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Re: [Ayatana] Fwd: Re: Global menu in Oneiric Ocelot (11.10)



Disregarding the design for a moment, isn't the underlying problem that the interface is supposed to support a wide range of vertical resolutions, but doesn't?

I also have a 1920x1080 screen and I think want this layout badly, but I also see your points on this being a mess on a smaller screen. Conversely, if it was made to fit tablets or low-res screens it'd look diminutive on a big screen.

A quick mind-fart: how about making Unity detect vertical resolution and adjust dock-width accordingly on first run? It could even out the extremes and make it easier to make the interface appear alike across different resolutions; then again it the discussion would be between lowres-people having their launchers too small and hires-people having their launchers too big.

2011/5/24 Niklas Rosenqvist <niklas.s.rosenqvist@xxxxxxxxx>
As an addition to the reply to Ed Lin:

Imagine when the launcher gets overflowed with launcher so that it stacks them at the top and bottom, how would this work together with your design?

2011/5/24 Niklas Rosenqvist <niklas.s.rosenqvist@xxxxxxxxx>
2011/5/24 Ed Lin <edlin280@xxxxxxxxx>
A very rough sketch based on your image and parts scraped from google images...
http://i.imgur.com/WMLYk.png
I understand your idea but to me it feels like a last resort "make it just work" solution.

1. It takes up a really big part of the launcher. The mockup is based on a screen with 1050 px height so on smaller screens it could take up a majority of the launcher. 

2. None of the items are separated from other launcher items visually (which I understand is the idea with it). This would probably be confusing for new users since they will act differently than other launchers and IMHO visually look bad. The "icons" will be dynamic, the icons within icons (e.g. wifi, sound, battery) will be really hard to make look like they're there because a thought through design choice.

3. It will completely rule out standard third party applications.

4. If a regular launcher have a black icon, it will be totally confusing.

Not to be rude but there must be a better way to solve this than with this design. It's not bad to make different elements of the OS look different, often it's a plus.

2011/5/24 Ian Santopietro <isantop@xxxxxxxxx>
Why can't we let the top panel stay and hold the indicators?
The top panel takes up a lot of vertical screen space and with it it's harder to design interfaces for third party applications which are based upon Fitt's law since they cannot use the top screen edge, which often holds many of the most important elements of an application UI. That's just some of the reasons.

2011/5/24 Ed Lin <edlin280@xxxxxxxxx>
A very rough sketch based on your image and parts scraped from google images...
http://i.imgur.com/WMLYk.png

On Tue, May 24, 2011 at 9:03 PM, Niklas Rosenqvist
> 2011/5/24 Ed Lin <edlin280@xxxxxxxxx>
>> I hope I cleared that up as above. I probably should do a mockup
>> myself (if have time...)
>
> I would very much like to see that, I'm having some trouble visualizing your
> idea and this would help me greatly!
> 2011/5/24 Henrik Peytz <henrik.peytz@xxxxxxxxx>
>>
>>
>> 2011/5/24 Ed Lin <edlin280@xxxxxxxxx>
>>>
>>> I hope I cleared that up as above. I probably should do a mockup
>>> myself (if have time...)
>>
>> If you guys don't mind, would you make a full desktop-mockup of the ideas?
>> It's always nice to see how people see it fit into the greater whole. One
>> thing is how the indicators will look, another is how the desktop will look
>> without the current indicator being where it is now; perhaps it'll open up
>> new possibilities, etc. ^^

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