Adhering to a language and communicating is modal. Going from friend to foe,
lover to leaver, all modes...

Go ahead and ignore, I'm rude, I know, it's a mode I wish I could control a
little more.

Anyways, I'm playing SKATE II and the modes are amazing. I thought Tony Hawk
on PS2 could not be competed with; but, I think the control mappings for
this game are just as satisfying and a pleasurable challenge.

If you are going to design interactions and information architecture you
must know what activities go with what mode in the defined system. It's a
must not a should.

On Mon, Mar 30, 2009 at 1:52 PM, Andrei Herasimchuk <
[email protected]> wrote:

>
> On Mar 30, 2009, at 1:33 PM, Angel Marquez wrote:
>
>  Okay, so, how about this:
>> http://www.humanized.com/about/
>>
>> I think right after I posted how I use UI's and CLI together in a
>> harmonious way that converges when and how to use both in an effective
>> manner someone posted a link to these guys. I'm not trying to single you out
>> humanoidz; but, modes cause misery written on a computer, posted on the
>> internet, to a blog makes me think you don't get it.
>>
>
> Locked out modality where everything else on the screen is off limits until
> the mode is dismissed causes misery.
>
> But it is interesting that an entire product that is based in modality like
> Ubiquity and Enso is somehow not "modal." Even as defined by the creators.
> It's entirely modal. It maybe an ephemeral and dynamic type of modality that
> is using context and source material in an attempt to make the interaction
> more natural, but its still modal. The way we changed the palettes to pop-up
> and stick (which became the basis for a lot of the CS3 changes later on) in
> Photoshop all those years back was something I termed "semi-modal" and is
> similar in concept as to what Ubiquity uses, in that you lock keyboard and
> interaction into a thing on the screen until that thing is dismissed. But it
> is still modal.
>
> I think it's the nature of past modality and its uses that people want to
> run away from it instead of embracing it and evolving it. For example,
> choosing a tool -- any tool -- in Photoshop is a "mode." Is that bad?
> Hardly... it's what makes the entire pixel editing model work in the first
> place. Choosing tools is the entire basis for a lot of desktop applications
> and that type of modality has its place. In the analog world, picking up a
> hammer is similar to a mode, as opposed to picking up a saw.
>
> As for not getting it... I'm going to ignore that comment and the manner
> you stated it.
>
>  Maybe it's just the way you are framing it or maybe....
>>
>
> My definition and use of modality comes from my work on desktop client
> applications, where even then arguably people thought modality meant "dialog
> boxes that lock you out of doing anything else on the computer." In fact,
> modality simple means that there are modes. When you choose a tool you are
> setting the mode for how all of your interaction with the mouse and keyboard
> work.
>
>
> --
> Andrei Herasimchuk
>
> Chief Design Officer, Involution Studios
> innovating the digital world
>
> e. [email protected]
> c. +1 408 306 6422
>
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