How The Warehouse Should Be (Screenshot Mockup)
#21
Posted 08 May 2015 - 09:21 AM
#22
Posted 08 May 2015 - 09:24 AM
Great work!
#23
Posted 08 May 2015 - 09:42 AM
- Suggested re-design of the Warehouse
- Submitted by: Sabujo
- Type: Functional/Visual
- Post
- Concept Images
- Submitted by: Sabujo
#24
Posted 08 May 2015 - 10:06 AM
On a side note, can we request the scroll bar be wider if they're not going to fix mousewheel scroll speed?
#25
Posted 08 May 2015 - 10:10 AM
#26
Posted 08 May 2015 - 10:18 AM
Have the quirks be visible if you hover over each affected weapons maybe, not just that you've got positive or negative, but showing what they are (either by text or symbol as in "D").
All in all, fantastic work.
#27
Posted 08 May 2015 - 10:23 AM
Then D is the obvious one to go by..
It would be great to be able to identify a weapon by it's visual size.
That all improves readability and actually makes the most sense.
Edited by MoonUnitBeta, 08 May 2015 - 10:30 AM.
#29
Posted 08 May 2015 - 11:25 AM
#30
Posted 08 May 2015 - 11:26 AM
vetal l, on 08 May 2015 - 08:17 AM, said:
Can you describe - which criteria used for this sorting? This is intuitive sorting - but, imagine if it would be sorting by name? will it still be useful?
Other side of medal - we can (potentially) sort by any column (notice small triangle on the first unnamed column).
In ecommerce platforms you usually have the option to default a product category listing to something custom, so that you have control over what is displayed first or based on special rules. Using the name (alphabetically), tonnage, slots, price, etc... is a blind sorting method that is very specific. By default things should be sorted under a more intelligent manner and if you want to be specific, no problem - use the sorting options.
MoonUnitBeta, on 08 May 2015 - 10:23 AM, said:
Then D is the obvious one to go by..
It would be great to be able to identify a weapon by it's visual size.
That all improves readability and actually makes the most sense.
D also has the quirks discriminated by type (icon).
Big Tin Man, on 08 May 2015 - 09:24 AM, said:
Great work!
I agree, even though I think there should be a way to reach a compromise between space wasting and a ubiquitous slot information.
RedEagle86, on 08 May 2015 - 10:18 AM, said:
Have the quirks be visible if you hover over each affected weapons maybe, not just that you've got positive or negative, but showing what they are (either by text or symbol as in "D").
All in all, fantastic work.
The mini-icons I presented were done in 20 minutes. They do require more thought, but I believe a symbolic and minimalist approach is always preferable (from a design viewpoint) and new user friendly rather than the technical blueprints of the guns themselves. My approach was based on function and behavior of the weapon.
Even though I believe they help, I do agree that they could be removed with small prejudice as they are not essential.
#31
Posted 08 May 2015 - 11:26 AM
Also, the overall text sizes in the mechlab are too small when using a normal/common desktop resolution like 1920x1080 or larger, but I'm sure others have mentioned that already.
That and the lack of the more visual mech selection screen are the most apparent issues with this test lab UI. I don't care for the dropdeck mech selection UI being used for my entire collection. Not only is it not pretty, it's also more painful to navigate.
Edited by jay35, 08 May 2015 - 11:37 AM.
#32
Posted 08 May 2015 - 11:33 AM
Great work on the mock-up! o7
#33
Posted 08 May 2015 - 11:36 AM
Beyond that I still maintain that C is a much cleaner layout with the color coding plus the roll downs.
#34
Posted 08 May 2015 - 11:38 AM
Alexander Garden, on 08 May 2015 - 09:42 AM, said:
- Suggested re-design of the Warehouse
- Submitted by: Sabujo
- Type: Functional/Visual
- Post
- Concept Images
- Submitted by: Sabujo
Thank you, Alex! I really hope all this opinion collection really makes through and does not end like in the first PTS where dozens of people, me included, carefully and repeatedly pointed out the major problems with the UI (some still exist) with solutions, and nothing was made. I've seen the forums and there are so many good suggestions that it would be a waste if we simply ignore all this input like before.
#35
Posted 08 May 2015 - 11:57 AM
#36
Posted 08 May 2015 - 11:57 AM
#37
Posted 08 May 2015 - 12:00 PM
Excellent work.
#38
Posted 08 May 2015 - 12:14 PM
#39
Posted 08 May 2015 - 01:20 PM
#40
Posted 08 May 2015 - 01:48 PM
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