milkshake
Advanced Member
why dont you create a set of buttons that actually look like the buttons on the pandora? like in certain games i.e. zelda ocerina of time + many more
That's quite difficult to explain. You might want to read some more of this thread if you have not done so yet (especially ~the first 2 pages).why dont you create a set of buttons that actually look like the buttons on the pandora? like in certain games i.e. zelda ocerina of time + many more
Ah, yes, they typically shouldn't. But sometimes it may make sense for them to do nonetheless, who knows? Restricting developers certainly won't help, so the way I try to approach this is to try to make the hints as robust as possible, and to wait for any potential negative feedback.The screen problems you mention is almost only a problem if the help messages/overlay/hints/etc itself moves around, which they, in my opinion, should not do.
As far as I'm aware, the Pandora still can't use 24 bit. But that only adds to comparatively low contrast and color gamut, as well as some grain from the resistive touch screen elements, which all cause graphics to potentially be not easily identified at first glance as soon as surrounding light conditions are a bit less than ideal. The attached image simulates what the file 'guihints-roadtonextversion01.png' looks like on my Pandora (top: Pandora; bottom: original file; this simulation is bound to be quite influenced by the subjective nature of my visual perception since I didn't base it on color profile comparison; it also may look very different on your computer's screen than it should). (By the way, it would be great if some Pandora owners verified that it looks about the same on their unit.)I also have to disagree with the statement that the screen has a low bit-depth, 24bit is as far as I know, the standard for almost all medium to high quality screens.
Neelix -- Thanks for the clarification. I think wer're talking past each other. Clarity is most important, that's absolutely true. My previous posts are probably not clear enough: the term "pinch-to-zoom route" means that -- just like pinch-to-zoom -- you may not know how something works the first time you are faced with it, but every time after that it makes immediate sense.
Providing information about mappings of physical buttons to a game's functions from within the graphical user interface potentially has the ability to reduce player confusion by a large degree. Conveying control mapping information through the use of a graphic representation does not exhibit the restriction after which a large percentage of developers is required to participate for a noticeable positive impact on usability to be possible (in control standardization efforts within the Pandora ecosystem, little participation generally appears to be a main inhibitor). Furthermore, when graphical hints that are equal (or bear resemblance) across games are present even in only in a small percentage of games, a raise in general awareness of usability concerns in games where a lack of hints entails usability problems is likely. An additional effect of subsequent improvements in other usability aspects may be possible.
(Very) basically, to raise overall awareness of controls problems in the Pandora's ecosystem, and to possibly move it into a direction where controls become more standardized. People are used to ordinary hints, thus these would be way less likely to reach the superordinate goal (you may think that there is no way I can prove this, and yes, that is likely true).
As an added bonus, the natural mapping approach helps a subset of users (see first post) to more easily use the Pandora.
I may appear to be very pushy with these hints. That is because I'm balancing out a lot of things about them and am trying to make sure I have understood other people's opinions (which is often not as easy as it seems - remember the "First Rule" of Usability).
#6 Overly original metaphors
Selecting what is to be displayed in an icon is always a compromise between recognizability and originality. Before a metaphor (image) is developed for an icon it is wise to see how it is done in other products. Maybe the best solution lies not in coming up with something original but rather in adopting the existing solution.
The output of `cat /etc/X11/xorg.conf' on the console should verify that the system operates with 16 bit.I have a pandora and I just compared your images.
Aside from a small difference in colors between my comp. screen and the pandora, there is no low-color artifacts (like the upper part of your attached image) or dithering (as far as I can see).
Not really. It's all part of a huge construct; the first post of this thread is a very distilled version which contains the main goals that have utmost priority. The superordinate goals have a lower priority. Just as you said, improvements to the ecosystem will not happen otherwise.(...) over the course of the thread your focus appears to have shifted:
This is true. This is why I'm advising people to do their own tests.Now the with regards to the first rule of usability you are so fond of, it can not easily be applied here because you have no way to observe your end user. As such its usefulness in this context is very limited.
Don't worry, that's appreciated.(...) I may appear to be pushy as well.
If that concept was used for the nub hints, then to prevent confusion it would no longer be available for use in action button hints. The location indicator in action button hints is very important though. (Bear in mind that the reason the hints from 'The Legend of Zelda: Skyward Sword' (to reference one of your previous examples) are comparatively 'clear' is that they show the player where each button is located on the controller.)(...) that latest design for the game-pad button selection actually looks like it might be a good way to represent the nubs, put the dot in the direction of travel if appropriate and label with L or R to indicate which nub to use.
I'm aware of the "Where's the any key?" type of problems.(...) novice users will either stop in confusion, or more likely, proceed based on the assumption that their initial interpretation was correct, then have no understanding of why the result wasn't what was expected if they were wrong. They then get frustrated with their own trial and error experiments because their initial interpretation makes enough sense to them that they don't question that particular assumption.
The output of `cat /etc/X11/xorg.conf' on the console should verify that the system operates with 16 bit.
Are the arrows in the image 'guihints-roadtonextversion01.png' smooth if you look at them on your Pandora with brightness on the highest setting?
I'm building these hints based on my knowledge and experience, incorporating feedback (that I attempt to take apart before applying) in an iterative process. (After all, user tests can merely be used to verify or falsify whether something that already exists does really work; user tests are not a tool one can use to 'create' something out of nowhere.)
If that concept was used for the nub hints, then to prevent confusion it would no longer be available for use in action button hints. The location indicator in action button hints is very important though. (Bear in mind that the reason the hints from 'The Legend of Zelda: Skyward Sword' (to reference one of your previous examples) are comparatively 'clear' is that they show the player where each button is located on the controller.)
This then allows you to avoid running afoul of what Denis Kortunov lists as the #1 Mistake in Icon Design:If you need to draw several icons, you need to think over images for the whole set of icons before proceeding with illustrating activities.
#1 Insufficient differentiation between icons
Sometimes within one set of icons, we have icons that look alike and it is very hard to understand what is what. If you miss the legends, you can very easily get the icons mixed up.
I don't see a fault in the logic of what you said, but its application to guihints is very limited. Let's assume a situation where a user starts a PND and does for whatever reason not understand the action button hints that indicate how to operate the menu. Typically, that situation is ~comparable to someone being told to turn on a TV using a remote that has no labels but 4 red buttons at the top (above its other, regular buttons). There typically won't be much room for misinterpretation of the action button hints, especially since the first time they are being displayed in a game is typically in the menu where the user has nearly no choice but to 'interact' with them (except for very uncaring users).
Be aware that the above quote can also be used to describe the *current* situation of controls-related problems in the Pandora's ecosystem where finding out controls is typically left as an exercise for the user. Even if we used absolutely ridiculous and non-immediately recognizable hints, that learning curve would typically not (noticeably) be negatively affected.
I do that, but I have to find out how to weight it. I don't have any estimation of how large the percentage of people who would mistake the hints might be.Sometimes feedback needs to be taken at face value.
Hm, am I right in assuming that whatever you've been using to look at that image on your Pandora did not use that SDL?Hah, all that googleing and going through unformated irc logs, and what do i find 5 seconds after this post? 24/32 bit support in SDL
Well there is the problem with the ladybug design that it can be easily mistaken for a nub - at any resolution. (At least that is what happened to me and a few others).There is one big problem with the diamond design, which is that it can be easily mistaken for dpad directions at smaller sizes (even if the user already knows about it). This can be a problem in software where smaller hints make sense, such as in some areas of desktop applications. (At that point, there is again not enough feedback to guesstimate where these hints will be used mainly, which is again a reason I'm creating them in an iterative process.)
Aha! That can actually be tested somewhat. I will prepare some images to use in a poll in General Talk.(...) you barely even notice the dot indicating button position
There's another aspect to it that is unpredictable: the effects of the way a developer will use these hints in her application. Conducting tests out-of-context might not even make a lot of sense, therefore individual tests would be best. The search for certainty will never end before hints are actually being used in applications (unless the hints become ordinary, i.e. become the way that is already known to work but way less likely to increase awareness by being different, that is).But as you said before, this is all rather useless discussion without user testing, so somebody (with more time at his or her hands) better get to it
There is one big problem with the diamond design, which is that it can be easily mistaken for dpad directions at smaller sizes (even if the user already knows about it). This can be a problem in software where smaller hints make sense, such as in some areas of desktop applications. (At that point, there is again not enough feedback to guesstimate where these hints will be used mainly, which is again a reason I'm creating them in an iterative process.)
I'm separating the Pandora's physical controls into several classes:
- Controls the user is likely to try out if nothing happens: Action button hints A, Y, B, X; D-Pad; shoulder buttons.
- Controls most likely to be required in situations where screen real estate is at a premium: Action button hints A, Y, B, X; D-Pad; shoulder buttons.
Thus, I'm optimizing the action button hints, D-Pad hints, as well as shoulder button hints to be very down-scalable.
This is true, but the fact that several people have put their hand up to say that they definitely *would* find that design to be confusing must be considered a red flag against the design, and that also needs to be weighted.I do that, but I have to find out how to weight it. I don't have any estimation of how large the percentage of people who would mistake the hints might be.Sometimes feedback needs to be taken at face value.
(...) how can you properly get feedback on a wider scale as to which option is better if you don't present both options.
What's most useful are opposing viewpoints and feedback based on individual thinking; polls and other metrics fetishism should only be used as a supporting mechanic.(...) other designs need to be explored, and considered before we can focus on optimising any of the designs.
(...) the controls that end users will need hints for the most are those that the end user is least likely to try out, (...)
[...]
(...) *all* of these need to be considered before settling on a design for any one. I therefore feel that your focus on optimising any design involving only a subset of the images first is somewhat misplaced.
The reason it might appear that I'm focusing on the hints for action buttons, the D-Pad, and the shoulder buttons is that I have assigned highest priority to them as they will probably be the most used. Therefore, I ask for feedback for these hints first to make sure they work despite their uncommon nature (that provides resilience and hopefully raises awareness). I did think through what every hint should be like before I even started creating anything, and always have the full set of hints in mind; however, the "iconic language" is falling apart now because the changes made to the action button hints have to be reflected in the other hints as well. This can not be fixed as long as the clarity of the action button hints is too questionable.(...) these latest ones are awesome.
Well... simply put, there's no evidence -- for neither of the designs. Indications might or might not be evidence. Similarly, if everyone says that flying fish don't exist it doesn't mean that they don't exist. Maybe no one knows of them yet. Maybe those who think that flying fish exist didn't speak up.(...) the fact that several people have put their hand up to say that they definitely *would* find that design [of the action button hints, remark] to be confusing must be considered a red flag against the design, (...)
If all the evidence available points to it being a bad design, then dismissing that evidence on the basis that there could possibly be a majority of others who don't experience the same problem and no evidence whatsoever that such a majority exists is madness.
Instead of proposing a number of alternatives with people voting for them, I'm looking for creative feedback and input. It appears you have read quite a bit about icon design, so why not take out a pencil and start exploring designs? I will release source PSD files of preview hints on request (all source files of the final version will be released, but they have to be cleaned up first).
If all the evidence available points to it being a bad design, then dismissing that evidence on the basis that there could possibly be a majority of others who don't experience the same problem and no evidence whatsoever that such a majority exists is madness.
Well... simply put, there's no evidence -- for neither of the designs. Indications might or might not be evidence. Similarly, if everyone says that flying fish don't exist it doesn't mean that they don't exist. Maybe no one knows of them yet. Maybe those who think that flying fish exist didn't speak up.
Now, metrics and closed feedback loops are great in the abstract, but like any tool, they can be misused. Just as it's usually a bad idea to design a game based totally on your intuition without grounding that intuition in the cold hard reality of another human being touching the controls, it's also bad to blindly gather and follow metrics data.
Since there is no "direct" way for me to access other people's intuitions, to me these intuitions are metrics.You're looking to metrics to resolve a question that requires intuition. My intuition, and evidently that of several others in this thread has indicated that making the action button hints look like a nub will lead to confusion.
In case I'm right with that there is more to what you are having in mind than using lighter colors for button_on, then could you give a verbal description of what exactly it is?My graphical skills are not good enough for me to accurately communicate what I have in mind, or I would have done this already. Instead I use verbal description as my medium, or as in this case draw attention to a design I'd like to see expanded on and suggesting what I'd like to see explored. In this case, as stated in a much earlier post, I'd love to see an exploration of what can be done with the diamond design, but using lighter colours to indicate the selection.
Hm, am I right in assuming that whatever you've been using to look at that image on your Pandora did not use that SDL?
Since there is no "direct" way for me to access other people's intuitions, to me these intuitions are metrics.You're looking to metrics to resolve a question that requires intuition. My intuition, and evidently that of several others in this thread has indicated that making the action button hints look like a nub will lead to confusion.
In case I'm right with that there is more to what you are having in mind than using lighter colors for button_on, then could you give a verbal description of what exactly it is?
I just opened the image file using Midori 0.4.3 as found on repo.openpandora.org, but I can still see the difference.Still, there are no (for me) major difference in how the image looks on the pandora vs my computer screen.
Indeed.In terms of visibility I really think that almost no combination of borders, colors and patterns are going to make up for the response time, if the hint is moving fast enough.
It's very unlikely that I won't (though I don't guarantee anything).If you finish them before the rebirth competition runs out, (...)
I have attached an image which displays the evolution from the diamond design of alt01 to the ladybug design of preview01. I don't have any diamond button designs where button_on is brighter than the button_offs. The action button hints were the first of all guihints, and so there were no other hints that could have caused an inconsistency.I really liked what you did with your initial diamond design for the action buttons, except for the way you differentiated button_on from button_off. I was hoping you would produce more examples with this adjusted which would give me a basis for further feedback.
The shoulder button hints scale quite well, while START/SELECT/LOGO and the keyboard hints don't. That's all.I assume the ticks and crosses represent your own intuition on what would work and what would not.
Well, it is always better to make sure feedback is understood the way it was meant. When trying to solve usability related problems however, this becomes crucial. After all, there would be no such thing as "usability" if it was obvious how to make things easy to use. Therefore, when trying to solve usability related problems, trying to "decipher" feedback helps to avoid metrics fetishism.If you can't accept feedback based on intuition as a representation of an intuitive response then that feedback becomes worthless, and this whole process becomes an exercise in metrics fetishism.