Closed zepumph closed 3 years ago
We discussed this today, and we like the way that Release doesn't interrupt. @terracoda mentioned that this isn't that vital of an interaction alert, so it doesn't need to interrupt. Furthermore, over in https://github.com/phetsims/friction/issues/231, a shorter grabbed alert will only help the first case explained above:
It works well to interrupt in the case where you pickup the book, and it begins saying, "Grabbed, lightly on physics. . ." but doesn't complete yet. This is a pretty long sentence. If you let go while it is still being spoken, the whole Grabbed alert will be finished before you hear "Released" potentially 8 seconds after releasing.
Closing
I have had this question for some time. It seems like sometimes it is nice for it to interrupt, and others it is very bad. Currently it is not set up to interrupt other alerts.
It works well to interrupt in the case where you pickup the book, and it begins saying, "Grabbed, lightly on physics. . ." but doesn't complete yet. This is a pretty long sentence. If you let go while it is still being spoken, the whole Grabbed alert will be finished before you hear "Released" potentially 8 seconds after releasing.
It works well to not interrupt if you grab the book, and then start interacting in the designed way, you will get temp increasing/decreasing alerts and potentiall break away alerts. If you let go while those were firing you would miss important context, and may be lost.
It is important to note that we are inside of GrabDragInteraction for this decision at the moment, so this will affect all sims (common code).
Up to designers how to proceed. Assigning to @Matthew-Moore240 to get the ball rolling, but we may need a larger conversation too.