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





On Fri, Jun 17, 2011 at 12:43 PM, frederik.nnaji@xxxxxxxxx <frederik.nnaji@xxxxxxxxx> wrote:


On Fri, Jun 17, 2011 at 12:10, Thorsten Wilms <t_w_@xxxxxxxxxx> wrote:
On 06/17/2011 11:14 AM, frederik.nnaji@xxxxxxxxx wrote:
But obviously our interaction hardware is
aiming at immediacy, correspondence, rather than symbolic crypticism or
text-driven menu-isms.

I can only guess you must be referring to (multi-)touch surfaces. But that's an addition, not a replacement.

yes, i thought of that, and i thought further, as you did:
what i'm trying to imply is rather that interaction is becoming more immediate, which includes a stronger emphasis on pointing devices, where keyboards are becoming more and more a pool for "click modifiers".

An unfortunately not so successfull attempt was made be the Mustux/Protux team a decade ago with the so-called JMB - Jog Mouse Board, and Blender is also another example, or Ardour, where you point with the mouse and press a key to perform an action.

So I'm not trying to say everything is going "multi touch", even if it does happen to be a strong trend nowadays, i'm rather thinking along the lines of interaction is focusing more and more on the object of your interaction, and less on some distant menu at the edge of the screen.

Your regular ILM engineer would surely appreciate such a development, on the long run.
 
Keyboard and mouse are still great to have for word processing, graphics, CAD and so on. The nature and quantity of required or useful commands and options in such fields hasn't changed.

Yes, i think so too, whereas word processing would be the only example here which would fit the target audience of the interaction environment we are discussing.
How CGI engineers use menus and $ 15.000 CAD suites is more of a specialized problem outside the topic at hand imo.
 
So a menu-button would be a good step towards making the interface
perceptively simpler.

The perception is not limited to a first look. It includes what happens during interaction. In this sense, hiding something only to reveal it at some point does not make anything simpler.

agreed.
But the first look will be all the ordinary user will ever get, and the less cluttered the "first look" is, the simpler the interface appears, which makes it easier to use already.


A beautiful example of a menu button:
http://lh5.googleusercontent.com/_1QSDkzYY2vc/TdFlT_A0vxI/AAAAAAAAEco/lWRn14SImeo/s500/mockups%20menu-experiments%20eog-menu-experiments.png
http://lh4.googleusercontent.com/_1QSDkzYY2vc/TdFsJwK3UPI/AAAAAAAAEcs/Dn-8Qorj6Tc/s500/mockups%20menu-experiments%20epiphany-mega-menu.png
 
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