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Optimal layout
Optimal layout











optimal layout

3 issues caused by showing properties in a “List View” by default.In this article we’ll discuss the test findings from our Hotel & Property Rental Website UX research study, including: However, when the exact locations of the properties under consideration are not readily available, identifying the most suitable properties is needlessly difficult. In particular, our Hotel & Property Rental Website UX Research confirms the exact property location is a key factor for users in determining the relevance of properties in the search results.Īfter all, users need to know where a hotel or whole property rental is located in context to the attractions they plan to visit and the activities they plan to participate in before deciding on booking it. “I like to look at where hotels are - to me, location is the most important thing when I’m looking at hotels - no matter where I’m going.”īaymard’s large-scale UX testing of online travel agency (OTA), large-brand hotel, and whole property rental sites reveal the property search results are a key decision point for users looking to book accommodations. Displaying search results using a “Split View” layout, with property listings and a map side by side, directly on the page, immediately satisfies users’ desire to understand the exact location of hotels or whole property rentals within the area they’ve queried.When the exact locations of the properties under consideration are not readily available, users can be severely hampered in identifying the most suitable hotel room or rental property to book.Users shopping at online travel agency (OTA), large-brand hotel chain, and whole property rental sites need the ability to quickly determine the exact location of properties in their search results.Again, whatever resources here might as well go into better weapons and armor. engineering is.ĭefense matrix is very rarely useful. Mid game, research isn't even your main bottleneck. Once you get decent armor, you'll have a lot more 'gravely wounded' people who are not dead. It's better to put those supplies into flashbangs, skills, and guns. Early in the game (pre armor), your best chance at survival is to keep the enemy from shooting at all. Training psionicists can take months.ĪWC is more a mid game thing. It can help you dig or simply assign engineers to facilities that have to be constantly manned. Workshop should be finished quite early as it's cheap, low power and effectively gives you bonus engineers. The skulljack/skullmining gives you strategic bonuses that make the game much easier. Proving Grounds tends to have unlimited projects, so you'll want to start early. So it depends very much in your engineering capabilities. The facility itself only gives 1 link you'll have to dedicate an engineer for 2 more. You'll want to spread into the direction of alien facilities rather than going for cash and region bonuses. But unintuitively, you may not want to rush this. Third would be either Proving Grounds or Comms.Ĭomms obviously gives you money. It's worth doubling up on engineers to dig that far. Build it on a power conduit, even if you have to dig to the bottom. The rookie training and extra squad size makes a big difference in early survival. Your first facility should almost always be the GTS. A lot of the other facilities should be built around the workshop. Workshop should be placed in the middle, second row down. I find it's best to optimize placement, instead of rushing certain things like in XCOM 1.













Optimal layout