Re: [dev] [wmii] widgets with graphics?
Hello,
> The general consensus is that sprinkling icons everywhere actually
> makes the interface far more complicated and distracting, and
> generally quite *bad*. While there *are* some exceptions where icons
> are more compact, they are rare.
>
> Consider the meter widgets people are obsessed with putting on their
> status bars to tell you, say, the quality of your wifi signal. In 12
> horizontal pixels you can very comfortably fit in two digits, which
> would tell you the signal as a percentage. The same number of pixels
> would, as a meter, offer only an tenth of the information, and it
> would be far more difficult to distinguish 80% from 70%. Yes, text is
> quite a concise medium.
then how do you distinguish the percentage of battery load and the
percentage of wifi signal strength? Sometimes, I don't care if wifi
signal quality is exactly 87% or 78%, It would suffice if I knew if it
is over 25%, 50% or 75% ...
Plus, I don't have to think about if I'm looking at my battery or my
wifi status, thats something where pictures are a little bit better.
If I denote the textual percentage with letters, it would cost me some
pixels too, so I think thats a rather weak argument.
But if you are paving the whole UI with icons, it gets confusing, but
same applies to textual information, if you write a huge string with
shitloads of information into your status bar, it would be confusing
too.
So I think, minimalism is the most important design goal, wether using
icons or text to display information.
But for a project like dwm, whose focus lies on a simple
implementation,
icons would be simply to complicated to include.
By the way, I think the "general consensus" applies only to this
mailing
list, the rest of the world (sane or not) believes in some usability
bonus.
Greetings,
flo
Received on Thu Dec 22 2011 - 16:27:35 CET
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