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Posts: 341 | Thanked: 607 times | Joined on Dec 2008
#32
Originally Posted by qgil View Post
At this very point of time we need more work on interface / interaction design than pure graphics design. Although if someone provides better graphics than the ones currently in use we won't reject them. But the app looks ok already.

For instance, how does the Settings page look like? How are we going to organize the Menu options? Nobody knows for sure today and it would be good to have someone able to play with Qt Designer or at least faster than me producing purely visual mockups for discussion.

There are Miniature builds that run on the Maemo 5 SDK, the N900 and the Ubuntu desktop. Give them a try, any proposals for improvement are welcome in any form!

Another example: hopefully one of these days Miniature will learn the legal moves, and therefore will be able to identify the illegal. How should they be reflected in the UI? My current assumption is:

1 - User selects a piece with one tap. Piece shows highlighted.
2 - User selects destination square with a second tap.
3 - Destination square turns red with some transparency for 0.2 seconds.
4 - Original peace is still selected and highlighted.
5 - Repeat 3 if user selects a wrong square again.
Hm, my gut feeling was that tapping on any illegal square should cancel the move. But failing that, I think that after a square/piece is selected, the entire area outside of the board should be blurred, and allow to cancel the move by tapping on it.

mikhas and I were also discussing a reversed mode of entering moves earlier. First you tap on the target square, then all pieces which can move to this square (if any) are highlighted. Tapping closest to any of the highlighted pieces would move it to that square. The idea is that it's harder to make a mistake with the second tap, and you don't necessarily need a third tap for confirmation (also it can still be tricky if many pieces are close to each other and can move to the same square).
 

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