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by 6510 2166 days ago
I really love good UI design and I'm convinced I don't have what it takes but I do keep seeing arguments and interfaces that seem quite weird to me. I would do it like this:

The desire to keep the document (or whatever it is) worked at on the screen during the "hunt" I consider a mistake. When mixing paint on a pallet the eyes are focused on what you are doing. You might want to look up to the canvas and back down again several times but there is never a need to do both.

I also feel drop down menus are a mistake. There (imho) should be a key on the keyboard to bring up the "hunting" screen (perhaps one that can be panned to the left right top and bottom with the arrow keys) and every "button" on that screen should be visually mapped to a key combination. F keys are great for this. First F key for the "button" group, second F key to pick one or a 3rd for 12 x 12 x 12 options.

When folder trees stop working because you have to much in them you should do tags (in addition) that can hold duplicates of the functionality. Then when tags also fail to scale you need a search feature. Each interface "button" or group should have a lot of hidden text by which it can be found. Typing cursive should highlight the italics "button".

It would definitely become a big mess but my gut says it can be sorted out and be equally accessible to people using it every day and first time or rarely users.

1 comments

I’m an artist who works mostly digitally. When I am mixing colors I have the color dialog right there on the screen next to the art, with my changes being reflected live. How does this color work with the rest of the work? That’s what’s important.

The only reason traditional artists use a palette far away from their art for their paint is because that works in the physical world. Mixing my colors right next to my virtual canvas is a huge speed-up compared to painting a ton of thumbnails with different colors.