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Re: [glob2-devel] complicated menue structure.


From: Leo Wandersleb
Subject: Re: [glob2-devel] complicated menue structure.
Date: Mon, 26 Nov 2007 00:34:18 +0100
User-agent: Icedove 1.5.0.14pre (X11/20071025)

Bradley Arsenault wrote:
This is untrue and contrary to good user interface design principles. A good menu system presents all of the things that people want right there. Yes, there are 8 buttons. But forcing a user to go through a decision tree, rather than presenting what they want right there, needlessly complexifies things. An imporant point of the main menu is to present everything people would like to get done, rather than forcing a player to search for what they want. Especially putting the Tutorial under campaigns would be a large mistake. You see this important design element everywhere from Digital Alarm Clocks to Stoves to Microwaves to computer software such as Globulation 2 and Gnome.

8 Buttons is quite small, but nevertheless presents all of the different avenues of interest directly. Grouping is good, but excessive grouping presents an uneccessarily complex image of a program to a user, and hides features of your software from the user.

you are right. for everyday use i would want a button to instantly host a yog game in the main menue. but a beginner gets confused by all those options. At least I am not convinced the main menue is perfect as is. Load game (to do what? edit? single play? multyplayer? campaign? yog?) What is ysagoon?

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