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Radiant Dash Feedback / Issues Thread #727

Open ProbablePrime opened 4 years ago

ProbablePrime commented 4 years ago

Congrats on shipping the dash. Here's the minor items I mentioned. These are all Minor.

Once again these are all minor and some are being addressed as the dash rolls out. I want to log them so that they are not forgotten.

sirkitree commented 4 years ago

I agree with many of these. Here's my top issue (if I'm permitted to pile on):

Frooxius commented 4 years ago

Thanks for feedback! One thing I should note is that things are in flux right now. As more pieces of the UI are reworked, they'll be moved around into better places, but it's going to be a bit weird in some places while it's a mix of old and new. Also as the pieces are reworked, you'll be able to rearrange the UI to suit you and your workflow better.

For the Status facet, I'll have Coffee make a better version of it with icons and so on, so that should improve soon!

I'm not sure where exactly would be the be options for saving world. On the home screen they don't make as much sense, since it's more of a thing for building, so I don't want to put them there. Having them in a place that relates to the open world made most sense for now.

For the exit screen, I do plan on having it actually list worlds the user has open and asking if any of those should be saved. Essentially the equivalent of "These are your unsaved documents" screen. But for now it's just these two options.

I'm not fully sure what to do about users thinking the exit button closes the dash. Any suggestions there? Is this going to be a big problem? If user clicks it, they'll see "Exit Neos" screen, so that should clear any confusion quickly anyways.

For the trigger pull, that's not too specific to the dash, but UIX in general. Dash is using those systems, that might be better as a separate general issue to provide partial-pull interaction for UIX.

UI sound category sounds good! That'll be easy to add too.

And the popping out is going to be naturally possible with facets! The old inventory is still there if you want to share that one. Session menu wasn't poppable before though. I can add buttons to pop the old world browser though if that's commonly used for now.

Frooxius commented 4 years ago

Oh I also completely forgot, the contract and color issues video would be very helpful! I'm not fully sure which parts are going to be problematic and which won't be.

One thing I'd like to add later on is support for the WCAG 2.0 guidelines that you showed me a while back. That way it's supported at the code level when UIX styling is implemented, so it can be enforced automatically by having it simply adjust the provided colors.

Frooxius commented 4 years ago

I think I have a good idea for the open/close dash problem. What I'd do is make a simple button facet, that's going to be pinned to a permanently visible location in the user's playspace (aligned with the user, so it's always in front of them). It will allow opening and closing the dash.

It will always be present, even if the dash is closed. Once the user learns the button and wants it to go away, they simply enable the UI edit mode and remove it, so advanced users won't be bothered by it all the time. What do you think?

shiftyscales commented 4 years ago

That could work- I think having a button like that will eventually prove mandatory anyway if we want to have touch/hand-only interfaces, e.g. using the Leap, or Oculus hand-tracking as an input method.

I do think there will likely be some new users that will want it hidden though (especially if it's always visible), but aren't necessarily going to want to adjust much else about their UIs. Especially if it's the only thing that's visible when the dash is closed as it'd lower immersion.

Reiko9 commented 4 years ago

PLEASE.... Just for a Comfortable Impression to New-users make the Dash window Slide Up and Down to Minimize/maximize whenever users Toggle it with a Button press. In other words say if the Inventory button is Selected and "Glowing-Blue" and I click the "Glowing-Blue" Inventory button, then the GUI window slides down and is hidden.. (Except the Toolbar with its buttons)

While the Context menu press on the Left-side of my head to Hide the Entire GUI works, if I am working on a world and Wish to see message notifications on my friends list and quickly access my inventory I need the Toolbar visible.

New-users will not know about the Context menu held to Side-of-head shortcut and will wonder how to Minimize the GUI that is covering their view...

Also it would be Great if we could Enable seeing Messages on Tiles from Friends in a Similar way to how we can see whenever a friend Logs-in. (That Green tile with White text that floats in front of you) (As of right now I only know if someone sent me a message from the friends list button...)

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Reiko9 commented 4 years ago

Clapping Hands (Gently preferably) can Open & Close a GUI on systems with No Buttons... Other more complex hand-gestures could work, but this one is easy to explain across many cultures and languages... https://www.youtube.com/watch?v=9y1yr9NgoP8&feature=youtu.be Leapmotion Demonstrated back in 2016 that even a ThumbsUp Gesture could be reliably detected and used for something like opening a GUI....

shiftyscales commented 4 years ago

You don't need to use the gesture in which you hold the controller up to your head any longer, @Reiko9. That was the purpose of introducing the dash in its current form. For Oculus Touch/Index users, you have a dedicated button to open/close the dash. For Vive/WMR, it is a long-press of the context menu to do so.

Once workspaces are added, and users can create facet containers, and place them on their avatar, etc. it'll be possible to have always-active bits of UI that could expand when interacted with if that's the desire of how a user wants to configure/customize their UI.

Designing the UI to be interacted with entirely controller-free would be something that could come at a later date, and isn't related directly to the dash itself.

Reiko9 commented 4 years ago

@shiftyscales I was trying to convey... That on a system with No Physical Buttons... Like (Leapmotion/Quest hand tracking) you could use a Hand-Gesture to Open/Close the GUI so you do not need a floating button on your Vision to open it... Some users may prefer a button on their view and some will want their vision entirely clean of gui elements at times.. Thankfully users do not demand this functionality yet... sorry for the confusion...

shiftyscales commented 4 years ago

I understood that point, @Reiko9. I'm just saying that is a separate issue/isn't directly related to this thread/GitHub issue. That'd be something you should request separately (more specifically just controller-free/Leap-only control options for Neos rather than specifying any one piece.)