Changes between Version 2 and Version 3 of UIGuidelinesForShift/2009-04-02


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Timestamp:
05/08/09 22:15:32 (16 years ago)
Author:
danvisel
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  • UIGuidelinesForShift/2009-04-02

    v2 v3  
    11[[BackLinksMenu]] 
     2 
     3(This was sent by Milo 2 April 2009.) 
    24 
    35= Sophie 2.0: Application Interface Design Concepts = 
     
    8587  * Preview palettes - contain only preview (text or media) and no controls   
    8688 
    87 Button  
     89=== Button ===  
    8890Buttons trigger specific functionality. This may be  
    8991  
    90 Bound Control  
    91 A Bound Control gives the on-the-fly changes functionality. This means that changing a property/group of properties is done immediately, without clicking Apply or OK buttons. All of the changes can be undone. 
    92 Bound controls are part of huds, dialogs or palettes.   
     92==== Bound Control ==== 
     93 * A Bound Control gives the on-the-fly changes functionality. This means that changing a property/group of properties is done immediately, without clicking Apply or OK buttons. All of the changes can be undone. 
     94 * Bound controls are part of huds, dialogs or palettes.   
    9395 
    94 Halo  
    95 Halos are icons that invoke HUDs or some functionality. Different items in Sophie have different kinds of Halos. 
    96 Halos are showed when an element (book element) is selected. Displaying halos is relevant with what can be done with this element (book element).   
     96=== Halo ===  
     97 * Halos are icons that invoke HUDs or some functionality. Different items in Sophie have different kinds of Halos. 
     98 * Halos are showed when an element (book element) is selected. Displaying halos is relevant with what can be done with this element (book element).   
    9799 
    98 HUD  
    99 HUDs are windows that provide information and control for a specific type of object. 
    100 HUDs are triggered by Halos.   
     100=== HUD === 
     101 * HUDs are windows that provide information and control for a specific type of object. 
     102 * HUDs are triggered by Halos.   
    101103    
    102 Work Process 
     104== Work Process == 
    103105The list above is neither complete, nor accurate. The most important thing that we need to define is how we are going to proceed. We need to build the following: 
    104 Kinds of visual elements - such things as Flap, Tab, HUD, MenuItem etc. 
    105 Application structure - tree of visual elements. 
    106 Behavior and appearance of each visual element kind. 
    107 Specific / concrete visual element appearance and behavior. 
    108 Appearance and behavior of the whole application.  
     106 
     107 1. Kinds of visual elements - such things as Flap, Tab, HUD, MenuItem etc. 
     108 2. Application structure - tree of visual elements. 
     109 3. Behavior and appearance of each visual element kind. 
     110 4. Specific / concrete visual element appearance and behavior. 
     111 5. Appearance and behavior of the whole application.  
     112 
    109113It is not hard to see that (2) and (3) depend on (1), (4) and (5) depend on (3) and (2). With this dependencies, it is reasonable to assume, that we should attack (2), and (3) after we have at least basic idea/agreement on (1), and we should attack (4) and (5) after we have at least basic idea/agreement on (2) and (3). 
    110114 
     
    112116 
    113117Based on this, I suggest that we work the following way: 
    114 Increase the communication  
    115 We should continue having meetings regularly 
    116 However, meetings with all the participants, can not be frequent/effective enough, so either we should have meetings with less people, or some of the communication can just be done by mail. 
    117 Since Shift Global needs lots of information, it is best to just request it from us, so that we can provide it quickly.  
    118 Show / discuss drafts.  
    119 In order to reduce the amount of work, it is better do discuss partial designs, drafts, etc. This way Shift Global can send us wire frames, incomplete interaction descriptions, etc, so that Astea can provide early feedback. 
    120 The same way, when Shift Global needs some information that is not yet fully specified, Astea can send a draft, with approximation of what should the final product have. 
    121118 
    122 Define the schedule.  
    123 Since both sides have finite amount of resources, it is a good idea to define a schedule or number of iterations with specific dates and goals. This will clarify the responsibilities of both sides. 
    124  
     119 * Increase the communication  
     120  * We should continue having meetings regularly 
     121  * However, meetings with all the participants, can not be frequent/effective enough, so either we should have meetings with less people, or some of the communication can just be done by mail. 
     122  * Since Shift Global needs lots of information, it is best to just request it from us, so that we can provide it quickly.  
     123 * Show / discuss drafts.  
     124  * In order to reduce the amount of work, it is better do discuss partial designs, drafts, etc. This way Shift Global can send us wire frames, incomplete interaction descriptions, etc, so that Astea can provide early feedback. 
     125  * The same way, when Shift Global needs some information that is not yet fully specified, Astea can send a draft, with approximation of what should the final product have. 
     126 * Define the schedule.  
     127  * Since both sides have finite amount of resources, it is a good idea to define a schedule or number of iterations with specific dates and goals. This will clarify the responsibilities of both sides. 
    125128 
    126129Overall, I am very happy with the initial interface design. I know that programmers and artists think in slightly different ways, but I see that Shift Global have very talented people, and I am confident that we will figure out the best way to work and to produce a really nice product.