EldarOfSuburbia
New member
- Feb 8, 2014
- 4,032
- 0
The problem with the new TPA UI, and indeed any new UI for something you've used a lot, is that the very first thing anyone notices is how it looks. This is natural, but it's also not a good thing. What's most important about a UI is how it functions and how accessible its functionality is. Maybe it's because I could probably consider myself a "professional" UI designer, that I am able to take this step back. And thus my single biggest gripe with the new UI is not how it looks - let's face it, it isn't really any better or worse than the current one or any number of other UIs out there - but in how it is interacted with. In this respect, it is a dismal failure. It looks like it was only ever tested with a mouse. And if you're using a mouse, guess what, it functions quite nicely. But not everyone plays TPA with a mouse. A lot of people have a controller, and may even be several feet away from the nearest mouse, or keyboard.
My rules of UI design, and program design, are pretty simple:
1. Make sure it works the way it's supposed to.
2. Make it so you can easily change the way it looks without messing with the functionality.
3. Make it look nice.
4. Now make sure it still works the way it's supposed to.
5. Write documentation outlining what it's supposed to do, and not how it looks.
Farsight started at 3. And have failed at 1.
My rules of UI design, and program design, are pretty simple:
1. Make sure it works the way it's supposed to.
2. Make it so you can easily change the way it looks without messing with the functionality.
3. Make it look nice.
4. Now make sure it still works the way it's supposed to.
5. Write documentation outlining what it's supposed to do, and not how it looks.
Farsight started at 3. And have failed at 1.