← Back to team overview

unity-design team mailing list archive

Re: Global menu in Oneiric Ocelot (11.10)

 

On Fri, Jun 17, 2011 at 12:43, 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.
>

one could also simply say, object oriented design is becoming less and less
abstract, the objects are beginning to correspond with actual physical or
mental objects, rather than with abstract "steps of interaction", which one
would have to learn anew for each software application.

References