[haiku-development] Re: Who's working Haiku's on UI/UX?

  • From: fox noodles <foxnoodles@xxxxxxxxx>
  • To: haiku-development@xxxxxxxxxxxxx
  • Date: Sat, 16 May 2015 21:52:10 +0400

Thanks for the comprehensive Adrien,

yes I'm aware that most of the time people are working for free on Haiku
etc. so do I ATM, but as u might already know and from my personal
experience it's always(I repeat always no exceptions unless you're a boss
or a best friend) hard to convince a programmer to do something that most
of the programmers don't even care about, unless it's a front-end developer
who's into modern stuff anyway. That's why I asked if someone's responsible
for UI on Haiku, cuz we won't get anywhere anytime soon if I'll have to
argue with all programmer's out there about a window shadow which is not a
must but is certainly better to have and more visually appealing(not even
talking about the brand essence for end users globally) so it won't cure
any cancer but it's actually a must have thingy.
There's a lot of obvious stuff like that which is missing in Haiku's UI and
if one doesn't agree with that we'll end up arguing on each and every pixel
that was changed.

So summing up the stuff you guys: in short I'll just have to do what I
think is better for Haiku and then convince someone to help me to implement
it.


On Sat, May 16, 2015 at 9:21 PM, Adrien Destugues <pulkomandy@xxxxxxxxxxxxx>
wrote:

16 mai 2015 18:07 "fox noodles" <foxnoodles@xxxxxxxxx> a écrit:
Hi Andrew,
thanks for the reply. Yes I definitely agree(based on my BeOS vs Haiku
exp) with you that it's
mostly a reproduction of BeOS in terms of UI design and as well as the
UX.
I've been following the discussions for I while now, and my impression
is that there's no actual UX
designer involved with this project.

There were a lot of small and subtle changes from BeOS in both the look
and the feel. The goal was to finetune things while keeping the same spirit
that BeOS had.

I'm not quite sure how does it work here, but right now I'm working on
the complete(well almost, I
love the icons) overhaul of Haiku's UI and aside from being a very very
hard
and time consuming task(seriously u can do this only once in the
lifetime) in terms of prototyping
and sketching it's also tricky cuz basically I'm redesigning an OS which
has not yet established it's target niche on the market(obviously cuz
it's yet to be released in
public beta) and has an ancient UI i.e. has "bad" UX
i.e. Doesn't attract enough newcomers per/whatevertimeframe. Plus so I
can't just jump into
something super modern but I'm trying to come up with something
completely
fresh yet maintaining the BeOS look'n'feel.

So if anyone's out there into procedural Animation/UI rendering stuff
please let me know as soon as
you become available. I'm a digital creative director with a huge
technical, design and marketing
background
so I'm not just a designer. I don't need any translator from
tech/programmer's lang to english )

p.s. quick question here, Andrew: UI overhaul is huge thing how am I
suppose to discuss it with the
community. You can't just listen to everyone right?

Our community is small enough that discussing things on this ML, or in the
forums, can be productive. There will always be people not agreeing with
any kind of changes, but also valuable input on what you might have missed
from the BeOS/Haiku way of doing things that people would like to keep.

For example, you ask for someone doing "procedural animation". There is a
reason BeOS (and Haiku) went with very few of this: animations take some
time to run, and make the UI generally feel slower. We use animations in
Haiku, but only in very specific cases, because of this. Be prepared to
explain the reasoning behind each animation you suggest to add. As the
developers working on Haiku are (most of the time) not paid for it, they
will not make changes they don't understand or agree with. So you have to
take the time to explain the reasoning behind the changes and convince them
it is an improvement.

--
Adrien.


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