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List Info
Thread: Usability review and advice for kdegames
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| Usability review and advice for
kdegames |

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2007-07-24 14:47:47 |
Hi. We are at a point at the kdegames module where we can
use some
advice from the KDE usability experts, before a final review
is
conducted during the beta. Most specifically, we need advice
on the
roles of the toolbar and statusbar, and how to deal with
in-game widgets.
I prepared some screenshots with examples of current
KDE4-alpha games to
help this discussion, as I know not everyone has a recent
build of
kdegames available to test.
The first question is related to the roles of the statusBar
and the main
toolbar. Members of our project have different opinions
about these
standard interface elements and how they can be used more
effectively
for games. I researched this a bit, using
wiki.usability.org:
http
://wiki.openusability.org/guidelines/index.php/Guidelines:St
atus_Bar#Providing_Actions_in_the_Status_Bar
And even the Gnome HIG:
http://developer.gnome.org/projects/gup
/hig/2.0/controls-status-bars.html
The most complete information I found about this was in the
HIG docs at
developer.kde.org.
Maybe it is outdated, not sure. Starting at
http://developer.kde.org/documentation/standar
ds/kde/style/basics/
It has some definitions about common usage of the statusBar
to display
state information about the document being worked on, and
including
somethings we do not do, such as using the first field at a
fixed width,
and letting the others spawn the reminder of the length.
With this introduction in mind, let ,e organize the
remaining of this
post a bit
A) Basically, the main question I have is this: what kinds
of
information and controls (as related to games) are
appropriate for the
statusBar? And what widgets should reside in the toolbar
instead?
We also need concrete advice on how to deal with some
practical issues,
and if what we are doing is compliant with the greater
vision for KDE 4.
These issues are:
B) The specific widget that prompted this discussion is a
new addition
to games in KDE4: a specific way to configure game
difficulty that will
probably be used by almost all games in our module. The
first question
is: where to put it? In its current form it is fixed at the
right side
of the statusBar, and added as a permanent widget. You can
see it here:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability1.png
It fits nicely. However, KGameDifficulty is also an action
that appears
in the menu, and the widget is actually a comboBox that lets
the user
change the difficulty level. See it:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability2.png
When this happens, the game must be restarted, so a
confirmation dialog
box is spawned:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability4.png
According to some informal testing conducted by some
developers,
children found it easier to change the game difficulty when
it is hosted
in the statusBar in this way, making it more intuitive for
them compared
for example with a toolbar or menubar item.
However, I personally feel that this sort of action really
belongs in
the menus (as it is now) and in the toolbar. The rationale
for this is
that I understand the statusBar as a place that reflects the
status of
the application/document, and in the case of games this can
be points,
time or number of pieces removed. So for me it is a place
for
communication from the application to the player about its
internal
status, while the menu/toolbar/content area are the places
for the user
to act on the content and modify it.
Here is another screenshot of a game (KBlackbox) using
KGameDifficulty:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability6.png
It looks nice, and the combo box to select difficulty
probably looks
better in the status bar compared to what it would look if
it were
placed in the toolbar. Is this location a problem as far as
the KDE4 HIG
is concerned?
C) If we decide that it is OK to have the widget in the
statusBar, there
is another factor. Currently it is always present there, and
the
KGameDifficulty action (present in the menu) can not be
added to the
toolbar as well. I assume this is OK in cases like this? Of
would it be
better to have it in the toolbar and under complete control
of the user,
so it could be customized using the existing toolbar
customization
facilities? The statusbar is more difficult to customize
right now, at
least as far as the user is concerned. But this is not a
major problem.
D) As an example of information that was probably not put in
the optimal
position, in KMahjongg for KDE3 we had the game time
displayed in the
toolbar:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/kmahjongg3.png
This did not make a lot of sense, so in KDE4 it is moved to
the status
bar. The same was done in other applications. Is this a
correct move as
far as usability is concerned? Notice that this is exactly
the kind of
advice we need, as we are trying to achieve consistency when
possible,
given the different needs of each game.
E) Some games are experimenting with different methods for
communicating
critical information to the player. We feel that the
statusBar should be
really optional, and some users may choose to hide it. So
information
like GAME OVER and others need to be displayed using a
different method,
while previously the statusBar was used for some of these
messages, and
the player never saw them. The same applies to some prompts
for user
action: we want to avoid modal dialog boxes, and instead
move to in-game
messages. Some examples:
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability7.png
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability8.png
http://www.tabuleiro.com/mauricio/usabilityrevie
w/usability9.png
Two of these screenshots are using a new class in kde games,
called
KGamePopupItem. It does not get in the face of the player as
much as a
modal dialog box, and is dismissed automatically after a
number of
seconds. Is there any usability feedback concerning this
method of
displaying information in-game? Are we in the right
direction?
I think this is all for now, to start the conversation The games
team
will be glad to receive any feedback about these issues! We
really want
to make the controls for common game options like choosing
difficulty
and visualizing highscores more standard, and expert
usability feedback
is crucial for us to get it right.
Regards,
Mauricio Piacentini
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| Re: Usability review and advice for
kdegames |

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2007-07-24 16:40:19 |
Le mardi 24 juillet 2007, Mauricio Piacentini a écrit :
> Hi. We are at a point at the kdegames module where we
can use some
> advice from the KDE usability experts, before a final
review is
> conducted during the beta.
> [...]
> I prepared some screenshots with examples of current
KDE4-alpha games to
> help this discussion, as I know not everyone has a
recent build of
> kdegames available to test.
Thanks a lot Mauricio for this great e-mail. I'm looking
forward to see the
comments...
> C) If we decide that it is OK to have the widget in the
statusBar, there
> is another factor. Currently it is always present
there, and the
> KGameDifficulty action (present in the menu) can not be
added to the
> toolbar as well. I assume this is OK in cases like
this?
Hum... I think this is OK, because it would be too much to
have twice the
difficulty selector in the window... But actualy, I don't
understand why it
doen't work... It worked some time ago and should work,
shouldn't it?... Is
it a bug?
> E) Some games are experimenting with different methods
for communicating
> critical information to the player. [...]
> Two of these screenshots are using a new class in kde
games, called
> KGamePopupItem.
I have small change requests concerning KMines and
KGamePopupItem: the message
is in the middle of the window and hides an important part
of the board. It's
a bit annoying because at this moment, the player wants to
see the solution,
(= where the mines actually are...)
- Could we have the message on the corner? (Like in
KBlackBox ,o) )
- Could it be possible to click on it to hide it instantly
(before the end of
the timer)?
> We really want
> to make the controls for common game options like
choosing difficulty
> and visualizing highscores more standard,
YES!
--
Nicolas
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| Re: Usability review and advice for
kdegames |

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2007-07-25 17:19:17 |
Hi Mauricio, hi Dmitry,
Le mercredi 25 juillet 2007, Mauricio Piacentini a écrit :
> Dmitry Suzdalev wrote:
> >> - Could we have the message on the corner?
> >
> > Personally I'd like to show "GAME OVER"
in center
> > Well, even if I place it in the corner it still
may hover some mines -
> > only the corner ones .
>
> I like it in the center as well for game over... Maybe
you can make it
> 90% or 85% opaque, like the KBlocks one? This can be
enough to let the
> user see the underlying field solution, perhaps...
Good idea!
> >> - Could it be possible to click on it to hide
it instantly (before the
> >> end of
> >> the timer)?
> >
> > I guess no. KGamePopupItem is specifically
designed not to hide while
> > it has the mouse above it - that is so user can
hover the item and
> > read whole message without having it disappear.
> > You think that should be changed?
I think, this is not a problem. This is even a nice feature.
I
don't want
to remove it.
But, why could not the pop-up also disappear instantly IF
the player CLICKS on
it?
As a user, I would try to click on the pop-up message to
hide it, after having
read the message. And today, nothing happends if I click on
the message...
(Of course, if I wait a bit, it will disappear by itself,
but that's not the
point. This is good and should not be changed.)
If the mouse is by chance over the pop-up, the message will
not disappear. But
if the user don't know he has to move the mouse but want to
close the pop-up,
I'd bet he'll also try to click on the pop-up... -> So it
would be nice if in
this case, the message disappears.
That's my wish. Not more. Am I clear? Do you have reasons
against it? I don't
see any... yet!
(For your information, the former class KInformationLabel of
kdelibs did this.
See "Behavior" section in
http://www.google.com/search?q=cache:5QRdaHRZsD8J
:api.kde.org/4.0-api/kdelibs-apidocs/kdeui/html/classKInform
ationLabel.html+KInformationLabel&hl=en&ct=clnk&
cd=3&gl=fr )
> I am not sure this is needed, but if you want to add
this capability you
> could maybe do like the Firefox information bar... Add
a small element
> at the right that can be clicked to close it. Maybe
this element can
> appear only when the mouse is hovered over the
KGamePopupItem?
>
> A rough idea is at
>
> http://www.tabuleiro.com/mauricio/usabilityrevi
ew/usability10.png
>
> Of course, the label needs to be a bit wider in this
case to accomodate
> the close widget. I am not sure if this is needed,
however.
I think this is also a good idea. A bit more complicated,
but why not? It
looks nice.
> Maybe the
> best thing is to reduce the time of the messages to at
most 2-3 seconds
> before they automatically disappear,
We should think about this... The main question is: Is it a
problem if the
pop-up remains displayed because the mouse is over it and
the user doesn't
know this and doesn't move the mouse and just waits...?
Maybe it's not a
problem and we don't need to do anything...
( -> But what about if he clicks on the message instead
of wainting?... ,-) )
> and make it a bit transparent in
> cases like this.
For KMines, yes, I think we need this anyway. Because the
player wants quickly
to see where the mines are located.
--
Nicolas
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| Re: Usability review and advice for
kdegames |

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2007-07-26 07:00:26 |
2007/7/26, Nicolas Roffet <nicolas-kde roffet.com>:
> Hi Mauricio, hi Dmitry,
Hi, Nicolas!
> > I like it in the center as well for game over...
Maybe you can make it
> > 90% or 85% opaque, like the KBlocks one? This can
be enough to let the
> > user see the underlying field solution,
perhaps...
>
> Good idea!
Yup. Done.
> That's my wish. Not more. Am I clear? Do you have
reasons against it? I
> don't
> see any... yet!
Me too . Done
> > Of course, the label needs to be a bit wider in
this case to accomodate
> > the close widget. I am not sure if this is needed,
however.
Me too. (yeah, I'm good at repeatedly typing same words )
I can't fully explain why, but I just have no motivation in
implementing this now .
And I don't feel like it is needed also. Well. If someone
*really*
wants this, he can do it.
But personally I think that it is good just to click . Simple
and cute
> We should think about this... The main question is: Is
it a problem if the
> pop-up remains displayed because the mouse is over it
and the user doesn't
> know this and doesn't move the mouse and just waits...?
Maybe it's not a
> problem and we don't need to do anything...
Have you seen how it is done in amarok?
They have a litle vertical blue indicator - it indicates how
much time
left before widget will
disappear. It is nice, but currently I don't want to
implement this.
It just feels too much for such a small items. Well, perhaps
in
future...
> ( -> But what about if he clicks on the message
instead of wainting?... ,-)
Yes. That might solve the issue.
Btw it is interesting if at least someone on kde-usability
have *read*
our call for help. No answers so far...
Cheers,
Dmitry
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| Re: Usability review and advice for
kdegames |

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2007-07-26 07:23:41 |
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They have a litle vertical blue indicator - it indicates how much time
left before widget will disappear. It is nice, but currently I don't want to implement this. It just feels too much for such a small items. Well, perhaps in future... With Nicolas, at the akademy, we talked also about the idea to do a nice "you win/you loose", nice looking and graphical, merged with the hightscore, but for after (aka
4.1 or 4.2...). Current message is fine for 4.0, especially if every game use it (and not the status). Just something: how can i change the color?
> ( -> But what about if he clicks on the message instead of wainting?... ,-) Yes. That might solve the issue. The "click to close" is fine enought yes.
Btw it is interesting if at least someone on kde-usability have *read* our call for help. No answers so far... 
There are very low activity, same one IRC. :(( For us, I hope to finish a kdegames39;s HIG draft this week-end (based on akademy/IRC/Mailing-list talks).
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| Re: Usability review and advice for
kdegames |

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2007-07-26 08:05:56 |
2007/7/26, Johann Ollivier Lapeyre
<johann.ollivierlapeyre gmail.com>:
> especially if every game use it (and not the status).
Just something: how
> can i change the color?
Well, there are two methods: setTextColor() and
setBackgroundBrush().
Default colors are picked from KColorScheme as Matthew
suggested.
> There are very low activity, same one IRC. :((
> For us, I hope to finish a kdegames's HIG draft this
week-end (based on
> akademy/IRC/Mailing-list talks).
Great!
Dmitry
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| Re: Usability review and advice for
kdegames |

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2007-07-26 10:26:46 |
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Well, there are two methods: setTextColor() and setBackgroundBrush().
Default colors are picked from KColorScheme as Matthew suggested. Fine. As far as i know, the KDE colorScheme will be changed with oxygen color for 4.0, so i leave that for now.
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| Re: Usability review and advice for
kdegames |

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2007-07-27 03:19:15 |
2007/7/27, Mauricio Piacentini <mauricio tabuleiro.com>:
> Yes, not need for the close box, it is nice as it is
right now. Simple,
> cute and effective.
Glad you like it.
Then let it be ;)
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| Re: Usability review and advice for
kdegames |

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2007-07-27 04:27:37 |
Le vendredi 27 juillet 2007, Mauricio Piacentini a écrit :
> > Me too. (yeah, I'm good at repeatedly typing same
words )
>
> And it is perfect now, with both changes. Nice!
Yes, thanks for the changes. The possibility to click on the
message is also a
good thing (IMO) for KBlackBox!
--
Nicolas
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