This is starting to become conversationy, and not a bug report nor a feature request. Could a mod move this and the post above to the rebirth thread?
I currently don't have much time, but given that a side-panel is quite intrusive to the PNDManager interface, here are some rather isolated observations and considerations.
The side panel as an idea was something useful to fill the other half of the screen. The scrollable list needed to be simpler because of performance issues. Any better ideas of what to put there are welcome.
The attached images are rather dirty; for instance the guihint for "Upgrade all" is wrong, and the description does not fit the selected PND.
It's wrong? How? Y upgrades all. The description is the selected PNDs description. I don't understand this one at all.
By pressing F1, a PNDManager user currently has the choice between one of two modes, "More usable controls" or "Better overview", which is not exactly elegant the way it is. I suggest to instead either use no guihints at all, or to permanently show them and improve the way guihints are integrated into the interface. Considerations:
- What I assume to be the biggest problem about guihints integration in PNDManager: PNDManager has 4 global categories, represented by 4 icons in the bottom bar. 4 is the maximum number of objects a human being is capable of immediately knowing the count of (See: Subitizing), any more objects likely cause the user's brain to require significantly more time when looking at them (as long as it's not used to them, at least). Thus, adding shoulder-l and shoulder-r guihints next to the category icons is very likely to significantly reduce overview. Significantly reducing the size of these hints or making them more transparent is unlikely to solve the dilemma. Try to integrate these two guihints in a different manner.
- Integrating guihints into buttons in a different manner can reduce clutter, see attachments for examples.
Think of it this way. First the user doesn't really know what button does what, so the hints are helpful. At some point he may want to turn them off from cluttering things, so he can. At some point however, he doesn't remember which button was the cancel key, so he quickly presses F1 to see the hints, then turns them off again. I know this is exactly how I would use it (though I do remember all the keys). Don't think of them as separate modes. Think of it more like the HUD of Zelda Skyward Sword, which too has optional control hints. And most people turn them off gradually as they start getting used to them.
I thought the number was seven, not four? I probably remember incorrectly. The hints are already so tiny and barely visible on a pandora screen I can't see how it would be more usable to make them indistinguishable.
The example upgrade all button looks awesome, but requires bitmap artistry which I suck at. Making all the buttons and controls look consistently that good would require a dedicated artist. I can barely make passable low resolution pixel art (see wars: commando). All graphics in PNDManager are either external bitmaps (iconic icon set and guihints) or stuff I can make directly with QML, which is... pretty much different rectangles and text
.
On the other hand the buttons in your samples don't look very finger friendly. The most difficult thing in making PNDManager has been to get the UI work naturally with both game controls and touch screen, and you always have to consider both plus pandora's pixel size when designing controls. On pandora's screen a comfortably finger-pressable button is 64px high, a 32px button already requires precise aiming and anything below that is stylus land.
Also: why is the info bar in the left side? Isn't it more natural to select from left side, inspect on right side? The actual content of the screen is the package list, not the information sidebar so IMHO it should be on the left side which always has precendence in what order people percieve the UI.
Experimenting with giving all buttons related to filtering sharp corners to indicate that they are serving a purpose specific to filtering; guihints can be used to indicate that these buttons are buttons despite not having round corners (See:
Affordances).
This could work, though I'm already differentiating them as option buttons by a completely different style from action buttons.
Experimenting with adding a "sorted" indicator to the top bar when current sorting differs from default sorting so that the list's status is clear at all times.
Possible, already proposed by Binky. I counterproposed floating indicators at the top of the list element when the sorting buttons are not visible. The title bar is a bit confusing place for such control-specific information.
Experimenting with making the side-panel's background color !=#FFF (or possibly even adding texture).
It's not #fff, it's #f8f8f8 to differentiate it from the list's background.
The side-panel's contents have to be chosen extremely carefully at all times. It cannot absorb a lot of information, and an attempt at forcing it to do so is likely to result in redundancy of concepts.
I absolutely agree. The current contents are stuff I thought would be helpful, but good ideas regarding this are welcome