TV UX is hard. Which is why it often sucks.
I’ve spent thousands of hours designing experiences for TV platforms.
I’ve distilled 7 core principles that you should follow for better UX on TV 🧵
I’ve spent thousands of hours designing experiences for TV platforms.
I’ve distilled 7 core principles that you should follow for better UX on TV 🧵
Remember that sounds can be triggered by both the user (button presses) and the system (notification/success/error). You need to document both.
Keep in mind that TV set-ups and usage contexts are a lot more varied than mobile / desktop in terms of distance from the screen, screen sizes, angle, etc.
Lower density is always a safer bet to accommodate more contexts.
Lower density is always a safer bet to accommodate more contexts.
Dynamic prototypes are the best for testing your designs on TV
An obvious disclaimer is that no principle is one-size-fits-all.
There are exceptions to all them, but they provide good guidance in most cases.
(Gaming UX has the most exceptions here and has its own set of unique principles)
There are exceptions to all them, but they provide good guidance in most cases.
(Gaming UX has the most exceptions here and has its own set of unique principles)
If you found this helpful, follow me at @young__mete for more UX threads.
Have thoughts or questions? Let me know👇🏼
Have thoughts or questions? Let me know👇🏼
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