Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread frederik.nn...@gmail.com
On Fri, Jun 17, 2011 at 01:08, Stefanos A. stapos...@gmail.com wrote:

 Matthew, I love your idea. With little twist:


loving the idea, too.
i wouldn't make it that humble tho, proper fields, perhaps the size of
browser tabs, would make sense to me for each menu ( View, Go, Edit ...)

- unmaximized windows get a menu button that displays (drops down?) the
 menu when clicked.



this idea feels good, too.
Until today, i have been unable to figure out what appmenus are actually
really gonna be needed for in the future of interface. A11y perhaps? A
blind person is unlikely to be using Gimp or Blender, whereas both
applications are good examples of context-menu lived app-menu functionality.
Perhaps appmenus can be of interest to people who use only a keyboard, yes
that would make sense. But obviously our interaction hardware is aiming at
immediacy, correspondence, rather than symbolic crypticism or text-driven
menu-isms.

I've also been thinking that interface is becoming more complex, but
that's only true if you look at it from the code point of view. To the human
naive perception, interface is becoming simpler, it corresponds more and
more with the actual content, i.e. the sense realms we are trying to connect
with.

So a menu-button would be a good step towards making the interface
perceptively simpler.
Maybe this is a good opportunity to rethink the role of the the Context Menu
Button on our desktop computer keyboards. Pressing it should at least
visualize those *context relevant,* usually panel-lived menus, which might
be hidden in the model you describe.
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread Thorsten Wilms

On 06/17/2011 11:14 AM, frederik.nn...@gmail.com wrote:

But obviously our interaction hardware is
aiming at immediacy, correspondence, rather than symbolic crypticism or
text-driven menu-isms.


I can only guess you must be referring to (multi-)touch surfaces. But 
that's an addition, not a replacement.


Keyboard and mouse are still great to have for word processing, 
graphics, CAD and so on. The nature and quantity of required or useful 
commands and options in such fields hasn't changed.




So a menu-button would be a good step towards making the interface
perceptively simpler.


The perception is not limited to a first look. It includes what happens 
during interaction. In this sense, hiding something only to reveal it at 
some point does not make anything simpler.



--
Thorsten Wilms

thorwil's design for free software:
http://thorwil.wordpress.com/

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread frederik.nn...@gmail.com
On Fri, Jun 17, 2011 at 12:10, Thorsten Wilms t...@freenet.de wrote:

 On 06/17/2011 11:14 AM, frederik.nn...@gmail.com wrote:

 But obviously our interaction hardware is
 aiming at immediacy, correspondence, rather than symbolic crypticism or
 text-driven menu-isms.


 I can only guess you must be referring to (multi-)touch surfaces. But
 that's an addition, not a replacement.


yes, i thought of that, and i thought further, as you did:
what i'm trying to imply is rather that interaction is becoming more
immediate, which includes a stronger emphasis on pointing devices, where
keyboards are becoming more and more a pool for click modifiers.

An unfortunately not so successfull attempt was made be the Mustux/Protux
team a decade ago with the so-called JMB - Jog Mouse Board, and Blender is
also another example, or Ardour, where you point with the mouse and press a
key to perform an action.

So I'm not trying to say everything is going multi touch, even if it does
happen to be a strong trend nowadays, i'm rather thinking along the lines of
interaction is focusing more and more on the object of your interaction, and
less on some distant menu at the edge of the screen.

Your regular ILM engineer would surely appreciate such a development, on the
long run.


 Keyboard and mouse are still great to have for word processing, graphics,
 CAD and so on. The nature and quantity of required or useful commands and
 options in such fields hasn't changed.


Yes, i think so too, whereas word processing would be the only example here
which would fit the target audience of the interaction environment we are
discussing.
How CGI engineers use menus and $ 15.000 CAD suites is more of a specialized
problem outside the topic at hand imo.


 So a menu-button would be a good step towards making the interface
 perceptively simpler.


 The perception is not limited to a first look. It includes what happens
 during interaction. In this sense, hiding something only to reveal it at
 some point does not make anything simpler.


agreed.
But the first look will be all the ordinary user will ever get, and the less
cluttered the first look is, the simpler the interface appears, which
makes it easier to use already.
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread frederik.nn...@gmail.com
On Fri, Jun 17, 2011 at 12:43, frederik.nn...@gmail.com 
frederik.nn...@gmail.com wrote:



 On Fri, Jun 17, 2011 at 12:10, Thorsten Wilms t...@freenet.de wrote:

 On 06/17/2011 11:14 AM, frederik.nn...@gmail.com wrote:

 But obviously our interaction hardware is
 aiming at immediacy, correspondence, rather than symbolic crypticism or
 text-driven menu-isms.


 I can only guess you must be referring to (multi-)touch surfaces. But
 that's an addition, not a replacement.


 yes, i thought of that, and i thought further, as you did:
 what i'm trying to imply is rather that interaction is becoming more
 immediate, which includes a stronger emphasis on pointing devices, where
 keyboards are becoming more and more a pool for click modifiers.

 An unfortunately not so successfull attempt was made be the Mustux/Protux
 team a decade ago with the so-called JMB - Jog Mouse Board, and Blender is
 also another example, or Ardour, where you point with the mouse and press a
 key to perform an action.

 So I'm not trying to say everything is going multi touch, even if it does
 happen to be a strong trend nowadays, i'm rather thinking along the lines of
 interaction is focusing more and more on the object of your interaction, and
 less on some distant menu at the edge of the screen.

 Your regular ILM engineer would surely appreciate such a development, on
 the long run.


one could also simply say, object oriented design is becoming less and less
abstract, the objects are beginning to correspond with actual physical or
mental objects, rather than with abstract steps of interaction, which one
would have to learn anew for each software application.
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread Joost Verdoorn
On Fri, Jun 17, 2011 at 12:43 PM, frederik.nn...@gmail.com 
frederik.nn...@gmail.com wrote:



 On Fri, Jun 17, 2011 at 12:10, Thorsten Wilms t...@freenet.de wrote:

 On 06/17/2011 11:14 AM, frederik.nn...@gmail.com wrote:

 But obviously our interaction hardware is
 aiming at immediacy, correspondence, rather than symbolic crypticism or
 text-driven menu-isms.


 I can only guess you must be referring to (multi-)touch surfaces. But
 that's an addition, not a replacement.


 yes, i thought of that, and i thought further, as you did:
 what i'm trying to imply is rather that interaction is becoming more
 immediate, which includes a stronger emphasis on pointing devices, where
 keyboards are becoming more and more a pool for click modifiers.

 An unfortunately not so successfull attempt was made be the Mustux/Protux
 team a decade ago with the so-called JMB - Jog Mouse Board, and Blender is
 also another example, or Ardour, where you point with the mouse and press a
 key to perform an action.

 So I'm not trying to say everything is going multi touch, even if it does
 happen to be a strong trend nowadays, i'm rather thinking along the lines of
 interaction is focusing more and more on the object of your interaction, and
 less on some distant menu at the edge of the screen.

 Your regular ILM engineer would surely appreciate such a development, on
 the long run.


 Keyboard and mouse are still great to have for word processing, graphics,
 CAD and so on. The nature and quantity of required or useful commands and
 options in such fields hasn't changed.


 Yes, i think so too, whereas word processing would be the only example here
 which would fit the target audience of the interaction environment we are
 discussing.
 How CGI engineers use menus and $ 15.000 CAD suites is more of a
 specialized problem outside the topic at hand imo.


 So a menu-button would be a good step towards making the interface
 perceptively simpler.


 The perception is not limited to a first look. It includes what happens
 during interaction. In this sense, hiding something only to reveal it at
 some point does not make anything simpler.


 agreed.
 But the first look will be all the ordinary user will ever get, and the
 less cluttered the first look is, the simpler the interface appears, which
 makes it easier to use already.


A beautiful example of a menu button:
http://lh5.googleusercontent.com/_1QSDkzYY2vc/TdFlT_A0vxI/Eco/lWRn14SImeo/s500/mockups%20menu-experiments%20eog-menu-experiments.png
http://lh4.googleusercontent.com/_1QSDkzYY2vc/TdFsJwK3UPI/Ecs/Dn-8Qorj6Tc/s500/mockups%20menu-experiments%20epiphany-mega-menu.png


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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread S. Christian Collins
...or at the very least to be able to disable global menus for 
non-maximized applications and to disable the menu hiding.


-~Chris

On 06/16/2011 05:51 PM, Ralph Green wrote:

Howdy,
   OK, Is there going to be some easy way to turn off the global menu?
It is already clear to me that I would never want to use it.  I can
adapt to many of the features of Unity, but the global menu is such a
poor idea that I would love to be able to turn it off.  For now, I
have switched to the Classic desktop, but I would continue with Unity
if I could turn off global menus.
Good day,
Ralph

On Wed, Jun 15, 2011 at 9:22 AM, Matthew Paul Thomasm...@canonical.com  wrote:

-BEGIN PGP SIGNED MESSAGE-
Yes, that would be the price of wanting to use focus-follows-mouse in an
environment that has a global menu bar: you would have to remember which
is the active window for yourself. If you don't want to do that, don't
use it.

- --
mpt

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread Matthew Bassett
On 16/06/11 22:17, Matthew Bassett wrote:
 On 15/06/11 21:28, Matthew Bassett wrote:
 [some stuff deleted]
 
 1) to not activate menu drop downs until mouse-up (so you can grab the
 the menu bar/title bar without issue and drag the menu around), or

 2) only make the menu appear when you mouse over the left hand half of
 the title bar.
 
 Or:
 
 3) When the pointer goes over the title bar of a non-maximised window,
 have the menu bar appear floating below the title bar, to the right of
 the window buttons (for consistent horizontal alignment with the menu of
 maximised windows). This leaves the title bar free for grabbing to move
 the window, without having special unexpected behaviour for those
 people that are used to scrubbing the pointer down on a menu to select
 the desired item.

[all the cool kids are using balsamiq, so I have used it WRONG:]

Here is my illustration of a window where the mouse pointer is not near
the Window title bar (this is only here so you can compare it to the
other version): http://ubuntuone.com/p/zkH/

Here is my illustration of when the pointer has gone over the title bar:
http://ubuntuone.com/p/zkI/

Some notes:
1) maybe it looks better if you don't overlap the floating menu with the
title bar, but instead extend the menu out from the window title (as I
have tried to illustrate above).
2) it would be simple to dock the floating menu bar (although you would
use up vertical real estate in the window) for those that wish to see
the menu permanently.
3) it would be simple to change the behaviour to require a mouse down on
the menu title in order to make the menu appear...
4) For maximised windows you can have the menu appear consistently with
this (i.e. floating below the panel) thus keeping the application name /
window title visible, instead of it being concealed by the menu.

Feedback?

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread Matthew Bassett
On 17/06/11 12:06, Adrian Maier wrote:

 
 Hiding the menu seems to be considered by some people eye-pleasing ,
 but it breaks productivity.
 It's irritating to click on something that
 is_not_yet_visible_until_you_reach_there .

I understand your concern; I think this something that someone (!)
somewhere (!!) could do some research on :)

... also I wonder if making the Alt key toggle the presence of the menu
would be a worthwhile change in behaviour that would in someway
mitigatge your concerns? (effectively making the Alt-key into a menu
button). It is certainly nearer to my fingers when they are thinking
about menus than the F10 key is...

At that point you have the issue of making this kind of behaviour
discoverable...

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-17 Thread Matthew Bassett
On 17/06/11 14:10, Joost Verdoorn wrote:

 
 A beautiful example of a menu button:
 http://lh5.googleusercontent.com/_1QSDkzYY2vc/TdFlT_A0vxI/Eco/lWRn14SImeo/s500/mockups%20menu-experiments%20eog-menu-experiments.png
 http://lh4.googleusercontent.com/_1QSDkzYY2vc/TdFsJwK3UPI/Ecs/Dn-8Qorj6Tc/s500/mockups%20menu-experiments%20epiphany-mega-menu.png
  
 

I think these require careful redesign of the application's menu rather
than Unity's global menu though...

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Philipp Wendler
Hello,

Am 15.06.2011 22:28, schrieb Matthew Bassett:

 What about just having the menu bar consistently appearing with the
 window buttons: i.e. in the panel when the window is maximised, and on
 the title bar on non-maximised windows -- appearing when the mouse goes
 over the title bar.
 
 This leaves the issue of how to grab the title bar of a non-maximised
 window in order to move it, which I would assume to be an easier problem
 to design/resolve; my naive suggestions would be to either
 
 1) to not activate menu drop downs until mouse-up (so you can grab the
 the menu bar/title bar without issue and drag the menu around), or
 
 2) only make the menu appear when you mouse over the left hand half of
 the title bar.

There could also be a grab handle in the title bar, e.g. a fourth
button. I think move window fits nicely into the row of close,
minimize and maximize. When clicking on this button, you wouldn't
need to keep your mouse button pressed until the window is in the final
position, which might help some people that have problems with drag'n'drop.

For windows with short menus, clicking on the empty space beyond the
right-most menu bar entry could also allow dragging around, so you'd
need to use the small button only for windows with too long menus (which
are relatively rare I guess).

Greetings, Philipp

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Philipp Wendler

Hi,

Am 16.06.2011 10:24, schrieb Adrian Maier:

On Thu, Jun 16, 2011 at 09:53, Philipp Wendlerubu...@philippwendler.de  wrote:

Am 15.06.2011 22:28, schrieb Matthew Bassett:


What about just having the menu bar consistently appearing with the
window buttons: i.e. in the panel when the window is maximised, and on
the title bar on non-maximised windows -- appearing when the mouse goes
over the title bar.

This leaves the issue of how to grab the title bar of a non-maximised
window in order to move it, which I would assume to be an easier problem
to design/resolve; my naive suggestions would be to either

1) to not activate menu drop downs until mouse-up (so you can grab the
the menu bar/title bar without issue and drag the menu around), or

2) only make the menu appear when you mouse over the left hand half of
the title bar.


There could also be a grab handle in the title bar, e.g. a fourth
button. I think move window fits nicely into the row of close,
minimize and maximize. When clicking on this button, you wouldn't
need to keep your mouse button pressed until the window is in the final
position, which might help some people that have problems with drag'n'drop.

For windows with short menus, clicking on the empty space beyond the
right-most menu bar entry could also allow dragging around, so you'd
need to use the small button only for windows with too long menus (which
are relatively rare I guess).


Such a titlebar button seems tedious to use  (too small) .


Of course it is very small, but as I said I think it will be needed only 
for a minority of windows.
Actually there is a nice similarity to the minimize and maximize buttons 
here. These also handle window management, and both are very small, too. 
But for experienced users that want to work faster, there is a shortcut 
that involves mouse interaction with the title bar. The buttons are 
there despite the existence of a shortcut, because their are more 
discoverable for new users.


So the same rationale that is used for the minimize and maximize buttons 
actually applies to a move button as well, I think.


So is there a reason why we don't have a move button?


Having a titlebar for moving windows is not an absolute must :  it can
be replaced with  Alt + mouse_dragging.


Right, though I think there should exist a mouse-only way to move windows.


I enjoy to use this method wherever it's available because it doesn't
matter where you click inside the window .


In the other hand , I  think that it would be interesting to consider
merging the titlebar and the menu  :
- use the first 50 or 60 pixels of the titlebar for the window label .


I think for the normal state (no current interaction) this is too short. 
A lot of window titles only differ at their end, and so I'd prefer to 
see the full title.


Greetings, Philipp

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Matthew Bassett

[bother. pressed the wrong button. Sorry, Ian, you'll see this twice...]

On 16/06/11 00:25, Ian Santopietro wrote:
  Then, wouldn't the menu open after you finish dragging the window
  around? And what about people that click once on the menu, then drag
  down to the item they want, then release the mouse button?

OK: I should have written:
 * On hovering the mouse over the title bar, display the menu bar over
   it.
 * on mouse-down, if the pointer is moved consider the window to have
been grabbed and thus move it.
 * on mouse up, if the window was not grabbed, activate the menu item
under the pointer.

Having refined the above: I suspect the experience would be frustrating
for those people who expect to drag the pointer down an active menu
after mouse-down.

 
  On Wed, Jun 15, 2011 at 14:30, Matthew Bassett li...@mbassett.net
  mailto:li...@mbassett.net wrote:
 
  On 15/06/11 21:28, Matthew Bassett wrote:
  [deletia]
   1) to not activate menu drop downs until mouse-up (so you can
grab the
   the menu bar/title bar without issue and drag the menu around), or
 
 
  That should have been drag the WINDOW around...
 
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  --
  Ian Santopietro
 
  /Please avoid sending me Word or PowerPoint attachments.
  See http://www.gnu.org/philosophy/no-word-attachments.html/
 
  Eala Earendel enlga beorohtast
   Ofer middangeard monnum sended
 
  Pa gur yv y porthaur?
 
  Public GPG key
  (RSA):
http://keyserver.ubuntu.com:11371/pks/lookup?op=getsearch=0x412F52DB1BBF1234
 
http://keyserver.ubuntu.com:11371/pks/lookup?op=getsearch=0x412F52DB1BBF1234
 

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Matthew Bassett
On 15/06/11 21:28, Matthew Bassett wrote:
[some stuff deleted]

 1) to not activate menu drop downs until mouse-up (so you can grab the
 the menu bar/title bar without issue and drag the menu around), or
 
 2) only make the menu appear when you mouse over the left hand half of
 the title bar.

Or:

3) When the pointer goes over the title bar of a non-maximised window,
have the menu bar appear floating below the title bar, to the right of
the window buttons (for consistent horizontal alignment with the menu of
maximised windows). This leaves the title bar free for grabbing to move
the window, without having special unexpected behaviour for those
people that are used to scrubbing the pointer down on a menu to select
the desired item.

For improved aesthetics I think it would probably be good to float the
menu bar so that overlaps the title bar slightly (this would then give
the alignment of the menu to the right of the window buttons a more
reasonable appearance).

The menu would persist whilst the pointer was over the title bar, or
over the floating menu bar (and possibly for a short delay after it had
moved away from either).

This would also allow for menu bars that are wider than the windows with
which they are associated without it looking too wierd.

I have attempted (an extremely poor) illustration of what I mean at:

http://ubuntuone.com/p/zZp/

(I would not propose the use of something quite as ugly as I have
illustrated...)

Thoughts anyone?

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Matthew Bassett
On 16/06/11 09:34, Philipp Wendler wrote:
 Hi,
 
 Am 16.06.2011 10:24, schrieb Adrian Maier:
 On Thu, Jun 16, 2011 at 09:53, Philipp
 Wendlerubu...@philippwendler.de  wrote:
 Am 15.06.2011 22:28, schrieb Matthew Bassett:

 What about just having the menu bar consistently appearing with the
 window buttons: i.e. in the panel when the window is maximised, and on
 the title bar on non-maximised windows -- appearing when the mouse goes
 over the title bar.

 This leaves the issue of how to grab the title bar of a non-maximised
 window in order to move it, which I would assume to be an easier
 problem
 to design/resolve; my naive suggestions would be to either

 1) to not activate menu drop downs until mouse-up (so you can grab the
 the menu bar/title bar without issue and drag the menu around), or

 2) only make the menu appear when you mouse over the left hand half of
 the title bar.

 There could also be a grab handle in the title bar, e.g. a fourth
 button. I think move window fits nicely into the row of close,
 minimize and maximize. When clicking on this button, you wouldn't
 need to keep your mouse button pressed until the window is in the final
 position, which might help some people that have problems with
 drag'n'drop.

 For windows with short menus, clicking on the empty space beyond the
 right-most menu bar entry could also allow dragging around, so you'd
 need to use the small button only for windows with too long menus (which
 are relatively rare I guess).

 Such a titlebar button seems tedious to use  (too small) .
 
 Of course it is very small, but as I said I think it will be needed only
 for a minority of windows.
 Actually there is a nice similarity to the minimize and maximize buttons
 here. These also handle window management, and both are very small, too.
 But for experienced users that want to work faster, there is a shortcut
 that involves mouse interaction with the title bar. The buttons are
 there despite the existence of a shortcut, because their are more
 discoverable for new users.
 
 So the same rationale that is used for the minimize and maximize buttons
 actually applies to a move button as well, I think.
 
 So is there a reason why we don't have a move button?
 
 Having a titlebar for moving windows is not an absolute must :  it can
 be replaced with  Alt + mouse_dragging.
 
 Right, though I think there should exist a mouse-only way to move windows.
 
 I enjoy to use this method wherever it's available because it doesn't
 matter where you click inside the window .


 In the other hand , I  think that it would be interesting to consider
 merging the titlebar and the menu  :
 - use the first 50 or 60 pixels of the titlebar for the window label .
 
 I think for the normal state (no current interaction) this is too short.
 A lot of window titles only differ at their end, and so I'd prefer to
 see the full title.

This would work well if the menu was only displayed when the pointer was
over the title bar. At other times you would see the full window label
-- and then when the pointer goes over the title bar you see the menu
drawn (likely over the end of long window labels).

This would still leave a portion of the window title for grabbing in
order to move the window.

Personally I quite like this solution.

 
 Greetings, Philipp
 
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-16 Thread Stefanos A.
Matthew, I love your idea. With little twist:

- unmaximized windows get a menu button that displays (drops down?) the
menu when clicked. This button should be on the opposite side of the
close/maximize/minimize window buttons and should be large enobaleough to
present a viable click target (see e.g. Opera or Firefox menu buttons). The
titlebar retains its current functionality with regards to dragging and
clicking.

- maximized windows embed their menus into the top panel, along with the
close/max/min buttons.

Pros:
- retains the visual design of no text menus in regular windows
(advantageous in small screens)
- retains the advantage of global menus for maximized windows
- allows focus-follows-mouse to keep working correctly
- this design has been tested and validated by several high-profile
applications (e.g. Office, AutoCAD, Firefox, Opera)
- this can work in conjunction with global menus!

Cons:
- won't work correctly on apps that draw their own borders (e.g. Chrome)

What do you think?
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-15 Thread Matthew Paul Thomas
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Hash: SHA1

Jeremy Nickurak wrote on 14/06/11 19:33:

 On Tue, Jun 14, 2011 at 09:27, Matthew Paul Thomas m...@canonical.com
...
 That isn't correct. I specified how it could work with focus follows
 mouse in May 2010, months before Natty even had a name.
 https://wiki.ubuntu.com/MenuBar#focus-follows-mouse

 Except that's missing design work too. There's no concept of the
 active window anywhere. There's no visual cue of what the active
 window is. Until that article, the concept didn't exist.

Defining things that didn't previously exist is part of the point of a
feature specification. :-)

  It's
 inconsistent, because the window that you might be working with is no
 longer the window that has the global menu. Imagine that you have 2
 windows that don't overlap, and you've focused one by mouse-over.
 There's now *zero* indication that the global menu isn't related to the
 focused window. Select a destructive action like File:Revert or Delete
 is now a very scary and unpredictable concept.
...

Yes, that would be the price of wanting to use focus-follows-mouse in an
environment that has a global menu bar: you would have to remember which
is the active window for yourself. If you don't want to do that, don't
use it.

- -- 
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-15 Thread Matthew Bassett
On 14/06/11 22:00, Florian Diesch wrote:
 Matthew Paul Thomas m...@canonical.com writes:
 
 
 Niklas Rosenqvist wrote on 19/05/11 10:15:

 2011/5/19 Florian Diesch die...@spamfence.net
 ...
 It's about impossible to use focus follows mouse and multiple
 windows with the global menu, which makes it unusable for me.

 This is a great example for when the global menu isn't such a great
 idea as everyone thought before Natty.
 ...

 That isn't correct. I specified how it could work with focus follows
 mouse in May 2010, months before Natty even had a name.
 https://wiki.ubuntu.com/MenuBar#focus-follows-mouse
 
 That's much better than what we have now but still far from being a real
 solution as it would give me the wrong menu for a window I focused by
 moving the mouse to it. And the point of using focus follows mouse is
 that I can select a window with the mouse *without* clicking on it.
 
 
Florian

What about just having the menu bar consistently appearing with the
window buttons: i.e. in the panel when the window is maximised, and on
the title bar on non-maximised windows -- appearing when the mouse goes
over the title bar.

This leaves the issue of how to grab the title bar of a non-maximised
window in order to move it, which I would assume to be an easier problem
to design/resolve; my naive suggestions would be to either

1) to not activate menu drop downs until mouse-up (so you can grab the
the menu bar/title bar without issue and drag the menu around), or

2) only make the menu appear when you mouse over the left hand half of
the title bar.

Once the menu appears due to mouse over the title bar, have it persist
for a certain amount of time (500ms, 1sec or something) if the mouse
pointer leaves the menu bar.

Or am I barking up the wrong tree (or is this a suggestion seen many
times before... I tried searching the archives, but did not find this
suggestion).

Cheers!

Matthew

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-15 Thread Matthew Bassett
On 15/06/11 21:28, Matthew Bassett wrote:
[deletia]
 1) to not activate menu drop downs until mouse-up (so you can grab the
 the menu bar/title bar without issue and drag the menu around), or


That should have been drag the WINDOW around...

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-15 Thread Ian Santopietro
Then, wouldn't the menu open after you finish dragging the window around?
And what about people that click once on the menu, then drag down to the
item they want, then release the mouse button?

On Wed, Jun 15, 2011 at 14:30, Matthew Bassett li...@mbassett.net wrote:

 On 15/06/11 21:28, Matthew Bassett wrote:
 [deletia]
  1) to not activate menu drop downs until mouse-up (so you can grab the
  the menu bar/title bar without issue and drag the menu around), or
 

 That should have been drag the WINDOW around...

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-- 
Ian Santopietro

*Please avoid sending me Word or PowerPoint attachments.
See http://www.gnu.org/philosophy/no-word-attachments.html*

Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-14 Thread Matthew Paul Thomas
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Niklas Rosenqvist wrote on 18/05/11 09:02:
...
 There are also more situations where the global menu works like a
 crippled narwhal. E.g. when working with programs as GIMP. GIMP has
 one main application window and several smaller windows with tools
 and such and if you have one of the smaller windows active you can't
 reach the menu, even if they are a part of the same application. You
 must target the main window and then you can reach the menu.

That isn't an unfixable design flaw, it's just a bug.
http://launchpad.net/bugs/646029 (I realize that to users, those two
situations are indistinguishable.)

Niklas Rosenqvist wrote on 19/05/11 10:15:

 2011/5/19 Florian Diesch die...@spamfence.net
...
 It's about impossible to use focus follows mouse and multiple
 windows with the global menu, which makes it unusable for me.
 
 This is a great example for when the global menu isn't such a great
 idea as everyone thought before Natty.
...

That isn't correct. I specified how it could work with focus follows
mouse in May 2010, months before Natty even had a name.
https://wiki.ubuntu.com/MenuBar#focus-follows-mouse

- -- 
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-14 Thread Jeremy Nickurak
On Tue, Jun 14, 2011 at 09:27, Matthew Paul Thomas m...@canonical.comwrote:

 That isn't correct. I specified how it could work with focus follows
 mouse in May 2010, months before Natty even had a name.
 https://wiki.ubuntu.com/MenuBar#focus-follows-mouse


Except that's missing design work too. There's no concept of the active
window anywhere. There's no visual cue of what the active window is. Until
that article, the concept didn't exist. It's inconsistent, because the
window that you might be working with is no longer the window that has the
global menu. Imagine that you have 2 windows that don't overlap, and you've
focused one by mouse-over. There's now *zero* indication that the global
menu isn't related to the focused window. Select a destructive action like
File:Revert or Delete is now a very scary and unpredictable concept.

-- 
Jeremy Nickurak -= Email/XMPP: -= jer...@nickurak.ca =-
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-06-14 Thread Florian Diesch
Matthew Paul Thomas m...@canonical.com writes:


 Niklas Rosenqvist wrote on 19/05/11 10:15:

 2011/5/19 Florian Diesch die...@spamfence.net
...
 It's about impossible to use focus follows mouse and multiple
 windows with the global menu, which makes it unusable for me.
 
 This is a great example for when the global menu isn't such a great
 idea as everyone thought before Natty.
...

 That isn't correct. I specified how it could work with focus follows
 mouse in May 2010, months before Natty even had a name.
 https://wiki.ubuntu.com/MenuBar#focus-follows-mouse

That's much better than what we have now but still far from being a real
solution as it would give me the wrong menu for a window I focused by
moving the mouse to it. And the point of using focus follows mouse is
that I can select a window with the mouse *without* clicking on it.


   Florian
-- 
Simple dict-like Python API for GConf:
http://www.florian-diesch.de/software/easygconf/ 


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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Jo-Erlend Schinstad

On 26. mai 2011 12:47, Adrian Maier wrote:

On Thu, May 26, 2011 at 05:52, Ian Santopietroisan...@gmail.com  wrote:

But who said the majority of Ubuntu users don't like the global menu? It may
well be the case that the majority of users on this mailing list don't like
it, but it's been said before that this list is a small bias of users. There
*was* usability testing done on Unity with both 10.10 and 11.04. Not once in
the reports is disapproval of the menu voiced, in either version. So we
can't say the verdict is going either way.


You are right about the lack of verdict.  The fact that some people dislike
it   doesn't necessarily mean that the default behavior must be
immediately changed.

But there is a solution:make the thing configurable



I was very sceptical about the global menu to begin with, but I gave it
a try and now I really like it. The only problem I see with it, is when you
hover the mouse pointer to focus windows. In that case, by the time
you reach the global menu, you'll most likely have focused another
window, causing the menus to change. This will force you to use the
keyboard to access the menus. So these things are not a good
combination. Other than that, I have no problems with global menus.
It does take a little time to get used to, but I think the benefits are
worth the effort.

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
There's some oftopic in at the beginning, considerer yourself warned.
You can skip to the marking.

On Thu, May 26, 2011 at 6:00 AM, GonzO go...@worlord.com wrote:
 On Wed, May 25, 2011 at 8:49 PM, Ed Lin edlin...@gmail.com wrote:

 With all due respect: I do not think your cases are all that common.

 I never claimed the contrary. BTW I don't use Unity and probably never
 ever will (I'll spare you the reasons, it wouldn't be pretty).

 I do not know whether or not anyone Official(TM) reads this list.
 However, if the reasons for never ever wanting to use Unity aren't
 aired, it'll never get better.

 Better out than in, I say, but that is something best left to your
 discretion.  :-)

OK, so it basically comes down to a few factors:
The first one doesn't really have to do with Unity:
I don't see myself switching to a Linux based OS on the desktop
anytime soon because for what I do proprietary applications deliver
the better tools. Good applications take a long time to be written and
maintained, this costs money (developers need to eat too) and FOSS
development will always stay behind unless we can find a solution to
how to fund free software on a large scale.

Secondly, this is speculation on my part, but I believe Unity will
generally follow in the steps of GNOME 2 in it's focus on usability
for inexperienced users by default with additional options for
everybody else. The default experience is unusable for me (both Unity
and GNOME 2) and I have no interest in configuring my desktop more
than absolutely necessary with a bunch of options that are
afterthoughts and never quite work as they should. Other desktops are
perfectly usable for me almost without any tweaking, I don't see the
point of giving that up.

Finally, I deeply care about polish, consistency, bug-free-ness and
optimization. This seams to be unsexy for developers and often gets
the shorter end in FOSS development. GNOME 2 has been on the market
for about 9 years and never managed to reach a level that pleased my
admittedly high standards. Why should Unity fare any better (and do so
soon)? All I see is code monkeys doing design work (no offence
intended, I said it won't be pretty :P )

(Please prove me wrong though!)

---
 The problem I have with this is not its implementation, but the idea
 itself.  I don't think putting indicators into the launcher is a good
 idea, what-used-to-be-a-panel notwithstanding.  My reasons for this:


All good reasons but if the panel stays, what about the user case of
Chromium with tabs on top? The browser is already the most used
application and this trend is only going up. Especially on a netbook
with Chrome OS soon being the main competitor (and not Windows) the
browser experience should receive priority.

With some patching (i.e. less than making a tab indicator for the
panel) I think a wing panel could work with tabs on top (just as
Chrome OS has indicators at the top as well. But regardless, the
indicator area could be smaller, we don't need the shutdown button
there, it could be in the dash, we don't need a mail icon there unless
the user has new mail, we don't need the full user name there by
default. By slimming it down we'd win both space for other controls
that are more frequently accessed and reduce clutter and distraction.


 And this is something Unity is _already_ somewhat bad at.  Trash isn't
 a launcher - or, it launches Nautilus, which already has a launcher.
 Virtual Desktops, not a launcher.  Two different lenses taking up two
 different tiles, when the functionality of each is merely a spin-off
 of the Dash.  They _are_ launchers, but that's two more launchers than
 is really necessary or desirable.  And none of these are removable
 except the lenses, where you actually have to uninstall Unity
 functionality to remove them.

Yes, absolutely agree. You remember
https://lists.launchpad.net/ayatana/msg05788.html ?


 #2: Indicators that contain text, like the date/time app, are almost
 impossible to display sanely in a launcher square.  September all by
 itself won't fit unless the text is so small its squint-worthy.  The
 username indicator would be a problem in my office, where usernames
 are typically full first+last name.

The biggest reason why I don't actually like my own idea.
At least now we can say we tried... ;)


 #5: Indication.  I'm not sure we even _can_ display a speaker icon
 with varying numbers of waves to indicate volume, or a link
 down/link up pair even if each indicator would be its own launcher
 tile, which wouldn't work.

Things like that are certainly technically possible though.
Launcher icons already can display dynamic content (like the Firefox
download bar)

 I _could_ see a single, expandable tile functioning as a systray
 area on the launcher; Cairo-Dock has this already, and this is how
 Windows behaves if you move the taskbar to either side of the screen.

Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
On Thu, May 26, 2011 at 12:47 PM, Adrian Maier syra...@gmail.com wrote:
 You are right about the lack of verdict.  The fact that some people dislike
 it   doesn't necessarily mean that the default behavior must be
 immediately changed.

Two things we need to discern: the concept of a global menu and the
Unity global menu.
The Unity global menu (visible only on hover) is objectively bad
design. The main reason to switch to the global menu was speed of
access (and not saving screen estate as some want to make you believe:
maximized windows can do that Unity magic independently of the global
menu or even a top panel). However with the hover design this
advantage was lost. Especially for new users (the focus group of
Unity) it is empirically (see the mail by GonzO above) worse than the
alternative.

The second aspect is the concept of a global menu in general. It's not
so easy to dismiss it completely but it also doesn't come without
drawbacks. But I think I have sufficiently demonstrated by now that it
only has a single advantage (speed as per Fitts's Law) which isn't
undiluted (because of multi-tasking and other issues) but on the other
hand introduces _several_ new issues that didn't exist before. This
isn't my personal opinion (as I said, I'm not dogfooding Unity and if
I was I could patch it to do whatever I want), it's about objective
and logical conclusions. The only thing missing is empirical hard
data.

My suggestions:
First get rid of the hover behavior, by default. Then do some user
testing, by some I mean extended. Unity with and without
indicator-appmenu and as a bonus: Unity without a panel at the top and
browser tabs on top.
The user testing should include desktop and netbook resolution, how
fast people operate the system, their feedback (did they feel lost,
was it enjoyable to use?) and report on any problems that did arise
during the testing.

My question: How can we make this happen?
How can we measure behavior in the millisecond range? How should the
test be setup in detail, has anybody done this before?
I've heard of two Unity usability tests, can we get them on board?
Anything I'm missing (I bet there is)?

 But there is a solution:    make the thing configurable .

That's not a solution, that's a band aid. Once we have found the best
settings which are going to be used as the default we can always add
some options of course. But we are far from that stage.

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
On Thu, May 26, 2011 at 2:15 PM, Jo-Erlend Schinstad
joerlend.schins...@gmail.com wrote:

 I was very sceptical about the global menu to begin with, but I gave it
 a try and now I really like it.
...
I have no problems with global menus.
 It does take a little time to get used to, but I think the benefits are
 worth the effort.

I'm always interested in opposing views. Could you share what exactly
are the benefits for you, what do you like about, what do you prefer
to what you had before, how do you use it, netbook, single-tasking,
always maximized or desktop, multiple windows?

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread GonzO
On Thu, May 26, 2011 at 8:49 AM, Ed Lin edlin...@gmail.com wrote:

 Finally, I deeply care about polish, consistency, bug-free-ness and
 optimization. This seams to be unsexy for developers and often gets
 the shorter end in FOSS development.

Preach.

 application and this trend is only going up. Especially on a netbook
 with Chrome OS soon being the main competitor (and not Windows) the
 browser experience should receive priority.

Not to mention, other apps are starting to use tabs.


 With some patching (i.e. less than making a tab indicator for the
 panel) I think a wing panel could work with tabs on top (just as
 Chrome OS has indicators at the top as well. But regardless, the
 indicator area could be smaller, we don't need the shutdown button
 there, it could be in the dash, we don't need a mail icon there unless
 the user has new mail, we don't need the full user name there by
 default. By slimming it down we'd win both space for other controls
 that are more frequently accessed and reduce clutter and distraction.

No disagreements there.  I, for one, hate the little envelope icon
which is actually a whole BUNCH of things.

I didn't want my IM icon merged with my Email and Twitter ones.

--G

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
On Thu, May 26, 2011 at 7:28 PM, Jo-Erlend Schinstad
joerlend.schins...@gmail.com wrote:

 Thank you. Yes, I'll be happy to describe that, of course.


Thank you for that detailed reply! To sum it up:
- you don't use menus frequently so you prefer not having them clutter
your screen
- you often tile windows above each other, a global menu saves vertical space

This is a very interesting, it indicates that the top screen edge is
often wasted for interface elements that aren't used frequently
enough to warrant that spot. The top panel is misused as place to get
things out of the way.

The second point seems to be more of a special case, it's mostly about
terminal windows I understand? Browsers have tabs, file managers have
split panes, tabs and usually you never have that many opened, text
editor windows usually aren't stacked above each other because you
want to maximize their vertical geometry. Terminals are different
because you want to keep them all visible in case any need user input,
finished a task and so on. I say special case because working with
multiple terminals mostly done by the so called powerusers and I'd
tend to think they don't really use the terminal menu all that often
(if they even use gnome-terminal and not urxvt...)

Sorry if this sounds confusing but basically this setup recreates a
MDI application using the WM and panel. You could just as well have a
maximized window open with one set of controls and multiple shells
which can be rearranged (tabbed, tiled, maximized). You probably also
aren't interested in selecting a single terminal and bring that to the
foreground (via window switcher, spread view or launcher icon) because
the title as well as the thumbnails are quite nondescript. You always
switch to the terminal application (window).
One solution would be to extend the tabbing on gnome-terminal to a
full MDI application...

The terminal is also a special case because it has no toolbars, all
its controls are in the one menu, this makes separating the menu from
the window very clean and logical, on other apps with multiple rows of
GUI controls, the global menu would appear more arbitrary.
Here's an example based on my own testing: Open an unfamiliar app, you
need a certain function, first you'll probably go through the controls
available within the window, you can't find what you are looking for,
ah, right the menu, search again, in a completely different place
(This has also implications with Fitts's Law, if D, the distance to
the target, is really small as in this typical case the in-window menu
is definitely faster to access on larger monitors)

I also have another solution as well, just something to think about
briefly: You all know GIMP, it has main windows for content and then
it has toolboxes. We could have a terminal toolbox (actually a menu
box which you can put on the screen edge) and then get the same result
as with the global menu. But with gedit for example you could put the
menu and the toolbar both to the screen edge. I'm not promoting that
as an actual idea for Unity but lets imagine our desktops would be
single tasking (a single app but multiple windows) and this could
actually make sense. In a multi-tasking environment it would only add
to the shortcomings of the global menu. But it would improve the
mentioned calmness of the interface: You could really have windows
with nothing but the content, the necessary tools would fade in only
and whenever you actually need them.

If you want a tl;dr:
Very good points but if the goal is reducing clutter and maximizing
screen estate for actual content (and some Fitts's Law for good
measure) why the menu? Why *just* the menu, why not something else*?
Colorful Toolboxes with sometimes tasteless icons are far more
noisy... And as said, the hover behavior has to go  so that would
weaken the first argument (it could stay as an option though).

*Actually I think I know the answer:
it's done before, we know it will work
it's easier from a technical as well as from a design point of view
Doesn't sound like the best reasons to me and I prefer not having a
feature to having a broken feature any day.

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Jeremy Nickurak
On Thu, May 26, 2011 at 15:34, Niklas Rosenqvist 
niklas.s.rosenqv...@gmail.com wrote:

 GonzO have you forgotten that sometimes people require a email client if
 their mail server doesn't support a web interface? People in these
 discussion threads seem to want to rule out that people aren't using the
 computer in the same way as themselves.


Speaking only for myself, I'm not saying anything of the sort. I'm saying
that web-mail users (even if they're 100% of the user base) still should
have room for indicators and things. I'm a strict webmail user that would
*LOVE* to have indication of mail in the panel, and don't have it right now.

-- 
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Niklas Rosenqvist
 2011/5/26 Jo-Erlend Schinstad joerlend.schins...@gmail.com
 The biggest benefit I see, is the calmness it brings to my work
 environment.

That's funny :) It's the exact opposite for me. I like having the top of the
screen free since my eyes most often scan the top part of the screen. A top
panel/global menu is always there to provide information. With the default
Windows taskbar I'm never distracted of it, but when a top panel is there
I'm always fed with some kind of information in the periphery. It would be
easier to describe the situation by picturing yourself standing in a cabin
on a mountain, gazing out the window on the landscape (top panel situation).
Compared to standing on the cabins balcony and only leaning on the railing
and having nothing but the sky above your head.

Do you understand what I mean? It feels kind off crowded.

2011/5/26 Jo-Erlend Schinstad joerlend.schins...@gmail.com

 On 26. mai 2011 16:19, Ed Lin wrote:

 On Thu, May 26, 2011 at 2:15 PM, Jo-Erlend Schinstad
 joerlend.schins...@gmail.com  wrote:

  I was very sceptical about the global menu to begin with, but I gave it
 a try and now I really like it.

 ...

 I have no problems with global menus.
 It does take a little time to get used to, but I think the benefits are
 worth the effort.

 I'm always interested in opposing views. Could you share what exactly
 are the benefits for you, what do you like about, what do you prefer
 to what you had before, how do you use it, netbook, single-tasking,
 always maximized or desktop, multiple windows?


 Thank you. Yes, I'll be happy to describe that, of course.

 I use it on a 15 laptop, a 11 subnotebook and on my desktop
 which has a 24 screen running in 1920x1080. I like it for a
 number of reasons.

 The biggest benefit I see, is the calmness it brings to my work
 environment. I was more than a little surprised by this. I had
 never considered the menus to be distracting in any way, but
 once they were gone, then I realised they had been. Really.
 I think I want to compare it to the sound of my subnotebook.
 It really isn't noisy at all and I don't pay attention to it, but when
 I switch it off, then I certainly notice and appreciate the sudden
 silence. Most of the time, I have no use for the menus at all,
 so why should they bother my eyes all the time? It's like a
 waiter who sits down at your table waiting for you to ask for
 something. Sure you can ignore the waiter, but I dare say
 you'd still be a little distracted. Most of the time, I know exactly
 what I want and if I need a menu, I know where to find it and
 how to use it.

 That brings me to the next benefit. It's much less of an issue
 for me, but I do think it's beneficial to have the menus at the
 same place all the time. I came from Windows and not Mac,
 so for me, it was a rather significant change, but I was
 determined to keep an open mind and give it a real chance.
 And while I don't think it's a huge improvement, I definitely
 think it's an improvement. I press alt and look straight at them.
 I do, however, think that the menus should be prepended with
 the icon of the focused window. Menus seldom need all the
 space they're given in any case, so I don't think that's an issue.
 The icon would help create a mental connection between the
 menu and the focused window. The only negative side I can
 see about the disconnection between a window and its menu
 is when you let focus follow the mouse pointer. If you have
 tiled your windows and the focus follows the pointer, then
 you might focus another window on your way to the menu,
 causing the menu to change. However, I've never understood
 why anyone would want to do that. I always move the cursor
 _away_ from the focused window in order to avoid distraction.
 But it might be something to consider if this is something that
 many people do. Perhaps global menu and focus follows pointer
 should be mutually exclusive options?

 On my desktop, I tile my windows and use workspaces
 extensively. Many windows has traditionally meant many visible
 menus and then they become not only distracting, but annoying
 because they start to waste a considerable amount of space.
 Also, if I have many terminal windows open, then I'd also have
 many identical menus on my screen. It is possible to remove
 the menu from a gnome-terminal window, but that shouldn't be
 required. It should be the opposite and that might be worth
 considering: add a menu item to the window menu (right click
 titlebar) where you can choose that this application should not
 use the global menu. Attach/Detach menu? There might be
 use cases for that, although I can't think of any at the moment.

 By the way; do you remember what it says on the Hitchhikers
 Guide to the Galaxy? «DON'T PANIC!». I certainly won't miss
 having 8-10 help-menus staring me in the face all the time. :)

 Thanks.

 Jo-Erlend Schinstad



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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Spike Burch
There are indicators for integrating webmail (at least for gmail) into
the message indicator.

PS: is it just me, or are there no well designed e-mail clients for
our platform?
On Thu, May 26, 2011 at 4:39 PM, Jeremy Nickurak jer...@nickurak.ca wrote:
 On Thu, May 26, 2011 at 15:34, Niklas Rosenqvist
 niklas.s.rosenqv...@gmail.com wrote:

 GonzO have you forgotten that sometimes people require a email client if
 their mail server doesn't support a web interface? People in these
 discussion threads seem to want to rule out that people aren't using the
 computer in the same way as themselves.

 Speaking only for myself, I'm not saying anything of the sort. I'm saying
 that web-mail users (even if they're 100% of the user base) still should
 have room for indicators and things. I'm a strict webmail user that would
 *LOVE* to have indication of mail in the panel, and don't have it right now.
 --
 Jeremy Nickurak -= Email/XMPP: -= jer...@nickurak.ca =-

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread GonzO
On Thu, May 26, 2011 at 4:34 PM, Niklas Rosenqvist
niklas.s.rosenqv...@gmail.com wrote:
 GonzO have you forgotten that sometimes people require a email client if
 their mail server doesn't support a web interface?

I don't think I am, no.

I said that, *for me*, a fat client is nonsensical.  I also said that,
of all the people I know who still use a fat client, it is *also*
nonsensical.

Which is why I argued *for* the mail indicator.  I don't understand
why, but am well aware that tons of people still use mail software,
and we have to factor that in.

To your credit, though, that was several messages ago.

--G

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
On Fri, May 27, 2011 at 12:09 AM, Spike Burch spi...@gmail.com wrote:
 PS: is it just me, or are there no well designed e-mail clients for
 our platform?

Are there for any platform?

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Jo-Erlend Schinstad

On 27. mai 2011 01:32, GonzO wrote:

On Thu, May 26, 2011 at 4:34 PM, Niklas Rosenqvist
niklas.s.rosenqv...@gmail.com  wrote:

GonzO have you forgotten that sometimes people require a email client if
their mail server doesn't support a web interface?

I don't think I am, no.

I said that, *for me*, a fat client is nonsensical.  I also said that,
of all the people I know who still use a fat client, it is *also*
nonsensical.


One of the reasons why I prefer native apps, is that they have
consistent user interfaces. I know that I can press ctrl+f to search
a treeview or listview, for instance. My keybindings are global
to my desktop. They are not global to the web.

Jo-Erlend Schinstad

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
On Fri, May 27, 2011 at 1:16 AM, Jo-Erlend Schinstad
joerlend.schins...@gmail.com wrote:
 On 26. mai 2011 22:53, Ed Lin wrote:

 enough to warrant that spot. The top panel is misused as place to get

 Why do you say it's misused?

Because it's the most valuable space anywhere on the screen to put
interface elements
(horizontal panels have the advantage of suiting text better, they are
the larger screen eges and the top has the advantage over the bottom
that it's where already most of the controls are, where people start
looking for them, usually where the mouse needs to travel less far and
usually it's got the better viewing angle)


 No. Terminal windows were only meant as examples of small
 windows. I often have two text editors on top of each other
 so that I can read from one and write with another without
 having to switch contexts, for instance. In some cases, using
 a tabbed interface is quite nice, but in others, it's much better
 to see everything without having to switch back and forth.

You can only do that on large monitors, 25 px (or something like that)
don't matter *that much*.


 Yes, there might be a few exceptions, which is why I proposed
 making it possible to choose not to use the global menu for
 a single application/window. But it seem very unlikely to me that
 you would ever have a complex application like you're describing
 as a small window. Apps like that tend to be maximized, at least
 vertically, because of those very toolbars that you mention. You
 made a point of that yourself earlier. That means it would almost
 always still be a short distance between the menu and toolbar.

gedit has two bars, nautilus three, pretty much all windows have more
than just the menu, except terminal.

 [woops]
 (This has also implications with Fitts's Law, if D, the distance to

 the target, is really small as in this typical case the in-window menu
 is definitely faster to access on larger monitors)

 Regarding the mouse travel to the menu and back, I think that's
 a very interesting point. Would you ever use an apps menu and
 use the mouse for anything else at the same time? That's
 unlikely. So perhaps it would be possible to teleport the mouse
 pointer to the menu when you press alt and back again when
 you're done with the menus? I've never tested anything like
 that, but it might be worth testing.

How would you do that? With the keyboard? Then you'd just use the
already available keyboard shortcuts.

 That's easily answered. The toolbars are filled with the most
 common actions. The menus contains all the other things,
 the much less common actions. The calculator, for instance,
 does indeed have a help menu. How often do _you_ use it?
 It has some other menus too, but I only ever use the one to
 change modes. And I do that from time to time, but not nearly
 often enough for it to warrant a toolbar. So you see, there
 is a big difference between hiding the menu and hiding the
 toolbars. Granted, some applications provide a toolbar filled with
 uncommon actions, just to have a toolbar. That's wrong, and
 certainly both annoying and distracting, but that must be
 fixed in each application. The toolbars should only ever contain
 tools you do want available at all times. The rest should be
 placed in menus and tucked away for when you want them.

 I'm not saying that nothing can be done to improve toolbars,
 but I think it's a very different issue.

You got one thing backwards then: The most frequently used items
should be put at the screen edge

 *Actually I think I know the answer:
 it's done before, we know it will work
 it's easier from a technical as well as from a design point of view
 Doesn't sound like the best reasons to me and I prefer not having a
 feature to having a broken feature any day.

 You were wrong. The fact that it has been done before, would
 never be my answer to anything. That would be an insane
 argument, having in mind all the insane things people have
 done in the past.

Not yours, but whoever is responsible for the more stupid ideas of Unity 1.0...

 It is for these reasons:

I'll reply with the current Unity menu in mind, not the a Mac OS like menu...

 * It gives the desktop a much less technical feel.
an illusion
 * You would never need to read the title of a window and use
   its menus at the same time.
that's not the point, the point is new users don't even know where the
menu is and old users are slowed down.

 * It conserves space on your screen.
No it absolutely doesn't - the hover thing that is, I've already
explained that several times now) Apart form that it only conserves
space when you tile two or more windows (of the same app) above each
other. This so far is THE ONLY advantage of the menubar.

 * It reduces duplicate information.
it also reduces non-duplicate information (apps opened side by side)

 * It is more aesthetically pleasing.
Yes, at the cost of usability.

 * And (I almost forgot this one, actually): I do think it's more
  consistent to 

Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Jo-Erlend Schinstad

On 27. mai 2011 01:47, Ed Lin wrote:

Why do you say it's misused?

Because it's the most valuable space anywhere on the screen to put
interface elements

I think application menus are important interface elements.

(horizontal panels have the advantage of suiting text better, they are
the larger screen eges and the top has the advantage over the bottom
that it's where already most of the controls are, where people start
looking for them, usually where the mouse needs to travel less far and
usually it's got the better viewing angle)

Yes, I couldn't have said it better myself. Menus are text. When
they're not used, other text, like the title of the application if it's
maximized is displayed there instead. Currently, when the window
is not maximized, then only the name of the application is displayed.
I think that could be utilized better. For instance, my Thunderbird
shows Thunderbird Mail/News when it's not maximized and I'm
not working with menus. It has to be possible to find some more
useful text than that. I think stuff like that needs to grow with time.

No. Terminal windows were only meant as examples of small
windows. I often have two text editors on top of each other

You can only do that on large monitors, 25 px (or something like that)
don't matter *that much*.

That just isn't true. I do that on my 11 all the time, using
1366x768 resolution. And yes, 50 or 75px does matter. As a
demonstration, I made a screenshot for you:
http://ubuntuone.com/p/vqK/

This is a normal day to day setup for me. On the left side,
you're right. Having the menu visible wouldn't be a big deal.
It would mean reading more menus and less Python, but
other than that, it would be of no importance. On the right
side, though, it would mean having to remove something,
because those 75px actually do matter.

Yes, there might be a few exceptions, which is why I proposed
making it possible to choose not to use the global menu for
a single application/window. But it seem very unlikely to me that
you would ever have a complex application like you're describing
as a small window. Apps like that tend to be maximized, at least
vertically, because of those very toolbars that you mention. You
made a point of that yourself earlier. That means it would almost
always still be a short distance between the menu and toolbar.

gedit has two bars, nautilus three, pretty much all windows have more
than just the menu, except terminal.



You're absolutely right. That's why applications like Nautilus
tends to be maximized vertically. I don't agree that the tab
bar is a place where the users will look for application features
though. I think most users are beginning to get comfortable
with tabbed interfaces. But thanks for reminding me that I
don't ever use the toolbar buttons in gedit and therefore was
able to remove it. :)

That's easily answered. The toolbars are filled with the most
common actions. The menus contains all the other things,
the much less common actions. The calculator, for instance,
does indeed have a help menu. How often do _you_ use it?
It has some other menus too, but I only ever use the one to
change modes. And I do that from time to time, but not nearly
often enough for it to warrant a toolbar. So you see, there
is a big difference between hiding the menu and hiding the
toolbars. Granted, some applications provide a toolbar filled with
uncommon actions, just to have a toolbar. That's wrong, and
certainly both annoying and distracting, but that must be
fixed in each application. The toolbars should only ever contain
tools you do want available at all times. The rest should be
placed in menus and tucked away for when you want them.

I'm not saying that nothing can be done to improve toolbars,
but I think it's a very different issue.

You got one thing backwards then: The most frequently used items
should be put at the screen edge

What do you mean screen edge? I mean that to be the
top of the screen, and that's what I'm advocating. Do you
think the menu bar should be moved back to the window,
but placed below the toolbar? Or do you mean the most
common actions should be placed in the menu bar? You
really lost me there.


Not yours, but whoever is responsible for the more stupid ideas of Unity 1.0...

But if I think those ideas happen to be very clever, then
by extension, I have to be stupid as well? I don't think that's
productive. Stick to explanations of how they're bad instead.

I'll reply with the current Unity menu in mind, not the a Mac OS like menu...

Good, because I happen to use Unity and not OS X.

* It gives the desktop a much less technical feel.

an illusion

It's an illusion that the sound of the ocean has a calming effect
on peoples nerves too then? Ok. Guess some illusions are good.
What's your point?


* You would never need to read the title of a window and use
   its menus at the same time.

that's not the point, the point is new users don't even know where the
menu is and old users are slowed down.

Old 

Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-26 Thread Ed Lin
So this is half serious but something for you all to think about, if
the global menu is such a great idea and we weren't constraint by any
toolkit legacy problems...

http://i.imgur.com/xsD0v.png

Would you use this (without maximizing the window)?

Now think about what this would mean for multi-tasking, is this really
a step forward?

My opinion on this: in a primarily single tasking environment (a
tablet or even netbook maybe) I think _something_ like this actually
is the way forward for the desktop paradigm: less chrome, full focus
on the content, the interface is exactly where it makes the most sense
ergonomically (with a mouse driven interface on the screen edge, on a
tablet maybe left and right where your thumbs are, not the best demo:
http://www.youtube.com/watch?v=UBxaxk9SKQc)
The browser is also a better example than it might appear at first
glance. Remember the browser is the new OS, people use it for
everything, work, games, music, videos, communication. Tabs with only
one webapp visible doesn't cut it. Back in the netscape days when I
discovered tabbed browsing I switched to one browser window for
everything. These days I often keep several opened, tiled, side by
side, some minimized..

But what would that design mean on the larger widescreen monitor
(naturally fit to accommodate two pages side by side like an opened
book)? From what I've seen most people do one or two things at a time,
in the office environment people often have a word processor in the
one half and a file explorer in the other, or mail and browser, or you
know, facebook and business app... The most important issue of the
menubar (besides discoverability which was already covered in actual
user testing so arguing against that really makes no sense at this
point) is multi-tasking. The only reason that isn't glaringly obvious
to anyone is:
people who multi-task a lot know their applications well, they usually
know the keyboard shortcuts and other controls and don't rely so much
on the menu. Full circle back: why can anyone insist that the global
menu is better because it's faster to access when it isn't necessary
to often access it fast, an argument which doesn't even apply to Unity
because of the hover design?

Interim result:
two points go to the global menu, cleanness of the interface (which
is very problematic as the user testing showed, the actual solution
here is to write better, cleaner applications) and the mentioned
tiling windows on top of each other.
On the other side we have a few thousand words written against it,
there are so many arguments I really lost track of them. At this point
I'd really like to get an official response from someone @ubuntu.com

You can just say No and I'll stop spamming the list with this
important but still single issue. God knows there are many more to
solve...

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[Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-25 Thread GonzO
 On Tue, May 24, 2011 at 6:30 PM, Ed Lin edlin...@gmail.com wrote:

With all due respect: I do not think your cases are all that common.

It doesn't for me, the only thing I use is clock. The rest is
 irrelevant for my me most of the time. Wlan and battery? Not on a
 desktop.


Desktops are becoming less and less popular, being replaced by Laptops and
Netbooks... in which the battery, LAN, WLAN, BT thing are important and need
to be twaddled with regularly.



 Email and IM? My browser is all I need.


I think it is more than fair to say that, for some reason, using locally
installed mail and IM clients is still what most people do.  (I still use
Pidgin, though long ago gave up localized mail).



 Global menu? I use keyboard shortcuts.


I sincerely doubt that this is a common scenario.  Even if I'm being
generous, I can only believe that 50% of the users, maximum, even know that
there *are* KB shortcuts for menus, much less what those shortcuts actually
*are*.



 But thanks for making my tabs harder to access.


Not all applications have tabs.

So we'd be changing the structure to cater to the small handful of apps that
do (even though, yes, the browser is a Real Important App(TM).


On Tue, May 24, 2011 at 3:24 PM, Ed Lin edlin...@gmail.com wrote:

 A very rough sketch based on your image and parts scraped from google
 images...
 http://i.imgur.com/WMLYk.png


Again, with all due respect: I do not think this is a good solution.  It is
making the launcher... no longer a launcher, and too much functionality has
already been shoehorned into this thing.

Not to mention, on a netbook resolution, *four* icon slots is way too much -
that's practically half the launcher!

I like indicators being on the screen edge - that's pretty much the only way
they're useful - but shoving them in the launcher, and taking so much of the
launcher's estate to do it, is just not a functional idea.

--G
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-25 Thread Jeremy Nickurak
On Wed, May 25, 2011 at 12:15, GonzO go...@worlord.com wrote:

 On Tue, May 24, 2011 at 6:30 PM, Ed Lin edlin...@gmail.com wrote:

 With all due respect: I do not think your cases are all that common.

 It doesn't for me, the only thing I use is clock. The rest is
 irrelevant for my me most of the time. Wlan and battery? Not on a
 desktop.


 Desktops are becoming less and less popular, being replaced by Laptops and
 Netbooks... in which the battery, LAN, WLAN, BT thing are important and need
 to be twaddled with regularly.


Certainly wifi is really popular on the desktop these days too.


 Email and IM? My browser is all I need.


 I think it is more than fair to say that, for some reason, using locally
 installed mail and IM clients is still what most people do.  (I still use
 Pidgin, though long ago gave up localized mail).


I'd expect most people use web mail. That said, we still need a good place
for *indicating* new web mail (regardless of whether we do it well now,
which we don't).

-- 
Jeremy Nickurak -= Email/XMPP: -= jer...@nickurak.ca =-
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-25 Thread GonzO
On Wed, May 25, 2011 at 1:57 PM, Jeremy Nickurak jer...@nickurak.ca wrote:


 I'd expect most people use web mail.


You would _not believe_ how popular email clients still are, even among the
technically savvy.

I admit, I have TBird installed just to have a backup archive of my Gmail
account.  But I don't actually *use it*.  An alarming number of people I
know, who work as IT professionals, just *will not give it up*.



 That said, we still need a good place for *indicating* new web mail
 (regardless of whether we do it well now, which we don't).


...oh, wow.  That's a good idea.  Although I get so much mail that it would
always be on (five or six accounts route to one).

--G
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-25 Thread Bazon
Am Mittwoch, den 25.05.2011, 16:53 -0500 schrieb GonzO:
 On Wed, May 25, 2011 at 1:57 PM, Jeremy Nickurak jer...@nickurak.ca
 wrote:
  
 I'd expect most people use web mail. 
 
 
 You would _not believe_ how popular email clients still are, even
 among the technically savvy.  



Why should one give up a local E-mail client? Together with IMAP, that
is a very fast and flexible solution: Only the mail content is loaded,
not some useless website overhead. (My primary mail address is on gmail
which has a pretty good webinterface, still I use evolution.)
Also, my mail client marks quotes with the  character which makes
them easier to identify then your strange gap-marking... ;-)






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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Ian Santopietro
The reasoning for the global menu bar isn't just about saving screen space.
It's also about reduction of UI chrome to provide an interface that looks
cleaner and simpler. Mouse travel distance *is* irrelevant since mouse
acceleration allows for great travel distances from short, twitchy
movements. It is also easy to hit the menu, as it's on a screen edge and
easy to hit vertically. I work with a *trackpad* on a very large monitor,
and of all if the pointing issues I have, the only serious one is when I
need to aim in two dimensions.

This brings to the real flaw with the global menu. As it's hidden by
default, users don't know what to aim at, thus forcing them to stop and
re-aim at the menu they want to use. This is the real speed killer with the
current global menu implementation. A better solution would be to have the
global menu visible by default.

In the current implementation, there is a way to disable the global menu.
This should be easier to configure for users that don't want the global
menu. Also, I think adding an option to keep the current behavior would be
good, as I'm sure some people like the lack of visual clutter it provides.
On May 18, 2011 2:54 PM, Niklas Rosenqvist niklas.s.rosenqv...@gmail.com
wrote:
 Sorry people for accidentally sending duplicates, here is the real
version:

 2011/5/18 Bazon bazonbl...@arcor.de
 i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.

 Without testing I just get the feeling that this would be ineffective
since
 I know that I much more often move a window than go to it's menu. A small
 grip will probably be annoying to always find with your cursor. The whole
 title bar provides a much easier and faster way of rearranging windows.

 I made some sketching on this and came up with a mockup which you can find
 here:
 http://i.imgur.com/f8q2c.png

 The three top images is describing the solution we've talked about and the
 fourth image is an extension of the implementation we've discussed. This
 implementation is possible today thanks to a plugin, but it would be sweet
 to have it natively.

 2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com

 2011/5/18 Bazon bazonbl...@arcor.de
  i could also imagine a window grip button
  for moving the window when the whole title bar is occupied by menus for
  moving the window.

 Without testing I just get the feeling that this would be ineffective
since
 I know that I much more often move a window than go to it's menu. A small
 grip will probably be annoying to always find with your cursor. The whole
 title bar provides a much easier and faster way of rearranging windows.

 I made some sketching on this and came up with a mockup which you can
find
 here:
 http://i.imgur.com/f8q2c.png

 The three top images is describing the solution we've talked about and
the
 fourth image is an extension of the implementation we've discussed. This
 implementation is possible today thanks to a plugin, but it would be
sweet
 to have it natively.

 2011/5/18 Bazon bazonbl...@arcor.de

 Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
  Or to avoid movement, switch between titles and menus in the
  titlebars.

 I like that idea:
 Consistent (menu/title toggle as for maximized window now, than simply
 for all windows)
 and contextual (it's clear where every menu belongs to).



 Additionally to the before mentioned idea of a menu/title toggle button
 next to the window controls, i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.




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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Niklas Rosenqvist
Yes but this still would leave it up to the developers to make their
programs Unity compatible and isn't that too much to ask from them? Can't a
simpler implementation be found which doesn't need any changes in the
applications so that people doesn't need to make their programs Ubuntu
compatible and not just Debian?

2011/5/19 Ian Santopietro isan...@gmail.com

 The reasoning for the global menu bar isn't just about saving screen space.
 It's also about reduction of UI chrome to provide an interface that looks
 cleaner and simpler. Mouse travel distance *is* irrelevant since mouse
 acceleration allows for great travel distances from short, twitchy
 movements. It is also easy to hit the menu, as it's on a screen edge and
 easy to hit vertically. I work with a *trackpad* on a very large monitor,
 and of all if the pointing issues I have, the only serious one is when I
 need to aim in two dimensions.

 This brings to the real flaw with the global menu. As it's hidden by
 default, users don't know what to aim at, thus forcing them to stop and
 re-aim at the menu they want to use. This is the real speed killer with the
 current global menu implementation. A better solution would be to have the
 global menu visible by default.

 In the current implementation, there is a way to disable the global menu.
 This should be easier to configure for users that don't want the global
 menu. Also, I think adding an option to keep the current behavior would be
 good, as I'm sure some people like the lack of visual clutter it provides.
 On May 18, 2011 2:54 PM, Niklas Rosenqvist 
 niklas.s.rosenqv...@gmail.com wrote:
  Sorry people for accidentally sending duplicates, here is the real
 version:
 
  2011/5/18 Bazon bazonbl...@arcor.de
  i could also imagine a window grip button
  for moving the window when the whole title bar is occupied by menus for
  moving the window.
 
  Without testing I just get the feeling that this would be ineffective
 since
  I know that I much more often move a window than go to it's menu. A small
  grip will probably be annoying to always find with your cursor. The whole
  title bar provides a much easier and faster way of rearranging windows.
 
  I made some sketching on this and came up with a mockup which you can
 find
  here:
  http://i.imgur.com/f8q2c.png
 
  The three top images is describing the solution we've talked about and
 the
  fourth image is an extension of the implementation we've discussed. This
  implementation is possible today thanks to a plugin, but it would be
 sweet
  to have it natively.
 
  2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com
 
  2011/5/18 Bazon bazonbl...@arcor.de
   i could also imagine a window grip button
   for moving the window when the whole title bar is occupied by menus
 for
   moving the window.
 
  Without testing I just get the feeling that this would be ineffective
 since
  I know that I much more often move a window than go to it's menu. A
 small
  grip will probably be annoying to always find with your cursor. The
 whole
  title bar provides a much easier and faster way of rearranging windows.
 
  I made some sketching on this and came up with a mockup which you can
 find
  here:
  http://i.imgur.com/f8q2c.png
 
  The three top images is describing the solution we've talked about and
 the
  fourth image is an extension of the implementation we've discussed. This
  implementation is possible today thanks to a plugin, but it would be
 sweet
  to have it natively.
 
  2011/5/18 Bazon bazonbl...@arcor.de
 
  Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
   Or to avoid movement, switch between titles and menus in the
   titlebars.
 
  I like that idea:
  Consistent (menu/title toggle as for maximized window now, than simply
  for all windows)
  and contextual (it's clear where every menu belongs to).
 
 
 
  Additionally to the before mentioned idea of a menu/title toggle button
  next to the window controls, i could also imagine a window grip button
  for moving the window when the whole title bar is occupied by menus for
  moving the window.
 
 
 
 

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Ian Santopietro
Developers can choose to implement the Unity API for adding things to their
launcher item, such as progress bars and quicklists. However, the global
menu is done via gtk and dbus, and requires no effort on the part of the
developer, provided the developer has implemented a standard gtk menu
system.
On May 19, 2011 2:37 AM, Niklas Rosenqvist niklas.s.rosenqv...@gmail.com
wrote:
 Yes but this still would leave it up to the developers to make their
 programs Unity compatible and isn't that too much to ask from them? Can't
a
 simpler implementation be found which doesn't need any changes in the
 applications so that people doesn't need to make their programs Ubuntu
 compatible and not just Debian?

 2011/5/19 Ian Santopietro isan...@gmail.com

 The reasoning for the global menu bar isn't just about saving screen
space.
 It's also about reduction of UI chrome to provide an interface that looks
 cleaner and simpler. Mouse travel distance *is* irrelevant since mouse
 acceleration allows for great travel distances from short, twitchy
 movements. It is also easy to hit the menu, as it's on a screen edge and
 easy to hit vertically. I work with a *trackpad* on a very large monitor,
 and of all if the pointing issues I have, the only serious one is when I
 need to aim in two dimensions.

 This brings to the real flaw with the global menu. As it's hidden by
 default, users don't know what to aim at, thus forcing them to stop and
 re-aim at the menu they want to use. This is the real speed killer with
the
 current global menu implementation. A better solution would be to have
the
 global menu visible by default.

 In the current implementation, there is a way to disable the global menu.
 This should be easier to configure for users that don't want the global
 menu. Also, I think adding an option to keep the current behavior would
be
 good, as I'm sure some people like the lack of visual clutter it
provides.
 On May 18, 2011 2:54 PM, Niklas Rosenqvist 
 niklas.s.rosenqv...@gmail.com wrote:
  Sorry people for accidentally sending duplicates, here is the real
 version:
 
  2011/5/18 Bazon bazonbl...@arcor.de
  i could also imagine a window grip button
  for moving the window when the whole title bar is occupied by menus
for
  moving the window.
 
  Without testing I just get the feeling that this would be ineffective
 since
  I know that I much more often move a window than go to it's menu. A
small
  grip will probably be annoying to always find with your cursor. The
whole
  title bar provides a much easier and faster way of rearranging windows.
 
  I made some sketching on this and came up with a mockup which you can
 find
  here:
  http://i.imgur.com/f8q2c.png
 
  The three top images is describing the solution we've talked about and
 the
  fourth image is an extension of the implementation we've discussed.
This
  implementation is possible today thanks to a plugin, but it would be
 sweet
  to have it natively.
 
  2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com
 
  2011/5/18 Bazon bazonbl...@arcor.de
   i could also imagine a window grip button
   for moving the window when the whole title bar is occupied by menus
 for
   moving the window.
 
  Without testing I just get the feeling that this would be ineffective
 since
  I know that I much more often move a window than go to it's menu. A
 small
  grip will probably be annoying to always find with your cursor. The
 whole
  title bar provides a much easier and faster way of rearranging
windows.
 
  I made some sketching on this and came up with a mockup which you can
 find
  here:
  http://i.imgur.com/f8q2c.png
 
  The three top images is describing the solution we've talked about and
 the
  fourth image is an extension of the implementation we've discussed.
This
  implementation is possible today thanks to a plugin, but it would be
 sweet
  to have it natively.
 
  2011/5/18 Bazon bazonbl...@arcor.de
 
  Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
   Or to avoid movement, switch between titles and menus in the
   titlebars.
 
  I like that idea:
  Consistent (menu/title toggle as for maximized window now, than
simply
  for all windows)
  and contextual (it's clear where every menu belongs to).
 
 
 
  Additionally to the before mentioned idea of a menu/title toggle
button
  next to the window controls, i could also imagine a window grip
button
  for moving the window when the whole title bar is occupied by menus
for
  moving the window.
 
 
 
 

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Niklas Rosenqvist
But why then does some applications not have a global menu bar? Like
PlayOnLinux when you don't install it from the ubuntu repositories? And will
programs made with Qt also automatically work?

2011/5/19 Ian Santopietro isan...@gmail.com

 Developers can choose to implement the Unity API for adding things to their
 launcher item, such as progress bars and quicklists. However, the global
 menu is done via gtk and dbus, and requires no effort on the part of the
 developer, provided the developer has implemented a standard gtk menu
 system.
 On May 19, 2011 2:37 AM, Niklas Rosenqvist 
 niklas.s.rosenqv...@gmail.com wrote:
  Yes but this still would leave it up to the developers to make their
  programs Unity compatible and isn't that too much to ask from them? Can't
 a
  simpler implementation be found which doesn't need any changes in the
  applications so that people doesn't need to make their programs Ubuntu
  compatible and not just Debian?
 
  2011/5/19 Ian Santopietro isan...@gmail.com
 
  The reasoning for the global menu bar isn't just about saving screen
 space.
  It's also about reduction of UI chrome to provide an interface that
 looks
  cleaner and simpler. Mouse travel distance *is* irrelevant since mouse
  acceleration allows for great travel distances from short, twitchy
  movements. It is also easy to hit the menu, as it's on a screen edge and
  easy to hit vertically. I work with a *trackpad* on a very large
 monitor,
  and of all if the pointing issues I have, the only serious one is when I
  need to aim in two dimensions.
 
  This brings to the real flaw with the global menu. As it's hidden by
  default, users don't know what to aim at, thus forcing them to stop and
  re-aim at the menu they want to use. This is the real speed killer with
 the
  current global menu implementation. A better solution would be to have
 the
  global menu visible by default.
 
  In the current implementation, there is a way to disable the global
 menu.
  This should be easier to configure for users that don't want the global
  menu. Also, I think adding an option to keep the current behavior would
 be
  good, as I'm sure some people like the lack of visual clutter it
 provides.
  On May 18, 2011 2:54 PM, Niklas Rosenqvist 
  niklas.s.rosenqv...@gmail.com wrote:
   Sorry people for accidentally sending duplicates, here is the real
  version:
  
   2011/5/18 Bazon bazonbl...@arcor.de
   i could also imagine a window grip button
   for moving the window when the whole title bar is occupied by menus
 for
   moving the window.
  
   Without testing I just get the feeling that this would be ineffective
  since
   I know that I much more often move a window than go to it's menu. A
 small
   grip will probably be annoying to always find with your cursor. The
 whole
   title bar provides a much easier and faster way of rearranging
 windows.
  
   I made some sketching on this and came up with a mockup which you can
  find
   here:
   http://i.imgur.com/f8q2c.png
  
   The three top images is describing the solution we've talked about and
  the
   fourth image is an extension of the implementation we've discussed.
 This
   implementation is possible today thanks to a plugin, but it would be
  sweet
   to have it natively.
  
   2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com
  
   2011/5/18 Bazon bazonbl...@arcor.de
i could also imagine a window grip button
for moving the window when the whole title bar is occupied by menus
  for
moving the window.
  
   Without testing I just get the feeling that this would be ineffective
  since
   I know that I much more often move a window than go to it's menu. A
  small
   grip will probably be annoying to always find with your cursor. The
  whole
   title bar provides a much easier and faster way of rearranging
 windows.
  
   I made some sketching on this and came up with a mockup which you can
  find
   here:
   http://i.imgur.com/f8q2c.png
  
   The three top images is describing the solution we've talked about
 and
  the
   fourth image is an extension of the implementation we've discussed.
 This
   implementation is possible today thanks to a plugin, but it would be
  sweet
   to have it natively.
  
   2011/5/18 Bazon bazonbl...@arcor.de
  
   Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
Or to avoid movement, switch between titles and menus in the
titlebars.
  
   I like that idea:
   Consistent (menu/title toggle as for maximized window now, than
 simply
   for all windows)
   and contextual (it's clear where every menu belongs to).
  
  
  
   Additionally to the before mentioned idea of a menu/title toggle
 button
   next to the window controls, i could also imagine a window grip
 button
   for moving the window when the whole title bar is occupied by menus
 for
   moving the window.
  
  
  
  
 

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Thorsten Wilms

On 05/19/2011 10:31 AM, Ian Santopietro wrote:

Mouse travel distance *is* irrelevant since mouse acceleration allows
for great travel distances from short, twitchy movements.


As long as the pointer acceleration does its job well. But only in one 
direction, to the menu, where the hitting the screen edge helps, not so 
much back from the menu to the content area. This again should only make 
a noticeable difference for windows that have their top in noteworthy 
distance from the top panel.



--
Thorsten Wilms

thorwil's design for free software:
http://thorwil.wordpress.com/

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-19 Thread Ted Gould
On Thu, 2011-05-19 at 13:08 -0400, anthropornis wrote:
 Does making an application Unity compatible involve more than making
 the menu entries exportable over the DBus system? Relative to other
 programming issues, is that more difficult, less difficult, or the
 same difficulty as other common programming tasks?

Unity compatible has a range of values.  For most applications there is
nothing they need to do to make the menus exported.  They can also
choose to add things to their launchers or put data in the messaging
menu.  Not all applications have reasons to use those, but they're
available for applications that choose to use them.

We've tried hard to make the APIs straight forward for doing those
tasks, so I'd like to believe it's an easy programming task.  But that
is most likely dependent on your experience, tastes, etc.

--Ted



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[Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Niklas Rosenqvist
Hi!
I as many have questioned the global menu bar which Unity features. I
believe there are several issues with it as it is today and I will air my
thoughts here.

Many has complained on that it is incredibly frustrating to be working with
on larger monitors. If the active window is in the bottom right corner and
you have the menu at the top (which isn't even visible until you hover it)
it makes no sense what so ever to look for it up there and it's really
ineffective. Consider the following:

2011/5/18 Ralph Green sira...@gmail.com
  The global menu bar
  is another matter. It must die. If there is one feature that will
  drive me away from Unity, this is it. Again, there is no benefit,
  except on really small screens. And, now, I don't even see the menu
  until I move the mouse to the upper left hand corner of the screen.
  That is often a long way from where my program is. This really take a
  lot longer to operate. I don't understand how anyone could like it.
  I am not saying they are wrong to like it. I just don't understand
  how such a crazy thing was adopted. You know this feature was put on
  the Macs because they had such tiny screens at the time(512 by 384
  pixels). I have seen Mac people discuss why it is a bad idea in the
  days of large screens and it only stays because of inertia. And Steve
  Jobs obsession with simplicity over usability., to be sure.

Though I think that there has been proposed a really good solution to this:

On Mon, May 9, 2011 at 7:10 PM, GonzO Rodrigue worlord...@gmail.com wrote:
  [...] B) only appeared in the
  panel space when the app is maximized. Leaving it in the window space
  makes more sense when not maximized [...]

This way the menu wouldn't be taking up space when the application is
maximized and it would still leave the menu implementation up the developers
to design freely as they want. With this design firefox 4 could have it's
menu button instead of splitting it into a menu to work with the global menu
bar and developers doesn't have to make their programs compatible with the
global menu since it would just melt together the program's title bar with
the panel.

This makes much more sense than today's implementation and it would offer
more effective work flow when you don't have to move across the entire
screen.

There are also more situations where the global menu works like a crippled
narwhal. E.g. when working with programs as GIMP. GIMP has one main
application window and several smaller windows with tools and such and if
you have one of the smaller windows active you can't reach the menu, even if
they are a part of the same application. You must target the main window and
then you can reach the menu.

So what are your thoughts? If anyone already knows how it will be
implemented in 11.10 (maybe from a discussion at UDS) please share your
knowledge!
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Henrik Peytz
I've been begging for this particular change too.

It makes more sense since vertical space is only an issue when you want it
(ie. when you maximize windows), so un-maximized windows have no use for the
global menu since, if they're un-maximized, they don't need the extra
vertical space to render properly.

Also, I think it's a bit of a stretch to expect application-devs to make
their applications global-menu compatible. I can see how maximized windows
getting stripped of their titlebar is relatively easy to implement in Unity
without requiring dev's to change their apps (if maximized, then...), but
making the standalone windows behave in this way must require some change in
the application itself.

2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com

 Hi!
 I as many have questioned the global menu bar which Unity features. I
 believe there are several issues with it as it is today and I will air my
 thoughts here.

 Many has complained on that it is incredibly frustrating to be working with
 on larger monitors. If the active window is in the bottom right corner and
 you have the menu at the top (which isn't even visible until you hover it)
 it makes no sense what so ever to look for it up there and it's really
 ineffective. Consider the following:

 2011/5/18 Ralph Green sira...@gmail.com
   The global menu bar
   is another matter. It must die. If there is one feature that will
   drive me away from Unity, this is it. Again, there is no benefit,
   except on really small screens. And, now, I don't even see the menu
   until I move the mouse to the upper left hand corner of the screen.
   That is often a long way from where my program is. This really take a
   lot longer to operate. I don't understand how anyone could like it.
   I am not saying they are wrong to like it. I just don't understand
   how such a crazy thing was adopted. You know this feature was put on
   the Macs because they had such tiny screens at the time(512 by 384
   pixels). I have seen Mac people discuss why it is a bad idea in the
   days of large screens and it only stays because of inertia. And Steve
   Jobs obsession with simplicity over usability., to be sure.

 Though I think that there has been proposed a really good solution to this:

 On Mon, May 9, 2011 at 7:10 PM, GonzO Rodrigue worlord...@gmail.com
 wrote:
   [...] B) only appeared in the
   panel space when the app is maximized. Leaving it in the window space
   makes more sense when not maximized [...]

 This way the menu wouldn't be taking up space when the application is
 maximized and it would still leave the menu implementation up the developers
 to design freely as they want. With this design firefox 4 could have it's
 menu button instead of splitting it into a menu to work with the global menu
 bar and developers doesn't have to make their programs compatible with the
 global menu since it would just melt together the program's title bar with
 the panel.

 This makes much more sense than today's implementation and it would offer
 more effective work flow when you don't have to move across the entire
 screen.

 There are also more situations where the global menu works like a crippled
 narwhal. E.g. when working with programs as GIMP. GIMP has one main
 application window and several smaller windows with tools and such and if
 you have one of the smaller windows active you can't reach the menu, even if
 they are a part of the same application. You must target the main window and
 then you can reach the menu.

 So what are your thoughts? If anyone already knows how it will be
 implemented in 11.10 (maybe from a discussion at UDS) please share your
 knowledge!

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Niklas Rosenqvist
 2011/5/18 Henrik Peytz henrik.pe...@gmail.com
 Also, I think it's a bit of a stretch to expect application-devs to make
their applications global-menu compatible. I can see how maximized windows
getting stripped of their titlebar is relatively easy to implement in Unity
without requiring dev's to  change their apps (if maximized, then...), but
making the standalone windows behave in this way must require some change in
the application itself.

I don't know exactly what must be done but I know it's something since all
applications does not utilize the global menu, only the ones supported. E.g.
if you download the latest version of PlayOnLinux you'll see that it uses
the traditional menu - not global menu.

2011/5/18 Henrik Peytz henrik.pe...@gmail.com

 I've been begging for this particular change too.

 It makes more sense since vertical space is only an issue when you want it
 (ie. when you maximize windows), so un-maximized windows have no use for the
 global menu since, if they're un-maximized, they don't need the extra
 vertical space to render properly.

 Also, I think it's a bit of a stretch to expect application-devs to make
 their applications global-menu compatible. I can see how maximized windows
 getting stripped of their titlebar is relatively easy to implement in Unity
 without requiring dev's to change their apps (if maximized, then...), but
 making the standalone windows behave in this way must require some change in
 the application itself.

 2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com

 Hi!
 I as many have questioned the global menu bar which Unity features. I
 believe there are several issues with it as it is today and I will air my
 thoughts here.

 Many has complained on that it is incredibly frustrating to be working
 with on larger monitors. If the active window is in the bottom right corner
 and you have the menu at the top (which isn't even visible until you hover
 it) it makes no sense what so ever to look for it up there and it's really
 ineffective. Consider the following:

 2011/5/18 Ralph Green sira...@gmail.com
   The global menu bar
   is another matter. It must die. If there is one feature that will
   drive me away from Unity, this is it. Again, there is no benefit,
   except on really small screens. And, now, I don't even see the menu
   until I move the mouse to the upper left hand corner of the screen.
   That is often a long way from where my program is. This really take a
   lot longer to operate. I don't understand how anyone could like it.
   I am not saying they are wrong to like it. I just don't understand
   how such a crazy thing was adopted. You know this feature was put on
   the Macs because they had such tiny screens at the time(512 by 384
   pixels). I have seen Mac people discuss why it is a bad idea in the
   days of large screens and it only stays because of inertia. And Steve
   Jobs obsession with simplicity over usability., to be sure.

 Though I think that there has been proposed a really good solution to
 this:

 On Mon, May 9, 2011 at 7:10 PM, GonzO Rodrigue worlord...@gmail.com
 wrote:
   [...] B) only appeared in the
   panel space when the app is maximized. Leaving it in the window space
   makes more sense when not maximized [...]

 This way the menu wouldn't be taking up space when the application is
 maximized and it would still leave the menu implementation up the developers
 to design freely as they want. With this design firefox 4 could have it's
 menu button instead of splitting it into a menu to work with the global menu
 bar and developers doesn't have to make their programs compatible with the
 global menu since it would just melt together the program's title bar with
 the panel.

 This makes much more sense than today's implementation and it would offer
 more effective work flow when you don't have to move across the entire
 screen.

 There are also more situations where the global menu works like a crippled
 narwhal. E.g. when working with programs as GIMP. GIMP has one main
 application window and several smaller windows with tools and such and if
 you have one of the smaller windows active you can't reach the menu, even if
 they are a part of the same application. You must target the main window and
 then you can reach the menu.

 So what are your thoughts? If anyone already knows how it will be
 implemented in 11.10 (maybe from a discussion at UDS) please share your
 knowledge!

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 Post to : ayatana@lists.launchpad.net
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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Thorsten Wilms

On 05/18/2011 11:58 AM, Henrik Peytz wrote:

It makes more sense since vertical space is only an issue when you want
it (ie. when you maximize windows), so un-maximized windows have no use
for the global menu since, if they're un-maximized, they don't need the
extra vertical space to render properly.


It seems you didn't really think of cases where you have several windows 
next to each other, all fully exposed.


Actually it's the several non-maximized windows case where a global menu 
shines regarding space efficiency, as you don't save only one menu bar 
area, but several.



It would be an interesting _experiment_ to render non-maximized windows 
sans menus, and have the menu slide in inside a window, once it gets and 
for as long as it has focus. Or to avoid movement, switch between titles 
and menus in the titlebars.



--
Thorsten Wilms

thorwil's design for free software:
http://thorwil.wordpress.com/

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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Henrik Peytz
Or have a menu-toggle-button next to the other window-controls (close,
maximize etc.) so the user can decide on a per-window-basis whether he wants
the menus visible or not.
I think auto-hiding menus would be bad since it's possible for a user to
want to retain an overview of available menus, even if that particular
application is not in focus. This is particularly true when learning a new
application and the user doesn't remember all the options available to him.

Moving the menu to the titlebar is also a solution, though people will
probably complain a about the clutter, and dragging the window will be
problematic if the menus span the entirety of the window due to
menu-overflow or resizing the window too small.

2011/5/18 Thorsten Wilms t...@freenet.de


 Actually it's the several non-maximized windows case where a global menu
 shines regarding space efficiency, as you don't save only one menu bar area,
 but several.


 It would be an interesting _experiment_ to render non-maximized windows
 sans menus, and have the menu slide in inside a window, once it gets and for
 as long as it has focus. Or to avoid movement, switch between titles and
 menus in the titlebars.


 --
 Thorsten Wilms

 thorwil's design for free software:
 http://thorwil.wordpress.com/


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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Bazon
Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
 Or to avoid movement, switch between titles and menus in the
 titlebars.

I like that idea:
Consistent (menu/title toggle as for maximized window now, than simply
for all windows)
and contextual (it's clear where every menu belongs to). 



Additionally to the before mentioned idea of a menu/title toggle button
next to the window controls, i could also imagine a window grip button
for moving the window when the whole title bar is occupied by menus for
moving the window.


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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Niklas Rosenqvist
2011/5/18 Bazon bazonbl...@arcor.de
 i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.

Without testing I just get the feeling that this would be ineffective since
I know that I much more often move a window than go to it's menu. A small
grip will probably be annoying to always find with your cursor. The whole
title bar provides a much easier and faster way of rearranging windows.

I made some sketching on this and came up with a mockup which you can find
here:
http://i.imgur.com/f8q2c.png

The three top images is describing the solution we've talked about and the
fourth image is an extension of the implementation we've discussed. This
implementation is possible today thanks to a plugin, but it would be sweet
to have it natively.

2011/5/18 Bazon bazonbl...@arcor.de

 Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
  Or to avoid movement, switch between titles and menus in the
  titlebars.

 I like that idea:
 Consistent (menu/title toggle as for maximized window now, than simply
 for all windows)
 and contextual (it's clear where every menu belongs to).



 Additionally to the before mentioned idea of a menu/title toggle button
 next to the window controls, i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.


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Re: [Ayatana] Global menu in Oneiric Ocelot (11.10)

2011-05-18 Thread Niklas Rosenqvist
Sorry people for accidentally sending duplicates, here is the real version:

2011/5/18 Bazon bazonbl...@arcor.de
 i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.

Without testing I just get the feeling that this would be ineffective since
I know that I much more often move a window than go to it's menu. A small
grip will probably be annoying to always find with your cursor. The whole
title bar provides a much easier and faster way of rearranging windows.

I made some sketching on this and came up with a mockup which you can find
here:
http://i.imgur.com/f8q2c.png

The three top images is describing the solution we've talked about and the
fourth image is an extension of the implementation we've discussed. This
implementation is possible today thanks to a plugin, but it would be sweet
to have it natively.

2011/5/18 Niklas Rosenqvist niklas.s.rosenqv...@gmail.com

 2011/5/18 Bazon bazonbl...@arcor.de
  i could also imagine a window grip button
  for moving the window when the whole title bar is occupied by menus for
  moving the window.

 Without testing I just get the feeling that this would be ineffective since
 I know that I much more often move a window than go to it's menu. A small
 grip will probably be annoying to always find with your cursor. The whole
 title bar provides a much easier and faster way of rearranging windows.

 I made some sketching on this and came up with a mockup which you can find
 here:
 http://i.imgur.com/f8q2c.png

 The three top images is describing the solution we've talked about and the
 fourth image is an extension of the implementation we've discussed. This
 implementation is possible today thanks to a plugin, but it would be sweet
 to have it natively.

 2011/5/18 Bazon bazonbl...@arcor.de

 Am Mittwoch, den 18.05.2011, 15:15 +0200 schrieb Niklas Rosenqvist:
  Or to avoid movement, switch between titles and menus in the
  titlebars.

 I like that idea:
 Consistent (menu/title toggle as for maximized window now, than simply
 for all windows)
 and contextual (it's clear where every menu belongs to).



 Additionally to the before mentioned idea of a menu/title toggle button
 next to the window controls, i could also imagine a window grip button
 for moving the window when the whole title bar is occupied by menus for
 moving the window.




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