{"title":"The antiusability manifesto","authors":"J. Lenarcic","doi":"10.1145/1228175.1228238","DOIUrl":null,"url":null,"abstract":"In the style of a brief polemic editorial, antiusability is introduced as a radical design paradigm to reclaim conscious dominion of the user interface, with gaming machines being employed as a framing example.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1228175.1228238","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
In the style of a brief polemic editorial, antiusability is introduced as a radical design paradigm to reclaim conscious dominion of the user interface, with gaming machines being employed as a framing example.