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Post by chriscrawford on Aug 11, 2015 10:08:44 GMT -8
I'm making good progress on the new front end, but I have run into a problem with the way the interface operates. The first image displays the way that a sentence from the player looks right now: Notice the "thumbs up" sympol falling outside of the speech bubble. This happens because the original Siboot design called for sentences that could be three rows high. But I decided some months ago that I could fit everything into just two rows, so I dispensed with the third row, freeing up more screen real estate for the rest of the display. But the original code still assumes that the bubble is three rows high. So, how do I fit in the button? By the way, the button is the "Player Done" button, meaning that the player has completed his sentence and is satisfied with it, and wishes to proceed with it. It corresponds to the "period" button in the text-only front end. Here is one possible solution: make the "undo" button (the left arrow) and the "player done" button into smaller icons and scrunch them together, like so: I have mixed feelings about this solution, because it doesn't suggest that the graphic elements are active in the same fashion that the other sympols do. On the other hand, it does suggest that these two buttons are distinct from the rest of the sentence. Here's another solution: revert to the "period" button used in the text-only front end: Obviously we'd need to expand the speech bubble to the right a dozen or two pixels. But here's a more radical solution: So, let's hear some opinions about these various options.
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Post by LostTrainDude on Aug 11, 2015 10:55:32 GMT -8
If I had to choose among the above examples, I'd definitely go for the last one as billmaya before me. It's what makes more sense to me, probably because has similarities with other messaging systems in general. A question: does the "undo" button force you to start the dialog from the beginning or just takes you "one step back"? I'm asking because you could, probably even think of doing something like this: Where the last bit of the speech bubble has to be clicked by the player in order to "finish the dialog" (then the transparency will be removed). I admit, though, I don't know how time consuming this could be and if it would make sense for how you conceived the dialogs to work. This means: feel free to trash it!
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Post by chriscrawford on Aug 11, 2015 11:05:14 GMT -8
The Undo button takes you just one step back. Long ago, an early version of the Storytron technology permitted arbitrary-magnitude undo, similar to what you show, but the sentences are so profoundly sequential in structure that it only confused users. It makes more sense to just undo one word at a time. And seldom do users want to undo more than one word.
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Post by LostTrainDude on Aug 11, 2015 11:13:04 GMT -8
Then I confirm my initial vote for the last one you showed! Thanks for the explanation.
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Post by Chris Conley on Aug 11, 2015 12:23:54 GMT -8
I like the third option the best. Something that demonstrates these two icons are materially different from the other, linguistic sympols.
Another option could be to take a page from operating system UI designs. Make them small, 16x16 or 32x32, in a corner or along one of the sides/top/bottom. They could grow or flash on mouseover.
Although, now that I see LostTrainDude's suggestion, I like the idea for its compactness. The cancel button might only be displayed above the last word in sequence, since that will be the only one that could be undone at a time.
Alternately, it might be hidden entirely, and cancellability could be conveyed via interactivity: a cancellable word would flash or pulsate on mouseover, while the other words would remain inert.
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Post by chriscrawford on Aug 11, 2015 13:20:55 GMT -8
I don't like the idea of hidden buttons: buttons that do something other than what they visually suggest. A button should always mean "Push me and this will happen". When we get into double-clicking, triple-clicking, click-and-hold-for-three-seconds, and so forth, we're getting truly desperate.
So far the last option seems to be the favorite, but I'd like to hear what Alvaro has to say about infringing on his graphic elbow room.
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Post by Michaël Samyn on Aug 11, 2015 22:58:28 GMT -8
I prefer the last one too, with clearly separate Undo and Done buttons. I'd make them even smaller. And maybe make them graphically a part of the bubble itself rather than its contents. And perhaps make them more abstract to separate them even more from the contents.
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Post by LostTrainDude on Aug 12, 2015 1:07:56 GMT -8
I think Michaël has a point too, both separating them and using more abstract icons. As Chris Conley said: "Something that demonstrates these two icons are materially different from the other, linguistic symbols".
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Post by chriscrawford on Aug 12, 2015 6:46:40 GMT -8
Excellent suggestion, Michaël! I'm not sure about the lower idea, but certainly the black background and smaller buttons are excellent ideas! I'll do them!
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Post by alvaro on Aug 12, 2015 7:28:19 GMT -8
Here is my two cent. I am toward the idea of having the button on the edge of the bubble to clearly explain that this actions applies to all the bubble.
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Post by chriscrawford on Aug 12, 2015 9:08:46 GMT -8
Ooh, yes, those are even better. Yes, I think I can make that work.
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Post by Chris Conley on Aug 12, 2015 19:13:06 GMT -8
I would suggest keeping them all along one side. Having multiple meta-buttons in different parts of a screen is less discoverable and user-friendly.
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Post by chriscrawford on Aug 12, 2015 19:32:26 GMT -8
Here's the end result. I think it looks quite nice. Thanks for all the suggestions!
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Post by alvaro on Aug 13, 2015 8:47:41 GMT -8
=)
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Post by Michaël Samyn on Aug 24, 2015 6:42:08 GMT -8
What a fun collaboration! :-) Collective Intelligence at work.
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