

3D GUI Project 144
Qbertino writes: "A guy that calls himself "matrixnan" introduced this project on NANs Blender homepage. It's gonna be a GPLd 3D GUI for Linux using Blender as construction kit. Blender is a professional freeware 3D Animation/Modelling/Applicationkonstruction kit that features Python as Plugin language (Plugins are a big deal in the 3D business). Coding of the Project uses/will use Python, C and C++. Unlike the 3Dsia project it sticks more closely to the 3rd person perpective of the classical Desktop and avoids going to deep into VR and the acompanied problems. It uses NANs reference grade 3D construcion kit and seems to be on its way quite well - and thus will probably see usability quite soon. Also take a look at some serious eye candy - the screens." I'm a little more skeptical about time frames for actually being able to run this thing, but there are lots of interesting ideas to think about.
Re:The Gaming Market? (Score:2)
It's called CrystalSpace [linuxgames.com]
Re:Why another 3D GUI? (Score:2)
Now, I hate the standard background (loathe would be a better word), so I tend to create graphics backgrounds in Bryce as a screen shot to have instead of any of the crap that came on the box. But it seems to me that if a whole new interface is going to be written it should satisfy the following requirements (which are not the only ones, just what I could think of):
1) The interface should not interfere with the normal operations of the OS/computer it is hosted on.
2) It should not require so much memory or processor cycles that Windows would be preferable.
3) If it is some kind of animated "3-D" interface, it should know to turn itself off when the user starts to use any full screen apps. There is no point to waste processor time on something you are not looking at.
4) It should look appealing. I don't care if you can animate a vomit cloud as an interface. I don't want it on my computer.
5) It should be flexibly modifiable by the User. I.e., give the user some options for it as to colour schemes, animation speed, etc.
Comments?
Kierthos
What's the difference anyway? (Score:1)
Re:From the world of pointless GUI's (Score:2)
Re:Sounds really intuitive, no no, really. (Score:2)
Re:Sounds so easy... (Score:2)
Re:Sounds really intuitive, no no, really. (Score:1)
Actually, they got it almost right visually, but the interaction is completey wrong.
The start bar buttons have an oh-so-small border beneath them which completely negates the usability benefit of placing an item on the edge of the screen. The buttons may look "cooler" with the one-pixel border around them, but they're not any easier to track than any other button on the screen.
Re:Sounds so easy... (Score:2)
Your house maybe? Directories as rooms, files as objects with a shape suggesting the contents, desktops as floors ?
Re:They've got it all wrong (Score:1)
Re:How to do a 3d GUI right - just thoughts (Score:1)
The game aiming model is, arguably, good for what it does -- which is select a direction. Picking an object with it would be very clumsy. You'd get much more accuracy using the "normal" mouse model (possibly rotating if the cursor is beought to the edge of the screen, or even better if ot's taken to the edge and the user keeps dragging).
Mind you, I'm not suggesting that a general-purpose 3D UI is a good idea in the first place.
if you don't like it.. (Score:1)
Re:more 3D GUIs (Score:1)
Re:I prefer 2d! (Score:1)
Re:I prefer 2d! (Score:1)
(Sorry)
Re:Windows at all? (Score:2)
The desktop metaphor with a vwm that has multiple desktops that each can be scrolled through, with resizable apps is kind of cool -- especially if you have eye candy like nice wallpaper or something.
Again, IMO, I'd rather focus on the application than waste my time doing window manager maintenance like resizing windows so that I can take the killer screenshot.
Don't get me wrong, having something like a "wharf" in enlightenment, windowmaker and blackbox are extremely cool, especially if they contain applications that you gain information from frequently. It allows you to glance over and gain information without having to slide your mouse over somewhere a la the windows systray.
Re:The Gaming Market? (Score:1)
They've got it all wrong (Score:2)
Nice /. effect (Score:1)
Refresh the page for the hell of it, and notice its jumped neary 1000 (thousand) hits in around 3-4 mins. Either 900 people just came through
Re:Sounds really intuitive, no no, really. (Score:2)
Also a lot of potential for mishaps. *slide mouse* Oh shit, not again...
There are lots of apps out there that use the four corners of your screen but they are mostly lame. The fix of course is to have the person wait in the corner for a fixed amount of time. But why? Just write the app to be in the windows systray and then click on it or something.
3D projection onto a 2D screen... (Score:3)
Example: Try using 3DS-MAX for heavy-duty 3D polygonal modelling for a few hours. Now imagine that the undo stack is only a single level deep, and that each mistake you make has deleted a random file from your HDD. Now note that this is a package that's evolved through many years of design by a large team at a well-funded software house.
Re:web counter (Score:1)
Re:From the world of pointless GUI's (Score:5)
Like Hotsauce for the desktop? (Score:2)
This tickled the memory of the (formerly?) Apple project called "Hotsauce", which provided a fly-through, 3-D browsing environment for networked content. It ain't pretty, but then again, it ain't vapor. Yo ucan download a plugin:
http://www.xspace.net/hotsauce/ [xspace.net]Re:Sounds really intuitive, no no, really. (Score:2)
Probably the only feature of the awful Mac GUI that I like is the application menu system. There is a permanent menu bar across the top of the screen, and it is used by whatever application is in the foreground at the time, whether or not it is maximized. I wonder if any X window managers offer that functionality.
I'm sorry, but this just sounds ridiculous to me. User interfaces are pretty badly designed as it is, adding more mouse buttons doesn't solve anything. It just makes it worse.
Requiring users to use more mouse buttons is a bad idea, but having more mouse buttons for those who want to use them is not. Chording systems, like the one used in the Oberon GUI, take a while to learn but are really handy once you've gotten used to them. And I've always wanted something like a high-end digitizer tablet puck for a mouse -- the standard buttons, plus a programmable keypad. In many cases, this would reduce the number of times I have to move my hand between the mouse and the keyboard.
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Re:nice website (Score:1)
The previous "off topic" post is actually a negative comment on the project as a whole. I believe the person behind this 3D UI is out of his league as demonstrated by the amatuerish website on which it is being promoted.
I apologize to the moderator for sending one over your head.
I'd rather see Gtk+ ported to OpenGL first (Score:1)
There have been attempts at "native" ports of gdk to other platforms, but if we just went to OpenGL, we'd hit all of them at once.
Once it works, we can start thinking about "extension" improvements like OpenGL-based themes.
Gaming meets GUI (Score:1)
Does this mean I'll have to walk through a maze and when I find the application I like, I shoot it?
Seriously, that would be intuitive to lots of people nowadays
more 3D GUIs (Score:1)
wray
Not that way (Score:2)
As somebody pointed out about 3D gaming, the interface you really want for Quake if your goal is winning is a 2D map with friends and enemies shown. You click on the enemies, with the cursor snapping to them when nearby, and they get killed. That's "the Pentagon version of Quake". Game over.
snow crash (Score:2)
I don't have the book available to quote it, but in this scene the main character has to hack the 3D world (which he was one of the main programmers for) so he can spy on the bad guys unseen. So he logs into the world, hops on the VR subway to his house, goes into his VR room, sits down at his VR desk and (drum roll please) switches over to a 2D UI.
It's a small section, only about 2 pages long. The reason why is something like it being preferred by true hackers because it is the fastest most efficent way to get work done.
Every major application that we use is 2D. Does it really matter if the windows or menus are cool 3D objects? Maybe there just needs to be more research done on the subject. But until then I will always think of this character who developed this VR world, but drops it in a second when real work needs to be done.
Sig:
3D? (Score:1)
Hmm, how long to make it intuitive... (Score:1)
And then there is motion sickness ... (Score:1)
Just think about how many folks you know that get nauseous after playing Doom/Quake/whatever and imagine how they would handle a 3D display...
In sum, I think that it is an interesting project. However, for most folks, the disorientation caused by the stereo images would outweigh any perceived navigational benefits.
Interesting (Score:1)
...and so on represented so unreliably? (Score:1)
Horray for amiga - or imagination not photoshop (Score:1)
Re:Much more than a GUI! (Score:1)
"Crap! Where's my resume??"
[after having given up and retyped it as best you could
"Well whadya know? There it was all along, behind my hentai links! I've really gotta make sure I don't stack those up so high anymore."
3d gui (Score:1)
those screenshot's didn't look very interesting, but that's just my opinion. hopefully those people will make usability testing.
Re:Sounds so easy... (Score:1)
Hell, I find myself lost in a pile of windows in a WIMP GUI as well.
I could write lots of why 3D GUIs are a vain and why WIMP sucks as well and we should think of something better, but I have better things to do...
Re:Since when was Blender GPL? (Score:1)
-- H[NaN]
Eye candy vs. usefulness (Score:3)
The keyboard isn't much of a problem, but it's tricky to get a useful rendering of 3d space on a flat monitor (Quake doesn't cut it -- we really ought to have something more immersive to be useful) and a mouse just isn't designed to plot anything other than X,Y mappings. You need some sort of way to plot a point in space -- one of those old Virtual Reality Gloves or something -- to workably interace with a 3d environment.
The problem is, as much work as it's going to take to get something like that going -- with new hardware interfaces of some kind and new software technologies to work it out -- it's still an inadequate solution to the underlying problem. The small step from 2d modeling to 3d modeling is barely worth it when you're trying to get to a representation of a, say, 1000d information space -- especially considering all the work it'll take, both on the part of developers and users.
What we really need to do is rethink how we abstract out the complexity of increasingly powerful information systems. How can we represent this data in a way that humans can grapple with? Making a 1000d interface might be theoretically possible, but people can't even handle 4d models, and some of us aren't even that great with 3d or 2d ones :)
Work like this is IMO a dead end. Until something comes along that really rethinks how we model intricately complex dataspaces, we're going to be sitting on the Desktop plateau for a while, at least in terms of actual progress towards system usability.
Re:Sounds really intuitive, no no, really. (Score:1)
Heard it before (Score:1)
D
Mad Scientists with too much time on thier hands
Re:Sounds really intuitive, no no, really. (Score:1)
scroll bars (Score:1)
besides, i've used systems that don't have scrollbars and it slows down user functionality because you have to wait until what you want pops up. i find this rather annoying
Re:...and so on represented so unreliably? (Score:1)
Because it's then no problem to transfer it do a "true" 3D viewing device (read:"googles") when the tech has arived and is usable.
Wow! I wonder what a 3D web search on Google will look like. Could be pretty cool.
Sorry, couldn't resist.
Cool (Score:1)
Reality-based interfaces are inefficient (Score:1)
When's the last time you were brushing your teeth and 'flipped windows' to hang a picture on a wall in the basement, and then return to brushing your teeth?
Or did you do like most of us, and put down the toothbrush, walk out of the bathroom, out into the garage for a hammer, back inside and down into the basement, over to the wall, nail in the hook, put up the painting, walk back upstairs, out into the garage to deposit the hammer, back inside and to the bathroom to finish brushing your teeth?
We do certain tasks in the computer because their real world counterparts take to long. Typing instead of using a pencil. Sending email instead of finding an envelope, getting that foul-tasting goo on your tongue, and putting the thing in the mailbox. Did you remember a stamp?
In short, don't think for a moment that modeling 3-D productivity tools after the real world is going to get you any sort of respect from your users.
Do anything else, so long as you remember that the human brain, as stated before, doesn't really deal well with 3D. Any arboreal skills our brains had for navigating in 3 dimensions fled some time ago, after we adapted to walking. You or I may retain this ability, but the average person doesn't.
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Re:Sounds really intuitive, no no, really. (Score:2)
Actually, you're wrong. It makes use of the areas near the corners, which are the worst. The corners themselves -- the ONE PIXEL -- are easy because you can sling the mouse really hard and it will STOP there. try clicking in the very corner on windows -- there is a convenient two-pixel border that prevents this from actually helping. they waste every corner and every edge. No place on the edge of the screen in windows is used. Not one. Mac got this one right. there was an article on /. a while back, don't have the link. (And , fwiw, I use windows not mac.)
How would you know? (Score:2)
I want to know, how do you know what will "work" ? What standards do you use? What are your proofs?
Instead we have a whole class of armchair programmers who know practically nothing about implementing the systems they describe.
Really, now. Maybe mapping 2D operation onto 3D will work? The author of this program has proof of concept. Where's yours?
Old stuff (Score:2)
No signs of "3D file hieararchy" or even principles on which it will be based are shown. Mostly, since Unix file hierarchy (if we ignore links) is a planar graf (a tree), it doesn't need any 3D representation. Also, I guess it would be a PITA to work with 3D filesystem on 2D monitor. The clever use of the mouse buttons for directory tree movements is definitely cute, but I fail to see here innovative 3D design. Using mouse wheel doesn't make an application 3D, as well as creative use of bevels and shadows in window borders.
The only real 3D thing is that cube, but I'm afraid users won't like this. Just imagine your phone dialer pad in cubic shape. Would you like dialing on such a thing? Maybe there could be a trainign that will allow user to effectively use such gadget, but I fear this will be no better than plain old planar button dialer.
Now, if we had some kind of 3D control device (gloves?) and 3D display (goggles, I guess), we might have some use of such an interface. However, I don't see it (i.e., widely distributed use of gloves and goggles as primary I/O devices, replacing displays and keyboards/mouses) happening in the next 50 years.
Re:Sounds really intuitive, no no, really. (Score:3)
Re:Old stuff (Score:1)
How to do a 3d GUI right (Score:2)
Second, give the people the option of having a 3D gui, WHILE IT'S ALREADY THERE!!! This means that hitting alt-(insert desired key here) will bring your screen back to the front side cube, where most of your stuff will sit.
Third. Control. The ability to control the environment is essential. Take a lesson from Homeworld, in their 3d environment, and design it around that. Allow people to utilize the mouse for what it was intended. Object manipulation. (In this case, the object being the 3d screen itself.)
And lastly, don't worry about making everything read correctly. If someone is talented enough to squiggle thier screen around so they're looking at it backwards, they deserve to read the letters backwards too. That's a true 3D environment, after all.
krystal_blade
Re:3D? (Score:1)
//drool shorts out keyboard//
Curious George (Score:1)
"We have this great new technology that is faster and better. It will not be discussed at this time.
What?! Okay, now I'm really curious. Could someone please explain to everyone the difference? I'm going to die of curiousity!
Re:Hmm, how long to make it intuitive... (Score:1)
SGI's been doing this since the 'Jurassic' period (Score:1)
Now it would be very cool if FSN were ported to something else besides IRIX (I run it on an Indy and it's actually quite useful, especially for spotting diskspace hogs).
Of course let us not forget using 'Doom as a tool for system administration' http://www.cs.unm.edu/~dlchao/flake/doom/
PID 1 is a camper though
-g8
Re:GUI's (Score:1)
The Macs I've used don't get it right either (Score:1)
I disagree with one point here. (Score:1)
You want to do progressive sharpen and de-specle operations on an image. Normally (ignoring any keyboard commands) you would have to move to the menubar and click the mouse to pull down menus, then move to a the filters menu (could be done by this time) move to the sharpen sub menu, then actually move to and select the sharpen item. Now repeat this for the de-specle.
With a toolbar approach, you can simply move the mouse (once) to the button and click the damn thing. then move a bit left or right (depending on the layout of the bar.) and click once more.
The author seems to imply that menus (mac or otherwise) are simply MUCH faster than toolbars and clutter up the screen less. While i agree that menus are less cluttering, i completely disagree that they are faster. move the mouse around in menus while examining the travel time then check the toolbar approach, and you will see what i mean.
Where's the problem with a mouse/keyboard combo? (Score:1)
If anyone has used that old Logitech(?) 3D mouse they may remember the muscle fatigue after some use, despite it being fairly light. I don't doubt there is a yet to be designed piece of equipment that will be great, but it's unnecessary now.
IMHO, I have yet to feel the need for a 3D interface for my development machine or home machine, but I can recognize the "cool" factor that goes with it.
3D Interfaces are useful, but... (Score:2)
Although I'm a big fan of 3D, I love the two dimensional desktop I use now. I go into my 3D accelerated games and enjoy it, but as far as the way I work, I don't see any use for a 3D interface, it would just make things clumsy.
However, when you have 3D visualisation hardware instead of standard 2D hardware (such as 3D shutter glasses, HMDs, or applications such as CAVE technology), a 3D interface makes much more sense. But designing a GUI for that interface shouldn't necessarily be going in a different direction than 2D interfaces have already gone. Projects such as C3D would seem to work best in this type of environment, along with a three dimensional windowing system that would allow for the user to grab and move the windows in any plane and tilt as they need fit to hold them around themselves. (Imagine a zero-g desk where you could position the many books and papers and tools you are using anywhere, for you to see and read or use from where you sit).
To me, that seems to be the logical application for 3D interfaces. Once those types of hardware become readily available, I'm sure that 3D GUIs will become commmonplace. For now though, since most of us are still using good ol' CRTs or LCD displays in 2D without shutterglasses, I think we should stick to regular 2D GUIs.
-Julius X
Re:Reality-based interfaces are inefficient (Score:1)
In short, don't think for a moment that modeling 3-D productivity tools after the real world is going to get you any sort of respect from your users.
Yes, just to clarify, that's exactly the point I was making (I wasn't very clear).
Especially when the 3D representations don't even need to have physical qualities. They don't have to behave like solids. Perhaps transluscent planes or clouds or something. Data with depth, or some sort of colour metaphor. These sorts of experiments might be interesting (isn't someone doing this stuff somewhere?), but might not lead anywhere anyhow.
Re:Sounds really intuitive, no no, really. (Score:1)
Re:It's a trend (Score:1)
Web Page Matches (1 - 20 of about 280)
Re:Sounds really intuitive, no no, really. (Score:1)
Also, what about the average computer user - who has two buttons? They have to throw out their mouse and try to find a piece of hardware that is barely made?!
Re:I like your old stuff better than your new stuf (Score:1)
Re:3D GUI's take a load off the CPU?? (Score:2)
Re:3D GUI's take a load off the CPU?? (Score:1)
Give the guy a break (Score:1)
Man, somebody tries to break out of the traditional WIMP interface and you guys tear them to pieces! I really think the WIMP interface is restrictive and should be replaced or at least worked over. I'm not saying that this particular one is the best one in the world, but at least it's a step in *some* direction.
I think Linux has a great opportunity to build a great UI. I have been reading The Humane Interface by Jef Raskin and I like the things he is saying. Like have menu bars at the top of the screen (like the MacOS & AmigaOS) instead of just below the top (like Windows). This way the user can slam the mouse to the top of the screen and not have to worry about overshooting the menu bar.Later...
Re:3D projection onto a 2D screen... (Score:1)
huh.
wonder what that means...
Re:Windows at all? (Score:2)
And X fonts will look good too...
Re:Sounds so easy... (Score:1)
Anyway there are lots of cool things that could be done to GUIs, but it really makes little difference in the great scheme of things, does it?
Re:3D projection onto a 2D screen... (Score:1)
Public? (Score:2)
"The programming API will take an object oriented approach that will be completely public."
Heh, what's the point in using OO if everything is public?
/me thinks he/she should reword this...
Intuitive is relative! (Score:1)
screenshots (Score:2)
I'd rather have smaller and easy-to-read fonts to see my files and folders instead of this. This looks more like some game's GUI.
Re:GUI's (Score:1)
Samba Information HQ
Re:Much more than a GUI! (Score:2)
IIRC a directory-change-callback function is
in the 2.4 vfs. look on kernel-traffic for details.
(and this is a GOOD thing. I REALLY miss this feature in MOST os filebrowsers
(even SMB has support for this IIRC)
Samba Information HQ
Re:Why another 3D GUI? (Score:2)
Everybody is looking for the next revolutionary design to replace WIMP. It is funny how all the text you're reading is on a two-dimensional plane, and the only other common means of communication is voice.
A boring unintrusive UI is very good. IMHO the ultimate UI is in dedicated physical devices. Rendering them in VR is just perpetuating the personal computer beyond what it really needs to be... in other words for the people trying to shatter the mould of thinking in WIMP, they're trapped in the mould of the PC.
Five, actually (Score:3)
Guaranteed acceptance of 3D GUI... (Score:2)
Sean
Re:It's a trend (Score:2)
Name five 3D GUI projects.
Since when was Blender GPL? (Score:2)
Otherwise it's going to another KDE holy war.
Re:Gaming meets GUI (Score:2)
b)if location already "cached" end
b) finding the icon that matches your app
d)if only one app of said type open end
e) read text next to icon to isolate the window you want...
In a 3d navigable interface where you navigate around using spatial skills you would have to travel around clicking on icons with text under them or something. But how does that actually increase efficiency? Maybe if you have 124 applications open at once...
It would be kind of cool to navigate tasks by clicking on constellations or something though (or maybe not).
I've tried a lot of "alternative" interfaces and most of them are annoying and time wasting, even after forcing myself to spend a week re-training myself how, what and where to click.
From what I see here though the story is just a normal 2d interface that's been jazzed up with some 3d graphics. Nothing special.
GUI's (Score:2)
I like your old stuff better than your new stuff (Score:3)
Re:Windows at all? (Score:2)
I'm a power user/programmer and I dislike resizable windows. I would much prefer each application to have its own screen and a way to hotkey between them. Seriously. The faux desktop interface adds more doodads and nonsense than it is worth.
2D Content in 3D Worlds (Score:3)
2D Desktops
The desktop usually contains a 2D array of a 1D file list... However there is an implied Third Dimension that there is a depth of content under the surface of each icon. A possible 3D model may place a 2D ground map of file icons, each standing upon a 3D Pedistal which presents the file properties, like a dedication plaque, author photo, etc. Atop the pedastal would be the 3D representation of the content, its scale and depth, its motion of activity, etc.
3D Content
3D is more useful for real 3D content. It'd be great to do RAD development of houses just by a Fantasia of powers... a sorcerer's aprentice lifting walls and stairs at the wave of a hand. Actors animated by interperating the "data sock puppet." Quake designers coould go nuts!
3D Hardware
I've been waiting for videophones long before Max Headroom had them everywhere... but even a great show like that overlooked their use as a VR Interface. If you could go anywhere to use a Videophone booth, you could call your computer and communicate with speech and gesture recognition. Also, you could dial pay services for online videogaming using nothing more than the phone, navigating dungeons and swinging swords... physically or virtually. That kind of "non-appliance VR" is common since Myron Kruger's Videoplace.
Likewise, you could out-do Star Trek if we had 3D webcams and 3D projectors... even the keyboard could become a non-appliance solid-state projection, making the Trek sets look like cardboard.
Mirror with reduced images. (Score:2)
Is right here [optic-xeon.com].
Call me a bigot, but if this guy codes C/C++ like he does HTML, you will NEVER see this project get off of the ground. Ick.
Rami
--
Sounds so easy... (Score:4)
Having recently spend two weeks building an ultimately unsucessful 3D database visualization system, (Java3D rocks!) I can tell you it's a LOT harder than it sounds, a bit like speech recognition.
The main problem is that there is no consistent paradigm for 3D interaction... no equivalent of a desktop metaphor. Users find themselves lost in space. And such systems are hard to interact with properly with a 2D screen and mouse - the missing degree of freedom create a 'modal' system that cannot be intuitive.
But, if you have to do it, here are Orinoco's tips:
1: Make everything about 20% transparent. You can't work with half the environment hidden behind the other half.
2: View control is the key. Don't make the user have to spin and rotate. Let them pick objects of interest, and then move the camera to a good view of it.
3: Don't try to model a complete 3D environment. Instead, make it "2.5D", with the extra dimension used to express an intrisic scalar quantity rather than a spatial one. eg: A 2-D scatterplot, but each point is instead a bar who's height indicates something.
4: Create a 'groundplane'. Stick to stacking things above this.
5: A 'recursive boxes' scheme, with whole new scenes hidden inside pickable objects works well. (A folder metaphor, if you will)
Just consider the most effective 3D application yet - 3D modelling. Even with a perfect 1:1 correspondence between the visual representation and the underlying model, it still takes experts to manipulate the interface.
Frankly, I think 3D interfaces have to wait until we have cheap and available 3D input devices.
Finally, there's a lot of research that has been done (SIGGRAPH, to name a source) that you would be silly to ignore.
Why another 3D GUI? (Score:2)
The one thing they have in common is that none of them help me work faster. Why doesn't someone put more effort into developing a more intuitive command line and forget about all the cool-but-useless 3D GUI's and file managers?
From the world of pointless GUI's (Score:2)
Re:How to do a 3d GUI right - just thoughts (Score:2)
- Object shapes suggest function.
- Use the mouse to point to an object (i.e. a directory 'door' or a file ), just like aiming in a 3D game.
- One mouse button can zoom the view on the pointed object, with additional text wich defines properties etc
your point of view close to the object, changing the perspective. A double click uses the object.
- Stick on movement on a plane. Walking is easier than flying. If needed, programs may create stairs and/or elevators.
- A suitable metafora could be a buiding. The ground floor is the 'raw' file-system, with a room for each directory, with doors carrying to sub-directories and to the parent directory. Other floors are user-defined 'desktops' for diffferent type of activities ( office, games, etc
- Drag and drop. Just like now, but 3D, constrained on the current 'walking plane'.
- Allow user to carry a tool box, with the most used programs/documents. Again, just like games.
- You need an easy way to turn around yorself : the mouse wheel ?
Mmm
Re:Sounds so easy... (Score:2)
Sounds really intuitive, no no, really. (Score:5)
I'm sorry, but this just sounds ridiculous to me. User interfaces are pretty badly designed as it is, adding more mouse buttons doesn't solve anything. It just makes it worse.
Some time ago, someone posted a link to a site discussing user interface design, which discussed some of the great ideas and concepts that are simply ignored. For example, what are the 4 locations on the screen to which you can move the mouse very fast? The 4 corners.. Windows makes use of this to some degree, with the close gadget in the top right, and the start button in the bottom left, but this is useless when windows are not maximized.
Perhaps a bigger problem in this scenario is that of the menus within these windows. If they're not maximized, then to get to the menu in each window you have to click in a different location every time. This is very non-intuitive. I personally love the system on the Amiga workbench, where holding down the right mouse button anywhere inside the app would bring down the previously invisible menu at the top. Since it was at the edge of the screen, you could move and select a menu item very quickly. I'd love to see this system implement again, but I haven't yet.
Oops, kind of got a bit off topic there. I guess my point is, people who design user interfaces should really be looking at some of the great useability studies that have been done, and start implementing them before they concentrate on the eye-candy.
Re:Sounds so easy... (Score:2)
Um, and make me blind?
": A 'recursive boxes' scheme, with whole new scenes hidden inside pickable objects works well. (A folder metaphor, if you will)"
How is navigating a hierarchy with "hidden" objects/tasks/whatever better than a linear list of tasks/objects/whatever if the screen has plenty of space to display the tasks in a linear manner (i.e., the windows/gnome task/start menu?). Do people really have this many applications open at once? I sometimes have >30 apps open at a time and the latency to switch tasks while longer is still fast because after getting "in the groove" of a certain pattern of switching tasks I will remember exactly where a task is on the bar and find it extremely fast.
Navigating some hierarchy would be a lot slower, even if I know exactly where I'm going -- no?
I prefer 2d! (Score:2)
Much more than a GUI! (Score:5)
And I see they've also developed a special "DWIM" (Do What I Mean) technology, too: Wow! I hope they get a patent on that, before Microsoft steals it from them!