Closed Maschell closed 1 year ago
Hmm, maybe I'll try my hand at mocking up some ideas for this.
It's a mockup I build, all the objects are separated I just put them in place for showing porpouses.
Tabs The tab "Installed plugins" is selected in this example, you can cycle between it and "Available plugins" with ZL-ZR it's more intuitive than pressing left-right in the D-Pad IMO. The selected tab is brighter too.
I have a version where the plugin gray frames are fixed to the background, I think it's up to @Maschell decide if he will go with scrollable setup, I have those same gray frames separated too :)
Highlighted Frame
X button turn ON/OFF the plugin, you can touch the area too to change it.
Y button open a window (not done yet) to select plugin specific settings.
minus button delete the plugin
Background plus button "Apply patches" is fixed to the background HOME button "Home" is fixed too
Notes Would like to know what's the most efficient route to take regarding highligth frame in this case, create the whole .png in both versions ON and OFF? or just replace the ON/OFF banner? The same apply for the gray frames, they should only display the ON/OFF status IMO, and the other options would only apear when it's selected (highlighted frame)
If someone is interested in messing around with this template please DON'T use this mockup, contact me and I will give you the .psd template
I did some work as well on an interface here, mine is a lot more rough, but I was more interested in trying to make a UI design as opposed to finalized graphics. I spent a few hours thinking about how a UI would work and flow well and I like what I came up with.
Some pros to my layout:
Touch/Wiimote Pointer Controls:
Button Controls:
I haven't mocked up the "Info" or "Configure" menus yet, but it shouldn't be hard. I haven't mocked up the Plugin Store yet either, but I'd imagine it'd be a scrollable menu with larger boxes including the icon and short description, similar to what @cucholix above did for the main UI instead.
As for credits, I figure that can just be tucked away into the settings menu for the plugins loader, think back to how USB Loader GX did credits for that. You could also display the current loader version on the credits page and play custom music like ULGX did there too if you wanted.
Decided to mock up the information page now. I also updated the above post to be much more easy to understand.
As you can see on the right there, there's a close button, update button, and a trash button.
On a Wii U Pro controller or with Gamepad buttons:
You'll notice the "for details" line is cut off. This is because this text will automatically scroll after about 5 seconds, when it reaches the bottom, it will stop for 5 seconds before jumping back to the top, and waiting another 5 seconds before scrolling again.
At first thanks to both of you! That was really quick. Here a some thoughts from my side:
@cheatfreak47 I like the idea of this pop-up menu on the left side, but the text/icons maybe a bit too big? I see the idea of having it optimized for touch, but this is still a 6,2" screen (low res and big screen is a bit weird). The information page mockup looks better, this is really good, I like that.
@cucholix The way how the "list items" look is really stylish in my opinion, but I don't like the scrollbar on the side. I think an actual bar fits better than the buttons. Settings would also be the point where you can see more information (maybe more text of the description, the version, build date)?
Maybe combining both would be cool. The list items from @cucholix and the idea of the popup menu on the left side!
@Maschell The size of the buttons on the pop-up side bar would be variable based on how many buttons need to fit, they could go as small as the buttons for "info" and "settings" on the list before it becomes troublesome for wii pointers, I just could only think of 3 menus or buttons to put there so I made them larger to fill in the sidebar.
One idea i thought of looking at @cucholix's thing is adding a button to the sidebar for the github page, which you could maybe have open in the Wii U Browser if that's a supported interface with the Wii U browser, not too sure.
About my list view, maybe the text and plugin indications themselves could be made a bit smaller, but I fear that making the buttons smaller will make them more difficult to click with the Wii Remote pointer, which was something else I took into account by testing it visually in the browser.
One of the problems I noticed immediately with @cucholix's mockup is that the text for the descriptions is just a bit too small for the Wii U gamepad screen. It's still possible to read it of course, but in the same way it's possible to read the labels on the back labels of shampoo bottles. It's really really tiny, so maybe if that could be bumped up size wise, it could work well.
I'm also not too keen on the giant orange bar stretched across the top, and the background, while stylish for sure- is too detailed as is for clear visibility on the gamepad with it's lossy video compression used, it ends up looking quite blurry.
@cucholix i'd kind of like to see your take on my list and side-bar mockup, given your great sense of style when it comes to design. If you could find a way to work the icons into the list entries for the list view that'd be pretty cool.
@Maschell I agree with the idea of a bar instead buttons it give us more free space in the right side too, I also like the side-bar, but IMO it would fit in the whole composition at the right side, in my mockup at least. Regarding the info we can add a touchable "i" icon near the app icon that is triggered with the left stick click too, that way we access to a new pop up window that show more detailed info about compilation date, version, etc... I'm not fan of clutter the the frame any further. The Settings button is just too important for each plugin to mixing with other info IMHO, at the same time not all the plugins have options =p, so I'm not quite sure either.
@cheatfreak47 I just saw the description text of my mockup in the gamepad and it's tiny, maschell mentioned that a possible solution is that the text autoscroll when you highlight a plugin, so it shows completely independent of the length. The text in the mockup is just a placement (in fact all the text, except github/twitter lines) so maschell always can adjust text size via software.
Now the side-bar what would contain? It should be global settings, it would be ideal to set plugin order for example, credits stuff, external links and whatnot.
I really like what you guys are coming up with from a user perspective, and want to offer a few thoughts of my own. Both mockups here have some really good ideas going on in terms of looks and touch-friendliness, but I feel like there is still a bit left to be desired. I think there are a few things to be learned from Nintendo's menus, or general good UX practices:
List views These are the list views for replays and music in Smash 4. Ignoring the stylized design, there are some really cool things going on here. The list on the right, with info for the selected item on the left, is a really nice balance between overview and detail. It's visually pleasing, easy to read and very functional. This removes the need for a popup/separate screen for details about a plugin, just slap all that in the area on the left. Buttons or checkboxes for plugin settings? They can go there too! Also, notice the implementation of a relatively slim scroll bar to allow for quick scrolling, and tabs/sorting methods that can be cycled through with L/R. Everything can also be touched or pointed at, meaning any controller will work, even the wiimote which has like half the buttons of other controllers.
Context menus Again, the lists in Smash 4 are great examples of a good implementation. Consider for a second the list views from above, with key information and buttons on the left and the list itself on the right. How about less frequently used functions, like "Delete plugin", "Verify files", "Check for updates" or similar? Bam! Right-click style dropdown menus are nice and dynamic, and should feel familiar to anyone who has used a GUI in the past 20 years. A scrollable one will never run out of space, so there's practically infinite room for activities. Another alternative is the Apple iOS style context menu that scrolls in from the bottom, like so: While this is closer to a pop-up it still feels less intrusive and is highly functional, allowing quick access to lesser-used functions. This style allows for bigger buttons, without necessarily feeling like a Doro phone. The wider aspect ratio of the Wii U menu would allow for items to be side-by-side here, more grid-like and less list-like.
Global settings If there are tabs, have a separate "Settings" tab. If not, bind it to a button on the controller, like minus. Having a drag-in drawer-style menu to get to the button that takes you to the settings menu sounds really clunky.
Consistent button mappings This should be obvious. The mock-up proposed by @cheatfreak47 involves a lot of nice functions, but seems to be made with a "touch first" kind of approach, with controllers being an afterthought. My biggest gripe here is the idea of using the B button to click-and-drag plugins in the list. Literally every menu I've ever used on the Wii U, no matter if it's on the Home Menu, in a game or in a homebrew app, has the B button as "go back". Every console menu I have ever used has always had a consistent back-button. Changing this is a bad idea, it goes against everything every menu has been teaching users since the dawn of menus. If moving items in the list is press-and-hold A with touch or a pointer, then it should also be press-and-hold A with a controller, or a clearly communicated separate button. If X means "show dropdown" on one screen, it shouldn't mean "go back" or "check box" on another screen.
Ease of use This is a big one. Having a menu for such a complex task as managing plugins on the Wii U gamepad means there are a lot of functions to implement and not a lot of space for them, but the solution isn't necessarily to map every function to a different physical button. When was the last time you needed to use ZL on a menu screen? An optimal setup would involve nothing but the Dpad/left stick/a pointer, A, B, L, R and Plus. If you really need to be able to any% speedrun the menu then let people enable the extra button bindings in the settings somewhere, with maybe a quick screen to explain what the buttons do. If your menu needs a tutorial screen to learn what all the buttons are, it's probably not a very well designed menu.
I'm not great at actual graphical design, but here's a written mockup of what I would think is a mostly good user experience for the plugin loader.
The layout should be very simple, consisting of three main parts. There's a header, a body and a footer. Very straight-forward stuff.
Header The header is relatively slim, and spans the entire width of the screen. It contains the three tabs of the main menu, which are labeled "Plugins", "Enabled" and "Settings". On the far left and right there are small icons of the L and R buttons, indicating that the tabs can be cycled through with these buttons. The tabs are touch-enabled, meaning they can be accessed even with input methods than don't have the L/R buttons. The currently active tab is indicated in some way, like it being brighter and its label being bigger and bolder than the other two.
Footer This contains basic information for the user, such as what button does what right now and eventual other things that fit such as a clock. The footer is never interactive, it's just an info display.
Body This is the meat of the view. The contents of the body are determined by the currently active tab, and are always interactive.
Global controls These are kept to a minimum. A button, maybe the plus button, closes the loader and enables the plugins in the desired order. Pressing this button opens a prompt asking the user if they want to load the plugins. This prompt can be disabled in the "Settings" tab. The HOME button closes the loader without enabling the plugins.
Here's my idea. The orange circle in active plugin screen means that there's an update for that plugin.
-Animation preview-
Hi there.
Maybe I am to late to the party, but wanna share some ideas, a little bit inspired on the Switch UI. This are only wireframes, of course.
This one is the homepage. The idea here is to be able to re-arrange the execution order of the active plugins, and to enter to a plugin to enable, disable or change its options. The plugin store can be entered the same way as any other plugin, but instead of loading the plugin setup view, it will load the plugin store itself. The plugin list is an offset carousel, and the re-arrange option on the bottom will only appears if the user is over an active plugin.
Then, we have the plugin options screen. I'm sure this can be improved talking the amount of information available to the user.
If the user selects the plugin store...
If the user selects a plugin for download or manage, in the plugin store...
Hope this helps in some way.
It's time to create proper GUI! Now we have a fair amount of plugins and it would be cool to have something to activate/deactivate them!
I'm a really bad GFX artist, so I hope some of you have some cool ideas. Please consider NO limitations when creating a mockup. It doesn't mean something is impossible when you haven't seen it on the Wii U yet. Animations are cool, new GUI elements are cool!
So these are my current ideas.
General:
Content:
At first I maybe should write down the (planned) features of the WUPS. This might change, but should be a solid base.
Plugin overview:
Plugin order:
Plugin updating:
Updating plugin loader:
Options:
Credits:
I would be cool to have as many ideas as possible. This way we can have the best user experience.