maemo.org Bugzilla – Bug 12340
Selecting a FICS game in Miniature needs usability love
Last modified: 2011-09-18 07:53:23 UTC
You need to log in before you can comment on or make changes to this bug.
SOFTWARE VERSION: 0.3 in N9 EXACT STEPS LEADING TO PROBLEM: 1. Go to the list of FICS games. 2. Tap on a game challenge. EXPECTED OUTCOME: It is clear and easy for a user to start the game, or to move away and select another challenge. ACTUAL OUTCOME: It is not obvious for all users what to do or expect after a first tap on an item. The fact that it will likely vanish after some new results appear doesn't help. REPRODUCIBILITY: Specially confusing in the 'first time experience' and hard for everybody when there are many new items showing up in the list.
Taking.
Created an attachment (id=3404) [details] Screenshot First round committed. https://gitorious.org/miniature/miniature/commit/063465a98f604e9c0f2881e22e25e8a0bc77c9a8 The major problems are solved but I want to try this out more and polish it before considering this bug resolved.
Created an attachment (id=3405) [details] Example screenshot FIXED in the second round: - Removed ListViewAtEnd. Now the list moves only when the user flicks it. - Removed the numbers next to each item and added a counter fixed in the top right corner of the ListView, so the user can view how many results are in total. - Increased the opacity of the item selected to avoid duplicatd views. - Choosed a lighter blue to mix better with the green. https://gitorious.org/miniature/miniature/commit/7cf13e1b02550d32b2049be88b1b2765ec024a03
(In reply to comment #0) > EXPECTED OUTCOME: > It is clear and easy for a user to start the game, or to move away and select > another challenge. The current solution (blue box at bottom) was not easy to understood at least for me: There was a "+" button before next to the game offer in the list I decided to tap on. Now something happens at the bottom. This leaves a lot of space on the right side of the screen (on top there is the counter; on bottom there is the "+" button in the blue box) but nothing in between. I also think the "+" should be substituted by a "->" symbol which could appear next to every game offer on the right side. In the current solution there also is no handling for "move away". No deselection of a coosen game is possible. Switching to an other game works but is not easy to catch in a visual way. What do you think? Should discussions like this happen here or better in the mailing list? If you agree please lat this bug reopend otherwise please close it again.
(In reply to comment #4) > The current solution (blue box at bottom) was not easy to understood at least > for me: > There was a "+" button before next to the game offer in the list I decided to > tap on. Now something happens at the bottom. Yes, the intended improvement is that we have a cleaner screen (no repeated "+") and now you can scroll as much as you want and your pre-selected game is always at sight (before you would need to catch it again if it left the visible area). > This leaves a lot of space on the > right side of the screen (on top there is the counter; on bottom there is the > "+" button in the blue box) but nothing in between. I don't think this is a problem? This void actually stresses the relevance of the counter and the "+", they would be less visible if we would have plenty of "+" in between. > I also think the "+" should be substituted by a "->" symbol which could appear > next to every game offer on the right side. I'm trying to stick to few visual elements re-used as much as possible. "+" is also used to confirm a move, therefore using it to confirm a challenge seems consistent. fwiw in some pre-installed apps "+" is used for new email, new event... I'm open to change it if there is a strong argument for it, of course. > In the current solution there also is no handling for "move away". No > deselection of a coosen game is possible. Switching to an other game works but > is not easy to catch in a visual way. I believe this is a one-time lesson. You are there either to select a challenge, to create your own or both. What is the benefit of the 'move away' and how would you propose to do it in detail? > What do you think? Should discussions like this happen here or better in the > mailing list? Up to you. :) > If you agree please lat this bug reopend otherwise please close it again. I don't agree and I have tried to argument why, but this is another case of report difficult to evaluate before be have more users using Miniature more time. I'll keep it reopened but I don't see this as a blocker of 0.4 anymore since the current solution solved the original problem present in 0.3.
I just committed another improvement to the select seek workflow: Selecting a seek generates a response without going through confirmation. - Selecting a seek highlights it with a BusyIndicator instead of a confirmation button. - A response to the challenge is sent to the opponent in the first tap, not after confirmation (mikhas please check whether the instruction is correct). - Added a convenient link from the spinner to OnlineBoard, just for testing purposes. Needs to be removed in releases. Maybe there is a more elegant way to do this through Testing Mode? https://gitorious.org/miniature/miniature/commit/249121550477f6c99f748f27939a8895cf4e839f In real situations many opponents will have the auto-accept option enabled, meaning that once you tap a seek you will jump to the board without seeing this highlighted item with the BusyIndicator spinner at all. You will see it only when the opponent is thinking about accepting or not. jukey, this addresses many of your concerns. I hope you like it. :)
(In reply to comment #6) > In real situations many opponents will have the auto-accept option enabled, > meaning that once you tap a seek you will jump to the board without seeing this > highlighted item with the BusyIndicator spinner at all. You will see it only > when the opponent is thinking about accepting or not. > > jukey, this addresses many of your concerns. I hope you like it. :) This sound very reasonable to me. An elegant solution. But now the position next to the selected game in the list (like the "+" a few commits ago) is good enough or even better to show the spinning circle. What do you think?
Ah, yes. We went so far to gt back so close. ;) More opacity for a less radical highlight, spinner next to the item and no need to copy over the element at the bottom. Sounds good, in principle. This also helps making a clearer difference between own seeks and other seeks, which is something that was concerning me just a little bit. Now if we want to add additional new seeks we could do it, piling them up at the bottom. But there is a bug about new seeks to discuss this further, if needed. Let me sleep over the idea and give it a try tomorrow. Thanks!
(In reply to comment #7) > But now the position > next to the selected game in the list (like the "+" a few commits ago) is good > enough or even better to show the spinning circle. What do you think? Implemented: Spinner moved to game selected on list. Now there is no "clone" of selected item docked at the bottom. We are getting rid of some code thanks to this. Just like before, selecting another game implies that the previous response to a challenge is withdrawn - this needs to be plugged to the backend. http://gitorious.org/miniature/miniature/commit/0d856faa02f8aa3f1a382d75da17a9a0c092e4fc Resolving as FIXED again. Thank you for your persistence, the current SeekGame is a lot better than it was the first time I resolved this bug report. ;) Please verify if you are happy with the result.
Actually still reopening due to Bug 12363 - Signals for seeks cancelled and games started Basically it's not a good user experience to find an empty board after selecting a game with the possibility of getting stuck there if the opponent vanishes.
I think I also have an other improvement idea: Why it should not be allowed to select more than one game for playing at the same time? It would be great if the user would be able to choose 5 games at the same time and the first response is starting the game. Should I move this request to an other bug?
New seeks are being handled at Bug 12358 - Miniature UI doesn't handle user's new seeks Handling more than one requires not only more UI frontend work, also more backend work. This is why we have decided to leave it out of 0.4. Feel free creating a new enhancement request to be considered post 0.4. I'll resolve this as FIXED. We need to start closing issues and focus on the remaining ones. Please verify if you agree.
Er... sorry, I had forgotten that I had reopened this yesterday because of Bug 12363 - Signals for seeks cancelled and games started ;)
(In reply to comment #12) > New seeks are being handled at Bug 12358 - Miniature UI doesn't handle user's > new seeks Yeah but I was talking about accepting games. If you accept one game it could take some time until there is a reaction by the offering player. This time could be used to accept more requests done by others. But anyway for 0.4 the possibility to accept only one seek request at once is more than enough! :)
Fixed echo with commit 116d1a7152a4ac0c910241ac49380e08f1bf3fc3 - forgot to stop a timer.
Meh, wrong bug. Thank you bugzilla for *thinking* you could guess my next bug correctly.
What was remaining in this bug is now fixed by https://gitorious.org/miniature/miniature/commit/3f330eae881e1e88da2843b924bd8c2411a285eb When the opponent declines an ongoing offer the seek disappears from the list and the counter turns red for a couple of seconds. The user can select another seek. There is still a corner case for the situation when the opponent does "unseek" instead of "decline". Filed at Bug 12380 and out of the scope of 0.4. Resolving as FIXED. Please verify. (In reply to comment #14) > If you accept one game it could > take some time until there is a reaction by the offering player. This time > could be used to accept more requests done by others. > > But anyway for 0.4 the possibility to accept only one seek request at once is > more than enough! :) Actually I haven't tried to select a second seek while a first one is still ongoing.
There was a case missing (opponent leaves before answering accept or decline), now handled at https://gitorious.org/miniature/miniature/commit/720a54d948762622f353f369ef88d69898d46e28 (In reply to comment #14) > If you accept one game it could > take some time until there is a reaction by the offering player. This time > could be used to accept more requests done by others. I have tested a couple of times and this actually seems to be the behavior. Once Miniature can play games until the end we will lose the fear of upsetting real players and we will be able to test all these situations deeper. I believe the current situation is solid enough now.
No protests and works well for me after going through SeekGame dozens of times. Verifying.