Missing a narrative connecting the different types of 2D output–why were some examples included and others not?
Chapter assumes everyone has fast internet, talk about how to design for slower speeds and other factors besides expressiveness
“Having parts of interfaces move required careful management of the position of interface elements over time, and these were incompatible with the notion of view hierarchies determining element positions at all times.” – student wants explanation on why moving parts are incompatible with view hierarchies. Also would be good to remind readers of what view hierarchies are +1
Talk about ink-based screen displays, like Kindle, and how they’re different–do they also use LEDs?
Talk about how different fonts can help people with dyslexia and other impairments
Talk about plasma screens and why they differ from LCDs in technology as well as history
Section on data doesn’t seem like it logically fits with the other sections, it seems like data viz uses all the above components. But surely it’s not the only application using all the above components…
How does Moore’s Law play into the abilities of 2D?
Expand the graphic section to include other important graphics settings, like DLSS
Talk more about display implants
Talk about the Samsung foldable smartphone
Expand the displays section to cover big screen, mobile, projector technology and how they each work
Remind readers how much emphasis is put on vision and the ability to see. Graphics relies on our ability to see light, depth, texture, etc.
Change operating system steps to numbers instead of bullets
Include a use case for why designers should know how pixels and graphics work
Student says: "And researchers continue to innovate in these spaces, including in screen technology itself" — this appears to somewhat contradict a point made in the chapter on Touch input, which stated that there is not much motivation to innovate in the world of touch screens. I understand that there may not be much innovation occurring in the INPUT technology, but I would think this also directly [affects] output technology? And if this is true, I'd love to have this explained further with the chapter.
The login screen shake animation is one of few widely used animations. What are other examples of widely used animations for UI?
Have people studied the benefits and drawbacks of using animations in UI?
What advances are needed in hardware technology to prevent sickness from animations?
Visuals
The image attached with the caption “I, Boffy b (CC-BY-SA) Common dimensions of typography” is unviewable in dark mode
The D3 image example wasn’t clear what it was illustrating. A description would help
The cathode tube section is not helpful to people who don’t have a science background. The image of the tube could be replaced with something more helpful, like a schematic or video
Have an image showing what these things are: "interaction techniques for seeing relationships in data, including selection, filtering, brushing, linking, focus, facets", some are not obvious
Add an illustration for the graphics explanation section
Have a visual on how much the technology for displays changed from CRTs to liquid crystal displays
Include a picture of how the cathode ray tube translates into a display. If they are large and heavy, it’s hard to imagine how that would fit into desktop displays
Have video explainers for how different types of displays work
Include images for double-buffering and sub-pixel rendering like the anti-aliasing one
Definitions
Chapter doesn’t define 2D or distinguish it from 3D +2
Chapter doesn’t explain data viz. Would be nice to have an image example
Constraints in animation section wasn’t clear
Grammar/typos:
Weird formatting at the end of “a structure suitable for visualization”