Difference between revisions of "Talk:User Interface Improvements"

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*  User interface is rendered as part of the standard frame render cycle.  This allows for innovative gui components not present in the OS such as the pie menu, which is much easier to navigate than OS-standard context menus.  This should be leveraged to design gui components for a virtual world, rather than going backwards with 2d OS controls [[User:Kaworu Jun|Kaworu Jun]] 13:30, 15 August 2007 (PDT)
*  User interface is rendered as part of the standard frame render cycle.  This allows for innovative gui components not present in the OS such as the pie menu, which is much easier to navigate than OS-standard context menus.  This should be leveraged to design gui components for a virtual world, rather than going backwards with 2d OS controls [[User:Kaworu Jun|Kaworu Jun]] 13:30, 15 August 2007 (PDT)
::That is a disadvantage as well. On the Mac, at least, lag in the viewer makes the UI completely unusable at times. In fact, it seems to make the UI of the rest of the Mac unusable as well. 15:51, 15 August 2007 (PDT)
::That is a disadvantage as well. On the Mac, at least, lag in the viewer makes the UI completely unusable at times. In fact, it seems to make the UI of the rest of the Mac unusable as well. 15:51, 15 August 2007 (PDT)
* Current user interface is easier to deal with for building than a more videogame-like interface would be, since elements like editing and inventory windows can be freely moved, duplicated, and resized. On the other hand, since these *are* windows, many of these UI elements could be rendered in the native GUI toolkit in separate OS-level windows rather than in the UI. which would allow them to be positioned around the SL window in multi-window mode.
* Current user interface is largely consistent, though this has wavered at times. Designing a new consistent UI is likely to lead to more of the kinds of problems that have caused so much protest over the past year.


== Considerations for the proposed UI ==
== Considerations for the proposed UI ==

Revision as of 17:38, 15 August 2007


Problems with current UI (moved from main page)

(These are just gathered from comments on the forums, and ones I've heard from helping new users) -- —The preceding unsigned comment was added by Benjamin Linden

  • User interface is rendered as part of the standard frame render cycle. Thus it does not use recognisable OS-standard components and lags whenever the sim does. Could seperate this to use a general platform-independant kit (wxWidgets?) - although a lot of work!
  • Users confused by a plethora of options that aren't related to their current situation. A user with no interest in content creation still has to deal with a huge number of related options on the pull-down menus. "Build" button on bottom toolbar is the only thing there related to building.
  • Too many valuable items are on the client debug menu. I've seen several Live Help calls in which users are sent to these menus! If they are needed for solving technical problems encountered by regular users, they shouldn't really be part of an "easter egg".
  • Mac OX X complaint: Mac OS X implements right-clicking with Control-click. The Mac OS X SL client implements right-clicking with cmd-click.

Advantages of the current UI

  • User interface is rendered as part of the standard frame render cycle. This allows for innovative gui components not present in the OS such as the pie menu, which is much easier to navigate than OS-standard context menus. This should be leveraged to design gui components for a virtual world, rather than going backwards with 2d OS controls Kaworu Jun 13:30, 15 August 2007 (PDT)
That is a disadvantage as well. On the Mac, at least, lag in the viewer makes the UI completely unusable at times. In fact, it seems to make the UI of the rest of the Mac unusable as well. 15:51, 15 August 2007 (PDT)
  • Current user interface is easier to deal with for building than a more videogame-like interface would be, since elements like editing and inventory windows can be freely moved, duplicated, and resized. On the other hand, since these *are* windows, many of these UI elements could be rendered in the native GUI toolkit in separate OS-level windows rather than in the UI. which would allow them to be positioned around the SL window in multi-window mode.
  • Current user interface is largely consistent, though this has wavered at times. Designing a new consistent UI is likely to lead to more of the kinds of problems that have caused so much protest over the past year.

Considerations for the proposed UI

  • Users are generally used to Menus so removing the Menu entirely may not be recommended given that it may not be possible to reproduce all the functionality there. However a better reorganisation of the menu, and possibly having the menu contextual and hidable would improve things. May even take some ideas from the MS Office Ribbon bar. Matthew Dowd
  • The idea of regions needs careful thought - users could get annoyed if they go to click on something in world which is in a corner of the viewer only for a part of the UI to suddently popup in the way! Matthew Dowd
  • Consideration of how these regions would interact with HUD's attached to that position in the viewer needs careful thought to avoid the UI interfering with existing (and future) HUDs. Matthew Dowd
  • The ability to dock floaters/regions in os-native windows that can be placed on another monitor would unclutter the view while keeping that information visible (and will not cover the view while they are in use!). Kaworu Jun 13:30, 15 August 2007 (PDT)

GUI and (eventually) client scripting

Whatever design we come up with, ease-of-scripting (or at least the ability to script at all), should be part of the design-parameters.

As I've mentioned before, the WoW client paradigm would be a good one to examine and emulate--at least the overall concept of making virtually everything in the GUI scriptable. http://www.wowwiki.com/Widget_API http://www.wowwiki.com/World_of_Warcraft_API

Saijanai 15:08, 15 August 2007 (PDT)