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Do Games Know The Secret Of UI?

A reader writes "There is a nice interview at the BBC talking about how computer games are the ones pushing the envelope. Particularly interesting is it doesn't just deal with the tech aspects, but goes into the user interface aspect as well." Having conversed with her on a number of occasions, I can attest to JC being smart. Good interview.

256 comments

  1. Kernel Panic by xcomputer_man · · Score: 1

    Error parsing story: cyclic redundancy check

  2. The game is in the UI by SilentChris · · Score: 2
    My favorite UI of all time was FIFA 99 soccer for Windows. The UI was just a mismash of unlabelled icons, many of them not even resembling their action (To start a game, click an international flag. Huh?)

    Part of the challenge of the game was figuring out the UI. :)

    1. Re:The game is in the UI by Agent+Green · · Score: 1

      Might just be Europe's revenge since we called it Soccer and not Football. :)

      --
      // Agent Green (Ian / IU7 / KB1JQO)
      // IEEE 802.3: All 10base Are Belong To Us
    2. Re:The game is in the UI by genkael · · Score: 1

      RTFM

      --
      GeneralKael -- Slacker Extraordinaire
    3. Re:The game is in the UI by Anonymous Coward · · Score: 0

      It's only Britain that doesn't like you callng it Soccer. And even then it's only certain classes in Britain - Soccer is a contraction of "Association Football", they also play "Rubgy Football" in Britain, and that's split into "League" (stoppy-starty like american football but without the nancy-boy padding), and "Union" (seriously tough.)

      In Ireland, there's also "Gaelic football", which is like rugby union, but with a round ball, and less rules, e.g. no prohibition on forward passing.

    4. Re:The game is in the UI by MrBlack · · Score: 2

      sounds like a candidate for the Interface Hall Of Shame

    5. Re:The game is in the UI by SilentChris · · Score: 2

      Unfortunately, the last time the site was updated was over a year ago. As any Machead will be quick to tell you, the QT interface has since been "fixed".

  3. Your BBC links by praedor · · Score: 2, Insightful

    You know, just about every damn time I try to connect to the BBC site via slashdot (including with this story) it doesn't work. There appears to be something REALLY dicked about a lot of DNS servers. I suggest that from now on, instead of linking to the bbc URL you guys use the IP address, which always works.


    MOST of the time the BBC url is broken and gives an IMMEDIATE "unknown host" message. Type in the IP and viola! Instant connection.

    --
    In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    1. Re:Your BBC links by EpsCylonB · · Score: 1

      That is strange, I live in the uk and never have a problem. However I can never access the cnn website without hitting refresh about 5 times.

      It wouldn't bother me so much, but cnn run commericials (this is blue, this is blue, this is blue) here presumably to set themselves up as a credible alternative news site for europeans (who mostly use the bbc) to get their news. Except your website doesn't fucking work cnn.

    2. Re:Your BBC links by Anonymous Coward · · Score: 0

      how about you just add a DNS server that works i have never had a problem ..

    3. Re:Your BBC links by Remote · · Score: 3, Funny

      I suggest that from now on, instead of linking to the bbc URL you guys use the IP address, which always works.

      You aren't the guy who wrote Code Red I, are you? Keep in mind ./ stories are archived, so if an IP changes after some time, boom, the link is dead.

      Now, the DNS thing: sometimes adding a "www" after the "http://" does the trick for me (not with BBC but with a few other sites). I think this is easier than figuring out and typing an IP.

    4. Re:Your BBC links by praedor · · Score: 1

      The thing is, I get this problem when I try to connect to the http://news.bbc.co.uk site from home and at school. Different networks, different DNS's. As soon as I enter the ip address - connection successful.


      On rare occassions I'll be suprised and actually get through via the url, but it is rare.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    5. Re:Your BBC links by Test+Dept. · · Score: 1

      What do you mean.. OK, maybe they have a webserver on a computer called www on their domain or maybe they don't, but that computer most certainly is the same as the original anyway, so what do you mean?

    6. Re:Your BBC links by Remote · · Score: 1

      I mean sometimes these computers aren't the same. A "www" computer name specifies that that computer's task is to serve html pages over the Internet. Try my bank at http://www.unibanco.com.br and they serve you a page. Try http://unibanco.com.br and you get nothing. At my State Agency we have http://www.sef.sc.gov.br for public access and http://sef.sc.gov.br for intranet. Some sites hosted in domains with different names (those sites with which reverse DNS won't work as expected) demand that you type the www. Also, some servers seem to try different routes depending on whether or not you type the www, wich is what I think is going on in this case, hence the suggestion.

      But what do I know? I just surf here...

    7. Re:Your BBC links by Darby · · Score: 1

      cnn run commericials (this is blue, this is blue, this is blue) here presumably to set themselves up as a credible alternative news site for europeans

      How would this work even on (presumably to CNN) stupid europeans.

      What does the blueness of something have to do with anything else?

  4. From Experience... by keesh · · Score: 5, Insightful

    Gamers want fancy interfaces. I know someone who's a huge fan of Civ, Alpha Centauri et al., but when I introduced him to FreeCiv his first comment was "the interface sucks". This isn't someone who's computer illiterate, either.

    It seems that people want something different when playing a game. They don't want just their standard operating system look, they want fullscreen fancy eyecandy, even when that's not the nicest option.

    You can even see this in game editors -- AFAIK, WorldCraft is the only editor even close to the standard OS style...

    Whether it's because the whole screen should look SciFi / Fantasy / Whatever, or simply because users want something different, game interfaces have to be different from usual programs.

    1. Re:From Experience... by Jimmy_B · · Score: 2
      You can even see this in game editors -- AFAIK, WorldCraft is the only editor even close to the standard OS style...
      Agree with the rest of your comment, but have to disagree with you there. To name a few, StarEdit, PUDDraft, and QuArK (which IMO is a poor interface). Game editor interfaces are usually divided into two sections: a display of the content, surrounded by controls for manipulating the content, which is the same thing you see in word processors and web browsers.
    2. Re:From Experience... by kwerle · · Score: 1

      Game editor interfaces are usually divided into two sections: a display of the content, surrounded by controls for manipulating the content, which is the same thing you see in word processors and web browsers.

      Where "word processors" means M$ and lookalikes, and "web browsers" are the lowest common denominator! Give me a main window with the option to open other windows for specific controls and/or inspectors. If you want to go full-tilt, let users put those inspector windows into the main window as borders (blech).

      I find most game UI distasteful. I have a windowing (multiple windows!) for a reason. Welcome back to the 80's - one window fits all. Windows in windows. Suckage!

    3. Re:From Experience... by EpsCylonB · · Score: 3, Interesting

      David Cronenberg said the reason why films have stylised opening titles instead of jumping straight into the story is because they act like a vestibule between reality and the story.

      I beleive the same principle is involved with a game's UI, after all the whole point of a game is that you aren't doing something normal like using a spreadsheet, your running around a castle shooting hell knights. It shouldn't look anything like using a spreadsheet.

    4. Re:From Experience... by jnik · · Score: 2, Interesting
      Whether it's because the whole screen should look SciFi / Fantasy / Whatever, or simply because users want something different, game interfaces have to be different from usual programs.

      For me it's pretty simple: in addition to all the usual interface constraints, a game interface should help put me in the game world. The Freespace series did a pretty good job of it, with launcher screen, configuration options, keybindings, etc. all looking similar to each other and to, say, the mission briefing screen. The look was consistent and designed to feel like a part of the game world.

      Now consider, say, Terminus, which features menu screens that look like a bad Smalltalk implementation crossed with ncurses. Garish colours and all, it just doesn't quite fit the universe. But it's not as bad as...

      X:Beyond the Frontier does everything through a Windows dialog box. To change the configuration, you're thrown out of the fullscreen and play with standard Windows widgets. Not only do you lose association with the universe, you're given a very strong association with this universe, and Windows, and a whole bunch of other things.

      Granted: it's a fair bit of work for both the artists and the programmers to design a "pretty" interface. But it does serve a purpose, and awfully nice when they can do it.

    5. Re:From Experience... by j7953 · · Score: 3, Funny
      I beleive the same principle is involved with a game's UI, after all the whole point of a game is that you aren't doing something normal like using a spreadsheet, your running around a castle shooting hell knights. It shouldn't look anything like using a spreadsheet.

      Yes, but a search and replace feature would be useful sometimes.

      --
      Sig (appended to the end of comments I post, 54 chars)
    6. Re:From Experience... by phossie · · Score: 1
      Give me a main window with the option to open other windows for specific controls and/or inspectors. If you want to go full-tilt, let users put those inspector windows into the main window as borders (blech).


      Whereas I prefer not to waste my time getting other windows open when I could access a specific function - the one I want - with a single click or a single hotkey.


      To each...

      --

      [|]
    7. Re:From Experience... by VenTatsu · · Score: 1

      Some games go way over to the other extream.
      Outpost had you press buttons to fuel and launch probes then full and lauch your ship at the start of the game. All very boring and repeditive actions that sould probably not be done by the ships commander, but the theme of micro managing every thing (but what you acrualy want to manage) was a consistant through out the UI.

  5. games aren't the only thing that uses 100% CPU. by garcia · · Score: 3, Insightful

    remember there are other applications (other than just the military and games as she mentioned) that use most of the CPU (RC5, Netscape ;))

    this really has little to do w/UI. It has to do w/what she feels is important in the industry at this time (cell phones that are connected).

    It's true that games love faster CPUs but it is also true that it is probably possible to make much faster/better games in the standard constraints that we already have but people don't care to do that anymore (remember 64k games that looked cool as hell or even 4mb games?)

    Sending your picture in front of the Eiffel tower to your kids on your cell phone is less important than decreasing the bloat!

    1. Re:games aren't the only thing that uses 100% CPU. by keesh · · Score: 2

      Sure, a red splodge on the screen looks nice, but nothing beats a corpse which has been hacked in half and is full of bullets. It's the multiplayer thing -- it's soooooo much more satisfying to get realistic gibs than a few dots.

      So even though games are playable on a z80 (yes, there is at least one 3d engine on a ti86 calculator), there isn't the same splat effect.

    2. Re:games aren't the only thing that uses 100% CPU. by Midnight+Thunder · · Score: 4, Insightful

      Another point that should be mentioned is that with faster processors new types of applications become accessible to consumers. Imagine trying to edit your home video on your computer, or trying to do other creative work, on a computer four years ago and it would not have been possible.

      The way I see it, is that while games push the envelope, faster processors make new kinds of applications available and the interest in those applications also help people want faster computers.

      We all use word-processors and spread-sheets but there also a lot of people who also want to be creative with their computers.

      --
      Jumpstart the tartan drive.
    3. Re:games aren't the only thing that uses 100% CPU. by Anonymous Coward · · Score: 0

      we wanted to create a 3d dynamic rpg (I mean a REAL world with everything, singleplayer) .. we had the engine and everything (something like operation:flashpoint), but the test ran with 0.5fps on a dual K7 1.4ghz with 2gb of ram and a geforce 3.. you just can't create a huge realistic world with todays computers.. :(

    4. Re:games aren't the only thing that uses 100% CPU. by digerata · · Score: 1

      Yeah she was very single minded in that point. She forgot about Operating Systems. Just compare the system requirements between MS Win 3.1 and MS W2K.

      --

      1;
    5. Re:games aren't the only thing that uses 100% CPU. by Pope+Slackman · · Score: 2

      It's true that games love faster CPUs but it is also true that it is probably possible to make much faster/better games in the standard constraints that we already have but people don't care to do that anymore (remember 64k games that looked cool as hell or even 4mb games?)

      IIRC, the size of the QuakeIII engine is only a couple meg, and the data files are some 400 meg.
      The only way in this case to reduce so-called "bloat" is to sacrifice quality of models, textures, effects, etc.
      Sure, oldskool games are tons of fun, but why should modern game developers be encouraged to use artificial constraints?
      Games are for fun - visual quality and playability are much more important than efficiency.

      Sending your picture in front of the Eiffel tower to your kids on your cell phone is less important than decreasing the bloat!

      Maybe to you, but the average consumer cares more about gadgets (like cameras) than knowing the firmware on their phone takes only 4k.

      C-X C-S

    6. Re:games aren't the only thing that uses 100% CPU. by GunFodder · · Score: 1

      I have been playing around with MAME for a while and it's fun, but not for very long. Most of those games don't have enough content or visual style to keep me entertained for hours. The days of 10MB games are over.

      Modern games have to have the requisite eye candy because gamers expect it. We've seen many games made with fewer computing resources, and we want more. If I want to play smaller, simpler games then I will download them for free.

      And why shouldn't a game use 100% of available computing resources? Most games require 100% of your attention, so saving on CPU cycles would result in a game with inferior graphics or AI. I spent serious dollars on my PC, I want games that take full advantage of my investment.

    7. Re:games aren't the only thing that uses 100% CPU. by Archfeld · · Score: 2

      What 3d engine were you trying to use ?

      --
      errr....umm...*whooosh* *whoosh* Is this thing on ?
    8. Re:games aren't the only thing that uses 100% CPU. by Anonymous Coward · · Score: 0

      Edit movies on a computer? How old are ya weenie ... about 8-10??? Course editing was easy, butt-breath, Such editing was trivial in 1990, just not cheap. Could have been cheap with NO ( n-o ) hardwear changes that matter. All modern processors could be scrapped for a pair of M. 68060s & SGI graphics engines V_1990 --- just cheap. And Linux weenies wonder why in-the-know Lusrs gag on their crap ...

    9. Re:games aren't the only thing that uses 100% CPU. by Anonymous Coward · · Score: 1, Insightful

      Imagine trying to edit your home video on your computer, or trying to do other creative work, on a computer four years ago and it would not have been possible.

      Heh, another guy who never heard of the Amiga.

      You're right, of course. 4 years ago, you couldn't buy a home computer to do that. But 8 years ago you could! :)

  6. Read the interview by Hairy_Potter · · Score: 0, Troll

    she looked hot in the picture, and she named her book "Joystick Nation", shemust be a nympho.

  7. "I can attest to JC being smart" by ObligatoryUserName · · Score: 5, Funny

    Hemos knows Jesus? Maybe he can let us know which distribution The Lord uses, and if he prefers vi or emacs - then we can decide for ourselves if he's smart or not.

    1. Re:"I can attest to JC being smart" by lupercalia · · Score: 1

      This gives a whole new meaning to the phrase "Religious Wars".

    2. Re:"I can attest to JC being smart" by CodingFiend · · Score: 1

      Apparently Jesus uses either DR-DOS or OS/2.

      --


      And that's my $0.32 (adjusted for inflation).
    3. Re:"I can attest to JC being smart" by Anonymous Coward · · Score: 0

      bbspot is a crappy, low quality rip off of the onion. Not one thing on it is the least bit funny.

    4. Re:"I can attest to JC being smart" by quannump · · Score: 1

      he uses Jesux, or course.

      compression filter sucks

      --

    5. Re:"I can attest to JC being smart" by janap · · Score: 2, Funny

      No no no, he refers to the God the machine. The Deus Ex... ah, you'll figure it out.

    6. Re:"I can attest to JC being smart" by Anonymous Coward · · Score: 0

      I hope that's a joke, because reissuing GPL code under a lesser license is a sin.

    7. Re:"I can attest to JC being smart" by dmccarty · · Score: 2

      Actually, you'll notice that he's just a BBspot fan in general, without gravitating to any one OS. (Of course, there is only one way, one truth, one OS, but he didn't say which one it is. Hint: the (installation) path is narrow ;-)

      --
      Have fun: Join D.N.A. (National Dyslexics Association)
    8. Re:"I can attest to JC being smart" by jred · · Score: 1

      Silly question. *Everyone* knows Jesus uses vi :)

      --

      jred
      I'm not a mechanic but I play one in my garage...
  8. Re:But... by Daniel+Dvorkin · · Score: 1

    ... and the answer is, "Yes, she is." :)

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
  9. Nothing pushes a computer like games. by sheetsda · · Score: 3, Insightful
    The only thing that will push a computer to its limits is a game. No one admits it but no one needs a new computer to do a spreadsheet programme or Word document.

    *sigh* This is what I tried to tell my uncle last weekend when he shelled out way too much money for a 1.4 GHz P4 with a Geforce2 and 128 megs of RAM to run Microsoft Windows/Office. He believes buying a top of the line system now will save him from having to buy another one in a couple years. Ha! Good luck. Lusers just won't listen.

    1. Re:Nothing pushes a computer like games. by mikeage · · Score: 2

      sigh* This is what I tried to tell my uncle last weekend when he shelled out way too much money for a 1.4 GHz P4 with a Geforce2 and 128 megs of RAM to run Microsoft Windows/Office
      Having 128 meg of ram won't prevent him from having to buy a new machine tomorrow if he wants to run office well ;). But you're right... 500, 600 Mhz with 256 meg of ram and an 8 meg (16 if you want to be fancy) video card will run almost all non-game, non-DVD home applications quite nicely.

      --
      -- Is "Sig" copyrighted by www.sig.com?
    2. Re:Nothing pushes a computer like games. by Nos. · · Score: 3, Informative
      A few years ago, as a summer job, I was offering my expertise in helping people purchase a computer.


      The first question I always asked was "What do you want to do with your computer." This gave me a starting point. If it was gaming, the machine was always a more powerful machine than the folks who were looking to do word processing and internet access (we're talking mid-90's here).


      I remember one guy being quite shy about saying that he wanted to play games, I had to admit that I did a lot of gaming before he would. As a result he ended up being very happy with his machine, and as I recall, he didn't have to put a dime into that machine for over a year!

    3. Re:Nothing pushes a computer like games. by GreenBugsBunny · · Score: 1

      Wow! what kind of non-game, non-DVD home applications are you running?

      My home PC seems to keep up quite nicely: Pentium 233MHz, 2MB video card, 64MB RAM. It's dual booted: RedHat 7.1, Windows 2000 Pro, and has never had any problems. It even runs a good handful of games just fine (The Sims, You don't know jack 4/5)

      There is no need for a huge powerhouse PC for almost all non-game, non-DVD home applications to run quite nicely

    4. Re:Nothing pushes a computer like games. by CaseyB · · Score: 2
      My home PC seems to keep up quite nicely: Pentium 233MHz, 2MB video card, 64MB RAM.

      There is no need for a huge powerhouse PC for almost all non-game, non-DVD home applications to run quite nicely

      That "huge powerhouse" he described is the lowest-end new machine you can buy. Try to buy a new machine like yours -- you'll be paying MORE, because the parts are antique and aren't stocked in many places.

    5. Re:Nothing pushes a computer like games. by GreenBugsBunny · · Score: 1

      Granted, however, the parent poster implied that the lowest end PC's you can buy now is the *minimum* you would need to run typical home applications. If you already have, say a high-end pentium I, there is really no need to upgrade hardware (except in the case of disk space) unless some application you want/need to use requires something bigger. Most likely, that new app won't be a typical home/office application.

    6. Re:Nothing pushes a computer like games. by snilloc · · Score: 1
      Close, but no cigar.

      My P166 with ample RAM and disk space didn't like Netscape 6 or Mozilla at all.

      And if I'm not mistaken, the minimum spec for WinME is a P150. (ouch). For the friggin' OS!

      I'd hate to think that the OS and web browsers are too much for that system.

      But yes, IE (for most pages) and Office ran just fine on Win95.

  10. UI, but not graphic design by mughi · · Score: 1

    Well, I thought it was an OK interview, just a little light. And the main gist of her UI comments were more towards feature presentation and interaction, not graphic design and artwork (as other posters have taken it).

  11. Whatever by swagr · · Score: 2, Insightful

    What Hertz SHOULD have said is that games are the only commercial applications used by the masses that maximize CPU useage ...

    Yes, I'm sure no one has ever maxed a CPU for hours or days on end modelling fluid dynamics, or physical optics, or encoding mpegs, or ...

    --

    -... --- .-. . -.. ..--..
    1. Re:Whatever by Anonymous Coward · · Score: 0

      Or compiling XFree86 and Mozilla in the same day.. Oye!

    2. Re:Whatever by jason000042 · · Score: 1

      People that do serious physical modeling have traditionally used bigger computers than your average spread sheet jockey. I think that's the way it should be. Different tools for different goals.

      --

      are you a dirtyfreak? I am.
    3. Re:Whatever by kubrick · · Score: 1

      What Hertz SHOULD have said is that games are the only commercial applications used by the masses that maximize CPU useage ...

      Yes, I'm sure no one has ever maxed a CPU for hours or days on end modelling fluid dynamics, or physical optics, or encoding mpegs, or ...


      How many of "the masses" do this?

      Not enough to qualify for the term 'mass', I imagine...

      --
      deus does not exist but if he does
  12. I can just see it... by Brownstar · · Score: 5, Funny

    What a game would do is immediately give you those three features and then as you progressed and became a more powerful character it would give you more features

    Mr. Clippy: I'm sorry, you're not experienced enough to change text colors yet. Try underlining it for now!

    1. Re:I can just see it... by ethereal · · Score: 1

      Well, the advantage of games is that they don't put you in situations where you have to do something that you don't know how to do yet. So it would be more like:

      Mr. Clippy: I'm sorry, but John doesn't know how to underline text yet. Can you get one of his co-workers to do it?

      Boss: Damn.

      --

      Your right to not believe: Americans United for Separation of Church and

    2. Re:I can just see it... by antientropic · · Score: 1

      Mr. Clippy: I'm sorry, you're not experienced enough to change text colors yet. Try underlining it for now!

      When will I be able to import my Baldur's Gate character into Word?

    3. Re:I can just see it... by Brownstar · · Score: 2, Insightful

      You don't play RPG's very often do you. I can think of plenty of times that at a particular point in a game I needed to do something (but my character didn't have enough experience to do it) to continue with the game.

    4. Re:I can just see it... by ethereal · · Score: 1

      I play RPGs, but usually I'm involved enough in all the mini-games and side quests that by the time I get back to the main quest, I've usually leveled up even more than I was supposed to. So usually, the beginning of the game is tough for me but by the end it's easy because I've leveled up too much.

      It would be nice if games would have a better way to tell you that you need to level up more before going into a certain situation - when that happens to me I usually die a few times before I get the idea that maybe I should explore somewhere else for a while :)

      --

      Your right to not believe: Americans United for Separation of Church and

    5. Re:I can just see it... by SuiteSisterMary · · Score: 3, Funny
      When will I be able to import my Baldur's Gate character into Word?
      Mr Clippy: I'm sorry, you're not experienced enough to change text colors yet. Try underlining it for now!

      Etheria the Wizard: Fool! You do not understand the powers with which you are meddling! Do you not realize the consequences of unleashing such colours upon your document?!

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    6. Re:I can just see it... by jmauro · · Score: 2

      If there actually was an Etheria in Word, most word docs would be much easier to read.

    7. Re:I can just see it... by Overt+Coward · · Score: 2

      Try Chrono Cross on the PlayStation -- instead of experience levels, you gain a new "level" after beating each boss rather than gaining levels through random encounters. (Random encounters and side quests do let the characters grow a little, but only to a maximum set by the current boss level...)

    8. Re:I can just see it... by ethereal · · Score: 1

      Believe it or not, that's the next game that I'm planning on playing, based on all the good things I've heard about it and my past enjoyment of Square's games. Thanks for the info!

      --

      Your right to not believe: Americans United for Separation of Church and

    9. Re:I can just see it... by dasunt · · Score: 2


      Final Fantasy 2 (the Japanese version, the one that was for the famicom/NES, not released in the US, but rom & translation patch is available on the net) had a nice system. Instead of characters gaining levels, each attribute of a character and each spell would gain level, based on usage. So, if I used fire enough, it would turn into fire2. If I got hit enough, my hps would go up. If I hit enough times with my bow, my bow skill would go up to the next level. Stats would also drop if you didn't exercize them, fighters would get dumber, mages would become weaker.


      Of course, this was abusable, since you could target yourself in battle. So, while your enemy looked in confusion at you, you'd hit your party with fire, then with cure, and attack your weakest characters to bring up your weapon ability and to raise their hitpoints.


      It was a unique game.

    10. Re:I can just see it... by neowintermute · · Score: 1

      that interview was totally vapid. there was nothing of any interest in it. i'm surprised it got posted.

    11. Re:I can just see it... by Overt+Coward · · Score: 2

      You think that's bad, try Final Fantasy Tactics -- a good strategy is to leave one opponent alive (preferably immobile), and use skills to reduce everyone's attack power so they can bang away on each other practically ad infinitum, untill you've gained all the XP and skill points you possibly can...

    12. Re:I can just see it... by foxwitt · · Score: 1

      She seems to be thinking of the best possible situation, in which we not only have time to sit down and learn to use a program at a reasonable pace, but that we'd actually care to learn all of its features.

      For one, practically no one just sits down to learn a new program with nothing but time on their hands and a desire to learn how to do it. We learn to use the program because there is some pressing need for us to use it. For example, I'm now learning LaTeX because I'll have a real need to set documents in the near future. I'd be pissed if I missed my deadline because the program decided I didn't know enough to typeset an equation yet.

      Second, programs get used for diverse purposes, so while someone might use excel for balancing their checkbook, someone at a steel mill is calculating run yields, and and engineering student is solving systems of equations to see if a truss will collapse. Other than a few basic commands, none of these people are using the same features of the program, and they probably have no desire to learn how to do what the others do, it's useless to them. So, how would the program know what to teach you, because I don't think for a second that its smart enough to decipher what you're doing and teach you the necessary skills to do just that. Games, otoh, have a defined goal, and pretty much all the skills it teaches you will be used. Very different.

      --
      Today our lesson will be Chapter 1 of Elementary Necromancy: Proper Use of a Shovel.
    13. Re:I can just see it... by Bearly · · Score: 1

      That's really not as far fetched as it seems. Remember that newer versions of Microsoft Office hide most of the menu items until people use them. I imagine people will get curious once they understand all of the basic options and will slowly delve into the hidden ones out of curiosity and desire for more elaborate doccuments. Very similar to how a game player learns only the basics at first, but when motivated by difficult levels, will expand to understand the full range of a game.

    14. Re:I can just see it... by Molt · · Score: 1

      Dungeon Master by FTL had the same kind of 'Usage based experience' with you going up seperately in Fighter, Ninja, Mage, and Priest classes.


      Fighter levels gained by hitting things, Ninja levels were gained by throwing things, and Mage and Cleric levels by casting the right kind of spells. I lost count of the number of times I gained a fighter level whilst chopping through a door with a sword, or gained ninja levels whilst throwing away unwanted items.


      --
      404 Not Found: No such file or resource as '.sig'
    15. Re:I can just see it... by cpt+kangarooski · · Score: 1

      As it happens, it doesn't work out very well. If users aren't presented with the options at the beginning, they'll never know to look for them in the first place. Often, IIRC, they'll tend to never try to do more elaborate things, or try and give up. Very few will succeed.

      Games rely on terrible UI. You're not allowed to do anything you're capable of at the beginning. In the real world, I do not want to have to create 200 documents before I level up and can change the tabs.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
  13. Games pushing hardware is great ... by Daniel+Dvorkin · · Score: 4, Interesting

    ... I mean, I'm all for faster CPU's, more RAM, better video cards, higher bandwidth, etc.

    But I don't see games pushing the UI envelope in a way that's useful to most user tasks. Sure, game developers put an enormous amount of effort into creating detailed, realistic virtual environments, and that's great -- for games. But attempts to introduce such elements into OS's in general, and into general-purpose applications like word processors, graphics programs, and browsers, will lead only to clutter and bloatware. You don't need realistic lighting and fog effects when you're writing a letter ...

    Browsers are an area that deserve special mention. I've seen a few attempts to use game-type visual metaphors to turn cyberspace into something Gibsonian (anyone remember Hotsauce?) and the effect is always ugly, pointless, and slow. Make the hardware fast enough, of course, and "slow" will go away, but "ugly" and "pointless" will remain.

    When I'm playing a game, I want to be immersed in a virtual world. When I'm writing, or designing graphics for a Web site, or pounding out code, or looking for information on some obscure subject, I want a clean, simple interface that makes it as easy as possible for me to get, create, or manipulate my data. And that's it.

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    1. Re:Games pushing hardware is great ... by mughi · · Score: 2, Insightful

      Good post, but...

      When I'm playing a game, I want to be immersed in a virtual world. When I'm writing, or designing graphics for a Web site, or pounding out code, or looking for information on some obscure subject, I want a clean, simple interface that makes it as easy as possible for me to get, create, or manipulate my data. And that's it.

      I'd have to disagree and say that the basic principle is the same. When I'm playing a game (Myth II for example), I want to focus on paying attention to the health of my units, where I want to get them to go, and not have to worry about the mechanics of actually achieving it. When I'm writing a document, I want to focus on my train of thought, what I'm trying to say, etc. and not have to worry about the mechanics of using the word processor. Different paradigm, but same UI goal.

      I would say that many games I've played seem to have gotten this down well. Perhaps it's because of the focus where they know that no player is going to actually bother reading the manual, and the developers need to keep in mind the needs of a novice user just sitting down at the program for the first time.

      The game 'tutorial' intro level and the wavy green lines in Word: both good steps along this path.

    2. Re:Games pushing hardware is great ... by Daniel+Dvorkin · · Score: 1

      Well, okay; a good game designer is probably someone who has a good overall feel for how people interact with computers, and can apply that talent to the design of general-purpose UI's. But the paradigms involved in killing monsters and writing letters are _so_ different that I don't see much direct connection between one and the other ... and of course if the industry starts thinking, "Game designs are good, we should put some of that goodness into our other products," it will inevitably manifest itself as direct (and utterly useless) transference of game UI elements into general-purpose apps, rather than trying to find some general principles of good human-computer interaction and applying those principles to designing applications of all kinds.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    3. Re:Games pushing hardware is great ... by WinterSolstice · · Score: 2, Insightful
      Hey, what about those of us who would like to have lighting and fog effects when writing letters? I think it would be seriously cool if the next "Cease and Desist" letter I got had really cool real-time smoke.


      I agree that an interface should be straight-forward, and simple. However, users LOVE eye candy. Just go look at Themes.org. We actually have users at my company who run PowerPoint on their desktops. They like having desktop wallpaper, and our policies prohibit it. They are willing to take the performance hit just for that useless bit of color.


      As for me, I'll just sit back and enjoy my heavily tuned Enlightenment desktop that uses more RAM and CPU than my first 6 computers had, combined.


      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    4. Re:Games pushing hardware is great ... by taliver · · Score: 1
      You don't need realistic lighting and fog effects when you're writing a letter ...


      I'm going out on a limb here...


      Let's say I'm writing a technical document with a lot of parts, using something like a CVS system to work with others. Now, maybe my system could keep up with changes that other people have committed, and begin showing the file through a fog, to let me know that something has been obscured.


      The more changes committed, the thicker the fog. No real intelligence needed in the system, and if the user still wanted to work on it, he could. But a nice, nonintrusive way to alert people to changes that have occurred.

      --

      I demand a million helicopters and a DOLLAR!

    5. Re:Games pushing hardware is great ... by Brownstar · · Score: 3, Insightful

      I think you're confused as to what the user interface in a game is.

      The special effects like fog and realistic lighting are part of what is being presented, you don't ever actually use it. The user interface is the menus, hand icon, etc...

      One of the reason's why you may have mistaken that is because UIs in good games have gotten so seemless with the game its hard to tell the UI from the actual game (take Black & White for example).

    6. Re:Games pushing hardware is great ... by Daniel+Dvorkin · · Score: 2, Insightful

      Sure, but in that case the fog is an abstract representation of something else happening -- whereas in a game, the purpose of fog effects is _actually to look like fog_. I think that may be _the_ fundamental difference between games and general-purpose apps, in fact. Games try to create a virtual world and put you into it; most other kinds of apps try to provide you with a useful metaphor through which you can manipulate the real world.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    7. Re:Games pushing hardware is great ... by Anonymous Coward · · Score: 0
      You don't need realistic lighting and fog effects

      I can see it now: MS Office GE...

      You open a Word document and its enshrouded in the fog of war. The cursor acts as a light source that pushes back the shroud. Editing a text document becomes a game in itself as MSWord autocorrects text underneath the fog of war, so what you can dimly see in areas of the document you've passed the mouse over may have already changed.

    8. Re:Games pushing hardware is great ... by Remote · · Score: 2


      I'd have to disagree and say that the basic principle is the same.


      While this is not what you said, it lead me to imagine, say, a compiler in which you start with 7 "lives". You'd lose one after each compiler error or 3 warnings! After that you'd have to restart the IDE or reboot the system, depending on the OS. Some people would be a lot more careful...
    9. Re:Games pushing hardware is great ... by Remote · · Score: 1

      maybe my system could keep up with changes that other people have committed, and begin showing the file through a fog, to let me know that something has been obscured.

      You must love your paperclip! ;)

      Sorry, I couldn't resist...

    10. Re:Games pushing hardware is great ... by Anonymous Coward · · Score: 0

      "As for me, I'll just sit back and enjoy my heavily tuned Enlightenment desktop that uses more RAM and CPU than my first 6 computers had, combined."

      Rotfl!

    11. Re:Games pushing hardware is great ... by neo · · Score: 2

      You're confusing game UI with game graphics.

      Game UI include radial menus, configurable hot keys, .cfg files, contextual menus, contextual dialogue boxes, contextual icons, intuative interface design, "HUD" style layouts, and many more features.

      These have nothing to do with fog distance.

    12. Re:Games pushing hardware is great ... by tmark · · Score: 2
      I want a clean, simple interface that makes it as easy as possible for me to get, create, or manipulate my data.


      I bet you don't use Emacs, do you. Notepad all the way, baby !!!

    13. Re:Games pushing hardware is great ... by Daniel+Dvorkin · · Score: 1

      Actually, I use BBEdit on a Mac.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    14. Re:Games pushing hardware is great ... by Anonymous Coward · · Score: 0

      ... which is designed after emacs.

    15. Re:Games pushing hardware is great ... by taliver · · Score: 1
      whereas in a game, the purpose of fog effects is _actually to look like fog


      But in a game, that is often not the case. The fog often represents "uncertainty about an area". Games generally try to substitute a complex action in the real world with a game device that makes the behavior easier to understand, easier to manipulate, or easier to program.

      --

      I demand a million helicopters and a DOLLAR!

  14. No by Uttles · · Score: 2, Interesting

    I think this article is a little unrealistic. I agree that many games have exciting and interesting features which take time to develop and give you a sense of completion and understanding, but I don't believe this applies to other applications. Specifically it is this statement that I don't agree with:

    What a game would do is immediately give you those three features and then as you progressed and became a more powerful character it would give you more features.

    That's really cool in games, I love the accomplishment of attaining the highest level, but when I open MS Access I want to be able to jump right in and program modules rather than be greeted with a form creation wizard or what not. I'm the type of computer user (like most people here probably) who wants all the features I can get my hands on. Throw them all out me, and I'll determine what it is I need.

    --

    ~ now you know
    1. Re:No by hansk · · Score: 1

      Of course you disagree, you are obviously a power user. But, the majority of users are not. They typically don't need the quantity of features available or have them thrown immediately at them. That is why applications are beginning to provide adaptive UIs. As a user progresses in their learning or their needs increase, more features become available.

      Also, I think it's important to see the opposite occur. As features are used less and less they get removed from the immediate UI. Placed on the back shelf so to say.

    2. Re:No by I.+M.+Bur · · Score: 1

      rm: you must be level 6 or higher to use this command.

  15. incremental disclosure and game UI by tim_maroney · · Score: 5, Insightful

    Incremental disclosure with sticky adaptation, the single UI principle discussed in the interview, has been well known in the design community since the 1980's.

    Just because Microsoft doesn't make good use of the principle doesn't mean that it's a gift from gaming to the rest of the world.

    In most other ways, games are UI nightmares. They're difficult by design. Applying their principles to other domains would be a giant step backwards. Non-entertainment systems should be easy by design, rather than conjuring obstacles for the thrill of overcoming them.

    Fans of UNIX will, of course, disagree. The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.

    Tim

    1. Re:incremental disclosure and game UI by ethereal · · Score: 1
      Just because Microsoft doesn't make good use of the principle doesn't mean that it's a gift from gaming to the rest of the world.

      Well, they did try "smart menus" that didn't show you commands that you didn't use too often, but IIRC a lot of people thought those were pretty annoying.

      --

      Your right to not believe: Americans United for Separation of Church and

    2. Re:incremental disclosure and game UI by jbmadsen · · Score: 1

      Fans of UNIX will, of course, disagree. The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.


      You forgot to mention the efficiency of the CLI when it is used by someone with decent typing speed (and accuracy) and some experience with it. There are many functions that take less time to type then to do through a GUI. Point-and-click is nice for some things, but it doesn't solve everything. Do you open a character table and click at the characters with your mouse when you write postings here? Sometimes using your keyboard is just faster and easier.
    3. Re:incremental disclosure and game UI by kabir · · Score: 4, Interesting
      Fans of UNIX will, of course, disagree. The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.

      I wouldn't have thought that the popularity of "archaic command-line interfaces" had anything to do with their being cryptic, or figuring them out being entertaining... it seems to me that those sorts of interfaces are popular because they tend to be extremely powerful. My personal experience of interfaces has shown the general trend where GUIs tend to be less powerful/flexable than command line interfaces. Though I freely admit that my opinions are colored by many years of UNIX usage, so I'm not really all that objective.

      Solving the "problem" of an interface, while somewhat rewarding, isn't exactly an experience I go looking for. I've dealt with this both with command line UIs and GUIs - crappy is crappy either way - and it's never fun. I think it's just that command-line UIs tend to be a bit more featureful than GUIs simply because there is less aversion to complexity, probably because people expect a command-line to be more complex. I generally consider the command-line being more cryptic to be the price I pay for greater power and flexability.

      Or I could just be so used to UNIX everything else seems a little weird ;)
      --
      Behold the Power of Cheese!
    4. Re:incremental disclosure and game UI by jmauro · · Score: 1


      Fans of UNIX will, of course, disagree. The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.


      But if you look at how someone uses a command line thay proceed in the same way as sticky adaptation. Learning and using the basic commands and then adding more complex options and commands as they learn more. Besides, with things like Word Processors and CLI you want all the functionality there from day one. You don't want to have to go though a tutorial every time you start a new doc, get a new machine, or reformat.

    5. Re:incremental disclosure and game UI by Mr.+Slippery · · Score: 2
      Non-entertainment systems should be easy by design, rather than conjuring obstacles for the thrill of overcoming them...The popularity of archaic command-line interfaces in the UNIX subculture could perhaps be understood as a consequence of gamer-like behavior among hobbyists and tinkerers.

      Nonsense. The CLI is easy - for some things.

      It all depends on the task you want to perform. "rm -r *.o" is closer telling my faithful servant to "remove all object files from here on down" than is "click on Start - mouse over Search - click on For Files Or Folders - fill in .o in the appropriate field - click through several levels to specify the appropriate target to Look In - click on Search Now - click on Edit - click on Select All - click on Edit - click on Cut - click on Yes." A GUI is a lousy way to instruct a servant.

      On the other hand, for things I want to do myself, using the machine as a magic typewriter or paintbrush rather than as a servant, a GUI is the better choice; a verbal interface would be a lousy way to control a magic paintbrush. (Though it would be useful in some types of line and block drawings.)

      --
      Tom Swiss | the infamous tms | my blog
      You cannot wash away blood with blood
    6. Re:incremental disclosure and game UI by Reality+Master+101 · · Score: 2

      It all depends on the task you want to perform. "rm -r *.o" is closer telling my faithful servant to "remove all object files from here on down" than is "click on Start - mouse over Search - click on For Files Or Folders - fill in .o in the appropriate field - click through several levels to specify the appropriate target to Look In - click on Search Now - click on Edit - click on Select All - click on Edit - click on Cut - click on Yes." A GUI is a lousy way to instruct a servant.

      This happens every time CLI versus GUI comes up. Yes, you can do it like you describe, just like you can type "rm" for every file you want to delete in a CLI -- and then complain that "CLI sucks" because you have to type every file.

      Just because you don't know how to use a GUI, don't assume that there aren't fast ways to do things.

      However, I agree with your main point that for some things GUIs are better, and for other things CLI is better. What's annoying is that so many CLI people are totally inept and ignorant of how to use file managers effectively.

      --
      Sometimes it's best to just let stupid people be stupid.
    7. Re:incremental disclosure and game UI by cpt+kangarooski · · Score: 5, Insightful

      Which leads to something I've been saying for a while. The GUI and CLIs should be extremely tightly integrated. That isn't to say that it would ever, ever, be required that a user use an interface he was uncomfortable with. The two different methods would be alternatives of each other, but which would be more than the sum of their parts when used in tandem.

      Having three or four terminals open in XWindows is _not_ an example of this, by any means.

      For example, imagine that you want to move all your object files, plus a few others that don't have anything in common. (save to you - i.e. not the same name, or file type, etc.)

      You could quickly navigate to the appropriate directory in the GUI - it's faster unless you remember the precise (short) path. Type a command along the lines of "select *.o" into the cli parser of that _very_ GUI directory window, and the appropriate _icons_ highlight, and are selected. Quickly mouse around to the other couple of icons you want, and shift-click to add them to the selection.

      Then drag the icons from the window into another folder visible onscreen (which may be easier than having to remember and type in another pathname), change over to that window and enter a command like "rename * *.backup" to rename all of the moved files.

      (n.b. command names would likely exist in several forms, with the full name of the command being the easiest to understand - for consistancy's sake, it would be precisely the same name as used in the GUI.)

      Both pointing & grunting at things, as well as talking about them are good ways to control a computer. In the real world, we recognize the usefulness of using them in conjunction, rather than either exclusively. There's a place for that here too.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    8. Re:incremental disclosure and game UI by nmarshall · · Score: 1

      hmmm a nice extremely tightly integrated CLI and GUI... lets see e17 will have that. or for some thing now, check out ROX.

      --
      nmarshall

      The law is that which it boldly asserted and plausibly maintained..
      --Colonel Burr 1783
    9. Re:incremental disclosure and game UI by tim_maroney · · Score: 2

      Well, they did try "smart menus" that didn't show you commands that you didn't use too often, but IIRC a lot of people thought those were pretty annoying.

      That's because the distinctions between basic and advanced that MS uses are arbitrary and don't match any sensible incremental disclosure sequence. Technically this design error is known as a mismatch between the user and system model. In this case, what it leads to is an extra step in searching for options, because the user has no way of knowing what is hidden in the "advanced" functionality.

      With a cleaner conceptual break between the initially disclosed and initially undisclosed information, though, it's a great way to manage interface complexity. Usually this means having the undisclosed portion all be strongly conceptually related under a particular category, rather than simply being a miscellany of supposedly advanced features.

      Tim

    10. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      ooookkkk, in the parent example of recursively deleting all .o files from the current and all child directories, how would you as quickly and easily do this with a file manager?

    11. Re:incremental disclosure and game UI by tim_maroney · · Score: 2

      ooookkkk, in the parent example of recursively deleting all .o files from the current and all child directories, how would you as quickly and easily do this with a file manager?

      Hit the "Remove Objects" menu item in your IDE. That's how.

      Don't be surprised if systems originally built to be manipulated with a command line are hard to deal with in a GUI. The answer is to revisit assumptions from the ground up rather than just adding a thin GUI veneer to a CLI-based system. That's the worst of both worlds.

      Tim

    12. Re:incremental disclosure and game UI by Velex · · Score: 1

      CLIs have incredible power. Ever want to delete a bunch of files that match a pattern in a bunch of directories? I hate having to keep changing directories with GUIs, which is why I hit the terminal button on my toolbar and type in:

      for i in `find -name "*.whatever"` ; do rm $i ; done
      And, as the done indicates. I'm done.
      --
      Join the Slashcott! Stay away entirely Feb 10 thru Feb 17! Close all tabs to prevent autorefresh!
    13. Re:incremental disclosure and game UI by Reality+Master+101 · · Score: 2

      Well, first of all, his rm command was totally wrong, which I figured I wouldn't flame him for (it should be "find . -name '*.o' -exec rm {} \;", which 98 out 100 people probably don't know how to do anyway).

      But to answer your question, I would right-click, ->search, type *.o, enter, click the files, ^A, del, Y, done.

      Is the CLI faster? Yes. But not by much, and only by those 2/100 people.

      --
      Sometimes it's best to just let stupid people be stupid.
    14. Re:incremental disclosure and game UI by Morth · · Score: 1

      This is such a troll.
      First of all, it's wrong. You'd have to do find . -name "*.o" -exec rm -f {} \;
      How easy is that?

      Second of all, perhaps it's not true for windows, but many GUI:s can sort by file type, and show files from more than one directory in the same window. Then it's an easy task to mark all of a same type and just delete them.

    15. Re:incremental disclosure and game UI by hansk · · Score: 1
      Which leads to something I've been saying for a while. The GUI and CLIs should be extremely tightly integrated.

      As a good example just look at AutoCAD. Both a CLI and a GUI that have been integrated for years. Beginners find a GUI that's familiar and easy to use. The CLI offers quick and very powerful access to the entire application. For an amazing example of power use, go to a largescale drafting company and watch the data entry operaters use one hand to type into the CLI and the other hand on a multiple button puck for GUI/direct manipulation access. These people could probably put any Unreal/Quake/etc. player to shame (if they are not one already).

    16. Re:incremental disclosure and game UI by tim_maroney · · Score: 2

      Well, first of all, his rm command was totally wrong, which I figured I wouldn't flame him for

      Yep, "rm -r *.o" would not do what he thought it would, which is remove all object files recursively.

      It also wouldn't give any kind of clue that it hadn't done it, since he's unlikely to do a recursive "ls" after the operation. (A direct manipulation interface would show the results of the operation.) Having made this error, when he followed up with a "make", it wouldn't rebuild the object files he expected. When he tried to debug, he might easily spend an hour chasing a red herring because he thought he'd done a complete rebuild when he hadn't.

      This is one of the biggest counts against command languages. They are error-prone -- not just typing errors, but semantic errors as well, even for experts; and due to the lack of feedback, errors are hard to detect and recover from. These errors are in a sense fun and challenging for the hobbyist or tinkerer, but for everyone else, they are a giant pain in the nether regions.

      Tim

    17. Re:incremental disclosure and game UI by Reality+Master+101 · · Score: 2

      Sometimes I do the normal "find" command, but often I do it this way for just the reasons you cite:

      find . -name '*.o'

      [see what comes out]

      Then pull it back and insert "rm ` `" around it for "rm `find . -name '*.o'`". It's no big deal for .o files, but for more complex finds it pays to do a verification step. :)

      --
      Sometimes it's best to just let stupid people be stupid.
    18. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      Are you trying to sound "smart"???

    19. Re:incremental disclosure and game UI by cpt+kangarooski · · Score: 1

      I'll have to check that out. But I've gotta say, I'm amazed at how people have ignored improving CLIs for so long, often while still maintaining that they're good.

      E.g. typing commandname --help is alright, when you can't quite remember what it was that you needed to type. But damn, if I wouldn't rather right click on the commandname and be able to select anything from a help window popping up alongsides to a graphical dialog (perhaps like one of Apple's 'sheets') that just contained the damn options within it.

      The end all be all of CLIs is not a perfectly emulated teletype machine, guys. A text-only solution is something you have to bear in mind, like designing a web page for lynx. Someone ought to be able to get by with that, with no actual loss of functionality. That's _fine_. But most of the time, you ought to be accepting inputs through any of the very meager methods we have for that on computers, and blasting your output across multiple ways of getting that out. (e.g. graphical output, dialogs, etc. of CLI commands)

      Otherwise things are being made harder than they need to be.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    20. Re:incremental disclosure and game UI by Jonathan · · Score: 2

      Hit the "Remove Objects" menu item in your IDE. That's how.


      That assumes the author of the IDE was thoughful enough to provide that choice. If such a choice isn't there, then what? The beauty of a CLI is that nobody but the user has to anticipate choices.

    21. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      Complex? Pay? And pay for it you do, byte_boy. Measuring cost benefit you pay every keystroke.

      cost = complexity -> 2^n
      benefit = power -> n*n

      Do you see, byte_boy ( less you're a mutant such that : 2^n -> n*LN(n) ) that every increase in flexibility lowers cost benefit ( for say n > 3 ) ... it screws the guru, screws the Lusr.

    22. Re:incremental disclosure and game UI by Mr.+Slippery · · Score: 1
      Well, first of all, his rm command was totally wrong, which I figured I wouldn't flame him for...
      You are right, I am hoist on my own petard, I hang my head in shame for such a dumb mistake I and deserve to be mildly flamed (for that error, not for the overall point of CLI for servanr vs. GUI for tool, which I still maintain.) D'oh!
      --
      Tom Swiss | the infamous tms | my blog
      You cannot wash away blood with blood
    23. Re:incremental disclosure and game UI by Mr.+Slippery · · Score: 1

      No, not a troll, though you are correct about the find command - I fucked that up royally.

      --
      Tom Swiss | the infamous tms | my blog
      You cannot wash away blood with blood
    24. Re:incremental disclosure and game UI by Drazi100 · · Score: 1

      I think Good Nt admin would disagree. Good ones tend to use a command line IF they can. More powerful CLI's make it easier to administrate boxes when you have to repeat tasks over and over. Notice I mentioned a "good" NT admin.
      Even DBA's like myself would rather use query analyzer if we can rather than enterprise manager.
      Guis are good if you dont know what the fuck you are doing and need to learn.

    25. Re:incremental disclosure and game UI by tim_maroney · · Score: 2

      That assumes the author of the IDE was thoughful enough to provide that choice.

      Well, yeah. It's been standard in every IDE I've worked with on the Mac since the late 1980's, so that doesn't seem like a big leap. It's not fair to compare a great CLI with a crappy GUI. Assuming they're both good examples of their kind, then the GUI wins.

      If such a choice isn't there, then what?

      Add it through the scripting interface. You did know that good GUI applications are scriptable, right?

      The beauty of a CLI is that nobody but the user has to anticipate choices.

      The beauty of a well-designed GUI is that 80-90% of the common cases are far easier than they are in a command line environment, and that the rest can be captured through scripting if you really have to. A "Remove Objects" menu item is a lot easier to use for either the novice or expert user than "find . -name '*.o' -exec rm {} \;". Common operations should be built in to the system.

      (BTW, I was under the impression the actual way to do this is "make clean"....)

      Tim

    26. Re:incremental disclosure and game UI by Jonathan · · Score: 2

      It's not fair to compare a great CLI with a crappy GUI. Assuming they're both good examples of their kind, then the GUI wins.

      For you, maybe. I consider myself open-minded and have tried lots of different GUI IDEs on many platforms. I generally try to live with using them for about a week and then get frustrated by their limitations and return to Emacs and make, which fortunately have been ported to nearly every OS.

      Add it through the scripting interface. You did know that good GUI applications are scriptable, right?

      The set of good GUI apps by your definition must be pretty small then. Most GUI apps aren't very customizable at all. And even the ones that are generally have their own programming language, and who has the time to learn some proprietory language for every app?

      A "Remove Objects" menu item is a lot easier to use for either the novice or expert user than "find . -name '*.o' -exec rm {} \;". Common operations should be built in to the system

      I agree -- common takes should have shortcuts in any system, whether GUI or CLI. But it is just a fact that everyone works in different ways. What is common for you may be uncommon for me and vice versa. It is hardly any wonder that UNIX and its CLI remain popular among researchers, who by definition perform tasks nobody before has done.

      BTW, I was under the impression the actual way to do this is "make clean"....)

      That's how I would do it normally in my own projects -- but that only works if I've written a command line to run for the clean option in the makefile -- a makefile is really just a script of sorts.

    27. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      I wouldn't have thought that the popularity of "archaic command-line interfaces" had anything to do with their being cryptic, or figuring them out being entertaining...

      xyzzy.

      plugh.

    28. Re:incremental disclosure and game UI by perc · · Score: 1

      The mix of CLI and GUI you're describing exists in a lot of engineering design tools, AutoCAD and PLC programming software to name two. The Rockwell programming software has a gui to edit ladder logic but supports a "dot-command" interface. Hit the "." button and a window pops up and lets you type the CLI command, or whatever you want. Very easy to get used to. Pity about the ladder logic.

      -Perc.

    29. Re:incremental disclosure and game UI by gibara · · Score: 1

      In a computer game, the interface AND the environment are determined by the authors. This is why incremental disclosure is so effective. Learning how to use MegaGunX in the fifth level is okay because the designers didn't add GruesomeCreatureZ, the first enemy in the game which can only be killed by that weapon, until level 6.

      Application designers on the other hand have only control of the interface. They can't choose to make an advanced feature like mail-merge available only after 50 documents, because the user might find themselves in an environment where they need to use any particular feature 'out of the box'.

      What I think JC Hertz is observing is that games must generally include some form of tutorial (which may be part of the game) because games UI's are generally quite distinct. And that furthermore, these tutorials are actually structured as part of the game.

      So the proper comparison is between the help in say MS Office and early game levels. With this perspective 'Clippy' can be seen as an attempt to introduce the in-situ learning which games so often provide - an incredibly botched attempt though.

      --
      Programmers of the world unite, you have nothing to lose but your strings.
    30. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      http://www.USGovernment-in-Exile.org

      Your web address doesn't work.

    31. Re:incremental disclosure and game UI by Anonymous Coward · · Score: 0

      say "administrate" one more time and I swear to god that I'll hunt you down and feed you to my family.

    32. Re:incremental disclosure and game UI by danila · · Score: 1

      An excellent example of such an interface is good old Norton Commander (for Windows it is FAR - File and Archive Manager. UNIX equivalents are somewhat lacking in features and UI quality).

      For example, imagine that you want to move all your object files, plus a few others that don't have anything in common. (save to you - i.e. not the same name, or file type, etc.)

      OK, good challenge. ;)

      You could quickly navigate to the appropriate directory in the GUI

      You could quickly navigate to the appropriate directory in the FAR, you can have up to ten shortcuts (Ctrl+Number), you can have a user menu with optional keyboard shortcut navigation (F2 D I brings me to my Palm Install directory).

      Type a command along the lines of "select *.o" into the cli parser of that _very_ GUI directory window, and the appropriate _icons_ highlight, and are selected. Quickly mouse around to the other couple of icons you want, and shift-click to add them to the selection.

      Select one file with .o extension and press Ctrl+GreyPlus. Or press GreyPlus and enter one or several wildcards, separated with commas. Then you can move along the file list (with keyboard or mouse, actually) and use Insert to manually select files. Of course, you can unselect files in the same way. Some extra seclecting features are also available.

      Then drag the icons from the window into another folder visible onscreen (which may be easier than having to remember and type in another pathname), change over to that window and enter a command like "rename * *.backup" to rename all of the moved files.

      Then use the second panel of FAR (!) to navigate to the target directory. Press F6 to move all the files there. You can even add to the path which is shown in the window something like *.*.backup and you don't need that extra step. ;)

      So, this is an ideal UI for the file management. You can't beat FAR neither in GUI Explorer-like apps (what a pain to look at people using it for 5 minutes to accomplish what was described above) nor in CLI (you need more tiping and more time).

      See screenshot or visit the official FAR web-site.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  16. Wiggle Room by Foggy+Tristan · · Score: 2, Insightful

    I'd disagree that games necessarily are better for UI development, it's just that games have a lot more wiggle room in terms of bad user interface. A game like Leisure Suit Larry can get away with not having standard looking buttons, and a game like Myst III: Exile can get away with not having standard looking icons.

    It doesn't mean however that games can have bad UIs. The eGames sample I stupidly picked up has one of the worst interfaces possible, and most of the games are individually difficult to manage.

    And finally, it's worth pointing out there's no standard UI for a laser blaster. ("The cross-sight must be in red, with a slightly thicker line near the center...")

    --
    Beware typoes.
    1. Re:Wiggle Room by mughi · · Score: 1

      But what you are speaking of is more 'graphic design' than 'user interface'. There's a lot more to it than just pretty pixels, and that functionality is what she mentions.

  17. being smart? by Anonymous Coward · · Score: 0, Flamebait


    hemos,

    do you think you're doing us a favor by attesting to this woman's smartness? or are you just surprised that a woman Could be smart, so you thought you would mention it. Being smart might get you to the head of the class, but it takes more than that to impress me...

    this is not flamebait. consider Hemos' words carefully, and why they're out of place...

    1. Re:being smart? by recursiv · · Score: 1

      indeed. that does sound rather odd.

      --
      I used to bulls-eye womp-rats in my pants
    2. Re:being smart? by Andrewkov · · Score: 1

      Sounds kinda like he's trying to get down her pants!!!

    3. Re:being smart? by Anonymous Coward · · Score: 0

      She's a fox!

    4. Re:being smart? by Anonymous Coward · · Score: 0

      If she were a president, she'd be Baberaham Lincoln!

  18. Hertz by Animats · · Score: 2
    J.C. Hertz's book "Joystick Nation", is excellent. Especially the part where she visits the automated Nintendo warehouse and meets the "wave planner", who orchestrates shortages of games to build demand. Her day job is at the New York Times, where she covers electronic entertainment.

    "Kai's Power Tools" had a game-like interface. Users started out with a few simple tools. After demonstrating competence using the basic tools, users advanced to the next level and more tools became available. This was hated. Rumors that Kai was going to redo the user interface for Photoshop resulted in a sizable protest to Adobe.

    Game user interfaces work because you can't do much. Move and shoot works well. Nothing else does.

    1. Re:Hertz by geekoid · · Score: 2

      Joystick nation, is at best, interesting.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  19. In any application by Pope · · Score: 2
    the better the UI, the quicker it'll "disappear."
    This is of course the essence of great UI design: it should be quick to learn, fairly obivous (note lack of word 'intuitive' :) and have some ability to grow with the power user/reveal more advanced features.

    I think most game builders are too busy trying to be different from their competitors than to confer with each other on standardizing their interfaces. I could be wrong: I don't play a whole lot of video games, but GoldenEye and Perfect Dark had fairly simlar UIs, adjusted of course for different functions withing the game.

    --
    It doesn't mean much now, it's built for the future.
    1. Re:In any application by cgenman · · Score: 1

      GoldenEye and PerfectDark were developed by the same team.

      -Chris

    2. Re:In any application by Pope · · Score: 2

      yeah, I know; that's what made me get excited about PD in the first place :)

      --
      It doesn't mean much now, it's built for the future.
  20. Slacker extrodinaire? by Pope+Slackman · · Score: 2

    RTFM
    GeneralKael -- Slacker Extraordinaire


    Real slackers never RTFM.

    C-X C-S

  21. Game-like UI could be useful.... by Doctor_D · · Score: 2

    I wouldn't mind seeing a game-like UI for stuff like Office and crap like that. I would turn the option on for most users. Of course myself, I'd rather have everything there, so it exists when I need it.

    Of course I can see people doing stuff along the lines of Final Fantasy.. Click there, open this pop-up box, type that, twist this and belch and volia you have the ultimate resume wizzard. But you can only get this after 90 hours of churing out presentations, databases (wannabe), spreadsheets and documents. I can almost see the spam that would create in an office environment.

    I guess what I'm getting at, there are users that know enough to use some of the advanced features, but don't need them for everything. How can you enable these features without running a typical M$ gauntlet. (i.e. trying to update IE2.0 on a fresh NT install, yet the new version of IE requires a new service pack, but you can't get the new service pack 'cause the page to download it won't open in IE2.0)

    --
    "If you insist on using Windoze you're on your own."
  22. Shhh, it's a secret by The+Slashdolt · · Score: 2, Funny

    Hemos, Don't worry, games don't know the secret of U and I. And I will keep my promise not to say anything. So don't worry my little soldier boy :-).

    Kisses

    --
    mp3's are only for those with bad memories
  23. True True by BrookHarty · · Score: 3, Interesting

    The only thing that will push a computer to its limits is a game. No one admits it but no one needs a new computer to do a spreadsheet programme or Word document.

    The problem with the industry is nobody admits jack shit. Marketing folks seem to think everyone wants to buy airline tickets, but we all know pr0n built the Internet.

    No one wants to get a trailer on their mobile phone. What people want to do is take a picture of themselves and their spouse in front of the Eiffel Tower and send that image to their teenage daughter back in England

    Over in Japan, the most popular thing for 3G phones are entertainment (Pr0n and Instant messaging). One game, you can chat with an IA women and try to see how far you can push it before she gets mad.

    For consumers its Entertainment, music, pr0n or video games. Business customers might pay 5x the price for the service, but you have 100x average consumers.

    Come to think about it, I bets thats why they sell so many vibrating batteries.

  24. Pushing the oxymoronic UI envelope by KFury · · Score: 5, Insightful

    There's a lot to be said for consistancy in UI. While games introduce some daring new metaphors and interaction models, it doesn't do a whole lot of good when each iteration forces you to relearn several of the skills you already learned (this, by the way, is also my beef with Mac OS X. People learn how to use a finder and you make them use a totally new one!)

    On the simplest level it's things like the 'inverted mouse' problem in FPS games, but whenever a hot game developer figures out a cool way to convey manipulation of another custom game feature, it detracts from the learning curve.

    It's a shame that 'pushing the envelope' and 'consistancy of design' are orthogonal terms. It would be great of the game designers got together and admitted that they're each trying to make the better game, but that establishing consistant design patterns for interactivity can increase the playability of all games, and let the struggle be with the puzzles, and not the interface.

  25. If that is true then.... by daveym · · Score: 1

    ...why is my office-issued dell p3-700-128meg-o-ram p.o.s. currently on its knees trying to expand my dataset?

    Oh forgot, Winowze 2k is prolly leaving me 400k for actual work.

    Nevertheless, my point is, there are tons of non-game applications out there that can use every mflop or mb of ram.....I sure would love a fast athlon box wik 1 gig mem.

    The real difference is, how many legit applications need a fast processor, tons of memory AND a blazingly fast 3-d graphics card? Not many---and most of those have to be rendering 3-d graphics.

    I guess there are always real-time simulated colonoscopies.

    --
    "Chill, Orrin!"---Trent Lott
  26. Really about UI? by rootmonkey · · Score: 0

    I read the article and liked it, but I thought it was more about why technology advances and how it is up to people to indicate to the designers what they want from technology. I think the article focused on games because generally gamers know what they want, i.e. a good game, a pretty game, a game with a good ui. As for technology in general its kind of like lets throw this out there and see how the public reacts, they're just guessing, nothing to really drive technology's future. We have the technology we just have to figure out what we want to do with it. I know I don't need my toaster running Java and hooked up to the internet but that might not stop someone from trying to sell it to me.

    --

    Yes but every time I try to see it your way, I get a headache.
  27. wow by Atrophis · · Score: 0

    After reading the review, and seeing her picture, i have to say that this girl is hawt! ;^)

    --

    i cant seem to come up with a sig.
  28. I think it kind of depends on the complexity... by mystery_bowler · · Score: 1

    of whatever it is you are turning into a game. Flight sims, for instance, have very complex interfaces because of the complexity involved with making a flight sim realistic. Many RPGs have complex interfaces because of the depth the game designers tried to pack into the game. Action games, by nature, are meant to be simplistic and visceral. Hence, the interface for playing Unreal Tournament or Quake III is pretty straightforward and doesn't distract much from the excitement of the game play. So you can't just assume an interface is bad just because it's complex.

    But most of all, I think the majority of games are aimed at younger adults and children, so the interfaces must be simple, else the game becomes frustrating and the exact opposite of what is desireable in a game: not fun. And don't forget that a game is usually limited in scope, so the interface is specific to the presentation of that game. Creating a friendly, intuitive UI for a multi-purpose OS is more difficult that it sounds.

    Truth be told, though, I think today's desktop environments have pretty good interfaces. It might just be my being used to this style of interface, but I feel like I transition between Windows machines, Macs, X and KDE pretty well. We might not be at the epitome of user-friendly UI yet, but I don't think it's that bad.

    --

    My sigs always suck.
  29. Unreal UI by supabeast! · · Score: 3, Interesting

    The Unreal Tournament UI certainly pushed game UIs to a new level, with easy to access, well organized drop down menus. . If I had more time I would probably hack up enlightenment to make it work like that. Trbies 2 did a great job with taking the UT and Tribes interfaces and merging them in tabbed pages and pulldowns to produce one of the best, albeit somewhat complicated (Due only to all the cool features of the game.) menus anyone has ever made for anything.

    EverQuest is another great example of game UI development. Their UI was damned lame at first, but over time has become fully customizable in regards to positioning, size, colors and transparency, all created from the input of hundreds of thousands of users.

    What I really would like to see is a merging of the UT/Tribes style interface with EverQuest customizability, along with all of the keyboard manipulation provided in Maya, and of course, easy to design and implement themes.

    If anyone wants any help designing a gui, feel free to shoot me a message...

    1. Re:Unreal UI by gss · · Score: 1

      I actually found the Unreal UI to be much the same as Windows or any other typical window manager. The Quake 3 interface, or more specifically the Team Arena interface is a lot nicer.

    2. Re:Unreal UI by EpsCylonB · · Score: 1

      The quake three interface is hardert to use. You can add your own tabs to UT, I only CTF so I have a tab that lists all the populated CTF servers.

    3. Re:Unreal UI by fobbman · · Score: 2

      "The Unreal Tournament UI certainly pushed game UIs to a new level, with easy to access, well organized drop down menus. . If I had more time I would probably hack up enlightenment to make it work like that."


      Actually that would be a really cool Windows hack. Instead of spitting out the standard BSOD I'd like the screen to rotate 90 degrees and show the uptime rankings of Linux desktops in the area. If only we could get one of those guys who breaks into Microsoft's network to insert THAT into the code base...

  30. good example by Telastyn · · Score: 1

    is the forthcoming Master of Orion 3 (moo3). Almost half of the Dev Diaries I've read for this game detail not the game, or it's play, but how to efficiently pack 100 screens into a usable interface that won't confuse newbies.

    Gamespy had a diary with screenshots.

    The UI for my new webcam looks eerily similar to the side buttons.

  31. Interacting/UI, etc. by ackthpt · · Score: 2
    Pardon me a moment while I strap myself into by Nerd-o-Tronic Virtual World Interaction Suit (bet you don't see Slashdot in 3D!) and get a fist full of gyros, get a lock on my corneas and prepare to go totally human with this 2D screen and keyboard...


    Interaction with games or other software has always had fine people like JC trying to figure out how to build a better interface or control, as far back as electronic drafting boards or Sirius Joyport. Weird controls have come and gone to make the game "real" (steering wheels, vibrating chairs, better joy sticks, etc.) and eventually we find ourselves looking at new games or software which still rely on keyboards (one of the most infuriating devices for action games if you type like I do (9 thumbs and one hunt-and-peck finger)) or any of a series of non-standard devices. Probably the closest we came to one standard for input was back in the hay-days of Atari 2600 and C64 computers. (Yet, arcade games had buttons slap dashed around consoles which made Defender nearly impossible for me to pay, yet my hand-to-eye let me rule in Pacman)


    The article doesn't delve much into why we keep flopping all over and re-discovering bad interfaces and controls, 20 years after these things became mainstream. Probably has less to do with the designer and consultant than it has with the actual market force of millions of buyers who never gave a thought beyond the package graphics.


    So call me a skeptic.

    --

    A feeling of having made the same mistake before: Deja Foobar
  32. Lots to learn. by unsung · · Score: 1

    What a game would do is immediately give you those three features and then as you progressed and became a more powerful character it would give you more features.

    Being an avid gamer and delving into UI for my work, I'd have to agree with this statement. Games have to offer extremely rich environments ... cram almost all of the info into a screen. Not an easy task. All features are there from the get go, but the most often used, the most basic features are also easier to remember and perform. I'm not saying that any one game has the perfect UI, just that they are forced to attack the problem from a different angle... the game, Black & White, for example, has a gestural interface... How does this affect the normal graphics paradigm? Which has more importance? Is it easier/faster to remember/perform clicking an onscreen button or draw a circle with the pointer? There a lot that we can learn from.

    Often, programs try to accomplish basic features by hiding them (Advanced/Beginner menus) or making the program smarter and smarter (thereby more and more useless). These tend to annoy the advanced users because then they have to spend an extra hour to customize it and turn everything off.

  33. If nothing else, game UI's are focused by Junks+Jerzey · · Score: 4, Insightful

    Most game UIs are written with custom code, not huge object-oriented libraries. And they tend to be very usable and snappy on what amounts to low-end hardware (thinking of game consoles here). Compare this to any method of creating a UI for your favorite OS, whatever it may be. It is an order of magnitude easier to write a game-like UI from scratch than it is to learn to use any of the various UI toolkits, even if you already know those toolkits.

    Along those lines, I am continually amazed when Windows XP (or the even a new KDE or whatever) requires significantly more CPU power than the previous version. Does handling clicks on widgets _really_ take that much processing power? We just blindly assume "oh yeah, context sensitive help, that's _gotta_ be expensive." But c'mon, these things could have been lightning fast on the Commodore 64.

    1. Re:If nothing else, game UI's are focused by DrSkwid · · Score: 1

      sounds like you've been using the wrong OS's :)

      try plan9

      an interface that couldn't be simple

      you can even add new commands interactively

      because all buttons are just normal plain text

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    2. Re:If nothing else, game UI's are focused by DrSkwid · · Score: 1

      that should be simpler not simple

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  34. Black and White by xiangpeng · · Score: 1

    Those guys at LionHead studios once said that they hated to use icons, and thereforce, most of the interactions the user does in the game is thru mouse click, drags and gestures.

    Speaking of gestures, it is used in Opera too :)

    --
    You must defeat Sheng Long to stand a chance.
  35. user-defined incremental UI... by Anonymous Coward · · Score: 0

    ...THAT is something I would like to see more of: A simple mode for Grandma or quick, careless work, and more advanced modes for when you want to do more. It is around, but thinly spread.

    Bottom line: why should I have to 'prove' to the computer that I am smart enough to handle the Expert Mode. Let me fire it up and make an ass out of myself if I want!

  36. Getting rid of the network bottleneck? by Anonymous Coward · · Score: 0
    So all the computer makers are now praying for everyone to get high bandwidth with high-speed connections so that the computer then again becomes the bottleneck.

    I just don't see us ever getting enough bandwidth so that the CPU becomes the bottle neck again... The CPU is quite capable of handling the load of graphics display. Once there is enough bandwidth, it probably makes more sense to distribute the graphics engine into a big ass farm of servers and just send the images... How much does it take to send live TV image.. about 6MB/sec max?

    1. Re:Getting rid of the network bottleneck? by AnonymousBlowhard · · Score: 1

      Yeah right, try about 10Gb

      --

      --
      A man's home is his castle. And the remote is his sword.
    2. Re:Getting rid of the network bottleneck? by Anonymous Coward · · Score: 0

      You are clueless.

  37. This isn't technically true... by mblase · · Score: 5, Insightful

    ...since every iteration of the Microsoft or Apple OS requires more RAM, a faster processor, and more colors on the monitor, I think it's more accurate to say that no one needs a new computer to do a spreadsheet program or Word document, provided they don't want to use the latest version.

    And besides, there's more to a computer than just the processor and graphics card. I've got a three-year-old PowerMac clone sitting at home, and I can't hardly use it for anything new. It does its job fine, but all its hardware is legacy -- DIMMs, SCSI, and serial ports while everything else is moving to SDRAM, FireWire, and USB. This phenomenon exists in the PC world as well, just to a lesser degree. If I want to upgrade my machine, it's ironic that it will cost me more money than if I had a brand-new one with USB and SDRAM on the motherboard.

    In other words, then: it also costs me more to make my machine compatible with a Palm handheld, a digital camera, a joystick, or a new printer, I need to spend the money to upgrade it first. If I want to do anything like digital video, I have to upgrade it a lot. Even downloaded Flash multimedia ran slow until I upgraded the processor, and I sure can't add an MP3 jukebox without a substantial hard drive upgrade (2 gigs doesn't go as far as it used to).

    Games push the envelope harder than anything else in the consumer industry, true. But it's hardly the only thing. There's more to consumer PCs these days than video games and word processing, and it's all more demanding than it used to be.

    1. Re:This isn't technically true... by hashashin · · Score: 1

      I definitely think the upgrade train is slowing down. I have a 4-year old, 300 MHz P2 (it was not the top of the line when I bought it), and it still runs the latest versions of Windows 2k Pro and FreeBSD quite comfortably. I upgraded the video card 2 years ago, and it's fine for Quake 3 too.

      I was prepared to upgrade it much earlier, but even the games I play seem to manage fine, so I haven't. Circa '94, I remember upgrading every year or so.

    2. Re:This isn't technically true... by Drazi100 · · Score: 1

      yeah its all the p0rn we download. get real

    3. Re:This isn't technically true... by jacrawf · · Score: 1
      ...since every iteration of the Microsoft or Apple OS requires more RAM, a faster processor, and more colors on the monitor, I think it's more accurate to say that no one needs a new computer to do a spreadsheet program or Word document, provided they don't want to use the latest version.

      Now that just isn't true and you know it. At my place of employment we have systems ranging in speed from 233 MHz up to 500 MHz and not a single person has complained that their latest version of Microsoft Office runs way slower on one machine than it does on another. Most don't notice a difference at all. Most don't even complain that their computer at work is way slower than their whizzy new fast computer their kids play games on at home.

      Most of the machines around there are more than three years old and aren't looking to have anything other than the RAM in them upgraded any time soon. The most common kinds of software, that is office software, email software, web browsers, the occasional MP3 decoder, and the like simply do not put a very great load on a system. The greatest speed increase we've seen was simply by upgrading all the systems to have 128 MB or more of RAM. I'd say current day applications are more sensitive to the amount of fast memory available than to the speed of the main CPU.

      And while doing things like encoding MP3s and editing digital video is getting more and more popular (although there still are NOT many people who do the latter -- have you seen the price of digital video cameras?), even those feats can be accomplished fairly rapidly on what is now a low-end or middle-of-the-road computer. Software isn't THAT much more demanding because users aren't that much more demanding yet; only gamers are.

      You're technically right that games aren't the only thing that drive computers. But in all practicality they are. Your average person out there couldn't tell the difference between a 600 MHz system and a 1.2 GHz system if they were sat down in front of them and weren't told which was which (and weren't allowed to peek in any system control panels!) until they tried to play a game.

  38. Perfect UI by mcelli · · Score: 2, Insightful
    In response to the title of this post: Games do have the secret to the UI because they are single task programs. Saying a game has the perfect UI is like saying a Toaster has the perfect UI. I think that the number one rule of a UI is the less you can do, the easier it is to do it.

    The article brings up some good points about making things more real, but personally, it's no more real to me now that it was in the days of Coleco Vision. Final Fantasy X doesn't make me feel any more like I'm "in the game" than Final Fantasy I did. Graphics and presentation have obviously gotten better, but that's only made games nicer to look at, and hasn't made them any more real for me.

    I'd like to hear people's comments on whether or not these graphics bring a sense of realism. I equate it to the change from say twm to GNOME/KDE, it's prettier, but it's not any more "real".

    1. Re:Perfect UI by jawtheshark · · Score: 1
      Finally a comment with sense! I agree completely: games are completely task-oriented. In the UI of a OS you need to do everything, in a game, let's say a car-driving game you have to be able to select a car: show a car, then the track, show the track. It is very linear.

      OS-es are not designed that way, at least not multitasking OSes. They are inherently more complex. If you want game-like UI's for applications, make them full-screen with clear buttons and don't allow anything other than the applic itself because otherwhise it will confuse normal users. If I had mod points you'd have got a +1,Insightful from me... :-)

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    2. Re:Perfect UI by Sven+Tuerpe · · Score: 2
      In response to the title of this post: Games do have the secret to the UI because they are single task programs.

      And there's a second, related property specific to games: They are creating their own tasks. The sole purpose of a serious application is to help its user with an external task. The same is not true for computer games, which create their own tasks out of nothing. This is a rather fundamental difference. Application programs help you to accomplish tasks, games create tasks for you so you can spend time on them without getting bored. The user interface may even be part of this.

      Computer games aren't easy to use, they just keep the initial treshold low. It is easy to learn how to move around your character in a 3D shooter, how to shoot, and how to pick up things. But there is more in the game, and in its user interface. It takes considerable effort to learn all the things that make you a skillfull player, e.g. of Quake. Find weapons and ammo and other stuff, identify enemies and shoot them quickly, without wasting too much ammo and health, remember secret rooms and buttons, find your way through the map -- all these things are not easy. The player has to learn them the hard way, and this learning is part of the fun of gaming.

      --
      http://erichsieht.wordpress.com/category/english/
  39. new title for this chick,... by ebbv · · Score: 1


    captain obvious.

    i and everyone i know has always known everything she says. who doesn't realize that games are the bleeding edge of software? hermits who live deep in the yukon nature reserves?

    jeebus..
    ...dave

    --

    Think different? I'd be happy if most people would just think...
  40. Adaptive UI Question - reply with your answer by Uttles · · Score: 1

    OK, so some people seem to think adaptive UI is the way to go, and some think it's a bad idea, so let me present this scenario: In one of the newer versions of Microsoft Office they implemented a feature which hides the commands on the drop down menus that you don't use very often. When you click on, say, "Tools" only the first few options are displayed, and the last option is two arrows pointing downward that when selected expand the menu and show everything. What do you all think, is this worthwhile or does it just annoy you? Do you want to see more of it?

    I personally hate it. Give me all the options, give me the power to do many, many things. Sure I may end up using only 10 or so on a regular basis, but the point is that when I do need that rare tool I want to be able to get it without a hassle.

    --

    ~ now you know
    1. Re:Adaptive UI Question - reply with your answer by Overt+Coward · · Score: 2
      is this worthwhile or does it just annoy you?


      Both, to some degree. Most of the time, it's pretty transparent, and doesn't affect me much. On the other hand, when I want to get to a little-used function, it's a royal pain in the ass.


      One other problem I can see with these is that someone who basically has the layout memorized may get crossed up by a menu item moving or disappearing as different features are used more or less.

    2. Re:Adaptive UI Question - reply with your answer by phossie · · Score: 1
      One other problem I can see with these is that someone who basically has the layout memorized may get crossed up by a menu item moving or disappearing as different features are used more or less.


      Absolutely. Part of good UI is either (a) knowing where to look, or (b) not having to look. Both is better. An explicit 3-way choice is best.

      --

      [|]
    3. Re:Adaptive UI Question - reply with your answer by prnz · · Score: 2, Insightful

      Well, there are both good and bad ways to use adaptive UI, just as with anything else in UI design. "Personalized menus" happens to be a example of one that's particularly annoying.

      In addition to organizing commands into categories, menus already hide them away until they're needed; that's the whole point. Selective-display menus hide the commands even more and just add extra steps to get to them when they're needed. What's worse, the user has been learning to use the interface, and using a hidden command moves it to the "recently used" list. This adds it back to the truncated menu, often rearranging it so any benefit from learning the shortened version is now lost, and the user has to relearn or retrain muscle memory. I hate it too, and I always turn it off ("adapting" the UI in a way that works).

      A better use of adaptive UI is not to change the layout or components out from under the user, but to look for patterns of usage and facilitate those. For example, if a user consistently follows action 'a' with actions 'g' and 'i', the adaptive UI could recognize this and ask politely if these should be combined into a single action, perhaps putting a button on the toolbar if a-g-i is frequently used. That's a pretty simple example, but it shows that adaptation isn't necessarily all bad.

      Adaptive UI will probably develop like graphical UIs have in the past: by trial-and-error to see what works and what doesn't when you put it in front of the user. Most of it probably won't, probably because UIs are designed either by programmers who often have a hard time separating the internals of the program from the way it's used, or by marketing folks who think that more gimmicks, flash, and colors equals better.

      It's my feel that adaptive UIs that complement rather than hinder both learning and experienced users are still off in the future (but maybe that's because I'm on my second read through The Diamond Age and thinking of the Primer).

      Just my 2 1909-S VDBs,
      Paul

  41. BS by Anonymous Coward · · Score: 0

    Games barely know the secret og GAMES.

  42. Re:The game is in the UI [rtfm] by ackthpt · · Score: 1
    RTFM

    1. Open package

    2. Throw manual behind dresser, radiator, coffin, whatever

    3. Attempt to install/Play

    4. Go on IRC and beg/plead/cry/whine/blame/winge/piss/moan/ask for help

    5. Be blessed with the timeless wisdom typed in by sagely hands.

    6. RTFM

    --

    A feeling of having made the same mistake before: Deja Foobar
  43. d'uh by geekoid · · Score: 2

    I don't know her personally, but I've never read anyhting from her that indicates intelligence.
    Unless stating the obvious is now considered intelligent.

    Is it supposed to be profound that she says games push computers? which, by the way, is not true. It may push PC's, but thats another story.

    Like trying to quickly move through 5 terrabytes of data doesn't push computers, sheesh.
    I can say this about her, she comes off as a competant VB programmer.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:d'uh by Anonymous Coward · · Score: 0

      Unless stating the obvious is now considered intelligent.

      Well, would Eliza or SHDLRU have done that?

  44. both games were made by Rare... by Anonymous Coward · · Score: 0

    Which is why they had similar UI's, and played exactly the same (with a few enhancements in Perfect Dark of course).

  45. Consistent UI by choice? by moogla · · Score: 1

    I'm sure many of you are aware of the "emacs" and "vi" editing modes of bash (or any readline enabled Unix app). Could not the same thing apply to video games? I think it would be cool to apply "UI skins" on top of games. If you've gotten good with your Quake 3 keysettings, why not apply it to your new whiz-bang FPS? New games could allow you to "import" old configurations and inform you of any unmapped keys or features (with possible suggestions).

    Nothing has annoyed me more about a playing new game than having to relearn how to interface with it.

    --
    Black holes are where the Matrix raised SIGFPE
    1. Re:Consistent UI by choice? by TheOnlyCoolTim · · Score: 1

      Personally, whenever I get a FPS, I just go myself and bind all the keys into the style that Half-Life taught me... Not that hard...

      Tim

      --
      Omnia vestra castrorum habetur nobis.
  46. Disposable software makes it possible by mattecc · · Score: 2, Insightful
    I most certainly agree that games are driving a lot of innovation in all parts of software.

    I think the reason is simple though. Since games have such a short lifetime, the designers are always free to try radically new ideas. If it works out, great. If not, oh well, they can try something better the next time.

    They also have users who don't mind and actually expect to start from square one, so games don't have as a design goal being as minimally invasive as possible upon the existing instincts of the user.

    1. Re:Disposable software makes it possible by Anonymous Coward · · Score: 0

      Those "instincts' are REPTILE BRAIN instincts about 800_M years old. Those instincts won't change anytime soon. We are not programmed by M$ ... M$ has just looked at the lizard real close ... eh ?

  47. who else thinks that chick is pretty hot? by Anonymous Coward · · Score: 0, Offtopic

    eof

  48. Keychain UI - simple is the key by option8 · · Score: 2

    i came across an elegantly intuitive, yet powerful, extensible UI the other day at the mall. yep, in the Discovery Channel Store, hanging on the rack with all the other knicknacks and doojobbies, there it was.

    in essence, it's a PIM for kids in the form factor of a keychain about the size of a stick of gum.

    on one end (left) was the keyring, and a small button inset into the front next to the LCD screen - 3 lines by about 24-30 characters.

    the other end was a large button that, when twisted one way, functioned to scroll up, the other way to scroll down. when pressed, the button performed an action (enter)

    with these three simple functions and the mode switching of the small button at the left, it accomplished every function of a PIM - including giving me my horoscope and telling my fortune. i learned how to use it within the thirty or so seconds i was playing with it before i was distracted by the 76-in-one multitool on the next shelf over.

    my point? did i have one?

    oh yeah. more than a few developers can take a lesson from a $5 keychain that got it right with just two buttons.

    1. Re:Keychain UI - simple is the key by option8 · · Score: 2


      dang. i couldn't find a good picture, but here's a place that sells them wholesale :)

    2. Re:Keychain UI - simple is the key by headonfire · · Score: 1

      make it linkable to a PC via, say, IR. Twist, twist, click, twist, click, voila, data backup/restore. And make entries IR swappable with other devices. twist, click, click, twist, click. And there we have a rudimentary form of easy to use, ubiquitous computing and networking, ultimately the proper goal for computing... Simple interfaces for ease of use, the ability to store and transfer data. All in a package smaller than a bic lighter, on your keychain.

      Add some ibutton-like capabilities for each unit, and suddenly you have a new form of ID... OK, so we've bumped the cost up from $5/apiece to, say, $20 apiece. I paid more than that to get my driver's license, and it sure doesn't store phone number or give me a fortune...

      Password scheme? Set a 'lock' option with another series of clicks and twists. Instant, easy to use security, and no auto-iteration of it without some nasty hardware hacking. Your thief could sit for -hours- going click click twist click twist twist click twist click click ARRGH!

      The best password protection I ever used was on my palmpilot, called "Gridlock". a 5x5 grid of white squares, touch to darken one. Only if you make the proper pattern can you unlock the palm. Deceptively easy looking, yet actually cracking the password could be a pain in the arse.

      On one side I'm glad that the designers of the keychain deal (i've seen them in walmart, too) stopped where they were to have a nice, clean, simple product. On the other hand, I'm sad that they didn't (or haven't yet) taken it where it could possibly go.

  49. Virtual world as UI by pausz · · Score: 1

    Maybe we should ask the friendly folks at Microsoft what happened to their nice UI experiment: Microsoft BOB

  50. Amiga non-UI by Anonymous Coward · · Score: 0

    Some games have good UIs. And they all tend to be Full-screen. This is one area that the Amiga illustrated really well - on the Amiga, the OS allowed applications to open their own private screens, which were stacked on top of eachother, and flicked between with alt-m and alt-n keys (and a button in the top right) so an application like a paint package, that was suited to a palette-style UI with a large canvas had a full screen to itself, as did a sound editor, which required a space to drag-n-drop synthesis units together with pipes between them.

    The UI was tailored to the application, and usually took over the whole screen. People were welling to pay lots of money just for a carefully thought out, application-specific GUI. Not necessarily a one-size fits all widget set of buttons, listboxes, and text widgets. (although, of course, there was a very good widget set - MUI, which worked admirably for situations where you needed the "normal" UI elements - and a mediocre one "intuition", that was built into the OS.

    More advanced users could use the Public Screen functionality of later OSes to assemble a bunch of different applications windows on the one screen.

    I guess it was kind of like keeping most of your applications maximimised in a windows style GUI, and flicking rapidly between them as you needed (unlike the windows gui, however, there wasn't a large "switch lag", since the different application UIs were drawn on completely different screens, and different areas of memory - when you flicked, one wasn't overwrting the other, the gfx coprocessor's pointers to the start of the display in memory were being shuffled around)

  51. Good examples of innovation in games by xxxtac2 · · Score: 2, Insightful

    I personally think that games do really push the envelope on UI design. Take games like Black and White that use gesture based control. This would be a great ability in many pieces of real software. Imagine being able to trigger filters or switch drawing tools in photoshop by simply making quick gestures, the learning curve would be a draw back but it would be the same as hotkeys and key combinations, new users wouldnt be effected but power users would learn to use them and theyd become a natural efficiency booster.
    This is just one good example of a UI feature used in a game that would be very useful in real software applications. Sure many games have stupid and unnatural interfaces, but many also have strong elements that could prove to be immensely useful in the future

    --

    Oh Well, Whatever, Nevermind...
    1. Re:Good examples of innovation in games by Tim+C · · Score: 2

      The only trouble with gesture-based control is that it's generally quicker and easier to hit a hot key combination.

      For example, in Black and White, I've found that, when I'm in a hurry at least, hitting "m" on the keyboard is easier than tracing out the shape of an "m" with the mouse. Of course, that may be because I'm generally fighting with the terrain and a shifting viewpoint at the time...

      Cheers,

      Tim

  52. The only playfield in town by cgenman · · Score: 1

    How many software applications are refocused and redesigned every iteration? For that matter how many software applications have you see that have been designed to not only not annoy the heck out of the user, but to make the process of learning the application genuinely pleasant? Of course Games are going to lead the pack in "humanized" interfaces, they are the only area of software development whose bread and butter is humanized interfaces. This is why in the late 80's, games had adopted iconized interfaces long before Windows existed. This is why Black and White is using mouse gestures, a feature followed by Opera and hopefully soon everyone else. While clarity of menus is important in, say, Microsoft Word, no medium is as frequently organized, focused, and edited as gaming menus. Unlike in word processors that may continue to support everything from DOS printing to ROT-13 encryption, Game designers know that clarity of interface is more important than the ability to sort a contact list by last letter of their middle name.

    Yes, gaming interfaces are specific to game situations. But as they are the only truly experimentive medium in computing specifically designed for human satisfaction and completely re-done every six months (much like in the early days of the web), gaming is quite a learning ground for what works when interacting with human beings and what doesn't.

    It's like how soap operas are a form of training for actors. UI developers should be game developers for a year. Maybe then we would never have been given that accursed "windows" key.

    -Chris Canfield

    1. Re:The only playfield in town by Tim+C · · Score: 2

      Game designers know that clarity of interface is more important than the ability to sort a contact list by last letter of their middle name.

      No.

      Clarity of interface is nothng, if all it does is serve to illustrate that I cannot do what I want to do.

      A balance must be struck between clarity, and utility.

      Cheers,

      Tim

  53. All Hail Professor Hemos! by thejake316 · · Score: 1

    Having conversed with her on a number of occasions, I can attest to JC being smart.

    Wow! Praise from Caesar! An expert witness! (on the right)

    Please, stop being so modest!

    --
    AC's cheerfully ignored
  54. Games most certainly do NOT know it. by lightspawn · · Score: 1

    Have a look at this Usability study of console games.

    1. Re:Games most certainly do NOT know it. by Anonymous Coward · · Score: 0
      As a game developer, I found that very interesting. Many of those things are not trivial to implement - in fact, UI stuff can eat time in a game project - and the only way to consistently enforce stuff like this is to add it to the TRC [technical requirements checklist] on a console. Nintendo and Sony already have quite firm guidelines on e.g. memory card saving UI. Unfortunately, a lot of the time their guidelines don't make much sense.


      To call the article a "study" is stretching a point, though. It's really just a collection of [quite reasonable] gripes.

  55. Wow, glad to hear it by tmark · · Score: 2
    Having conversed with her on a number
    of occasions, I can attest to JC being smart.


    Well, given your esteemed recommendation, we need no more convincing as to JC (who??)'s intelligence. If a Slashdot editor thinks someone is smart, hell, that should be good enough for all of us, huh ?

    1. Re:Wow, glad to hear it by RetryIgnore · · Score: 1

      How many times have you heard anyone say "Having conversed with *him* on a number of occasions, I can attest to him being smart?" Gee, without this comment, I would have just assumed the writer was another stupid chick.

  56. Homeworld by litewoheat · · Score: 0

    Homeworld from Sierra (relic) has a really good 3D manipulation UI.

  57. Corrections... / Interpretations... by the_ph0x` · · Score: 1

    Ive been reading through a bit of the posts in reply to the main article, and it looks as if most everyone is missing the point here.

    For one I dont think she was intending the article to imply that applications and operating systems should be 'game-like', rather, have the intuitiveness and ease of use that the game developing community has developed as their overall interface. Menus are easy to navigate in games, items easy to switch to, everything is right there at your fingertips. When is the last time you were playing a game and had to drop out of the game and into a menu system to switch weapons or turn on your 'walk mode'. It's not about designing an OS to be a FPS. It's about anticipating what the user needs/wants.

    Another issue is the learning curve. It was mentioned that the user should start off with a few options. I took that to mean that when a user first begins they can have direct access to the main features, then after some time of getting used to it present them with a 'Maybe you would like to use this tool...' type of dialogue box. Of course with the option of custom layout if your a 'jump-right-in' person.

    What I guess I'm getting at is if you think about it in a broader sense she is right on the money. I'de like to read the whole interview or maybe talk to her - shes got alot goin on in her head and as an applications/interface designer myself I understand that people don't normally understand what your trying to convey to them from your immagination.

    .ph0x

    --

    ---
    ps -aux | grep mind
  58. Quote by dasunt · · Score: 2


    From the article - "Unless you are in a military installation, the most demanding application on any computer will be a game."


    Naive bastard. On my system, the things that spank my processor aren't the games.

    1. Re:Quote by Anonymous Coward · · Score: 0

      Given your abrasive tone ("Naive bastard") I presume you're a Linux user?

      Well, duh. Linux doesn't have any games.

    2. Re:Quote by dasunt · · Score: 1

      Actually, I'm lame, I use windows.

    3. Re:Quote by Tim+C · · Score: 2

      Actually, on mine, it is games that really "spank" my system.

      A compile can take 10 seconds or 10 minutes - it really doesn't matter. If it's 10 seconds, I'll wait. If it's ten minutes, I'll read /. or go get a coffee.

      On the other hand, if a game is running at less then about 40 frames a second, I'll quit it and go do something else instead.

      I do agree up to a point, though - it's not just military installations that have more demanding apps running than games. For the vast majority of home users, however, he does have a point.

      Cheers,

      Tim

  59. Not quite right by alexjohns · · Score: 3, Insightful

    Games only push speed of the processor and the video card. That's it. Most games play off the CD, so they don't push the size of the hard drive. They could care less about your printer, scanner, or anything else like that. Most big software packages require more RAM than any game. I have 512MB at work not because I run games.

    So Intel and AMD love games. I imagine RAM manufacturers like bloated office app developers, and bloated OS developers - MS springs to mind. CD player/recorder makers like musicians. Printer makers like business and old people who want a hard copy of everything. Scanner makers love the internet for wanting everyone to share their pictures.

    So companies like HP could conceivably help their bottom line by supporting musicians, longevity drugs, and getting more people on the internet. How about that. Someone should tell Bruce Perens.

    1. Re:Not quite right by drinkypoo · · Score: 1




      Games only push speed of the processor and the video card. That's it. Most games play off the CD, so they don't push the size of the hard drive. They could care less about your printer, scanner, or anything else like that. Most big software packages require more RAM than any game. I have 512MB at work not because I run games.




      Your errant statement earned karma from the uneducated. Games push every part of your system except the disk, typically, and some push that.



      First of all, games run faster from hard disk than from CDROM, so I do full/complete installs. Even the movies are then run from the hard disk. Therefore, the disk is in heavy use.



      Second, while it's true that the processor and video card are pushed hardest by games, the processor and video card are backed by pieces of the machine we don't often consider, like the memory bus, the system bus, the memory itself, and even the power supply.



      Third, other peripherals are pushed by games as well, like your sound card; Sound cards have gone from FM synthesis devices to pro audio-level devices with digital I/O, four (or more) analog inputs and/or outputs (when you consider channels seperately), having their own memory, et cetera. Also, as your video card's capabilities increase, your monitor's have to increase to meet it.



      Finally, "most big software packages require more RAM than any game" is an erroneous statement. I have 512MB of ram specifically because I play games. While some big software packages benefit from having assloads of ram, like SQL server, or photoshop (fine examples IMO) most of them do not; Word doesn't give a shit if you have 256MB, 512MB, or 1GB of memory, though the OS may suck up a lot of ram, not leaving enough for word. Word is of course a fairly large app these days, for no particular reason. If I remember correctly, it's bigger than pagemaker these days. Now that's just silly. OTOH, with less than 256MB Mechwarrior IV becomes downright unplayable, and 384 doesn't cut it either; You really need 512MB before it will stop choking, at least under Windows ME (I know, I know, don't say it.)





      So Intel and AMD love games. I imagine RAM manufacturers like bloated office app developers, and bloated OS developers - MS springs to mind. CD player/recorder makers like musicians. Printer makers like business and old people who want a hard copy of everything. Scanner makers love the internet for wanting everyone to share their pictures.




      Actually, kids print out a whole grip of stuff too, making the market for inkjets quite lucrative these days; Buy a couple inkjet carts and you could have bought another printer. CD burners are used by everyone, and I don't think that musicians are even close to the primary demographic. I'm betting warez monkeys are way ahead of them.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Not quite right by Jimmy_B · · Score: 2
      Games only push speed of the processor and the video card. That's it. Most games play off the CD, so they don't push the size of the hard drive. They could care less about your printer, scanner, or anything else like that. Most big software packages require more RAM than any game. I have 512MB at work not because I run games.
      For advancing hard drives, media has taken the place of games, but games certainly *do* require hard disk space; do you honestly believe the seek times and speeds of CD drives are tolerable for games? As for RAM, well, office suites may get to be more bloated, but with that sort of software swapping doesn't matter; in games, performance goes straight to unacceptable when RAM runs out. Sure, games don't care about printers/scanners, but just about every other peripheral matters. Who do you think were first to go for super-high-resolution mice, and optical mice? Who buys very-large monitors? Gamers do. The same is true of quadrophonic speakers (and associated sound cards), and low-latency Internet connections, just to name what I see looking around my desk. Fact is, games drive consumer hardware in nearly all fields.
    3. Re:Not quite right by alexjohns · · Score: 2
      Get away from your computer for a weekend and what happens...

      You make some good points, but I'm going to disagree with most of them. I don't know anyone who copies their games to their hard drives. I would guess that's a small fraction of players, except perhaps for some specific games that I'm not aware of. So as long as you only have a couple of games you're playing, hard drive size is not being pushed by games.

      The X-box is coming out with 64MB of RAM. Tell me that games require a lot of memory. I haven't played MechWarrior, but every game I've played on my 96MB P-III has run fine. Perhaps the very latest and greatest games that are coming out now push RAM higher, but I doubt seriously that they will exceed things like AutoCAD and Photoshop. The next time you're working on a 50MB image file or designing the next power plant, you'll be glad to have 512MB. Perhaps MechWarrior is at the bleeding edge. I haven't seen any other games that require that much RAM.

      I forgot about sound cards. You're right about that, although I imagine music outside of games has had a good bit of effect on development in that arena also.

      Development in the Bus architecture has been driven by the speed of processors and RAM, which have never been able to talk to each other at speeds necessary. Games affect development in processor speeds so by extension, the rest of the motherboard is affected, but it's not a direct correlation.

      You misconstrued my comment about musicians. They produce a product that makes consumers want more/better CD capabilities. Without musicians, there would be no CD development in the early 80's. The home data storage requirement is only a recent development and I would argue, without other developments in the optical field, we would still be using tape for home backup. Musicians are the reason everyone has CD players in their homes. I haven't checked in on the warez scene in a while, but I doubt they're pushing CD development due to lack of numbers. It's the millions of teens/post-teens making MP3's.

    4. Re:Not quite right by drinkypoo · · Score: 1


      Well, now that I've seen you do in fact have a brain, I'm sorry I flamed on so hard. The saga continues...





      You make some good points, but I'm going to disagree with most of them. I don't know anyone who copies their games to their hard drives. I would guess that's a small fraction of players, except perhaps for some specific games that I'm not aware of. So as long as you only have a couple of games you're playing, hard drive size is not being pushed by games.




      The basic install for a game has gone from something like 1MB back in the floppy days, to about 20-50MB after CD-ROMs proliferated, to about 200MB for the average game today. A full install has gone from about 6MB up to at least 400MB for most games, and in some cases, as much as 2GB.



      RPGs are the games most commonly copies to the hard disk. In fact, they openly suggest it in the readme for Planescape:Torment, and that game's been out for quite a while now. I believe that means you'll end up with over 2GB on disk.





      The X-box is coming out with 64MB of RAM. Tell me that games require a lot of memory.




      You know, games require a lot of memory.

      Now that I've gotten that out of the way; Most games do not require much memory. The X-Box has a couple things going for it over a PC in the gaming arena, though. First, every X-Box will be identical, I don't think I need to flog that thought too far. Second, part of that identical nature is that they all have a DVD-ROM in them. This means that you can stream quite a bit of data off the disk, you know just exactly how fast it should be able to manage that, and you can design your game around that.





      Perhaps the very latest and greatest games that are coming out now push RAM higher, but I doubt seriously that they will exceed things like AutoCAD and Photoshop.




      Even autocad and photoshop don't take much memory unless you're working on print jobs with them. For online purposes, you only need 128MB or so for most work, or 256 if you believe in editing your sources at a higher resolution and dithering down. You're right about most games not needing more ram than most photoshop users, though. Autocad is, well, an enterprise level package. It would be okay for it to require a lot of ram even if ram were still expensive.





      I forgot about sound cards. You're right about that, although I imagine music outside of games has had a good bit of effect on development in that arena also.




      That mostly affects the high-end sound cards, like the old stuff that used to come from Turtle Beach, with 8 channels of input at fantastically low S/N ratios, and so on. I think that games have probably been the strongest driving force on innovation in sound cards, such as the acceleration of the Gravis Ultrasound Max, which was groundbreaking (if you neglect to consider Amiga.)





      You misconstrued my comment about musicians. They produce a product that makes consumers want more/better CD capabilities. Without musicians, there would be no CD development in the early 80's.




      Your argument could be extended to talk about LPs or Cassettes, too. Without musicians there'd be no music, and all we'd have to record is voice, and it doesn't take much to do that.



      If you meant, without musicians wanting to record their own CDs, or something, I'd still disagree. But I'm still not sure what you mean here.


      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Not quite right by alexjohns · · Score: 2
      I guess we're out here on the fringe of /., with nary a soul paying attention to us.

      I just got Arcanum from a friend. OK, it needs 1.5GB to install, but how many games do you normally leave installed? I've probably bought more than 50 games in my lifetime, but I only have 3 installed at the moment. My mp3 collection takes up far more space.

      My X-box comment was a cheap shot, since it's not ostensibly a PC, but I'm sticking by my guns. There are way more business PC's out there with a lot of RAM than home machines. Perhaps games influenced RAM development, but I'm going to say it was a peripheral effect due to advances in silicon, motherboards, CPU's, etc. The high end Crucial stuff goes into servers and the like. No gamer I know could afford it until recently. (And I think it's amazing how much RAM prices have dropped lately.)

      The Turtle Beach stuff was great. I can't remember the last time I had one of their sound cards - 1992, maybe. Although I think that Creative and the like do do development, I think it's the high end cards that innovate and it trickles down to the other manufacturers. I don't have any specifics in mind, but that's the way it works in almost any industry. Gamers tend not be buyers of high-end audio. SoundBlaster is good enough.

      But, in thinking about all this, I think we're both wrong and perhaps the whole thrust of this /. article is wrong. (Imagine that.) It's really not gamers or business or musicians or any one consumer group that drives development. It's money. There would be no reason for us to buy new stuff if they didn't come out with something newer/faster/better. It's the cycle of greed. Greed for money. Greed for better gaming. Greed for more immersive experiences. Greed for adulation from your friends. "Nice box, man." "That thing screams."

      It's amazing how I've gotten away from that in so many areas of my life. My car is a '96 and I plan on driving it until it breaks. I buy about one new article of clothing a month, on average. I got my PIII about 2-1/2 years ago. Still runs everything I want. The only thing I'm thinking of upgrading is my RAM - 96MB.

      What were we arguing about. :)

    6. Re:Not quite right by drinkypoo · · Score: 1
      I guess we're out here on the fringe of /., with nary a soul paying attention to us.

      That's probably for the best...

      I just got Arcanum from a friend. OK, it needs 1.5GB to install, but how many games do you normally leave installed? I've probably bought more than 50 games in my lifetime, but I only have 3 installed at the moment. My mp3 collection takes up far more space.

      So does mine - I have 17GB of mp3s on disk, filling up their volume (I'm squadering a U2W disk on 'em too) and C:\Games takes 4.66GB. I have 13 games installed, including Quake 1, Unreal Tournament, Tribes 2, Warcraft 2, Freespace 2, and Nethack. Most of the games I don't play very often are small. UT is 585MB, Tribes 2 is 515MB, Nethack is 2.32MB :), Freespace 2 rings in at 1.19GB, And Colin McRae Rally 2 is 612MB. So I've only got one game over 1GB, but it does add up.

      ...Perhaps games influenced RAM development, but I'm going to say it was a peripheral effect due to advances in silicon, motherboards, CPU's, etc.

      I'll agree with that. I'm not saying that games have pushed the amount of ram in one's computer, only that games will benefit from having oodles of memory, and that some actually require it, or at least, require it to be functional.

      The Turtle Beach stuff was great. I can't remember the last time I had one of their sound cards - 1992, maybe. Although I think that Creative and the like do do development, I think it's the high end cards that innovate and it trickles down to the other manufacturers.

      There really isn't any "innovation" to speak of in high end sound cards, usually. They don't worry about acceleration or effects on the card - On pro gear, what matters is the number of channels, and the signal to noise ratio. Consumer sound cards have brought us 3D positional audio, for example, and various 3d-sound-out-of-two-speakers schemes, some of which work pretty well.

      I don't have any specifics in mind, but that's the way it works in almost any industry. Gamers tend not be buyers of high-end audio. SoundBlaster is good enough.

      They don't buy high-end audio, but they do buy feature-laden audio, mostly to get the 3D sound.

      But, in thinking about all this, I think we're both wrong and perhaps the whole thrust of this /. article is wrong. (Imagine that.) It's really not gamers or business or musicians or any one consumer group that drives development. It's money. There would be no reason for us to buy new stuff if they didn't come out with something newer/faster/better. It's the cycle of greed. Greed for money. Greed for better gaming. Greed for more immersive experiences. Greed for adulation from your friends. "Nice box, man." "That thing screams."

      Not me - I just buy a new system (or peripheral) when my current hardware won't run the games well enough. It's getting to be time to buy a new video card, the GEforce2 MX/MX400 just isn't cutting it any more.

      It's amazing how I've gotten away from that in so many areas of my life. My car is a '96 and I plan on driving it until it breaks. I buy about one new article of clothing a month, on average. I got my PIII about 2-1/2 years ago. Still runs everything I want. The only thing I'm thinking of upgrading is my RAM - 96MB.

      I'm still running an Athlon 700, and I find that I have enough CPU power for my needs. The Elsa Gloria MX is kind of weak. The Soundblaster Live! Gold (now called the platinum, but the same product) is a sweet board, and does what I need it to do. It actually does have four channels in and out, plus SPDIF.

      I have two cars, and they're both '89s. I don't feel a need for anything newer, because I'm upgrading parts in them :) I plan to keep one of them basically as long as I live, or at least as long as I'm a driver, just because it's such a sweet ride.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  60. Just because it looks nifty... by Orbix · · Score: 1

    ... doesn't mean it has to be awkward or difficult to learn.

    I've been using MetaTools' Bryce (now owned by Corel... official site here.) for a good 5 years now, and I have to say that I consider it to be an excellent example of how a UI can look nice, be immersive, and still be extremely functional. All of the buttons and tools are easily accessible, have fairly self-explanatory icons, and look cool on the side.

    Take a look at this tutorial (http://www.petersharpe.com/Tutorial14.htm) to get an idea of what the interface looks like. It's clean, uncluttered, and extremely usable.

    By comparison, I've found programs like 3D Studio Max (which use a more traditional interface) to be far less intuitive and easy-to-use. (at least in older versions... I haven't used 3DSMax for a while) Granted, 3DSMax is (was?) notably more powerful than Bryce (Inverse Kinematics, metaballs (which are just now being added to Bryce for the first time in version 5), and other such things), but it's still a lot harder to use.

    -Orbix
    ratheras@crosswinds.net

  61. Palm Pilot (Was:Amiga non-UI) by kgrgreer · · Score: 2, Funny

    The PalmPilot also makes good use of whole-screen applications.

    1. Re:Palm Pilot (Was:Amiga non-UI) by Anonymous Coward · · Score: 0

      Definitely. It's really well though out. Humans usually one focus on the one thing at a time anyway when using the computer (particularly males. females multitask better)

      The trick is to make the switching easy and low-overhead. On the amiga, it was a single click, in the very-easy-to-reach top right hand corner of the sceen.

      On windows, you have to gho to the taskbar, click, go back to a windowframe button to maximise (dangerously near to the close button), click again, and probably wait for the UI to catch up with you.

  62. everquest UI bites by Anonymous Coward · · Score: 0

    After all the changes they've made, they still can't seem to get the list control correct.

    You can click on the arrows at each end to move one line at a time. Or you can click and drag the square piece to move large amounts. But you can't click on the listbar itself to move in chunk increments like every other windowing system on the planet.

    Or what about the text colors? There's no facility to change them from within the game. You have to manually edit RGB values into a config file. Yet at the same time, the Velious expansion provides the ability to change the background window color and alpha on the various windows from within the game. Why the difference?

    There are plenty more examples as well. Seems like their coders aren't contributing to a common UI library, or they don't communicate very well. Either way, they have a long ways to go.

  63. Gameplay can change if the UI is an issue by Flat+Feet+Pete · · Score: 1

    In a a game UI usuability can, and does dictate what is actually possible and ifa feature makes it into a game.

    For example, if you wanted to have a series of special dodges (bad example) in a FPS, but you had to do soemthing obsure, or use distant keys, to do it, then it would probably get taken out before release. Gamer UI's do fit their problem very well, because the problem can change to let it.

    It's like coming up with a cool graphical file manager, that doesn't allow moving files because you'd need another mouse button

  64. is this the secret to successfulness? by tMav · · Score: 2, Funny
    I don't know which is more disturbing: the fact that this made news somewhere or the fact that it showed up here. This is really simple shit, don't you think? Most of my friends don't even have to be stoned to run on with such theories.


    But more to the point, let me ask how often most of you recall seeing an interview with a dignitary of the male persuasion where, say, two-thirds of the way through, the interviewer asks, "How about you, Rick? What are you 'up to' at the moment?" *wink-wink*


    Doesn't this get on your fucking nerves? No, not that hot chicks' opinions are relevant, but rather that at first glance we're likely to agree! Don't agree with her? Hell, chances are she's probably not your type. If she's your type, she could be telling you how much better off we'd be with Leiberman as a VP and you'd fucking agree in a heartbeat.


    Then, what do I know. I'm here late in the day on a Friday when I should be at happy hour looking for organic material to attempt gene mutations with. All I'm saying is, you could be half as smart and twice as rich if you were a hot chick. Call me misogynistic, stoned or whatever.

    1. Re:is this the secret to successfulness? by tMav · · Score: 1

      I almost forgot -- I did want to add that someone really should explain to her that superlatives are like racial slurs and epithets in that they are only meaningful inversely proportionally to frequency of use. If she seems receptive, I'd even venture into the concept that they make you sound like you think you're the ultimate authority, and you're not. I am. :)

  65. Talk to your games by Anonymous Coward · · Score: 0
    This technology would be nice in a game.

    Peter.

  66. The best UI by Anonymous Coward · · Score: 0

    is

  67. Icons vs Text by Proc6 · · Score: 1

    My favorite UI of all time is Softimage. For being such a massively complex 3D creation environment, they have always cut out the pretty little picture icons and stuck with buttons with actual words on them. Everything is no more than a click or two away, and the learning curve is cut down tremendously when your mind doesn't have to perform some translation of 10 pixel icons into some arbitrary command. Ive never understood the overuse of icons in a UI. If it's a really widely recognized icon or pictogram like tape player play (>) or stop ([]) symbols, that may be faster than "play" and "stop" written out. But little bitty pictures of splines and dots and shapes, dont help you learn a 3D application. We spend hundreds and thousands of years developing an instantly recognizeable library of 26 icons (A,B,C,D,etc) yet we trash them in favor of someones personal idea of what an icon for "bi-rail extrusion" should be. Bad idea. DOWN WITH ICONS, GO TEXT!!!

    --

    I'm Rick James with mod points biatch!

  68. I've used a graphics library with this... by SuperKendall · · Score: 2

    Sadly, the company that made the product (ClearSpace) is no longer around. But it was a really well designed grapbics library and included a gesture-based command system - basically the system took some gesture the user performed and converted it into an int. It did a pretty good job of not really having many collisions and being tolerant of errors in the gesture.

    For example, drawing a circle around something would zoom in. Drawing a line diagonally outward would zoom out, and "zorro"ing a graphic would remove it. You could tie any command to any gesture you liked though, and even build trainable interfaces that way.

    I really liked the system and I'd like to see more things pick up gesture based systems.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  69. Bloat, reinventing the wheel, shortcuts, etc... by Anonymous Coward · · Score: 0

    While it's arguably impressive what Windows does as an operating system, like effective executive management of a large multi-tasking organization, there can be little doubt that the UI lacks in both aesthetic and utilitarian dimensions.

    Windows' code is so bloated and derilect that you still end up waiting for menus to pop despite 7200rpm hard drives, 1ghz+ processors, buckets of RAM and powerhouse video cards. Not only that, their code for drawing to the screen is atrocious as well. Everyone but everyone has noticed that the windows animations, mouse cursor, and contents of dragged windows has terrible flickers and jitters. Commodore 64 indeed.

    But the real problem with UI development is trying to please everyone, and inevitably aiming for the lowest common denominator as a result. It's like automobile design. Is an Astin Martin Vanquish or Ferrari Marinello more aesthetically pleasing than a Camero? Of course! Then why not make like Picasso and steal decent designs, you ask? Because there are millions of mayonaise-sandwich eating Jimbobs out there who loooooove Cameros.

    Reinventing the wheel is also a big problem for both games and OSs. Look at how much flak Microsoft has taken for copying the good aspects of Mac OS! Yet it's infuriating that every game has to create a custom interface with its own learning curve when others out there function with stark beauty and near perfection (ie: Homeworld). Damned if you do, damned if you don't. And then there's the whole legal issue of 'look and feel'...

    Lastly, there's the dispute between GUI and CLI. Each has its advantages and disadvantages, as each is useful for different tasks. But as someone rightfully pointed out, the real trick is to integrate the two seemlessly. The reason is simple: both aim to minimize the time, energy, and number of actions necessary to complete a given task. Time and energy are in limited supply, and it is therefore fundamental human nature to seek the easiest way from A to B. We love shortcuts. Depending on the task, those shortcuts can take different forms, so what we really need in the UI world is an interface that evolves along with the user, watching actions, monitoring tasks, and both offering to automatic frequently used functions and anticipate the use of a function so that its shortcut (or the opportunity to create one for future use) can be presented to the user.

    Sadly, the last would require _intelligent_ UIs, which neither windows nor CLI are... Oh well. One can hope.

  70. To the public eye maybe... by Webz · · Score: 1

    I don't think games necessarily *push* the envelope for UI development, but they probably are the first industry to publicly implement new ideas. There have to be UI labs somewhere that actually do research and create these interfaces, and game developers just make use of them.

    On a side note, does anyone remember Secret of Mana (Seiken Densetsu 2)? It had that command ring interface, which I have yet to see duplicated even today. Does that exist elsewhere?

  71. The problem is you have a corporate PC by Archfeld · · Score: 2

    which is just short of the worst CRAP you can get on the market today. DELL/COMPAQ for examples use the lowest end equipment and OLDEST parts they can possibly get away with. We regularly have to bring the BIOS into this century, and often they will send special ordered SCSI3 drives with sub-par SCSI2 controllers, like you wont notice.

    Win2k runs like a champ with Debian on my p2 450 with 196 mb.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  72. Don't look at FPS's for good UI. Look at Sims. by Ukab+the+Great · · Score: 2

    Sims, from a UI standpoint, is very well designed. The buttons are nice and big, which means they're fast to access via Fitts law. The buttons appear in a pie-shaped fashion around the mouse pointer, which further increases access time (you don't have to go down a list of buttons button by button. The pie shape means that each button is adjacent to the mouse pointer).

    A lot of idiots throw high-technology at usability problems. Especially all those people touting web based interfaces (and of course, we've never, ever seen a confusing, difficult-to-navigate web page, have we? None of those exist ;) ) Usability problems are not technology problems, they are people problems. The silicon based computer is not speaking the same protocol as the carbon-based one. The solution is not to add RAM and CPU cycles to the silicon computer, but get the silicon computer to speak the same protocol the carbon-based computer speaks.

    1. Re:Don't look at FPS's for good UI. Look at Sims. by Anonymous Coward · · Score: 0

      Right on, go here to see how its done.

  73. "TTY GUI" by Ukab+the+Great · · Score: 2

    GUI Bloopers author Jeff Johnson refers to this type of interface (or blooper, as he calls it) as a "TTY GUI". I think that description adequately fits the bill.

    By the way, Tim. You are one of the smartest people who posts Slashdot. And I don't give props too often.

  74. You like the Bryce interface? by ahfoo · · Score: 1

    I wanted to use Bryce because the USGS had a plug-in for their satellite maps that only works with Bryce, but I got so fed up with the interface I decided to wait till they get around to putting them into .dxf like they should have from the beginning so I can use whatever 3D environment I prefer.
    Just goes to show you, you can't please all the people. Same goes for Poser. The presmise is cool, but the interface just seems to make work and get in the way. I'll take power users.

  75. oh come on by Rogain · · Score: 1

    Half life is the best game (to me anyway) but it has the worst possible pre-game interface. It's buggy, slow, even stupid. The in game interface is ok, but not earthshattering or original. It is hard to think of a game that had a good interface. Age of Empires was somewhat decent, but in earlier versions of directX it is a little buggy.

    --
    The current Slashdot moderation system is made by gay communists!
  76. Real UI research. JC Hertz? Why bother? by securitas · · Score: 1

    While Hemos attests to the fact that JC is "smart," smart does not equal "insightful."

    It seems JC's position as the Game Theory columnist over at the New York Times gave her a platform that instantly set her up as an authority, whether she deserved it or not.

    While the point she made about games driving the technology (presumably in the consumer PC?) have some merit to them it is hardly original. Her comments about game UIs being ahead of the curve isn't quite accurate. Game developers may think about UI much more than the average application developer who has to deal with an average user but that doesn't make them better UI researchers and designers.

    The private sector has incredibly powerful machines at its disposal that are pushed to their limits, especially in biological sciences. The media production industry also has powerful machines at its disposal that are stressed to the breaking point. Those are but two examples. Sure it's no ASCI White but you get the idea.

    As someone who has spent a great deal of time researching, examining and trying to improve the problems surrounding UIs JC's role is unclear to me.

    I am curious to know what company JC is working for (a private consultancy? Hertz and Assoc.?) and exactly what expertise she is bringing to projects.

    In spite of everything said, including the subtle dig at Micro$oft, there is serious research going on in the UI field by big companies. Both IBM and Micro$oft have commited substantial resources to studying UI. I'm no great fan but I have to applaud them for investing in this research. Now only if they would apply the research to their products!

    There are lots of UI gurus out there. Unfortuantely JC Hertz is not one of them.

  77. Religious war by kimihia · · Score: 1

    You're not trying to start a religious war are you?


    :-P

  78. Re:Will someone tell me by Anonymous Coward · · Score: 0

    If you spend too much time trolling, your karma will run out, and you will end up with a permanent -1 status.