World: r3wp
[!RebGUI] A lightweight alternative to VID
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Geomol 10-Nov-2005 [2413] | In the 90'ies 3D styles were in, and it was overdone. It's interesting to see the GUIs choosen for games. Star Wars Galaxies use a solid colour for the edge of buttons, no 3D at all. Like the original Macintosh did. |
Rebolek 10-Nov-2005 [2414] | flat, black, white, blue, orange. that's the way to go ;)) |
Henrik 10-Nov-2005 [2415] | I love the original NextSTEP look. It's wonderfully grey, boring, clean and sober. Boring, because you'll not be distracted and you can get work done. |
Pekr 10-Nov-2005 [2416x2] | I agree with Geomol - most of the time I set border of my buttons, check-boxes, fields ... to one pixel size :-) |
I noticed design of Beer. It was nice - reminded me of amiga - do you remember Newtek's Ligtwave? | |
Maxim 13-Nov-2005 [2418x2] | The fundamental thing which makes one GUI better than others is consistency. period. design is all about making the looks and feel work for target a target audience, but if its inconsistent accross the experience, then its instantly unusable for anyone. . |
IMHO that is ;-) | |
shadwolf 16-Nov-2005 [2420] | IMHO ppl are more turned on widgets, general functionnallity, simplicity than on esthetical issues. Ashley when do you plan to release new widgets (tabpannel with scrollable header, menu, listview) i'm going to start working on treeview widget as usual how do you want data to be submitted to it (data block structure fo ex: [ node_label1 [ leaf1 leaf2 leaf3 subnode_label2[leaft1 leaf2] etc.. ]])? |
Chris 16-Nov-2005 [2421x3] | I am inclined to agree that consistency is important in GUI design (imo. down to the last detail, it reflects competency), but *the* most important thing is that form meets function, and a part of this is selecting the best possible visual metaphor for the task at hand. While widgets are a means to this end, it's all too easy to overuse them. |
Now having said that, style is important too. To most observers, WinXP looks better than Win2k looks better than Win98 looks better than Win95 looks better than Win3x looks better than ... etc. Now, if you go back the way and use a Win95-style app in WinXP (even the Rebol security requester) your (or at least my) first reaction is 'what's wrong with this app'? | |
I've thought much lately about the difficulty in introducing a third-party style into any given OS environment (which we as cross-platform developers must consider short of using native libraries) and it is difficult. The subtleties of eg. OS X and WinXP are far different, so is there a happy medium? I'd like to think so, but having tried /View on OS X, I'm not so sure that my previous attempts at platform-neutral GUI style are as successful as they could have been (though anti-aliased fonts may be a key missing feature). | |
Pekr 16-Nov-2005 [2424x3] | Chris - hopefully RT does solve linux and os-x situation with fonts .... |
as for me, I can accept different look, even a bit different app logic, but not behaviour - keyboard navigation ... | |
I am e.g. ok with IOS look, but can't stand styles, which don't work like native ones ... then each click, key-press which behaves differently, is pretty annoying ... | |
Chris 16-Nov-2005 [2427] | On the one hand, I think that 'form follows function' allows some deviation from platform-native style, though this is recommended more on a per-application basis (ahem, declaration of interest here). On the other, we can select certain graphics based on platform (system/platform) ... sorry Petr, still on a riff here ... |
Pekr 16-Nov-2005 [2428] | we are imo in new era of alternative designs - back to the amiga days, where OS is NOT the main part. Your context is the app you are working with. |
Chris 16-Nov-2005 [2429x2] | ... and maintain small libraries of OS specific graphics. |
Petr, I'm going to disagree with you here (re. alternate designs). I think I've made my position clear... | |
Pekr 16-Nov-2005 [2431x3] | Carl's idea, that e.g. 'list style has to allow borderless design is pretty right. Go and look at MS - they WILL come to our living rooms with some devices, and you would not want your OS to pop-up - but apps will be important. Well, I speak of a different target market, but ... |
e.g. http://www.mythtv.org, look for screenshots of UI - very View like ... | |
database related apps are different, of course. But then look even into MS - they are changing UI guides every 2 - 3 years, with new OS, or new Office ... | |
Chris 16-Nov-2005 [2434] | Your point? |
Pekr 16-Nov-2005 [2435x2] | that some kind of apps do not strictly need to keep OS metrics, as OS is then just a medium - irrelevant ... |
I have heard many times, that if someone will not keep OS guidelines, then such app will be throwed out the window. Hah! What an excuse .... look at ad-aware - it does not know even keyboard. Look at those antivirus suites .... so- my point is, that we don't need to necessarily be 100% compatible - that is old ... | |
Chris 16-Nov-2005 [2437x2] | Well I'm going to disagree then. Unless your alternate style (or indeed, functionality) is good, then I think users will question the competency of your app. |
Ah well, riff broken -- back to work... | |
Pekr 16-Nov-2005 [2439] | I work with 300 users, met thousands, I don't agree with you too. Someone created a myth imo ... I think that who pays most attention is - computer geeks to have something to talk about :-) Each IS here has its own set of logic. I am after consistency, but not necessarily consistency with OS as a crucial point of app UI usability ... |
Chris 16-Nov-2005 [2440] | In that case, you could have agreed with my original point and let me finish... |
Pekr 16-Nov-2005 [2441x2] | just to not understand me wrong - I reak KDE (or was it GNOME) material, few referenced here articles on that topic, I can agree, but I just don't think that different design is a show stopper. at Devcon, there was a mention of Skype - how does IM messengers keep most other OS apps usability logic? :-) |
reak=read | |
Ashley 16-Nov-2005 [2443x2] | shadwolf tabpanel with scrollable header - being added to 0.3.8 menu - see note below listview - being added to 0.3.8 treeview – data structure should be simple & consistent with other widgets ... sub-blocks are the obvious way to go but I'll leave the implementation choices to you ;) Menu Widget I am of the opinion that a menu widget is more trouble that it is worth as: 1) Its use is being discouraged in modern UI design (toolbars have made them obsolete to a great extent) - they feel just so Win95 these days 2) Mac OS X does not use them at all (at least at the application window level) 3) A fully-fledged menu widget is practically a UI in its own right with menu entries having icons, toggles, key shortcuts and various other mini widgets 4) The underlying REBOL popup system needs fixing first (this also impacts the edit-list, drop-list and context-menu widgets) 5) It's just too complex to meet the definition of a simple RebGUI building block widget - our time is better spent on other widgets that are required 6) How many users clamour for menus these days? Most folks I've met prefer pressing a single button / icon and positively detest multi-level menu selection All my opinion, so feel free to disagree. |
UI Design Chris / Pekr touch on very important points here ... we have to live with the fact that we are trying to create a cross-platform UI. This UI must: 1) Look & feel relatively familiar to users on Windows, Mac and Linux 2) Be internally consistent (e.g. RebGUI widgets behave in a consistent manner, have a similar look to each other, etc) 3) Be externally consistent where expected (e.g. scroll buttons at each end on Windows, grouped on Mac; tab-panel look, etc) The way to achieve this, IMHO, is: 1) Don't try to mimic one particular OS too closely (i.e. try to pick a neutral look - I think users of an OS are more tolerant to something that looks different as opposed to something that looks like it belongs to another OS) 2) Adopt the lowest-level of common functionality across OS's where possible (e.g. down arrow functionality is pretty well defined) 3) Make allowances for minor, but common, differences (e.g. tab-panels are rendered quite differently between Windows and Mac, system fonts differ, buttons appear quite different) So in practical terms I want to gradually move away from a WindowsXP look and start adding a few conditional look & feels depending upon OS. These will not fool anyone into believing a RebGUI app is native, but at least Windows users will not be left feeling it's a Mac / Linux app or vice versa. | |
Robert 17-Nov-2005 [2445x4] | menu: I agree, what I like a lot are circular context menus (right-click). There icons are arranged in a circle around your mouse cursor. Makes selecting the function very fast and is totaly easy to use. Adding a tooltip feature to show a short text in case of a mouse-over makes sense. More I wouldn't add. |
Look & Feel: Getting close to OS look but still let it look different is a good idea. Users won't expect exact behaviour. The GUI must be simple to use. That's it. Tooltips are IMO a very good quick-and-dirty help-feature. | |
Shadwolf/Tree-Widget: I used Cyphre's one. The main trouble I found out is changing the tree. A path access structure would be nice. Things like: add-entry tree/1/2/3 "New Entry" or with a named path: my-tree/material/copper/price or so. | |
I'm looking forward to see a tree-widget in RebGUI. This will make it mostly complete for a good bunch of applications. | |
Pekr 17-Nov-2005 [2449x7] | As Ashley gave us right to disagree, here is a slightly different POV :-) |
To menu or not to menu. Menu widget, as well as tree one, is a case for subdialect. Just go and look at Cyphre's one. You just use sub-language to define it - item, action, icon, accelerator key, position in structure (block of blocks) etc. | |
I agree that pop-up system needs fixing first | |
Some time ago, I read article about icons, toolbars, and what is wrong with them. I have to say, I do prefer menus, really. I work in various environments, seeing tonnes of icons. Robert answered the trouble with icons for himself, maybe he even did not notice there is the trouble at all :-) Suggesting tooltips - that is the first obstacle with toolbars. Basic operations as printing etc. are self-explanatory. But! Go, start few apps, which allow you to hide menu - use icons only. You will get in troubles instantly, waiting for tooltips (=text representation) to explain you the meaining of the icon. | |
Of course, buttons are easy to press. But only once you already know what action it will invoke. But then you don't even visually orientiate yourself upon icon image itself, the action you take is somehow conscious, and you just press some button on toolbar on some position, because you simply know, what it does ... | |
Ok, those were icons vs. menu. As for tree-view, menu, grid data blocks. It is still the same problem, of how to efficiently use rebol structure (block of blocks) to represent tree (=in the meaning of hierarchy here). If we think twice, we can see that similar discussion is being held in XML group. We parse XML, and want to store it somehow efficiently, being able to navigate to some path(node), to read some item, but also to change it etc ... | |
I agree with Robert, that RebGUI is almost complete. That is still the main obstacle with VID, it is feature incomplete. Although there are some styles out there developer can use it, it simply does not come with standard rebol distribution. I am a bit disappointed, that Gabriele said in RT Q&A group, that we will at least know, WHAT actually is planned for VID and that we will know it "soon". But if "soon" means two months from conference just to tell what is planned, then how "soon" such plan can be realised, right? | |
Robert 17-Nov-2005 [2456] | Look at the latest announcements using the word "soon" and extrapolite, than you know. |
Pekr 17-Nov-2005 [2457] | :-) |
MichaelB 17-Nov-2005 [2458x2] | just my 2cents regarding menus: what I really would like as well is what Robert told about, circle menus. They're far better than rectangular menus (in most cases anyway used for context menus). The big advantage is, if done correctly that one can use them blind via forming a habit. This means of course that the content must not change (anyway a principle a good UI should obey). So one can simply right click (or whatever action to activate the menu) and go with the mouse in a certain direction and release, all in a fraction of a second and be sure to have selected the right item. For beginners the menu can appear and be visible, but for somebody who formed a habit it doesn't even have to be long enough visible to actually see it - because the whole item selection was faster than that it could appear. One of the drawbacks is, that one can't put as many items as in a rectangular menu, best is 4, but maxium probably 8 items if there are 8 sectors for the circle. But I like to think about it in that way that one can form the mouse menus more levels (probably only two make sense), in that way that after selecting one item a second circle appears which can offer more choices. And because this can get habitual again it's very userfriendly for both experts and beginners without forceing either to something. For instance I think the useability of Operas mouse gestures is an example for tree menus which don't even appear. But in principle one could think that upon pressing the right mouse button a circle appears and moving to the item downward opens another menu so that moving again to the right selects the close window item. The only problem with submenus might be that it's kind of hard to find a good middle way for the distances the mouse cursor has to travel and error tolerance. Wouldn't that be really something worth implementing in Rebgui ? :-) |
I gonna try to implement these menus sooner or later, but looks as right now it might be rather later. :-( Also I would like to agree with Pekr, that icons and bubble help aren't really always the best ways to represent things. One could argue (and agree with some studies or opions) that icons are not helpful in learning an interface and as Pekr told, once you know them you don't know them because they have a good symbol or picture in them, but because you spacially remembered the position and can go straight to the point you know the sought for command is. Same with bubble help. Actually it's just kind of way to explain your bad icons, because else nobody knows what they are doing. So I agree that bubble help should be there in order to have them because people will still use a lot of icons and have to explain them, but better use a compromise as done with Opera, where you have the fancy icon but can turn on the textdescription of the icon, so that it appears below. Then you know what the button means, but have the fancy picture too. Stupid thing is just that you lost some screenspace to the BAD picture above the GOOD textual description. :-) Ok some people tell me now vice versa. But really one should think about what a small icon tells. The designer of course knows there meaning - but he's not the only later user. | |
Pekr 17-Nov-2005 [2460] | MichaelB: thanks for your thoughs, you think along the same lines as I do. Could you please show me an example of "circle menus"? I am not sure I get the idea of how it is supposed to work ... |
Volker 17-Nov-2005 [2461] | Pieces of cake. I like the idea. Cake pops up with mouse in the middle. |
MichaelB 17-Nov-2005 [2462] | right |
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