The new UI for equipping is horrific.

I have wondered if they designed it that way to keep people in game longer. There are numbers that show the more time people spend in a game the more likely they are to spend money in micro transactions.

A few seconds per cmdr could really add up to significant money if you multiply that time by half a million.
 
I work in enterprise software. What our UX folks do is spend time with the sales engineers (that's what I do) and solutions architects to get feedback on their design. Those two groups use the software more than anyone else (even more than our customers in a lot of cases).

Sometimes they'll literally just watch us go through various workflows and take notes. Like we'll pick a common task and they'll say "show us how you do this today". It's worked really well as far as streamlining our UI goes. They've learned which parts of our UI get the heaviest use and need the most focus.
 
I work in enterprise software. What our UX folks do is spend time with the sales engineers (that's what I do) and solutions architects to get feedback on their design. Those two groups use the software more than anyone else (even more than our customers in a lot of cases).

Sometimes they'll literally just watch us go through various workflows and take notes. Like we'll pick a common task and they'll say "show us how you do this today". It's worked really well as far as streamlining our UI goes. They've learned which parts of our UI get the heaviest use and need the most focus.

This is my experience as well. But we're talking B2C here in Odyssey and many more corporate-only criteria that need to be considered. As mentioned above, having bad workflow has corporate benefits as long your customers accept the product. This isn't exclusive to software but covers a large variety of consumer products.
You won't get away with that in B2B because your client will get another developer very soon or outright sue you.
 
A recent study have proven that's possible to collect cryptomoney through people tears. The new outfitting UI is the first attempt to mine crypto currency with that new method. It works really well so far.
 
They don't. On several live streams it's been admitted that they don't. it's like eating McDonalds when you work as McDonalds.
Poor analogy. Devs who don't play their games, as least the game design team, are bound to produce abominations completely disconnected from player base.

And really? They admitted that? That's like admitting "we just do random stuff and hope for the best".
 

Deleted member 38366

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Poor analogy. Devs who don't play their games, as least the game design team, are bound to produce abominations completely disconnected from player base.

And really? They admitted that? That's like admitting "we just do random stuff and hope for the best".

Sadly that's often the case.

You should have seen some of them on the older Livestreams, struggling with even basic Ship Controls, basic Navigation and Game functions. It was incredible.

So when i.e. someone designs a new UI - do not expect that specific person to have the slightest idea how a) the old one was used and b) what actual effects the new one will have on experienced users.
Just looking at Galaxy and System Map, it could not be clearer. Noone in their sane mind would design a UI that requires upto 100+ UI Action Inputs to check Bodies in a larger System when the existing/old one granted comprehensive and contextual mouse-over Information easily 50x faster.
 
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