Topic: Button "next" in Building window
wl-zocker |
Posted at: 2014-12-01, 21:38
My English is perfect neither, but (or therefore? I understand you very well. And the screenshots are expressive on their own. Thank you for all your suggestions so far.
In the direct comparison, it seems as if green and red indicate something (e.g. productivity), which is confusing. I prefer one of the first two colors.
No. We have wooden buttons on wooden background (e.g. statistics menu), dark buttons on dark background (e.g. main menu) and dark buttons on wooden background (e.g. scenario messages, news window), but never wooden buttons on dark background (at least I could not find any). Again, in the direct comparison with non-wooden buttons, they look as if they were selected in some way.
Since they are clickable, they should be raised, I think.
But if I do not know that, there is no reason to hover my mouse over the building. Then I would never learn this functionality!
If I understand it correctly: Once clicked, the image stays marked. But when you click on the icon again, you cannot unselect it (compare this behavior with the one in the general statistics, which has boolean buttons). I think that would lead to total chaos.
I think we should have tooltips for everything. Widelands is drifting towards that, and I see no sense in designing a window which contains static text.
I think you can make this window as wide as the news or the objective window. We would then have some space in the top right corner for such special categories (as long as we do not have too much). For a start, construction and favorites (the only user-defined category) would be enough. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
kaputtnik Topic Opener |
Posted at: 2014-12-01, 22:12
Because i do not play widelands everey day, i have still not noticed such details. The dark background is just taken from the build buildings menu (where you could coose the building which you are wanted to build). It isn't fix and should be choosen by the developers. My mockups do only show some possibilitys for technical and UI implementation. How it at the end looks like... who knows
May i did the quoting not correct: This has nothing to do with my mockups. Edited: 2014-12-01, 22:13
Top Quote |
wl-zocker |
Posted at: 2014-12-01, 22:49
I have not found a rule when which background/button combination is used - probably there is none. I do not know if SirVer has a preference here or whether he just takes what you write.
Sorry; when answering to an answer to a quote, I lost the overview :). However, the the general statistics, there is a grey border when you hover over the category button. However, I never noticed that (or at least I never paid attention to it) until today. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
SirVer |
Posted at: 2014-12-02, 05:35
I am just a puny engineer and know little about UX design. The mockups are super helpful to come to good ideas though. The raised buttons looks strange to me, but you are right that most buttons in Widelands are raised (except for radiobuttons). Though this is no longer needed to communicate clickablility (see I OS or Android Lollipop). Top Quote |
GunChleoc |
Posted at: 2014-12-02, 09:15
I am in two minds about the raised buttons - they make it clear that they are clickable, but they are also visually very noisy. If we use a color scheme similar to the warehouse inventories, I think the user would get it. As to filters, we have a precedence for filter buttons in the other statistics windows, where they are below the graphs. I'd prefer sticking with the vertical design and having any filter buttons on the bottom - I would still like to keep the horizonal space consumed by this window as small as possible. Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2014-12-02, 17:16
In my mind those color shemes do not fit the widelands style. But i am aware of that often a compromise has to be done. E.g. to get a higher contrast between fore- and background for each ware and a unic style. Sometimes it gets hard to find such a compromise. And each of us has his own taste, which makes it also harder... so keep on programming and don't worry about my criticism I think my work is done and you could implement the things we where talking about, if you get some time to do this If you want further mockups, for other things too, i will try to make it. Top Quote |
GunChleoc |
Posted at: 2014-12-05, 11:38
Bug is filed: https://bugs.launchpad.net/widelands/+bug/1399621 Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2014-12-05, 17:19
Thanks Top Quote |
GunChleoc |
Posted at: 2015-05-12, 09:37
We now have a branch ready for testing: https://code.launchpad.net/~widelands-dev/widelands/bug-1399621 Please give it a spin and let me know if you think anything should be changed about the design, or if you find any bugs. The window can now be toggled with the hotkey "b". I did not manage to give the production statistics colors. This will become easier to do once we have the new font renderer. Edited: 2015-05-12, 09:42
Busy indexing nil values Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-05-12, 19:18
Great I looked into it for short and find it very good. Also that the buttons gets highlighted (not are shown as raised) feels good. Stepping through the buildings by clicking on Image/Build/Productivity feels also very nice. Tooltips are also great. By pressing "b" the buildings statistcs window is shown on the left side of the screen, also very good. All together: Awesome Maybe i find some more time for testing Top Quote |