[Bf-funboard] Lots of cool ideas on how to improve consitancy, ease of use ect. (with mockups)
William Reynish
bf-funboard@blender.org
Mon, 20 Oct 2003 22:19:15 +0200 (CEST)
Hmm ok.. would you rather have no arrows in the
headers then? I'm not quite sure what you suggest.
I still don't think it will be very confusing or hard
to understand. I'd like to know from everybody what
they would prefer.
--- Thorsten Wilms <t_w_@freenet.de> skrev: > On Mon,
Oct 20, 2003 at 09:26:34PM +0200, William
> Reynish wrote:
>
> > Using an arrow like in the menu header (and in the
> new
> > button windows) is a very common UI convention.
> Even
> > if you dont know it, it is very easy to see what
> it is
> > doing. Here is an example of an arrow used in a
> > similar way in photoshop:
> > http://www.shadeless.dk/request2_psd.jpg
>
> It is a common convention for showing or hiding
> things _below_ the arrow!
>
> Using them for things to the side is wrong, and
> redoing the mistakes because it's already included
> once won't do any good!
>
> > It is a fact though, that currently in blenders
> main
> > menu, they have inverted the arrow. Curently it is
> > pointing right (like this: > ) when they are
> hidden
> > and and down when the menu is revealed. I think it
> > should be the opposite!
>
> Reversing the meanings will make it only worse.
> That's the opposite of consistency.
>
> > To those who think the actual arrow takes up too
> much
> > space I only have two words: Four pixels :)
> Remember
> > that the function is to hide a given menu to save
> > space - the width of the arrow is much smaller
> than
> > the width of the menus.
>
> I'm not concerned of the space the arrow takes with
> hidden menu, but the extra space needed to show
> the expanded menu plus arrow!
>
> Pointing down the arow is 11 x 6 pixels. But you
> have
> to take some margin into account.
>
> Not to forget that any extra control has negative
> impact on overview!
>
>
> ---
> Thorsten
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