helps to remove alternative options when the user inputs his or her query. • Cons: • Users might forget what their searching for when they see the list of options. • Annoy the users when it doesn’t display their query that their searching for.

  4. Examples • Good Examples: • Google • Some travel booking sites (hotwire, expedia, orbitz, kayak, and etc.) • Some product buying sites(amazon, ebay and etc.) • Bad Examples: • Some social media sites (facebook and etc.)

  5. Collectible Achievements • Problem: • Some users respond to opportunities to earn or win awards that can be collected and display to other community members. • Solution: • Reward users for attaining or completing certain goals within the community. • Develop attractive trophies, icons or game pieces to represent each achievement. • Provide a mix of difficulties; make some achievements very easy and quick while having others require time and effort to conquer.

  6. Pros & Cons of Collectible Achievements • Pros: • Gives users a sense of accomplishment when visiting your site. • Keeps the user’s interest in the site by allowing them to earn rewards. • Gains user’s loyalty. • Cons: • Have to develop and design new achievements for the users, or users will get bore and tire of the site. • Have to decide a good balance for easy and hard achievements.

  7. Examples • Good Examples: • Xbox live community • Steam community • Bad Examples: • Facebook games achievements

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