I'm sorry, publishing my previous post in its current state was a mistake, and I have to apologize for it. It did not get the polish it would have required. There are too many other things that currently have a higher priority for me.
One "solution" to the missing Home/End keys could be that Home = press D-Pad up + right nub up at the same time, and End = Press D-Pad down and right nub down at the same time. But that's still not quite it (and is still missing the middle mouse button, at the very least).
I do understand that this discussion is not about very specific control scheme elements such as default fire buttons or default jump buttons - I am aware that this would not make sense.
By "hints" I mean: to establish a way to tell the user what button does what in any given situation very intuitively through standardization. For instance: Standardized pictographs at the bottom of each screen that has a menu, similar to those typically found on games for commercial gaming systems; a standardized way for the user to get a button function assignment representation in-game through a standardized visualization, which can be integrated for instance into the other Pandora button function(s) so that the user can get the explanation wherever she is in a game with only a press of the button. More information: read on.
[...] as the Pandora has a similar layout as a Nintendo console (at least the buttons are named the same) we are drawing inspiration from that.
I do understand this, and I also agree that it makes sense.
Navigating a menu may be one of the first things that come to mind when thinking about the effects of missing (or, to be more precise: incoherent) standards, but it is not the most prominent. The most prominent, and I guess you see this the same way, is the "meta-problem" that results from switching between different programs with their own control schemes. Control schemes typically have an inner logic, they make sense, but the typical diversity of games, especially homebrew games, increases the likelihood of mistakes as you get used to a number of schemes. The cognitive overhead associated with this is what causes users to fumble and think, and technology-affine people to wonder about the usability of what they are using. And the best solution to confusing controls is to put them in order, right? Human beings have a selective perception which makes them typically incapable of perceiving a precise enough model of reality. It is difficult to realize that attempting to put the controls in order is not enough. If every developer had a strong incentive to put her own control schemes in a global order, then there would already be a standard or two by now. Since on an absolute level there is not enough incentive, it is a good idea to try to establish the standard in a way that does not require incentive for whichever part of the standard that developers are not showing enough incentive for. Create something that can make use use of the standard and is of high quality and well made, and make sure that as many people as possible can see that it is a good thing.
To create a standard != usability. It is a huge usability problem to rely on adopting a Nintendo control scheme but to ignore that Nintendo-A is Pandora-B and Pandora-X has the same position as non-Japan-Playstation-X but the function of Nintendo-B. If Nintendo-A should typically be "confirm" and Nintendo-B should typically be "cancel/back", then doesn't it make sense for them to also do that on the desktop, and if they can't, then shouldn't the user at least be made more confident in using this uncommon control scheme? Problematic details like these create incentive to change something, but are also responsible for cognitive overhead, flawed structure, and the opposite of excitement.
Then gain, hints are rather unnecessary when all programs control more or less alike or at least the way the user want them to. Now, and I am aware other people have pointed that out, we are only talking about general actions like "menu", "exit", etc. here - no game-specific controls, you may set those as you please, but, obviously, you should also tell the player how you set them up.
I think that hints provide an even greater benefit. The standard can only cover the basic menu navigation, and even standardized menu controls do not always make sense, so application of the standard is likely to be either limiting the developer, or limited itself - depending on how the developer decides. Plus, developers, in their role as game playing people, are often likely to prefer one of the well-known standards over others themselves. And this is with the premise that all developers are aware that there even is a standard, which may or may not be the case - the less visible the standard, the less likely that especially novice developers will immediately know about it. For these reasons, it is not a good idea to assume that most developers will default to a simplified "logical searching for and adhering to the standard" mode (even though that can happen) even if that standard only allows the user to set her preferred buttons.
I think that to be able to establish a standard (which is very important for (future) flexibility), hints are important. Because of their high visibility, not only is their standardization quite easy to spot for a novice Pandora developer (as long as the hints are easily recognizable, which requires high quality), but also is their absence from a game likely to be criticized by users /
even if only few games are making use of the standardized hints yet/ (and in this context, developers are users, too!), which makes it likely that they will be implemented in more of the games that are yet to come (in effect increasing the likelihood of widespread support for the menu button assignment preference standard and the menu button assignment default setting).
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Sorry, but I have to oppose this mapping.
No need to say sorry as this is very appreciated. This topic can greatly benefit from a wide insight.
A lot of existing software would need to be changed if the layout is now modified.
As foxblock said, one can not take as granted that one will be able to make old PNDs aware of changed default controls, but new PNDs (more precise: all PNDs which adhere to the new standard) can be made aware that there is a new way available in which they can interpret the old defaults.
But this is not really what a decision should be based on; instead, it is better to think through what /
could/ be and to defer any doability evaluation. Everything else forces one's ideas to be average by definition, which means that the results of these ideas are unlikely to be much better than what already exists.
[...] you introduce redundant mappings (B/enter), X/FN+q.
This is not necessarily a bad thing, as long at it can be done in a non-confusing way and does not castrate functionality. In this particular case, it is even likely to allow more people to do more things without having to relocate their fingers to the keyboard or screen (if it can be done right).
[...] I use home/end/pageup/pagedown a lot more than I use mouse clicks and personally prefer the current layout over what you have proposed.
It probably would be beneficial if you shared the exact reasons for this. Room for interpretation is likely to leave room for serious misunderstandings in this case.
See also: the Home/End "solution" at the beginning of this post and "
First Rule of Usability? Don't Listen to Users".
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As someone who uses the keyboard more than the mouse, changing the nub/game key configurations like that is not something I can agree to.
I think it would be beneficial if you shared the _exact_ reason for this. Room for interpretation is likely to leave room for serious misunderstandings in this case.
See also: the Home/End "solution" at the beginning of this post and "
First Rule of Usability? Don't Listen to Users".
I've got to agree with Stan, there. If you've got a lot of PNDs, and you use Xfce, using the game buttons in their current Home/End/PgUp/PgDn configuration becomes VERY useful indeed.
I see what you mean. If I understood you correctly (navigating menus containing many PNDs is easier with the current Home/End/PageUp/PageDown game button configuration - I am probably missing some things here), then I have to note that the problem is in the management of PNDs (more precise: in some interface elements like the current menu implementation), and the control scheme is illogically constructed so as to mitigate that problem. The real solution would be to adjust the menu implementation. Therefore, regardless of whether that adjustment came to fruition, it would be the better practice to re-evaluate the logic behind the current desktop assignment.
Thank you for sharing the information.
What exactly is it that makes the current Home/End/PageUp/PageDown configuration so useful for you in comparison to other solutions? For instance, do you typically hold the Pandora in your hands or use it on a table? Are you switching between keyboard and game controls frequently? What other uses do you have for the current configuration? See also: the Home/End "solution" at the beginning of this post and "
First Rule of Usability? Don't Listen to Users".
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Okay, first of all I have got to say to me your post comes across rather arrogant and condescending.
(...)
[...] and lastly you assume that you will receive negative messages about your proposal not based on facts, when, in fact, you did make that proposal mostly from assumptions and experience yourself, which is perfectly fine as there is no objective way solely based on facts to create such a standard.
That negative attitude probably was not your intention, but this is how it came across to me.
First of all, please excuse some ignorant nitpicking: I would like to say that I wrote that I did _not_ assume to get this kind of reaction even though my experience suggested me to do so (which is the truth). However, if you understood it wrong, then I have expressed it in a wrong way, and failing to realize that was an extreme mistake.
Human beings usually aren't aware that, as they reflect on a significant change that has just been proposed, their thoughts typically have already been colored by their emotions on that change, by their past experiences and their low-fidelity memory. This can cause their focus to lock onto specific thought structures that are possibly non-rational (non-logical). What is absolutely required in a usability discussion however is that people attempt to convert those "lower layers" of thinking and acting into a web of facts that, upon being expressed, represents a fuller view on reality than a non-analyzing statement, and thereby enables other people to become more aware of what to do and what not to do.
Attempting to say this the way I did was an extreme mistake that should not have happened, and "basis in fact" was a stupidly chosen term. Replace every instance of "in fact" in my previous post with "in logical analysis", and you get a better idea. You are right that showing a negative attitude was not my intention. That would be highly inefficient.
Thank you for your feedback!
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Things should be as accessible as they can be, but advanced function should be labelled as such and in case of danger should warn the user - they should not be hidden or require complicated actions.
Case in point, the Windows 7 (or Vista) operation system, it does it best to hide several setting from the user, which probably are not of interest to the common user (but probably should be), but many advanced (not that much) ones and changing them requires you to dig through tons of different dialogues one more misleading and confusing than the other (changing the IP address, disabling several window effects, disabling the search indexer for example).
Obviously not all functions should be visible on the front-page, but properly ordered and labelled (but I would not call this "hiding")
It is indeed stupid that changing the rights of a file sometimes forces the user to skim through the tabs of four dialogs to reach the desired action, and then possibly to close and re-open them. But this is a too narrow interpretation of the topic. Many of Microsofts problems are a result of legacy things that were, for whatever reasons, not done right at first, and this is likely one of these.
Now, I'm aware that was just an example, but an attempt to make things accessible by making many of them more visible is always very likely to decrease usability for novice and advanced users alike (
See "Benefits of Progressive Disclosure"). I am not sure if we are thinking the same and just understand the term "hiding" differently (to understand the term "hiding" differently != to have different definitions of "hiding"). My definition of "hiding" is probably more extreme than yours.
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- mouse focus vs keyboard focus. I cant see a pool save this. There is only one way : having a benevolant dictato that choose for us (like the big company do). But OPT already have done this decision when setting up the OS. Case should be closed. Yet as there are unhappy people, we'll have more of these useless posts to come.
Combining mouse and keyboard into an emergent system that is immediately logical and non-confusing is the best practice default (as long as it's of high quality). There doesn't have to be any emphasis on either mouse or keyboard, they can be combined.
For instance, it doesn't make sense for the Pandora button to open the menu in Xfce because the menu is located in the corner by default where it is extremely easy to reach using the mouse. One could argue that using the mouse still requires more effort than pressing the Pandora button, or that some people prefer pushing the button over using the mouse, which is both true, but being able to assign another function to the Pandora button that adds a completely different benefit can be more important if the rest can be consolidated into a useful system.
No matter what your personal preference is, there are both people who prefer the mouse AND people who prefer the keyboard. Both have to be taken into account, and even if there was a semi-magical standard that managed to maximize the benefits for both groups, it would probably be bloat. The default configuration should make sense and be non-confusing, if possible while creating emergent benefits. Mouse-focus vs. keyboard-focus has to be be a user-configurable preference for the advanced (which it already is).
- Not all the emulated system use the same standard. how to standardize that ?
Since the original game experience is typically increased by preserving the originally intended control scheme, it does not make sense to standardize controls for emulated games. But if the developer succeeds in making this clear to the user, then he (the user) will likely understand, and any remaining additional frustration or confusion is likely to almost vaporize over time. The user might even start to appreciate the missing standardization in case he did not already do so.
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A system should not have a "steep" learning curve, most things should be easily accessible, but not get in the user's way if he does not chose so. I like the way it says in B-Zar's signature "Things should be simple by default, customizable by preference and changeable by design."
That's probably because his signature is right.
It was "steep when required" (in other words: "flat unless you want it to be steep") vs. "inevitably steep". I should have made that more clear, sorry.
(Also the ESC key is not deliberately hidden, but rather because there simply is no space for it to take up a normal key).
I meant that the Esc key is typically a hidden function since the typical Pandora user interface has no hint to its function (which is a good thing as long as there are other visible means to quit the application that make sense).
[...] making something deliberately complicated seems utterly stupid to me.
This applies to situations where people /
create/ as opposed to /
consume/; "complicated" in the sense of comprehensive. It was not meant to be related to the rest of the usability discussion.
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This post may contain nuts, make you go nuts, or be nuts so important after all.