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Show HN: TheElevatorGame.com results

33 点作者 joshwprinceton大约 13 年前

6 条评论

steve8918大约 13 年前
"If we assume that everyone in US cities with &#62;500,000 people makes two elevator round-trips per day, the US is losing out on 270 days of worker days per day or $13 million per year. Each elevator used wastes $160 per year. If your elevator was installed x years ago and your contractor charges you y per hour and takes z hours to invert the buttons, should you inver them? Return ((25-x)<i>160-y</i>z &#62;= 0);"<p>Sorry but this is absolute garbage. I hate when people take a meaninglessly insignificant value, and then extrapolate it out to come up with a ridiculous dollar value, to try to prove a point.<p>270 worker days because of elevator buttons? Imagine how much the US loses because people sit on the toilet for 2 mins longer every day because they play Words with Friends. I assure you that lost productivity completely outweighs any time spent figuring out which buttons to press on an elevator.<p>Another error on your part is that you even said yourself that familiarity with the button layout will improve the time. So basically, if the same person is using the same elevator over and over again, it can't improve much further after a few attempts. It's only the first 10 times that the person actually might take more time, and after that it has reached the optimal level.<p>Sorry to be blunt, but you should abandon this project. It's not useful at all.
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camtarn大约 13 年前
Wonder how this changes when you take basement levels, strange starting floors, or different popular floors into account? My current building has three basement floors, which are below the ground floor on the button panel, my Uni building's ground floor was actually floor 2 (it was built on a hill!), and the local shopping center has the bottom floors dedicated to parking, so the usual pattern is reversed: 50% of the traffic goes to the top floor to access the shops.
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huhtenberg大约 13 年前
If you start counting microsecond savings, shouldn't you also account for the fact that people looking for a Lobby button <i>in a real elevator</i> (and not on a website) would actually be looking at the bottom of the panel, because that's where a Lobby button typically is. If the button is not there, then a person will have a WTF moment, followed by a mental stumble, followed by a guess that the Lobby is actually on the 2nd floor, followed by time needing to look the panel over and so on. Even if the button is at the bottom, but of a different shape, size or if it has a LOBBY on it, it's still a hassle, because that's not what's expected of it. If you ever been to Vegas with its humongous "Casino Floor" elevator buttons, you should be able to relate to this with ease.<p>The whole thing is basically an <a href="http://en.wikipedia.org/wiki/Spherical_cow" rel="nofollow">http://en.wikipedia.org/wiki/Spherical_cow</a> example. It is silly.
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losvedir大约 13 年前
Having two separate lobby buttons which take you to the same floor is <i>extraordinarily</i> confusing to me. I had to make sure I wasn't misunderstanding something because it seems like an obviously bad idea. But no, that's the plan:<p>"Adding a big lobby button at the top will make it faster to identify and hit the lobby button, while persisting the existing lobby button on the bottom."<p>The clear solution is to make the existing lobby button twice as wide, right? I'd have been very interested to see the results of a layout like that.<p>That said, elevator buttons are in need of redesign. I have never in my life hit the "hold open" or "close now" buttons because something about the triangles confuses me about which is which, in the short time I have during which they'd take effect.
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slewis大约 13 年前
Hey thanks for the shout out! I was wondering when you were going to post results.<p>There are some really cool visualizations in the linked opani page: <a href="http://opani.com/ryan/elevator-analysis/results/#key=elevator" rel="nofollow">http://opani.com/ryan/elevator-analysis/results/#key=elevato...</a><p>I think the most relevant part of this for web folks is the gamification aspect (obviously its what I was interested in in your previous post). I'd love to see a version of this where you show 50% of users "play 20 times to get an easter egg" and give the other 50% no incentive. How much does it actually increase engagement?
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rokhayakebe大约 13 年前
Elevators should have touchscreen panels allowing an easy change of interface.
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