I'll bite on that one. Eric Scoles wrote: > ...If someone can explain to me the usability benefits of transparent > menus, I'm all ears... I never thought that transparent (translucent?) menus were anything other than digital dittybop until I fell into Second Life and saw them at work in there. SL has menu and window overload. But when I could switch from one menu window to another and see a hidden menu underneath the one I'd just left, it made navigation a lot easier, and I came to rely on "seeing through" one inactive menu to find another one I needed. Of course, that's SL: inventory menu, object window, chat window, navigation buttons, map and mini-map, avatar information window, texture sub-windows, landmark display window. All of these overlaid by the SL browser atop the virtual terrain where one's avatar is supposed to be navigating. Then there are the heads-up displays...
Without some measure of menu/window "see-through", everything in SL would take longer and be harder to manage. I don't know how or why it's done in the Mac world, though. Pure religious fervor? Dana > > > -- > eric scoles ([email protected] <mailto:[email protected]>) > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "R-SPEC: The Rochester Speculative Literature Association" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/r-spec?hl=en -~----------~----~----~----~------~----~------~--~---
