Ser Humano Interactivo
Interaction design / behaviour

Notes on how people and interfaces shape each other.

Short notes on design principles, the behaviour they produce, and teardowns of real pages.

01Principles

Two Old Laws That Still Explain Most Interfaces

Fitts's law is about reaching a target. Hick's law is about choosing between options. Between them they account for a surprising share of what makes a screen easy or tiring.

02Behaviour

Variable Rewards: Why Unpredictable Feels Compelling

Rewards that arrive unpredictably hold attention better than rewards that arrive on schedule. The finding is old, and it is built into feeds, notifications and game reels.

03Practice

A Short Field Guide to Dark Patterns

Dark patterns are interface choices that steer people into something they did not intend. Most belong to a handful of recognisable families.

04Practice

Reading a Sign-Up Flow: Friction, Defaults and Consent

The path from landing page to account reveals what a product wants from you. Three things are worth watching: where it slows you down, what it chooses for you, and what it asks you to agree to.

05Teardown

Anatomy of an Operator Review Page

Review pages for online services follow a recognisable template. Taking one apart shows which sections carry information and which are there to move you along.

06Teardown

Deposit and Withdrawal Pages as Interface Design

The two directions of a payment page are rarely given equal care. How a product treats money going out says more than how it treats money coming in.

07Behaviour

Loot Boxes and the Line Between Game and Gamble

A loot box sells a random reward for a fixed price. Whether that counts as gambling depends on where you are, and the design question does not wait for the legal one.