Before you throw me out into the cold with your bold assertions that this is not programming related, please hear me out.
I'm looking for a visual metaphor (Icon) to suggest the idea of inversion of a filter. So if a user has a filter which reduces a list of 10 items to 4, I want a button that will allow the user to invert the filter to display only the other 6.
Another wrinkle is that the UI will also have a button for removing the filter nearby.
While this certainly isn't a nuts-and-bolts programming question, I think it's relevant to the process of software creation. As a developer it's relatively easy to construct the mechanisms to perform complex filters, but it's all for naught if normal users find the presentation confusing.
If an icon doesn't jump to mind for you, then there probably isn't one that will have obvious meaning to your users either. You're better off using a text label for this.
If it must be an icon, then it doesn't matter much what it is, since users won't be able to guess it any way, but at least try to make it visually distinct and memorable if not particularly intuitive. MS Access uses a funnel to represent "filtering." Maybe use an upside-down or white-on-black funnel for inversion? (An X'ed-out funnel means "don't filter").
Whatever. Like I said, it doesn't matter much.
Maybe it's not the most appropriate, but what about the logical inverter icon?
Maybe something like this: Invert Selection?
If you really need an image, I'd suggest looking at image editing programs like GIMP or Photoshop and seeing how their "invert selection" buttons look.
16x16 pixels is enough to draw two small list boxes with an arced arrow going from one to the other where the second has an inverted selection list of the first.
alt text http://img524.imageshack.us/img524/6782/4092009000139am.png
I think the 3 icons above could be used in one spot with each user click causing a rotation through the 3 of them. I think the above icon set offers the following benefits:
F - clearly communicates it is for a filter control.
Red and Green - clearly communicate ON and OFF action.
The line above F means inversion (I think - based on memories of boolean algebra at university - I could be wrong?)
The use of yellow while still maintaining the F, links the new action (filter inverted) to the previous filter actions let still communicates it is different to the filter simply being turned on or off.
On icon click rotation could be, (starting) Red - Green - Yellow - Red. This is a widely understood rotation pattern that the user would quickly pick-up. Therefore no need for additional filter on/off button.
Simpler solution - a user only needs to look at a single icon (even perhaps only with peripheral vision) to deduce the current state of the control.
Related
Before I get shot down on this one, I realize that the 'how' answer for this question might be slightly debatable, however I'm more interested in the 'what'.
In a nut shell I want to know which methods I can use to interact with a PC video game interface. I want to create a program that can extract data from a video game market interface.
My first initial thought was that I would need to programmatically take screen shots and then use some Optical Character Recognition software to extract the text. Then run whatever operation on the extracted text to derive my incites.
Then I was thinking it might just be easier to have a bunch of mini screen shots that I just use to find matches on certain sections of the screen. When a match is found, I would then know what the text is on the screen, without having to actually 'extract' it.
For those out there whom have done this, can you point me in one direction or the other? Perhaps there is a method that I am completely unaware of.
If its the case that this question is not suitable for this forum. It would be much appreciated if you could direct me elsewhere.
Edit: I should probably add that I'm not looking to spend a fortune on this project... so any free software would be the best. Perhaps that's a tall order.
I'm starting to think Sikuli is the direction I'm going to go. Open Source image recognition software, integrates with Python, Ruby, Java, JDBC, JavaScript and more.
-- Expanding on the question --
There are basically 3 categories of tools:
Recorder while you manually work along your workflow, a recorder tracks your mouse and keyboard actions. After stopping the recording, you might playback (autorun your worflow). The recordings can usually be edited and augmented with additional features.
GUI aware the tool allows to programmatically operate on GUI elements like buttons. This is based on the knowledge of internal structures and names of the GUI elements and their features. Some of these tools also have a recording feature.
Visually the tool “sees” images (usually retangular pixel areas) on the screen and allows to act on these images using mouse and keyboard simulation. There might be some recorder feture as well with such a tool.
SikuliX belongs to the 3rd category and currently does not have a recorder feature.
Answer in progress...
In games with moddable UIs, like many MMOs, you could create a mod that streams data through a series of black and white squares that could be read with optical sensors. From there, a microcontroller could deliver the data back to the PC via USB or wifi.
My approach as a noob. First determine if OCR 100% needed, I think this plays a role in speed.
if possible:
-run game in window (allows for trouble shooting and easy troubleshooting)
-is there a high contrast option for game? Will help Sikuli find things
then you plan out your scenarios:
You have to create different functions for different situations. A lot of gaming is "do you see this?" Then "do this" until that is gone.
Start with small parts you want to automate then build on them. Making sure your parts can scale in case small change need to happen, they will. For instance you want to open the menu if you see an object, lets say a tree.
Assume you have some sort of walking algorithm.
setROI(region1) #focus here for tree
if exists(tRee):
click(loCation) #you could hit the shortcut key to opening the menu
click(iTem) #if the item moves in the menu then you may need to scroll to find it first or you can change the ROI and start seeing if sikuli can differentiate your item from one you dont want to click.
You would get that to loop into other actions and proceed. Goodluck.
Does anyone know of macro or custom command I can make to quickly annotate the area of a polyline in autocad?
I'm doing a project where I need to measure the lot and house size of several city blocks. I've got a drawing going but I don't want to measure and write out the area of each site, that will take to long. I've seen custom commands in the past that quickly do this kind of thing but I don't know how to make my own.
And I'm desperately avoiding doing it by hand one at a time as most likely I will need to make adjustments to my design later on.
The best method I can think of is to utilize the MTEXT command and use a FIELD to link the Area of the Polyline to the MTEXT box.
Type FIELD at the command line, choose Object, select your Polyline and you will see the Area property.
Here is a link on the CADTutor site that covers it a bit more in depth along with a link to a forum post that has this automated via a Lisp routine.
http://www.cadtutor.net/forum/archive/index.php/t-46628.html
I am new to coding and wanted to get some hands on practice with a project I have in mind. Here it is:
Let's say you have blank page and on the side of a screen you have several items you can choose to draw on the blank page. For example the background can be mountains, the ocean, a forest etc. On top of that you can place a house, a church or another selectable element. Whatever you like.
It is like a picture editor where you can put together a picture with different pre-given elements. Or like in video games where you can create your own character.
What would I need to build a web application for that kind of thing?
This link should get you started but it won't be the complete answer to your question - http://www.webdesignerdepot.com/2013/08/how-to-use-html5s-drag-and-drop/
Essentially, you can achieve your image dragging and dropping using similar techniques. It will require a bit of Spike work from yourself, and looking into how HTML5 can handle drag and drop. I discovered this resource fairly quickly and I think the solution you want isn't as complicated as you may think, it just requires a bit of know-how regarding drag and drop operations within HTML5 :-)
Also, there may already be some JavaScript based API's that do this sort of thing easier but I'm not too aware - I suppose starting this way could be a great introduction for you and you may wish to expand once you've done some work for it :-)
Hope this helps you and your coding journey!
Say we have an overlay DHTML panel on a web page that contains two buttons in the top occupying whole width of the dialog, like this:
Text for Button 1 and Button 2 should be localized. Content of checkbox group is static and should not be localized.
There can be a big difference between button text width in different languages (~100% extra space in comparison with English version).
The question is which strategy to apply for sizing Button 1 and Button 2 depending on the length of the text content:
Make buttons fixed width and truncate text content with ellipsis.
Make buttons fixed width and wrap text content on the subsequent lines making buttons grow in height.
Make buttons fixed width but make them wide enough to host text in all languages without truncation or wrapping.
Make buttons dynamically adjust width and make panel grow horizontally with their size.
I am leaning towards using third or forth option according to the several UI localization best practices that were found:
Preparing the User Interface for Localization
Best Practices for Globalization and Localization
Globalization Step-by-Step - UI Considerations
Still we have some debate in the team discussing the best option and it would be interesting to hear concious outer voice of the community.
I am interested in the best approach for this specific case as well general guidelines for solving web UI sizing issues in regards of localization.
Thanks!
As you perhaps know, text shortened with ellipsis (or with a single dot) could be incomprehensible:
How compr. is th.?
You should seen a lot of this staff in mobile area (phones, tablets, etc.), such translations look ugly. OK, with lower screen resolutions you actually end up with no choice (unless you can create some auto-scrolling text). But in case of web interface you certainly have a choice.
Typically, there are two kind of solutions corresponding to your points #3 and #4. Personally, I am leaning to #4 - make buttons auto-sizable. This of course will result with inconsistently sized buttons, but there is little we can do about it.
If you cannot use solution #4 (i.e. UI Designer is strong opponent of this technique), you may modify solution #3 a bit. Basically, what I used in past projects was, I had buttons of fixed sizes and default size was capable to fit most of languages (except Polish and Russian of course), but I also had several CSS classes that defined wider buttons. When localizing into "too long" languages I simply used the most wide button class I could. If the text still didn't fit, then I asked the translators for shortening it (usually re-phrasing it and shorten the text with a single dot as a last resort).
However, please keep in mind that it increases localization costs. This is the reason I would not recommend this method.
As for solution #2, you will end up with ugly looking UI. You simply have no control over how browser will wrap a text, and you will have a lot of texts that go outside the button clipping rectangle (overlap it).
As for solution #1, using ellipsis is a bad idea for two reasons. First one is, ellipsis is not valid in many languages (this especially regards to Asian languages). The second one is, as I understand you want to do that automatically. In this case, you won't be able to measure strings - their actual, on screen size, written with a fall-back font. In case of web UI, you don't know whether user has particular font installed, so you will be guessing the size (OK, with Dojo you can theoretically measure it on the client side). This will of course result in overlapping text (if you decide on dynamic shortening over your chosen font) or totally incomprehensible text (if you decide on shortening after say 8 characters). I had a project which started to use static shortening, it was a total mess. Then we switch to dynamic and it is still not good enough.
To counter potential UI Designer argument that goes "we have no space for string expansion", I can only say that means that you designed the interface incorrectly for it is too crowded. This is the point where I18n goes hand in hand with UI design best practices: strive for simplicity (in UI design). The result would be easy to use and easy to localize application.
I need help explaining to my boss why her design is poor on a client's website. She has no knowledge of the web, and it can be difficult as a web developer working with a woman who is a graphic designer (not even a web designer really). On a current site she has designed, an image bar "needs" to be ~1200px according to her, though it isn't necessary with the content. A quick sketch to illustrate what's going on:
As you see, the banner spills out past the 960px of the content and as wide as 1200px. This creates a horizontal scroll when all the content is viewable within the 960px wide viewport. I need to make this an <img> and not a CSS background because it's a jQuery slideshow that fades from image to image.
I think this is a big problem because a lot of people are going to get a horizontal scroll bar imposed in their browser when they're still able to see all the relevant content. She thinks no one will notice and it'll be fine; I think it's very bad practice and confusing to the end user.
How do I explain the problem to her?
Ask her if she would want to open a brochure to only see that one of the folds was unnecessary as it merely has some header image spilling over into it (but no content).
XXXXXXX|XXXXXXX
XIMAGEX|XIMAGEX
XXXXXXX|XXXXXXX
|
Some | (but
content| this
here | is
| blank)
Point her to Nielsen - on of the most famous and top level web usability experts.
"Horizontal Scrolling" is error #3 in "Top Ten Web-Design Mistakes of 2002" article
Also, point out (not sure if Nielsen does) that vast majority of mice don't have horizontal scroll wheels (that was a point made in comments of an article discussing Nielsen's article).
Also, do the usual UI thing - TEST!
Pick 5 random people who ideally match the desired user profile. Ask them to use the mock-up with and without warning and observe which one's easier/faster (and ask, but also obseve without asking)
Hmm. It sounds like you guys need a requirements analyst to step in the middle here. Deciding on a broswer specification & resolution that you'll conform to is a fair thing to ask, I think. Just assuming that 'most' users will have wide screen is not enough for most apps. Seems like she'd be hard pressed to explain why she can't redesign her banner to be smaller & fit the desired size.
I think that user will absolutely notice the horizontal scroll bar and be annoyed by it. Because it's not something most users are used to seeing (can't think of any major sites that have one), they'd have (in effect) learn something new to use your site, which is not good. They should be able to look at a site and be able to use it right away, not spend a few seconds figuring out that the scroll bar doesn't show you any new content, just the additional graphics from the header - those few seconds are where you lose people.
I wonder also, if there's any section 508 guidance on horizontal scroll bars. That may not matter to you guys, but I'm developing gov't sites, so 508 is a big deal for us day to day. If you've got a user using just a keyboard or a screen reader, that scroll bar is more than just annoying.
Two points I would make:
NO major website uses horizontal scroll. Not one. This means, regardless of what she considers "good" design, 100% of users will be confused and will probably never see the content off the right side of the screen.
Horizontal scroll is the print equivalent of a fold-out or "centerfold" style-page. Would you make every page in a magazine like this?
People read left to right, top to bottom (or right to left in some countries). Because of this they can read a lot more content before they need to start scrolling as they only have to scroll vertically.
If you introduce horizontal scrolling then the user has to potentially scroll at the end of each line rather than at the end of each page.
Almost everybody has a wheel mouse now, but only a very few people have wheel mice that side scroll. And even fewer people even know wheels can side scroll!
Let her chew on that.
Try these two points to convince her :
Show her some data about most used browsers resolutions (still 20% internet users have 1024x768 screen resolution)
Having some part of the website not visible when the page is loaded is not "user-friendly" (user can miss some critical information)
Can the entire banner and all the component images within it be scaled down to be narrower? (admittedly it woudl also be shorter, may be more difficult to read etc). Then if the face on the right is really important it woudl still be visible... Horizontal scroll is just really really bad. But I guess you (and everyone else) already knew that :)
You should give her examples and show her what she is trying to do. Do you really want to scroll horizontally to get to information on the other side of the page.
http://www.badwebsiteideas.com/horizontal.htm