[Freeciv-Dev] Re: Designing a new city dialog
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Firstly, I want to thank you for these early comments :)
On Sun, Mar 04, 2001 at 07:36:08PM +0000, Vasco Alexandre Da Silva Costa wrote:
> It's nice that someone is taking the trouble to redesign some dialogs.
> But the city dialog isn't the worst of them i'm affraid. This redesign
> you made has some rather serious usability problems IMO:
>
> The tasks that ppl usually use the city dialog for should be more easily
> acessible that other tasks. This includes (in order of importance) from
> my point of view:
>
> Unit selection, etc.
There is no space for them, so they must be on their own page. Anyways,
it's better than having many buttons which open new windows each.
> Changing worker placement/specialists. (this is ok in your design)
> Changing production.
Shouldn't be a problem, with one click you are in worklist.
> The sale of city improvements etc.
This should be okay for you too!
> No keyboard accelerators.
Yet! It's not by no means finished.
> === More stuff
>
> The worklist is confusing. Which list is the production list? The one in
> the right or the one in the left? There are no labels whatsoever. There
> is this multitude of buttons not of all necessary. I guess that's the
> reason more people don't use worklists: the usability of the worklist
> dialog stinks big time. I know it wasn't you who made this but since it's
> a redesign these issues must be solved.
I have planned to add frames there (see my original design).
> What the hell does the "act" button in the units present list mean? (I
> know it's activate all units but you must agree not everyone would).
"Act" is temporary, of course. I'll remove it and add new menu for
unit list commands.
> Before making a design and worrying of using "pretty" widgets like tabs
> etc think yourself: if i played using this design would i feel annoyed
> with something? is there some way the design can be improved in usability
> terms?
Of course. I wouldn't be pleased to play with unfinished city dialog ! :-D
> Looks aren't everything. Try playing a few games with your design to see
But practicality is, and that's the reason I began with this.
> if it fits. If it doesn't change what you didn't like. I did these kind
> of mistakes too in the past but in the end i had to redesign them. Since
> you're redesigning the dialog anyway why not do it now? It's not a good
> idea to add a new design that's prettier than the old one but more
> unusable.
It is now, but I quess it wont be...
> We sort of copied the CivII design which is quite nice in terms of
> usability in this dialog IMO. But our city report dialog is better.
>
> One other thing: i dunno if you're using Glade but if you are:
> We don't want to depend on Glade for compiling Freeciv. IIRC Glade has
> some option to output C code and we'll have to use that when it's folded
> into CVS. In the meantime you can use the method you're using now since
> rapid prototyping is more important.
New citydialog is gtk-only, so no glade libraries are necessary.
> Don't despair! All of the things i mentioned can be fixed more or less
> easily. :-)
Yep :)
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