[Bf-funboard] UI Mockups
syzygy6 at gmail.com
Sun Sep 29 18:58:14 CEST 2013
Privilege is a fun social studies buzzword these days ain't it?
For your neophyte 3D modeller, information is just as well obfuscated by
noise as by literal obfuscation. Presently, the Blender interface features
both: In a given layout, users are forced to scroll through massive lists
of functions with obscure technical names and ill-labeled buttons. The
distinction between noise and information is fuzzy, but whereas postmodern
philosophy is sloppy and ill-equipped to make that distinction, rigorous
testing can define functional boundaries in a pinch. After reading a couple
dozen philosophy journals quibbling about "what is thought" and reaching no
meaningful conclusion, and then reading a handful of neurology papers that
defined very practical tests and carried them out with quantified data, I
think I know which camp I prefer.
On Sun, Sep 29, 2013 at 12:23 PM, Troy Sobotka <troy.sobotka at gmail.com>wrote:
> On Sep 28, 2013 9:49 AM, "Jude Jackson" <syzygy6 at gmail.com> wrote:
> > That said, in any given task, I much prefer to have a balance that
> > minimizes clutter and maximizes information.
> Apologies for eavesdropping in here.
> It should be noted that the above statement leans heavily on the bias of
> privileged language. Both ‘clutter’ and ‘information’ occupy unique
> non-neutral positions within Eurowestern language, with positive and
> negative biases. The hidden complex definitions behind their facades steer
> the conversation subtly, without an analysis of the communication.
> Who draws the line at what is useful (‘information’) and what is not
> (‘clutter’) is the precise design question here, and the solution is not
> nearly as clear as the language would suggest. Hence they are privileged,
> defined by the wielder.
> The two design terms being discussed here, as is likely well known, are
> Progressive Disclosure and Discoverability. As a general rule, the pair
> tend to operate as a polemic - pulling against each other.
> The only answer to many of these questions is often to examine the precise
> context as to who is utilizing the design. For example, what is ‘clutter’
> and ‘confusing’ for a neophyte 3D modeler may be an infuriating obfuscation
> of information and additional interface efficiency lost for an experienced
> professional. Even within this ontology, there are surely other traits of
> people that put the design goals at odds with each other.
> Apologies again for eavesdropping. My concern was that the discussion was
> becoming somewhat skewed by the classic bait words of privileged language.
> Somewhere Foucault is doing a facepalm...
> Further Reading:
> Easy, Intuitive, and Metaphor and other Meaningless Words
> Simplicity is not the Answer
> “The single biggest problem in communication is the illusion that it has
> taken place.”
> With respect,
> Bf-funboard mailing list
> Bf-funboard at blender.org
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