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by kuschku
3009 days ago
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Correct, but software then needs to be explicitly mapped with a brightness range. Otherwise you can't have on the same screen a game simulating a dark night with low contrast, and a guide for that game which uses the full contrast spectrum. Your suggestions all break if I want to be able to have at the same time extremely low contrast content and text on the same screen, next to another, and want both to look fine. |
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With that scenario, you're dealing with physiological limitations, because if you have a bright region next to a dark night region, your eyes cannot perceive detail in the dark region. You'll also be vulnerable to the optical illusion effects of perception (e.g., see http://www.cns.nyu.edu/~david/courses/perception/lecturenote... and other examples in http://www.cns.nyu.edu/~david/courses/perception/lecturenote...), so "look fine" is going to be rather hard to define, much less guarantee.
But this discussion was really about interfaces, potential interest in monochromatic interfaces, and the issues of low-contrast interfaces.
This article from the Nielsen/Norman group clearly describes the usability problems with the currently trendy low-contrast interfaces. https://www.nngroup.com/articles/low-contrast/