darthgently Posted August 9, 2022 Share Posted August 9, 2022 This is just a few general thoughts on GUI design I hope are already addressed in KSP2, but likely is not too late to seriously consider if not. 1) Clickable items should not be enabled until the layout has settled. I know I'm not the only one who has clicked a button in the app menu only to have a different button appear under the mouse pointer which then receives the click. People with very fast computers won't notice this issue so it is recommended to devs always include GUI testing on slower machines and slower net connections (where applicable). But not enabling elements until layout has settled is the standard solution to this issue that always works. 2) A mod accessible common pop-up window manager so popups can be arranged more intelligently. Like not popping up right under the only other existing pop-up already open. This also would resolve focus and click-through issues. 3) Irreversible PAW options like "remove from symmetry" should either have a complimentary "add to symmetry" or have a confirm dialog. And as noted in 1, should not be clickable anyway until the PAW layout has settled. 4) The "mental index" information should be prominent, not buried. Example, when looking at the list of alarms, the craft name for each alarm should be right there in the list, not buried such that one must either type the name into the title when creating the alarm, or edit the existing alarm and scroll down to see the craft name. But the point is general and the alarm app just an example; important flow information up front, not buried (or even inaccessible) Link to comment Share on other sites More sharing options...
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