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Re: 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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