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Message #07867
Re: No more dodge windows in Unity?
All this talk about design research etc reminded me of an interesting book that talks a lot about what people like, how research measures what people like (and how poorly designed studies that only take a snapshot can get it wrong), and how when people do like something they can't always articulate why they like it.
so far I think the ubuntu research is proving invaluable.
Book: Blink by Malcolm Gladwell
> Date: Wed, 15 Feb 2012 10:54:37 +0000
> From: mark@xxxxxxxxxx
> To: holyknightjoshua@xxxxxxxxx
> CC: unity-design@xxxxxxxxxxxxxxxxxxx
> Subject: Re: [Unity-design] No more dodge windows in Unity?
>
>
> Josh, I'm happy to continue this thread, not to debate the merits of
> this particular feature so much as to help shape the way this team (and
> it needs to be a team, not a collection of individuals) thinks. If we
> want to build a broader team that helps with the design work, then that
> team needs a shared set of values and the guts to defend them.
>
> Now, there are lots of different useful values. And Linux is lovely
> because it lets you do *anything*, which means we will have people come
> along who value just about *everything*. If we are going to shape a team
> here, that team needs to know what its values are and have the courage
> to defend them when folk show up asking them to value something
> different more highly.
>
> I'm not saying my values are more important than anybody else's. In
> fact, I think I can appreciate the wonder of the diversity of open
> source more than most, since I am involved in many projects (other than
> Ubuntu) which celebrate different aspects of that co-operative,
> collaborative, take-it-and-do-amazing-things universe. So I'm not
> dissing those other cool things. What I'm saying is that here, in the
> Unity community (which is the default experience in the Ubuntu universe
> of experiences, many of which celebrate other things) we stand for and
> celebrate and value the challenge of making highly refined, easy to use,
> super productive experiences *on rails*.
>
> The *on rails* bit means they are highly directed. We would rather have
> one super smooth way to get things done, than 50 rougher ways to get
> things done. This is a bit like the core design value of Python: have
> one clear way to get something done. It's why I called the company
> Canonical: find the cleanest, clearest way to do XYZ. And the project is
> called Ubuntu because it's about humanity in the mass, and the values
> which support that, rather than about individuals (who were empowered by
> Linux long before we came along).
>
> "Highly directed" means they express opinion. If you can go with that,
> it should be amazing. If you desperately want to do it differently, it
> will feel like you are on a training winding its way through beautiful
> mountains, and all you want to do is get off the train and go hiking to
> explore. That's OK, and so is the train. I'm not going to ask all the
> trekkers to take horseback or walk the whole way just so some can
> explore the mountains - most want to get to the gold fields on the other
> side, quickly :)
>
> On 14/02/12 20:52, Josh Strawbridge wrote:
> > the people who are upset by this (myself included) feel like they've
> > had the most refined, highest quality option taken away from them in
> > favor of less refined options.
>
> OK, so let's talk about that.
>
> Picture the launcher as a piece of DNA. It will evolve over time, and
> there will be genes created that take it off in different directions or
> express different ideas. Imagine an evolutionary tree, with branches
> that survive and thrive, and branches that die off.
>
> Code is like DNA, in this scenario.
>
> So, we had an idea that it would be useful for the launcher to dodge
> windows. That is, to have a launcher in 'try to show' mode. We added
> some code (DNA) to express that behaviour. We essentially created an
> evolutionary branch for that DNA. And when we tested it, it failed. Badly.
>
> It also caused all sorts of weird issues elsewhere. For example, we had
> to add code to Nautilus to move the desktop icons away from the edge of
> the screen, because if you can see the edge of the desktop, the dodging
> launcher would come out. So effectively, the edge of the desktop isn't
> there in the dodging scenario.
>
> Now, we could have kept adding code to try and refine the dodge. The
> biggest issue was the interaction with maximisation. We could have added
> DNA to do stuff like the ideas expressed in this thread - jiggling the
> launcher when the setting is set, etc. I just don't think any of them
> would have fundamentally solved the problem, and that work would come at
> the expense of other work. It's open source, others are welcome to try
> and refine that behaviour, I just don't think it's salvageable. Even if
> it's a baby I cared for, I'm willing to let it go, it didn't work.
>
> So, we went back to the earlier evolutionary branch, and we added a
> bunch of DNA to refine things like the heuristics of reveal under
> different circumstances for the simpler, autohiding case.
>
> Now, you describe that as 'less refined'. Yes, it's missing an idea. But
> it's *much* more refined.
>
> It's refined in its interaction with the pointer - it looks at how fast
> you are moving, how persistent you are. It has heuristics we can tweak
> to make it feel light - it shows quickly when you want it, and smart -
> it doesn't show when you don't want it. It has code to show a hint that
> it's coming - watch the edge closely as you move the pointer slowly and
> firmly against the edge.
>
> In other words, that "simpler" branch of evolution has subsequently
> gained a whole bunch of subtle DNA. It's evolved. It's refined.
>
> > it should be easy to see why we feel that way since a launcher that
> > gets out of the way when you are less likely to want it but ready and
> > waiting when you're more likely to want it is by nature a highly
> > refined option.
>
> Err, no. It's an option that expresses one idea. It's a nice idea. But
> it fails testing, and causes complexity we don't want.
>
> > for a number of us this would make the unity autohide the best
> > autohide on the planet and it might even make using always visible
> > bearable if not my preferred option as well.
> > that way you've still got just the two codepaths but it adds at least
> > some of the refinement dodge windows offered back into the mix.
>
> Well, we can agree that we both want the best auto-hide on the planet.
> For me, the number one criteria is that it is loved and appreciated by
> the most people who experience it. And we get that through rigorous
> testing. And dodge failed the testing. You need to accept that.
>
> Beyond that, the number one autohide on the planet would:
>
> * launch quickly when you want it
> * not launch accidentally when you don't want it
> * provide cues that allow you to correct behaviour to avoid
> inadvertent launch
> * place things in a predictable fashion, so the same edge gives you
> the same launcher every time (this is important - you can't see the
> icons in the hidden launcher, so you have to guess where to send the
> pointer to invoke it, and it needs to be predictable)
>
> Any other criteria you want to add?
>
> Josh, from you email addy I take it you like the role of the crusader.
> Before you take out your sword on this one, spend a day thinking about it.
>
> Mark
>
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