POV-Ray : Newsgroups : povray.off-topic : OS as a Service Server Time
6 Oct 2024 06:11:35 EDT (-0400)
  OS as a Service (Message 78 to 87 of 97)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: scott
Subject: Re: OS as a Service
Date: 6 Aug 2015 02:50:03
Message: <55c3039b$1@news.povray.org>
> There *are* cases where high performance needs to be taken into
> consideration - yet the area where user interaction is *really* important
> (games), you get both high performance *and* good user interaction design
> - at least in games that are successful.  Game players have plenty of
> choices for where to spend their time, and if a UI is too complex,
> they'll move onto something that entertains rather than something that
> frustrates them.

What annoys me most (as a user) with game menu UIs, actually any UI that 
involves different "screens", is when switches from one screen to 
another takes more than an instant for no reason. In this day and age, 
if my fingers are waiting for your code to catch up then you're doing it 
wrong. Take Gran Turismo 5 on the PS3, the whole menu system is 
*painful* to use, if it was instant then it would feel like a totally 
different game to interact with and I'd be far more inclined to spend 
more time with it.


Post a reply to this message

From: scott
Subject: Re: OS as a Service
Date: 6 Aug 2015 02:52:55
Message: <55c30447$1@news.povray.org>
> I have a friend who knows someone at Microsoft involved in this - his
> comment (the friend of a friend) basically was "we disclose pretty much
> exactly what we do in the privacy policy - so I'm not sure what the
> problem is.  How do you provide services like the ones in Cortana
> *without* gathering private information, and how do you disclose that
> without it sounding Orwellian?"  While I'm not a fan of Microsoft, he's
> got a point.  Google and Amazon also do the same thing, but there's no
> significant outcry over what they're doing (though arguably, there is
> some, particularly in Linux communities).

That's probably good enough justification for MS that the risk is low. 
Most people use Apple and Google mobile products that harvest plenty of 
data, it would be strange if all those people rejected Windows doing the 
same.


Post a reply to this message

From: scott
Subject: Re: OS as a Service
Date: 6 Aug 2015 03:15:46
Message: <55c309a2$1@news.povray.org>
>> It's a bit like the way you can drive a way without having a clue how an
>> internal combustion engine actually works.
>>
>> Is that "dumbing down"? Or is that "removing unimportant implementation
>> details"? Where do you draw the line?

I would say you provide the information to allow the user to do what is 
expected in normal situations. In the past it was expected a car might 
not start at some point, not anymore. Therefore there is no need for a 
user to know how to diagnose an engine that won't start (beyond being 
told there's no fuel left!).

Or take a photocopier. It's still expected that paper might get jammed 
somewhere, so there is provision to explain to the user how to open the 
correct panel/drawer to unjam the paper. The user doesn't need to know 
how it works to do that.

If everyone took the time to learn how everything worked that they used 
we'd have a world full of curious engineers and nobody with any time to 
do other tasks :-)

> I think that is the crux of the problem.
> I don't have an answer.

The difficulty with software like MS Office it is used by a huge range 
of people with very different requirements. My mum wants to type a 
letter and struggles to change the line spacing to make it look right. 
My gf wants to make a form in Word with boxes for people to check and 
type in. I want a complex workbook in Excel with macros. Designing a UI 
that works well for all those people cannot be easy.


Post a reply to this message

From: Stephen
Subject: Re: OS as a Service
Date: 6 Aug 2015 03:58:30
Message: <55c313a6$1@news.povray.org>
On 8/6/2015 8:15 AM, scott wrote:
>>> It's a bit like the way you can drive a way without having a clue how an
>>> internal combustion engine actually works.
>>>
>>> Is that "dumbing down"? Or is that "removing unimportant implementation
>>> details"? Where do you draw the line?
>
> I would say you provide the information to allow the user to do what is
> expected in normal situations. In the past it was expected a car might
> not start at some point, not anymore. Therefore there is no need for a
> user to know how to diagnose an engine that won't start (beyond being
> told there's no fuel left!).
>
> Or take a photocopier. It's still expected that paper might get jammed
> somewhere, so there is provision to explain to the user how to open the
> correct panel/drawer to unjam the paper. The user doesn't need to know
> how it works to do that.
>
> If everyone took the time to learn how everything worked that they used
> we'd have a world full of curious engineers and nobody with any time to
> do other tasks :-)
>
>> I think that is the crux of the problem.
>> I don't have an answer.
>
> The difficulty with software like MS Office it is used by a huge range
> of people with very different requirements. My mum wants to type a
> letter and struggles to change the line spacing to make it look right.
> My gf wants to make a form in Word with boxes for people to check and
> type in. I want a complex workbook in Excel with macros. Designing a UI
> that works well for all those people cannot be easy.
>

Yes to all of that.
The problem is exacerbated by the "religious conviction" of the 
different sides.

I freely admit that I am on the side of knowing what you are doing. But 
then I work with a seriously complex program and tech savvy people.

-- 

Regards
     Stephen


Post a reply to this message

From: Orchid Win7 v1
Subject: Re: OS as a Service
Date: 6 Aug 2015 12:59:50
Message: <55c39286$1@news.povray.org>
On 06/08/2015 07:50 AM, scott wrote:
>> There *are* cases where high performance needs to be taken into
>> consideration - yet the area where user interaction is *really* important
>> (games), you get both high performance *and* good user interaction design
>> - at least in games that are successful. Game players have plenty of
>> choices for where to spend their time, and if a UI is too complex,
>> they'll move onto something that entertains rather than something that
>> frustrates them.
>
> What annoys me most (as a user) with game menu UIs, actually any UI that
> involves different "screens", is when switches from one screen to
> another takes more than an instant for no reason. In this day and age,
> if my fingers are waiting for your code to catch up then you're doing it
> wrong.

I played Saints Row IV recently. Every single time you want to buy a 
weapon upgrade, you have to OK a confirmation. Which, when you're 
drowning under a sea of money and you want to buy every upgrade in the 
game... takes a while.


Post a reply to this message

From: Orchid Win7 v1
Subject: Re: OS as a Service
Date: 6 Aug 2015 13:09:24
Message: <55c394c4$1@news.povray.org>
On 06/08/2015 08:15 AM, scott wrote:
> The difficulty with software like MS Office it is used by a huge range
> of people with very different requirements. My mum wants to type a
> letter and struggles to change the line spacing to make it look right.
> My gf wants to make a form in Word with boxes for people to check and
> type in. I want a complex workbook in Excel with macros. Designing a UI
> that works well for all those people cannot be easy.

Where I work, we have this exact problem.

Half of our customers barely know how to operate a computer, and are 
utterly baffled by our product. They just want a big black box with a 
massive "find the file I need" button in the middle. (Because, you know, 
software is telepathic.) And then the *other* half of our customers want 
more and more sophisticated searching capabilities. People have asked 
for stuff like regex searching and a search predicate builder wizard.

Wanna take guesses how a person who barely knows what a "file" is will 
react to a "regular expression engine"?

The problem is trying to build a single product that does everything for 
everybody. That is an extremely hard problem. It's almost impossible to 
keep *everybody* happy...


Post a reply to this message

From: Jim Henderson
Subject: Re: OS as a Service
Date: 6 Aug 2015 15:00:25
Message: <55c3aec9$1@news.povray.org>
On Thu, 06 Aug 2015 08:15:46 +0100, scott wrote:

>>> It's a bit like the way you can drive a way without having a clue how
>>> an internal combustion engine actually works.
>>>
>>> Is that "dumbing down"? Or is that "removing unimportant
>>> implementation details"? Where do you draw the line?
> 
> I would say you provide the information to allow the user to do what is
> expected in normal situations. In the past it was expected a car might
> not start at some point, not anymore. Therefore there is no need for a
> user to know how to diagnose an engine that won't start (beyond being
> told there's no fuel left!).
> 
> Or take a photocopier. It's still expected that paper might get jammed
> somewhere, so there is provision to explain to the user how to open the
> correct panel/drawer to unjam the paper. The user doesn't need to know
> how it works to do that.
> 
> If everyone took the time to learn how everything worked that they used
> we'd have a world full of curious engineers and nobody with any time to
> do other tasks :-)
> 
>> I think that is the crux of the problem.
>> I don't have an answer.
> 
> The difficulty with software like MS Office it is used by a huge range
> of people with very different requirements. My mum wants to type a
> letter and struggles to change the line spacing to make it look right.
> My gf wants to make a form in Word with boxes for people to check and
> type in. I want a complex workbook in Excel with macros. Designing a UI
> that works well for all those people cannot be easy.

The thing that I'm learning is that designing for all the different use 
cases is a pretty intractable task.

If you design for a particular use case, though, then you have a design 
that you can use as a basis to deal with other use cases.

But it requires time with people and understanding how they use a system, 
rather than bolting a UI onto code when the internals are done.

Jim

-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


Post a reply to this message

From: Jim Henderson
Subject: Re: OS as a Service
Date: 6 Aug 2015 15:02:18
Message: <55c3af3a$1@news.povray.org>
On Thu, 06 Aug 2015 07:46:08 +0200, clipka wrote:

> Am 06.08.2015 um 03:40 schrieb Jim Henderson:
>> On Wed, 05 Aug 2015 21:51:12 +0100, Orchid Win7 v1 wrote:
>>
>>> Is that "dumbing down"? Or is that "removing unimportant
>>> implementation details"? Where do you draw the line?
>>
>> Back in the olden days, computing resources suffered from scarcity -
>> you had to be concerned about every byte of memory you used, and often
>> implementations of data structures included obscure bitfields in order
>> to conserve memory.
>>
>> These days, computing resources *generally* are not considered scarce,
>> yet programmers generally behave as though they are, and implement code
>> in that way, at the expense of a user interaction model that users can
>> actually use.
> 
> They do? Srsly?
> 
> Last time I was in the software development business, conserving
> resources is exactly what programmers absolutely, positively /don't/
> these days.
> 
> Except for, indeed, ...

Well, valid point - the conservation doesn't go to that extreme, as 
language choices like Java demonstrate.

But I still see a fair amount of software development that's focused on 
performance over everything else, even when performance isn't a primary 
requirement.

>> There *are* cases where high performance needs to be taken into
>> consideration - yet the area where user interaction is *really*
>> important (games), you get both high performance *and* good user
>> interaction design - at least in games that are successful.  Game
>> players have plenty of choices for where to spend their time, and if a
>> UI is too complex, they'll move onto something that entertains rather
>> than something that frustrates them.
> 
> ... game developers.
> 
> (Them, and embedded systems developers.)

True.

Jim
-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


Post a reply to this message

From: Jim Henderson
Subject: Re: OS as a Service
Date: 6 Aug 2015 15:03:30
Message: <55c3af82$1@news.povray.org>
On Thu, 06 Aug 2015 07:50:03 +0100, scott wrote:

>> There *are* cases where high performance needs to be taken into
>> consideration - yet the area where user interaction is *really*
>> important (games), you get both high performance *and* good user
>> interaction design - at least in games that are successful.  Game
>> players have plenty of choices for where to spend their time, and if a
>> UI is too complex, they'll move onto something that entertains rather
>> than something that frustrates them.
> 
> What annoys me most (as a user) with game menu UIs, actually any UI that
> involves different "screens", is when switches from one screen to
> another takes more than an instant for no reason. In this day and age,
> if my fingers are waiting for your code to catch up then you're doing it
> wrong. Take Gran Turismo 5 on the PS3, the whole menu system is
> *painful* to use, if it was instant then it would feel like a totally
> different game to interact with and I'd be far more inclined to spend
> more time with it.

One thing that drives me bonkers is in Destiny, when you pull up your 
character info, it seems to take *forever* to get the equipment list 
loaded.  If I'm looking to make a quick switch to a different secondary 
weapon, I don't want to be waiting 20 seconds for the screen to load.  My 
equipment list didn't change *that much* (if at all) since the last time 
I opened it.

Jim
-- 
"I learned long ago, never to wrestle with a pig. You get dirty, and 
besides, the pig likes it." - George Bernard Shaw


Post a reply to this message

From: scott
Subject: Re: OS as a Service
Date: 7 Aug 2015 03:59:24
Message: <55c4655c$1@news.povray.org>
> I played Saints Row IV recently. Every single time you want to buy a
> weapon upgrade, you have to OK a confirmation. Which, when you're
> drowning under a sea of money and you want to buy every upgrade in the
> game... takes a while.

Yes this is exactly the problem in GT5. You buy (or win) a new car and 
want to upgrade it with a load of stuff. It would be acceptable if it 
took 5 seconds to open the "Garage" menu, but it also takes a few 
seconds to open every category menu (brakes, engine etc) then a few 
seconds to open each item, then you have to click the item, click Buy, 
"do you want to apply to the car?", click yes. Then click back. Now 
realise that each of those prompts takes a second to appear, and that's 
just for one item, you want 20 items. It's ridiculous, don't they get 
people to test this? Or are they just Japanese testers that are too 
polite to complain about the speed of the menu system?

The other thing I could never understand is why it took so long to leave 
the race and go back to the menu. I can understand loading the race 
takes a while (it must load all the geometry and textures for an entire 
race track and all the cars), but to go back to the menu, surely it's 
only a couple of fonts and textures needed, it should be pretty 
instantaneous.


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.