On Sat, Jul 14, 2012 at 8:51 PM, Mark Murphy <[email protected]> wrote:
> Now, if all finger paint apps for children on Android got low ratings
> and had on-screen controls, I would at least entertain the notion that
> correlation might indicate causality, and the on-screen controls were
> the source of the low ratings. However, a quick glance at the search
> results and examining the screenshots indicate that there are several
> finger paint apps for children with on-screen controls *and* 4-star
> ratings (and on 1000+ ratings, not just a handful). To claim that
> on-screen controls are somehow impractical for finger paint
> applications for children, therefore, seems to be inaccurate

Who's to say how many 4-star ratings / downloads would a finger paint
app have that didn't have to clutter the screen?  Sadly, Android has a
reputation for low-quality apps.  People will sometimes give a good
rating just because an app to do such and such exists, no matter how
badly it does it.

Giving the user a good feeling about using a device/app is a very
tricky area.  I worked for the official games industry for 7 years and
I saw the attention these guys tend to give controls.  While not every
little Android app has to be as fine tuned as a twitch shooter, every
app should feel good - something Apple is famous for understanding.
You can't say that a painting app is good enough just because there
are still a bunch of pixels left for the actual painting after we've
rendered our UIs.

> and creating an intentionally future-resistant finger paint application
> for children just to avoid on-screen controls is not wise.

Again, that's for people who design/make a particular app to decide.
Very very few apps released this month will still get new downloads a
year from now, at least in entertainment which is what I'm interested
in, so risking that an OS version 3 years from now will break the app
might be a very sound business decision if the risk brings in
substantial benefits during the projected life cycle of the app.

> Furthermore, it is ludicrous to think that a child will somehow tap on
> some on-screen control, yet not tap on a menu affordance in the system
> bar nor click on a dedicated off-screen MENU button. If anything, a
> well-designed on-screen control could be *less likely* to be
> accidentally invoked than would legacy menu affordances, by making it
> slightly more challenging to trigger than just a tap (e.g., physically
> smaller, tap-and-hold, tap-and-slide). While it is impossible to
> prevent a child from doing any of these things, you actually have
> control over an on-screen mechanism that you do not have for anything
> else and therefore can take steps to reduce the odds.

You might well be right on this, however the decision to leave out the
Menu button is of a much much broader consequence than just finger
paint apps for children.  There are apps for which an off-screen
button is just *the* simple and natural solution, everything else is
kludgy work-around.  If there were no such apps at the moment, they
would appear in the future.

Saying "no Menu button should be enough for everyone" reminds a
similar well-known statement that concerned 640kB of memory -
supporting such claims you run an acute risk of getting on the wrong
side of history. :-)

> If the issue is aesthetics, make the on-screen control invisible,
> perhaps appearing after a period of inactivity or after the screen has
> turned off and back on. You could even make the on-screen control
> simply be not there except after inactivity or a screen off/on cycle,
> so that a parent can readily get to the control after retrieving the
> device from the child. Or find other ways of solving the problems
> formerly handled by an in-app menu (e.g., auto-save after inactivity,
> so the parent does not need to explicitly save from the paint activity
> but can go into a separate activity to review saved pictures and
> remove them).

This all depends strongly on the actual application.  Based on my
experience, you can't make any blanket statements like this. As stated
above, this is not just about kids' paint apps - it's not even just
about paint apps in general, although if you consider something like a
simplified Photoshop in your phone, you start seeing immediately that
none of what you propose would work.

Although I'm no artist by profession, I took drawing/painting classes
for couple of years and I can draw, sort of - and my bro is an artist.
 I can tell you a painting app that kept UI stuck on-screen all the
time would likely be a no-go.  The canvas belongs to the artist, it's
just ridiculous to make people "paint around" your UI.  Also, when
you're looking at what you've done so far, any UI would be annoying as
hell.  (I sat for some weeks next to concept artists a while ago (oh
the joys of open-space offices :-( ) and these guys even go to
full-screen all the time to gauge their work, often several times a
minute, although switching back and forth between windowed and
full-screen is far from instantaneous.)

Also, if you consider the workflow using such an app, you realise that
the user has to switch between the painting and the UI (colour and
brush choosers) all the time, every couple of seconds.  That
eliminates any time-out or inactivity based solutions - a serious user
will probably want to keep the thumb on the off-screen menu button all
the time and will press it every couple of seconds.  For these types,
not even a gesture would cut it - even if you were able to find one
which I seriously doubt as anything you do on the screen is
indistinguishable from the painting input.

I wrote way more already than I meant to so I'll cut it now.  My point
is that every entertainment app's first and foremost concern is to
feel good (I imagine this is likely important even for productivity
apps) and you'd be crazy to mess with this.  Just because you can
scratch your left ear with your right hand, it doesn't mean it's good
or natural and that users won't uninstall your app if you make them do
such things.

> Now, I cannot speak for your app, because I don't know what it is.
> Perhaps you could consider submitting it for the developer relations
> Friday App Review thing, specifically asking for ideas for how to
> address your variant on this issue, and try to get Googly input on the
> matter that way.

We'll only be releasing next month, or September.  We will submit our
app for the Friday Review.

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