Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-04-05 Thread Frederik Nnaji
On Fri, 2011-03-18 at 23:38 -0300, Conscious User wrote:

 I should mention, though, that in my opinion the fact that Unity merges
 the titlebar with the panel makes the dragging slightly more intuitive:
 you drag the titlebar to the thing it's going to be merged to. Perhaps
 *too* slightly to make a difference, but does help.

that's one hell of a point there ;)
now how do you know how best to drag it back out of there?
drag handles should help us find draggable areas on objects more
easily.. is there any spec on how and where such handles should be
used in design?

And altogether.. moving away from GNOME more and more, is there a HIG
for Ubuntu Unity design at all?


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread David Stevenson
On 28/03/11 11:44, Vishnoo wrote:
 We really need to collect mass user data as to how people are using
 their application windows, at what sizes they use the app and how often
 they are resizing.

While I absolutely agree on collecting user data, I am concerned with
the idea that we then try to find a highest common multiple and force
everyone to use it.

FOSS is about choice, not conforming to predefined norms.

David


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread Spike Burch
On Mon, Mar 28, 2011 at 6:25 AM, David Stevenson da...@avoncliff.com wrote:

 FOSS is about choice, not conforming to predefined norms.

Users are more than welcome to choose to use something else, you know.

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread zekopeko
On Mon, Mar 28, 2011 at 1:25 PM, David Stevenson da...@avoncliff.com wrote:
 On 28/03/11 11:44, Vishnoo wrote:
 We really need to collect mass user data as to how people are using
 their application windows, at what sizes they use the app and how often
 they are resizing.

 While I absolutely agree on collecting user data, I am concerned with
 the idea that we then try to find a highest common multiple and force
 everyone to use it.

 FOSS is about choice, not conforming to predefined norms.

 David

This is incorrect and I wish if that particular meme died. FOSS isn't
about choice. It is about providing source code and a set of
accompanying  freedoms to all users in the case of Free Software. The
choice one has is simply a byproduct of the availability of the source
code. It does not give the user any legal, moral or ethical right to
force the developer to provide options for some user's UI perceived
problem. In fact I believe that the whole FOSS is about choice meme
is damaging to providing high quality user interfaces on Linux, simply
because FOSS developers have historically been coders with little
(in)formal education in the problem of user interface design and it
was easier for them to simply add an option in the GUI every time a
design choice confronted them.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread Lance
On Monday, March 28, 2011 5:44 AM Vishnoo wrote:

However, for app like Web-browsers, main window of email clients,inkscape,..., 
they should probably open at maximum screen size. Eventhis depends on the 
hardware. If someone has a 24 monitor, they mightnot need the window at that 
size. While for laptops/15 monitors amaximum window size might be good for 
these apps.A couple of problems come to mind with fixed window sizes. In all 
cases one must consider that I have very poor visual acuity.

1) For quite some time 'gcalctool' has followed a fixed size principle which 
has prompted me to use 'galculator' which allows me to grab one corner and 
expand the window to a usable size for my own needs.

2) Another good example of fixed window size being problematic is in ubiquity 
and described here:

https://bugs.launchpad.net/ubuntu/+source/ubiquity/+bug/628097

please notice in post #12 I reference bug 715401 which is a different example 
(one of several) describing how the fixed window size results in some ubiquity 
windows running off-screen (aka: not fitting) with certain small screens.

3) Due to my aforementioned poor visual acuity I bump the screen resolution of 
my 22 widescreen from it's native 1680x1050 to 1440x900, and I still need to 
run most apps, like browsers, text editors, word processors, etc in a maximized 
window. But if one of my children or grandchildren uses the computer I set the 
resolution back to it's norm and they quite often work in the same workspace 
with 2 or 3 apps displayed at the same time. I did the same before my eyesight 
began to fail :^)

I'd hate to see us remove so much of the ability to customize Ubuntu that we 
drive people to a different DE, or worst yet, a different distro.

If we want to make any improvements we need to collect a large pool ofuser data 
like how Firefox did to reduce its menu (yea, I know you hatethat FF menu ;p 
)We really need to collect mass user data as to how people are usingtheir 
application windows, at what sizes they use the app and how oftenthey are 
resizing.I can't totally disagree with that but we shouldn't let the majority 
decide to eliminate functions or the ability to customize as may be needed by 
various small corner groups such as the visually impaired.

Thanks to all for the great work on Unity so far,

Lance

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread Vishnoo
On Mon, 2011-03-28 at 06:27 -0700, Lance wrote:

A couple of problems come to mind with fixed window sizes. In all cases one 
must consider that I have very poor visual acuity.


Hmm? I did not mention that the windows need to be a fixed size only or
to remove any feature. :-)

What I was replying to MPT is that a maximized state is not a feature
to be rooting for. And as a consequence we should look into having a
good default for apps (including those which need a maximum size
window).

I just mentioned what the default size could be, and how to get to an
ideal default size for most users. 
(of-course we should be able to resize the windows, and we need to put
more effort and thought into tiling ). 

-- 
Cheers,
Vish


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread Scott Kitterman
On Monday, March 28, 2011 09:18:35 am zekopeko wrote:
 On Mon, Mar 28, 2011 at 1:25 PM, David Stevenson da...@avoncliff.com 
wrote:
  On 28/03/11 11:44, Vishnoo wrote:
  We really need to collect mass user data as to how people are using
  their application windows, at what sizes they use the app and how often
  they are resizing.
  
  While I absolutely agree on collecting user data, I am concerned with
  the idea that we then try to find a highest common multiple and force
  everyone to use it.
  
  FOSS is about choice, not conforming to predefined norms.
  
  David
 
 This is incorrect and I wish if that particular meme died. FOSS isn't
 about choice. It is about providing source code and a set of
 accompanying  freedoms to all users in the case of Free Software. The
 choice one has is simply a byproduct of the availability of the source
 code. It does not give the user any legal, moral or ethical right to
 force the developer to provide options for some user's UI perceived
 problem. In fact I believe that the whole FOSS is about choice meme
 is damaging to providing high quality user interfaces on Linux, simply
 because FOSS developers have historically been coders with little
 (in)formal education in the problem of user interface design and it
 was easier for them to simply add an option in the GUI every time a
 design choice confronted them.

Personally I wish the alternate meme, that it's possible to create one 
magically wonderful design that will work for everyone so we don't need 
options would die.

The truth is somewhere in between and different projects have been too far to 
one or the other extreme and we need to find balance.  Balance is particularly 
difficult to achieve through low bandwidth communication mediums we normally 
use in distributed development.

Scott K

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-28 Thread Matthew Paul Thomas
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Hash: SHA1

Spike Burch wrote on 28/03/11 12:38:
...
 Users are more than welcome to choose to use something else, you know.
...

Yeah, but if you keep saying that often enough, they will.

- -- 
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-23 Thread Grant Willey
One possible option is to split the desktop into 9 sections (rule of thirds)
and use combinations of those sections as the only size options available.

This would allow easy modulation of existing windows and would be largely
backward-compatible with existing software. Browser windows usually already
take up an area that would be about a 4 block square when we use them on a
typical desktop. GIMP could even rotate one palette to horizontal and fit
the canvas into the upper 4x4 square and the palettes into the 3x1 and 1x2
spaces left over

Or you could have the option to split one box into 9 boxes if needed,
providing 81 possible boxes. This would allow GIMP to remain in its current
default window config.

Resizing isn't dead, it is definitely useful, we just want to drastically
reduce the amount of time we spend doing it. Modularized window sizes and
positions would limit your choices drastically, and make choosing a window
size and position no longer a time-wasting task as well as be visually more
pleasing, based on an already known rule of composition.


On Tue, Mar 22, 2011 at 7:08 AM, Matthew Paul Thomas m...@canonical.comwrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Vishnoo wrote on 19/03/11 04:31:
 
  On Fri, 2011-03-18 at 16:24 +, Matthew Paul Thomas wrote:
 
  I think the Gnome Shell designers are badly underestimating the use
  cases for minimize.
 
  No, they havent.
  I take it you havent read Owen's Mail on the Shell ML.. :-)

 I had. He listed some use cases for minimize but not all, he identified
 workspaces as an arguable substitute for some of those use cases, his
 user data was from two geeks at work, and he was honest in admitting
 that he didn't really know whether it was a good idea.

 ...
   And anyone who thinks dragging is a replacement for
  a maximize button probably hasn't done any user testing recently.
 
  Maximize is not a feature we should be encouraging, *anywhere* !
  It is a workaround for a broken window management.
  Why in the world does the *user* need to constantly maximize/restore?

 Nobody is suggesting that.

  Apps need to open the windows with the right size.
  And any app which requires the user to constantly resize is broken.

 Sure, but I don't see how that's relevant. Maximization and constant
 resizing are very different things.

  For apps requiring a maximum size, window should just open so.
  Right now, for any alternate *custom* size one would require to either:
  1- restore a maximized window and - then resize to custom size
  or
  2- resize a window from the normal state to custom size
 
  Maximize just makes it harder to get to custom sizes. Why even have it

 Because the lack of maximize (or something like it) would make it harder
 to focus complete attention on something.

  ? (I hope maximize just gets killed, only then will apps fix at their
  end. ;p)

 Do you have a specific suggestion? What should a text editor program do,
 for example?

  I seriously dont understand why this fascination for resizing/resize
  grips exists.
  I'm not saying that resize feature should not even exist, but Resize is
  something user should not even care about, and should spend less time
  doing.

 Resizing grips are not the only way of allocating screen space between
 tasks. Tiling is another well-known mechanism, but it is less visually
 stable and requires a greater investment of time.

 - --
 mpt
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Mitja Pagon
Menu hiding is one of the risky moves we are making. Initial tests on 
unsuspecting users have shown they find 'em quickly and easily enough. I agree 
with you, though, that a hint to their existence and anchor 
(left-of-the-File-menu) would be nice. That can come in a refinement, mockups 
and patches welcome. 

- Mark Shuttleworth, 20 hours ago. 


I guess there is no point in discussing this anymore, the man has decided. 
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Valentin
Hello guys!

If there is no menu item in the hidden menu bar, on mouse over there should
be no action (the title of the application should not be shorten).
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Mario Vukelic
On Fr, 2011-03-18 at 19:15 +0100, Mitja Pagon wrote:
  I agree with you, though, that a hint to their existence and anchor
 (left-of-the-File-menu) would be nice. That can come in a refinement,
 mockups and patches welcome.

Please forgive me if I provide no link, but there's either a bug report
in LP where the right people participated, IIRC including the SABDFL, or
it was some blog post, in which it was stated that the actual plan was
to fade-in the menus when the mouse moves in their direction. It was
described as similar to the Notify-OSD bubbles (but becoming *more*
visible on approach, obviously). However, X does  currently not want to
play this game.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Conscious User


Matthew Paul Thomas wrote:
 ...

(I pretty much agree with the paragraphs before, so I'm simply omitting
them...)

 I think the Gnome Shell designers are badly underestimating the use
 cases for minimize.

Maybe... but the problem is, so is Unity, at least currently. It
didn't remove minimization but made it... weird.

 And anyone who thinks dragging is a replacement 
 or a maximize button probably hasn't done any user testing recently.

Ok, admittedly I'm biased on this one because Aero Snap is one of the
things I went faster from discovering to using all the time... And
even before that I was fond of the double click. In guess in my mind the
max button is already useless...

I should mention, though, that in my opinion the fact that Unity merges
the titlebar with the panel makes the dragging slightly more intuitive:
you drag the titlebar to the thing it's going to be merged to. Perhaps
*too* slightly to make a difference, but does help.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Vishnoo
On Fri, 2011-03-18 at 16:24 +, Matthew Paul Thomas wrote:
 I think the Gnome Shell designers are badly underestimating the use
 cases for minimize.

No, they havent. 
I take it you havent read Owen's Mail on the Shell ML.. :-)
They know what use-cases they havent fixed (or dont have a better
solution for).
Minimize just doesnt fit their design. 

  And anyone who thinks dragging is a replacement for
 a maximize button probably hasn't done any user testing recently.

Maximize is not a feature we should be encouraging, *anywhere* !
It is a workaround for a broken window management.

Why in the world does the *user* need to constantly maximize/restore?
Apps need to open the windows with the right size.
And any app which requires the user to constantly resize is broken.

For apps requiring a maximum size, window should just open so. 
Right now, for any alternate *custom* size one would require to either: 
1- restore a maximized window and - then resize to custom size
or
2- resize a window from the normal state to custom size

Maximize just makes it harder to get to custom sizes. Why even have it ?
(I hope maximize just gets killed, only then will apps fix at their
end. ;p)

I seriously dont understand why this fascination for resizing/resize
grips exists. 
I'm not saying that resize feature should not even exist, but Resize is
something user should not even care about, and should spend less time
doing. 


-- 
Cheers,
Vish


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Ian Santopietro

Why in the world does the *user* need to constantly maximize/restore?
Apps need to open the windows with the right size.
And any app which requires the user to constantly resize is broken.


Maximize does have a lot of very nice use cases, as it can help a user focus
on the task they're trying to complete. I want to work in my web browser,
and I don't want to have to think about other things.

It's tied to why resizing a window is an important feature as well. It
allows me to have control over my workflow, and I can set up a sort of
ratio. I want 50% of my work directed towards my browser, 25% towards
monitoring my social networks with gwibber, and 25% towards watching my
contacts for someone I want to chat with. And, I can set them up how I want,
not how the system thinks I want them. Computers aren't good at guessing
what users want; any Microsoft convert can tell you that.

This case is simple, but it should serve to demonstrate the basic idea.
Could the automatic sizing be implemented? Sure. Is it a good idea? Why not?
But the user should be able to change the size of the window after they've
started it, either because their preference at that moment differed from the
system's guesses, or because the focus of their work has changed, and they
want a different setup.

On Fri, Mar 18, 2011 at 22:31, Vishnoo v...@ubuntu.com wrote:

 On Fri, 2011-03-18 at 16:24 +, Matthew Paul Thomas wrote:
  I think the Gnome Shell designers are badly underestimating the use
  cases for minimize.

 No, they havent.
 I take it you havent read Owen's Mail on the Shell ML.. :-)
 They know what use-cases they havent fixed (or dont have a better
 solution for).
 Minimize just doesnt fit their design.

   And anyone who thinks dragging is a replacement for
  a maximize button probably hasn't done any user testing recently.

 Maximize is not a feature we should be encouraging, *anywhere* !
 It is a workaround for a broken window management.

 Why in the world does the *user* need to constantly maximize/restore?
 Apps need to open the windows with the right size.
 And any app which requires the user to constantly resize is broken.

 For apps requiring a maximum size, window should just open so.
 Right now, for any alternate *custom* size one would require to either:
 1- restore a maximized window and - then resize to custom size
 or
 2- resize a window from the normal state to custom size

 Maximize just makes it harder to get to custom sizes. Why even have it ?
 (I hope maximize just gets killed, only then will apps fix at their
 end. ;p)

 I seriously dont understand why this fascination for resizing/resize
 grips exists.
 I'm not saying that resize feature should not even exist, but Resize is
 something user should not even care about, and should spend less time
 doing.


 --
 Cheers,
 Vish


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-- 
Ian Santopietro
CEO - Prodigy Games

Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Matthew Paul Thomas
-BEGIN PGP SIGNED MESSAGE-
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Luke Benstead wrote on 15/03/11 21:53:
...
 Erm, I hate to point out the obvious, but why don't we just put the
 menu back in the windows and abandon appmenu as a failed experiment?
 Keep the title and window controls in the panel for maximized windows
 only (at least just for Natty).
 
 I can already imagine the replies to this email, so let me save you
 guys the trouble:
 
 1. Someone will bring up Fitt's Law. Yes I know what it is. No, I
 don't think it should be used as an overriding reason to squash,
 overlap, and generally complicate a UI and shove it into an edge. I
 especially don't see why Fitt's law is so important for menu bars,
 when users get on perfectly fine with buttons, sliders, window resize
 grips and icons, and well, everything else.

That's looking at it backwards, I think. Screen edges are efficient
target areas for whatever is put there. Given that, what should they be
used for? Menus are used a lot, ergo, they're a good candidate to be
made more efficient.

 2. Someone will likely bring up the space saving of the global menu.
 Firstly, the global menu only saves vertical space on a maximized
 window, on non-maximized windows they only save on chrome.

It also saves space whenever two or more windows are stacked vertically.

  By
 keeping the title in the panel for maximized windows, we are still
 saving 22px on Gnome 2, with the removal of the bottom panel that
 brings it up to 44px. It's about finding a balance of space saving vs
 usability and I really think we have shot past that balance point with
 the global menu.

Space saving vs usability is a false dichotomy. Space saving reduces
scrolling and memory load, which is part of efficiency, which is part of
usability.

 So, the question again raised is why exactly are we using a global
 menu?

Benefits:
*   Much faster to use.
*   Saves vertical space.
*   Menus no longer need to be cramped by, or overflow beyond, the
window width (e.g. Empathy, Gimp, Inkscape).
*   Menus no longer surprisingly open upwards when the window is near
the bottom of the screen.
*   Allows the desktop to have the same menus as any other folder
(which, in turn, will reduce the complexity of context menus).
*   In future, will allow dialogs to have Edit, Help etc menus
consistent with other windows.
*   In future, will allow visual unification of title bars and toolbars.

 I know I've brought it up before, but alongside the issues we are
 having fitting it into the panel with the title, it also brings issues
 with dual monitors, large resolutions and focus-follows-mouse. It
 doesn't fit all use cases.
...

Dual monitors are not a problem (though if they're stacked vertically,
the bottom one loses its speed benefit). Large screens make the menus a
bit slower, but not nearly as slow as they would be inside windows. The
loss of focus-follows-mouse is a real tradeoff, though. (I've specified
how it could be made compatible, but no-one has been interested enough
to work on it yet.)

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Matthew Paul Thomas
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Hash: SHA1

Scott Kitterman wrote on 16/03/11 12:42:
...
 A bug is a bug no matter who files it.  If we're down to it's only a
 real bug if certain people file the bug, then that's a real problem.
...

I totally agree. I don't think my bug reports should get special
treatment because I work at Canonical. But I do think bug reports
are more likely to be valid if they're from the person who maintains the
specification for the relevant feature, no matter who they work for.

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User


Ian Santopietro wrote:
 What about flashing the menu with the title for the first, say,
 five seconds that the window is open. That gives an indication as to
 where the menu is, reduces visual clutter, and allows the user to get
 a quick preview of what menu headers are available (File, Edit, etc.)
 without losing the supposed benefit of the global menu. Perhaps a nice
 quick fading animation would help keep this from being jarring.


Frankly, this sounds like the kind of heat-of-the-moment workaround
that brought Unity to its current state in the first place. The
impression I have is the current design is a pile of workarounds:

+ Let's merge the titlebar and the panel when the window is maximized
  and show the menubar. The title is not that important.

- Oops, now the menubar position differs in maximized windows because
  of the buttons.

- Ok, then let's fix it on that position.

- Oops, ugly gap for non-maximized windows.

- Ok, let's put the title there.

- Oops, titles can have different sizes.

- Ok, let's truncate it.

- Oops, this is ugly.

- Ok, let's show the entire title by default and the menu on hover.

- Oops, now it's inconsistent with maximized windows.

- Ok, let's do the same for maximized windows. Hey, this brings the
  title back for maximized windows. Win!

With admittedly some poetic license, this is how I picture it: a
series of local optimizations losing track of global optimization.

Instead of trying to fix the current situation, I prefer going
back to when the menubar was fully visible and the titlebar
didn't merge with the panel, and restarting to think from there.

My personal suggestion would be dropping the title in the panel as
mpt suggested, but keeping the idea of merging the titlebar and the
panel. This means dropping the title entirely in the maximized
case, yes. I don't think anyone would really care.

For fixing the gap, I'm going to suggest something controversial,
but that I wanted to suggest for a long time anyway: dropping the
minimize and maximize buttons, following Gnome3's direction and
under their same arguments.

This would leave only the space of a single close button to worry
about and this could be addressed by something with a fixed size
that does not need to be truncated: AN ICON.

Matter of fact, I WOULD suggest placing this icon even when the
window is maximized and storing a menu with window management
options in it, just like you already have depending on your
metacity settings. Close *is* a destructive function you
don't want near File, after all... But I won't seriously
support this second suggestion for the moment, because I
suspect that would make closefests of maxmized windows too
inneficient, and this is bad for netbook users.

Thoughts?



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Remco
On Thu, Mar 17, 2011 at 17:14, Conscious User consciousu...@aol.com wrote:
 My personal suggestion would be dropping the title in the panel as
 mpt suggested, but keeping the idea of merging the titlebar and the
 panel. This means dropping the title entirely in the maximized
 case, yes. I don't think anyone would really care.

 For fixing the gap, I'm going to suggest something controversial,
 but that I wanted to suggest for a long time anyway: dropping the
 minimize and maximize buttons, following Gnome3's direction and
 under their same arguments.

 This would leave only the space of a single close button to worry
 about and this could be addressed by something with a fixed size
 that does not need to be truncated: AN ICON.

Awesome. Just awesome. This fixes everything, doesn't it?

 Matter of fact, I WOULD suggest placing this icon even when the
 window is maximized and storing a menu with window management
 options in it, just like you already have depending on your
 metacity settings. Close *is* a destructive function you
 don't want near File, after all... But I won't seriously
 support this second suggestion for the moment, because I
 suspect that would make closefests of maxmized windows too
 inneficient, and this is bad for netbook users.

 Thoughts?

I do see a problem with that last one: how is a user going to figure
out how to close the window? An (X) button has familiar meaning, but
an application specific icon is probably not the first place a user
would look. Also, now your icon menu and File menu are located next to
each other and have the same item at the end: Close.

-- 
Remco

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Xavier Guillot

Hello,

My 2 cents also about global menu, as just a normal and daily user (both 
personal and professional use of Ubuntu), not a developer nor a 
designer. I like it very much as it is right now, because :


- It allows space saving and is very nice

- For me it is not a problem that window title hides the menu at first 
until we go with mouse on it. Apart new users - but those will also have 
to learn Unity, Dock, Linux... we know it and it is very common, easy 
after to get at the right place to see the menu. Often, there are 
buttons for most common actions in the soft that replace it.


- there is homogeneity (I could say Unity !) between all applications, 
even Firefox, Thunderbird, LibreOffice and all things related to menus 
are in panel at top of the screen. It does not work for the moment for 
softs like Videolan but as it is not a native Ubuntu application, I 
understand it is not a top priority.


On the contrary, for Videolan, it's better because most often I use it 
un-maximized, so I have menus near the window.


That's the second point, the only thing I would change to Global Menu IMHO :

Keep window title over-riding menus and see them when mouseover, but for 
un-maximized window, as the title is displayed in the window, put also 
the menus on mouseover in this place in the window, it allows less mouse 
move to activate them. Some apps, like Videolan, Empathy... are commonly 
used in small size and placed everywhere in the screen, not always at top.


Keep maximized and minimized buttons please, it's perfect like that.

Remember position of a window : with Tomboy for example, even if I 
maximize a note, at next startup, it re-launches reduced in top left 
corner...


By the way, it will be impossible to satisfy everybody, so we'll see 
what it's decided, the less we can do is to explain our choices and 
their consistency.


It's just surprising that such an important discussion is not solved and 
takes place 1 month before final release !


I also hope that, perhaps not for Natty but for 11.10, Ubuntu will allow 
us a little configuration as it was fully possible in Gnome panel - for 
example dash, apps and Places shortcuts, order on the windows in the 
screen for switch between different instances...


Best regards,

Xavier

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Paul Sladen
On Thu, 17 Mar 2011, Xavier Guillot wrote:
 - For me it is not a problem that window title hides the menu at first 

I bet there's a possible solution somewhere with
blurring/transparaceny.

The model used with the notification pop-ups is that they are
transparent to click-events and blur/fade when moused-over, which is
effectively what the window-title/menu also does on mouse-over.

-Paul


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Ian Santopietro

For fixing the gap, I'm going to suggest something controversial,
but that I wanted to suggest for a long time anyway: dropping the
minimize and maximize buttons, following Gnome3's direction and
under their same arguments.


I can see getting rid of the maximize button, as Gnome has a point there.
However, I don't feel their argument for getting rid of the Minimize button
applies to Unity. It works great for Gnome, but we still have somewhere to
minimize windows to in Unity, thus the Minimize button has a point. And,
three buttons provides a natural feel and is aesthetically pleasing. You
can't get that unless you go down to one; two won't work. And, like I said,
we need to keep the minimize button while it does something.

On Thu, Mar 17, 2011 at 10:14, Conscious User consciousu...@aol.com wrote:



 Ian Santopietro wrote:
  What about flashing the menu with the title for the first, say,
  five seconds that the window is open. That gives an indication as to
  where the menu is, reduces visual clutter, and allows the user to get
  a quick preview of what menu headers are available (File, Edit, etc.)
  without losing the supposed benefit of the global menu. Perhaps a nice
  quick fading animation would help keep this from being jarring.


 Frankly, this sounds like the kind of heat-of-the-moment workaround
 that brought Unity to its current state in the first place. The
 impression I have is the current design is a pile of workarounds:

 + Let's merge the titlebar and the panel when the window is maximized
  and show the menubar. The title is not that important.

 - Oops, now the menubar position differs in maximized windows because
  of the buttons.

 - Ok, then let's fix it on that position.

 - Oops, ugly gap for non-maximized windows.

 - Ok, let's put the title there.

 - Oops, titles can have different sizes.

 - Ok, let's truncate it.

 - Oops, this is ugly.

 - Ok, let's show the entire title by default and the menu on hover.

 - Oops, now it's inconsistent with maximized windows.

 - Ok, let's do the same for maximized windows. Hey, this brings the
  title back for maximized windows. Win!

 With admittedly some poetic license, this is how I picture it: a
 series of local optimizations losing track of global optimization.

 Instead of trying to fix the current situation, I prefer going
 back to when the menubar was fully visible and the titlebar
 didn't merge with the panel, and restarting to think from there.

 My personal suggestion would be dropping the title in the panel as
 mpt suggested, but keeping the idea of merging the titlebar and the
 panel. This means dropping the title entirely in the maximized
 case, yes. I don't think anyone would really care.

 For fixing the gap, I'm going to suggest something controversial,
 but that I wanted to suggest for a long time anyway: dropping the
 minimize and maximize buttons, following Gnome3's direction and
 under their same arguments.

 This would leave only the space of a single close button to worry
 about and this could be addressed by something with a fixed size
 that does not need to be truncated: AN ICON.

 Matter of fact, I WOULD suggest placing this icon even when the
 window is maximized and storing a menu with window management
 options in it, just like you already have depending on your
 metacity settings. Close *is* a destructive function you
 don't want near File, after all... But I won't seriously
 support this second suggestion for the moment, because I
 suspect that would make closefests of maxmized windows too
 inneficient, and this is bad for netbook users.

 Thoughts?



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CEO - Prodigy Games

Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

Public GPG key (RSA):
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User

 I don't feel their argument for getting rid of the Minimize button
 applies to Unity. It works great for Gnome, but we still have
 somewhere to minimize windows to in Unity, thus the Minimize button
 has a point.

Several problems here:

1) The somewhere to minimize to was only *one* of the arguments,
and not even the main one. The Shell has always been designed
without taking minimization into consideration, for encouraging
the use of workspaces to organize clutter. The fact that the
Shell didn't have such place in its final form was more of an
argument to forget about bringing minimization back, for legacy
purposes, than to actually removing it in the first place.

2) Gnome could've used the Shell Dash perfectly to hold minimized
applications if this place argument was the only one. In fact,
ever since the Unity launcher got autohide there isn't much
difference between the two with respect to this purpose.

3) The somewhere to minimize windows in the Unity launcher is
a single icon for multiple application windows that uses Expose
for switching. Fitting minimization in this would imply

  a) not including minimized windows in the Expose, creating
 situations where either Expose gets in the way of
 restoring or vice-versa

  b) including minimized windows in the Expose, effectively
 either annoying people who minimize windows to temporarily
 remove them from the workflow or making you question what
 was the purpose of minimizing in the first place

This could be solved by showing minimized windows in the Expose
with less priority, like miniaturized or in icon form. OSX does
this. However, Mark said once in this list that he wants
minimized windows to appear full-fledged in the Expose, so
we are dealing with (b)

Unity will ship a form of minimization that is unfamiliar and
with questionable usefulness. I'm not sure if this is better
than not shipping at all. :)

 And, three buttons provides a natural feel and is aesthetically
 pleasing. You can't get that unless you go down to one; two won't
 work.

This is largely irrelevant since I'm still defending killing
minimization but... what? From where this remarkable certitude
on such a subjective matter, that does not even require any
kind of justification, came from? :)




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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Ian Santopietro

This is largely irrelevant since I'm still defending killing
minimization but... what? From where this remarkable certitude
on such a subjective matter, that does not even require any
kind of justification, came from? :)


No Problem:
http://en.wikipedia.org/wiki/Composition_(visual_arts)
 http://en.wikipedia.org/wiki/Composition_(visual_arts)Basically, in
visual composition, when there are multiple objects involved, it becomes
pleasing to have one item surrounded by an even number of objects (Thus an
odd number). Five, IMO, brings clutter, particularly to window buttons, and
one would be fine, but two lacks balance.

On Thu, Mar 17, 2011 at 16:08, Conscious User consciousu...@aol.com wrote:


  I don't feel their argument for getting rid of the Minimize button
  applies to Unity. It works great for Gnome, but we still have
  somewhere to minimize windows to in Unity, thus the Minimize button
  has a point.

 Several problems here:

 1) The somewhere to minimize to was only *one* of the arguments,
 and not even the main one. The Shell has always been designed
 without taking minimization into consideration, for encouraging
 the use of workspaces to organize clutter. The fact that the
 Shell didn't have such place in its final form was more of an
 argument to forget about bringing minimization back, for legacy
 purposes, than to actually removing it in the first place.

 2) Gnome could've used the Shell Dash perfectly to hold minimized
 applications if this place argument was the only one. In fact,
 ever since the Unity launcher got autohide there isn't much
 difference between the two with respect to this purpose.

 3) The somewhere to minimize windows in the Unity launcher is
 a single icon for multiple application windows that uses Expose
 for switching. Fitting minimization in this would imply

  a) not including minimized windows in the Expose, creating
 situations where either Expose gets in the way of
 restoring or vice-versa

  b) including minimized windows in the Expose, effectively
 either annoying people who minimize windows to temporarily
 remove them from the workflow or making you question what
 was the purpose of minimizing in the first place

 This could be solved by showing minimized windows in the Expose
 with less priority, like miniaturized or in icon form. OSX does
 this. However, Mark said once in this list that he wants
 minimized windows to appear full-fledged in the Expose, so
 we are dealing with (b)

 Unity will ship a form of minimization that is unfamiliar and
 with questionable usefulness. I'm not sure if this is better
 than not shipping at all. :)

  And, three buttons provides a natural feel and is aesthetically
  pleasing. You can't get that unless you go down to one; two won't
  work.

 This is largely irrelevant since I'm still defending killing
 minimization but... what? From where this remarkable certitude
 on such a subjective matter, that does not even require any
 kind of justification, came from? :)




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CEO - Prodigy Games

Eala Earendel enlga beorohtast
 Ofer middangeard monnum sended

Pa gur yv y porthaur?

Public GPG key (RSA):
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Greg K Nicholson
On this subject I'd like to reiterate and support a suggestion
previously made on this list:
https://lists.launchpad.net/ayatana/msg04555.html

☮♥☯
Greg K Nicholson
http://gkn.me.uk

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Conscious User


 No Problem:
 http://en.wikipedia.org/wiki/Composition_(visual_arts)
 Basically, in visual composition, when there are multiple objects
 involved, it becomes pleasing to have one item surrounded by an even
 number of objects (Thus an odd number). Five, IMO, brings clutter,
 particularly to window buttons, and one would be fine, but two lacks
 balance. 

Those are way too subjective and general to justify the degree of
certitude your tone had. There are many ways to question it. But
since now you added an IMO to your statement, there is no point in
discussing this further.

Feel free to drop me a private email if you want to, though.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-17 Thread Spike Burch
+1

On Thu, Mar 17, 2011 at 6:30 PM, Greg K Nicholson g...@gkn.me.uk wrote:
 On this subject I'd like to reiterate and support a suggestion
 previously made on this list:
 https://lists.launchpad.net/ayatana/msg04555.html

 ☮♥☯
 Greg K Nicholson
 http://gkn.me.uk

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Didier Roche
Le mardi 15 mars 2011 à 16:37 -0700, Dylan McCall a écrit :
  After several weeks of trying, last week I finally succeeded in
  installing Natty to test Unity.
 
  I was disappointed to see that in Unity, menus are invisible until you
  mouse over where they are supposed to be. For a window, until you mouse
  over it, the space reserved for its menus is taken up by an application
  or window title. And for the desktop, until you mouse over it, the space
  for its menus is completely empty. I reported a bug about this, but John
  Lea marked it as Invalid on the grounds that this change request
  contradicts the design. He requested that I discuss it here.
 
  […]
 
  I have a simple proposal to fix these problems: The application title
  should be removed from Unity's menu bar. I'm reliably informed that this
  would be extremely low risk, in that it would involve changing two lines
  of code.
 
  - --
  mpt
 
 Today I have been working on my fix for bug #716177:
 https://bugs.launchpad.net/unity/+bug/716177
 Right now, the panel acts like the titlebar for the current maximized
 window, but only if it's in focus. That leaves a big hole where a
 maximized window is visible and it isn't in focus, but the top panel
 still looks like it should correspond to that window. (The tldr
 version: try using GIMP, maximized, without frowning). My patch makes
 the top panel's draggable area relate to the front-most maximized
 window regardless of who is in focus.

For your information, I hold this merge request specifically on that
discussion outcome and added some information one the bug report as
well.
(what is funny is that I was thinking how many false positive I trigger
everyday closing the wrong application).

Didier


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Mitja Pagon
And what may those advantages be? Not every application is a web browser
 and not all applications are the same, so this "trend" Chrome 
supposedly started does not automatically apply to all and every 
application. Also this quest for abolishing menus is complete nonsense 
propagated by people who mostly know nothing about user interface design
 / interaction design, user experience design , and this place (ayatana 
list) is, despite an occasional good idea, littered with people like 
that. Sometimes it makes me feel like most people use Ubuntu to just to 
surf pr0n.Different people have stated multiple issues with this
 hidden menus integrated title/controls and many more issues arise when 
trying to tackle those issues while the benefits are almost non 
existent, and that is a dictionary example of bad design.Cheers,MitjaMitja PagonInueni d.o.o., Pot pod Gradiščem 4, SI 4202 NakloTel.: +386 41 521 729e-naslov: mitja.pa...@inueni.com, url: www.inueni.com- Original Message -From: "Marc Lajoie" manorap...@gmail.comTo: appi2...@gmail.comCc: Ayatana@lists.launchpad.netSent: Wednesday, March 16, 2011 3:20:51 AMSubject: Re: [Ayatana] Design problem: Menus hidden by default in UnityI, for one, love the integration of the menu and titlebars into the panel in Natty. The decluttering of the workspace, or the "chromifization" (as in Google Chrome, which started the wonderful trend of minimal interfaces and the hiding of visual clutter) of Ubuntu is the main reason I am looking forward to Natty.
So while I understand the concerns about the hidden menu, I agree with the logic of not treating the menu as an indicator, and hiding it up in the panel. Yes, there are a couple of small problems with this approach (mostly discoverability for new users, people using Natty for the very first time), but my opinion is the benefits outweigh the disadvantages.
My vote, for what it's worth, is to keep it the way it is!That said, I would not oppose having the menu in the panel being shown by default, instead of the title, in the case of non-maximized windows, with the title/menu overlap occurring only for maximized windows.
Marc LajoieOn Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com appi2...@gmail.com wrote:
On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas m...@canonical.com wrote:


I see four major problems with hiding the menus and covering them with
an application or window title.

1. Most importantly, it makes the menus much harder to use. 

2. It makes some functions effectively invisible.The above two problems are important to fix.



3. The application or window title becomes ugly when the menus appear.#3 is not that big of a problem - we should avoid it when we can, but if its necessary, its better to have an eyesore than a interaction problem. 




4. The application or window title and the title bar are redundant, and
  sometimes inconsistent too.Although this is a problem, a title is necessary for maximized windows, so it has to be shown for them.I proposed a solution to this earlier on this list, but unfortunately, it got no replies. However, I still believe that it can solve the problems brought up here.


My basic idea is: https://lists.launchpad.net/ayatana/msg04555.htmlHowever, I have a change: The Application Title should only be shown for maximized windows, where it is necessary. Otherwise, only the menu should be visible.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Marc Lajoie
You can drop the ad hominem attacks. The everyone's-stupid-but-me attitude
is not very productive.

Advantages to current setup: Increases free vertical space; removes visual
clutter; creates a disincentive to use the menu as an indicator conveying
useful information for which it's not suited (more standardized and
consistent menu headings across different applications is definitely
something to be encouraged, taking the guesswork out of menu hunting).

Disadvantages: Menu is disconnected from unmaximized windows, potentially
causing confusion; Menu is not discoverable for first-time user (new user
won't know where the menu is unless he/she accidentally hovers over the
panel)

To say there are no advantages is disingenuous. You believe the
disadvantages outweigh the advantages. Fine, good. I believe the reverse.
You are entitled to your opinion. So am I. The community will decide.
Peace, man.
Marc Lajoie

On Wed, Mar 16, 2011 at 4:48 PM, Mitja Pagon mitja.pa...@inueni.com wrote:

 And what may those advantages be? Not every application is a web browser
 and not all applications are the same, so this trend Chrome supposedly
 started does not automatically apply to all and every application. Also this
 quest for abolishing menus is complete nonsense propagated by people who
 mostly know nothing about user interface design / interaction design, user
 experience design , and this place (ayatana list) is, despite an occasional
 good idea, littered with people like that. Sometimes it makes me feel like
 most people use Ubuntu to just to surf pr0n.

 Different people have stated multiple issues with this hidden menus
 integrated title/controls and many more issues arise when trying to tackle
 those issues while the benefits are almost non existent, and that is a
 dictionary example of bad design.

 Cheers,
 Mitja


 Mitja Pagon


 Inueni d.o.o., Pot pod Gradiščem 4, SI 4202 Naklo
 Tel.: +386 41 521 729
 e-naslov: mitja.pa...@inueni.com, url: www.inueni.com


 - Original Message -
 From: Marc Lajoie manorap...@gmail.com
 To: appi2...@gmail.com
 Cc: Ayatana@lists.launchpad.net
 Sent: Wednesday, March 16, 2011 3:20:51 AM
 Subject: Re: [Ayatana] Design problem: Menus hidden by default in Unity

 I, for one, love the integration of the menu and titlebars into the panel
 in Natty. The decluttering of the workspace, or the chromifization (as in
 Google Chrome, which started the wonderful trend of minimal interfaces and
 the hiding of visual clutter) of Ubuntu is the main reason I am looking
 forward to Natty.
 So while I understand the concerns about the hidden menu, I agree with the
 logic of not treating the menu as an indicator, and hiding it up in the
 panel. Yes, there are a couple of small problems with this approach (mostly
 discoverability for new users, people using Natty for the very first time),
 but my opinion is the benefits outweigh the disadvantages.
 My vote, for what it's worth, is to keep it the way it is!
 That said, I would not oppose having the menu in the panel being shown by
 default, instead of the title, in the case of non-maximized windows, with
 the title/menu overlap occurring only for maximized windows.

 Marc Lajoie


 On Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com appi2...@gmail.comwrote:

 On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas 
 m...@canonical.comwrote:

 I see four major problems with hiding the menus and covering them with
 an application or window title.

 1.  Most importantly, it makes the menus much harder to use.


 2.  It makes some functions effectively invisible.


 The above two problems are important to fix.


 3.  The application or window title becomes ugly when the menus appear.


 #3 is not that big of a problem - we should avoid it when we can, but if
 its necessary, its better to have an eyesore than a interaction problem.


 4.  The application or window title and the title bar are redundant, and
sometimes inconsistent too.


 Although this is a problem, a title is necessary for maximized windows, so
 it has to be shown for them.

 I proposed a solution to this earlier on this list, but unfortunately, it
 got no replies. However, I still believe that it can solve the problems
 brought up here.

 My basic idea is: https://lists.launchpad.net/ayatana/msg04555.html

 However, I have a change: The Application Title should only be shown for
 maximized windows, where it is necessary. Otherwise, only the menu should be
 visible.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Mitja Pagon
Peace indeed. I'm not implying that you or anyone else is stupid, I'm stating, 
and as irritating as it might be to you, the fact, that most people on here 
(most, not all) don't understand what interaction design is about (and that 
implies lack of understading, not supidity), and you just proved my point, 
interaction design is not about personal opinions, it's a science backed by 
facts. Issues raised are backed by actual science your advantages are mostly a 
personal opinion (you are more that welcome to prove otherwise with actual 
facts). 

And this is an issues that can hardly be resolved by a community, just like 
nuclear plant can't be built by bakers, they simply lack the knowledge. 

Cheers, 
Mitja 


- Original Message - 
From: Marc Lajoie manorap...@gmail.com 
To: Mitja Pagon mitja.pa...@inueni.com 
Cc: Ayatana@lists.launchpad.net, appi2...@gmail.com 
Sent: Wednesday, March 16, 2011 10:23:48 AM 
Subject: Re: [Ayatana] Design problem: Menus hidden by default in Unity 

You can drop the ad hominem attacks. The everyone's-stupid-but-me attitude is 
not very productive. 


Advantages to current setup: Increases free vertical space; removes visual 
clutter; creates a disincentive to use the menu as an indicator conveying 
useful information for which it's not suited (more standardized and consistent 
menu headings across different applications is definitely something to be 
encouraged, taking the guesswork out of menu hunting). 


Disadvantages: Menu is disconnected from unmaximized windows, potentially 
causing confusion; Menu is not discoverable for first-time user (new user won't 
know where the menu is unless he/she accidentally hovers over the panel) 


To say there are no advantages is disingenuous. You believe the disadvantages 
outweigh the advantages. Fine, good. I believe the reverse. You are entitled to 
your opinion. So am I. The community will decide. 
Peace, man. 
Marc Lajoie 


On Wed, Mar 16, 2011 at 4:48 PM, Mitja Pagon  mitja.pa...@inueni.com  wrote: 





And what may those advantages be? Not every application is a web browser and 
not all applications are the same, so this trend Chrome supposedly started 
does not automatically apply to all and every application. Also this quest for 
abolishing menus is complete nonsense propagated by people who mostly know 
nothing about user interface design / interaction design, user experience 
design , and this place (ayatana list) is, despite an occasional good idea, 
littered with people like that. Sometimes it makes me feel like most people use 
Ubuntu to just to surf pr0n. 

Different people have stated multiple issues with this hidden menus integrated 
title/controls and many more issues arise when trying to tackle those issues 
while the benefits are almost non existent, and that is a dictionary example of 
bad design. 

Cheers, 
Mitja 





Mitja Pagon 


Inueni d.o.o., Pot pod Gradiščem 4, SI 4202 Naklo 
Tel.: +386 41 521 729 
e-naslov: mitja.pa...@inueni.com , url: www.inueni.com 



- Original Message - 
From: Marc Lajoie  manorap...@gmail.com  
To: appi2...@gmail.com 
Cc: Ayatana@lists.launchpad.net 
Sent: Wednesday, March 16, 2011 3:20:51 AM 
Subject: Re: [Ayatana] Design problem: Menus hidden by default in Unity 




I, for one, love the integration of the menu and titlebars into the panel in 
Natty. The decluttering of the workspace, or the chromifization (as in Google 
Chrome, which started the wonderful trend of minimal interfaces and the hiding 
of visual clutter) of Ubuntu is the main reason I am looking forward to Natty. 
So while I understand the concerns about the hidden menu, I agree with the 
logic of not treating the menu as an indicator, and hiding it up in the panel. 
Yes, there are a couple of small problems with this approach (mostly 
discoverability for new users, people using Natty for the very first time), but 
my opinion is the benefits outweigh the disadvantages. 
My vote, for what it's worth, is to keep it the way it is! 
That said, I would not oppose having the menu in the panel being shown by 
default, instead of the title, in the case of non-maximized windows, with the 
title/menu overlap occurring only for maximized windows. 


Marc Lajoie 




On Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com  appi2...@gmail.com  
wrote: 




On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas  m...@canonical.com  
wrote: 


I see four major problems with hiding the menus and covering them with 
an application or window title. 

1. Most importantly, it makes the menus much harder to use. 




2. It makes some functions effectively invisible. 


The above two problems are important to fix. 




3. The application or window title becomes ugly when the menus appear. 


#3 is not that big of a problem - we should avoid it when we can, but if its 
necessary, its better to have an eyesore than a interaction problem. 




4. The application or window title and the title bar are redundant, and 
sometimes

Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Vishnoo
On Tue, 2011-03-15 at 21:17 -0300, Conscious User wrote:
 
 Remco wrote:
  The thing I find jarring is that we have this mysterious design
  team that basically discusses things behind our backs here at
  Ayatana. I understand that a small team with face-to-face
  meetings can be beneficial to design, but a problem lies in
  communication and collaboration between the team and Ayatana.
 
 
 Yeah, the current situation is... weird, to say the least. I've
 always heard rumors that the design team worked far from the rest,
 but at the same time always felt comforted by the fact that at
 least *someone* from the team (Matthew and, before, David Siegel)
 was active here. Apparently, that doesn't mean much.
 

Is it a coincidence that the two of them worked in Open source projects
_before_ joining Canonical design team..? ;-)

This topic has been hashed, re-hashed over-n-over again several times..
I, for one, definitely see a huge improvement in communication from the
design team. Several members have replied here to questions that are
being asked. And IMO, recently, this has ceased to be a problem..

We have to realize that this mailing list is *very* high volume and you
really can not expect everyone in the design team to read each-n-every
mail and reply to every idea that is being thrown out at them..
I'm always amazed how Mark is able to keep up though, and at MPT too but
to a lesser extent.. ;-)

And this mailing list is *not* a place for them to propose their ideas.
They have blogged about most of their new ideas on their blog.
This is just a communication channel where we can propose ideas for
their consideration.

I think its high time we dropped the design-team-bashing for not
communicating each and every time a change is made..  ;-)

-- 
Cheers,
Vish


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Paul Sladen
On Wed, 16 Mar 2011, Matthew Paul Thomas wrote:
 Do you know of any Ubuntu application that was trying to use its menu
 titles as an indicator in the first place?

The Gimp and various other MDI applications prepend an asterisk ('*')
to the front of the window title to show an edited, but unsaved work.

Whilst I am aware of the convention, I don't notice it and there are
probably better ways of conveying if your machine naughtily crashes
right now $some unspecified amount of work will be lost.

-Paul


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Marc Lajoie
Not off the top of my head (which is not an admission that such applications
don't exist, I just don't have time to hunt through my app catalogue right
now).
But one of the solutions proposed for the hidden menu problem, that of not
showing the title at all for maximized windows, would probably lead to
exactly the problem I'd like to avoid. I suspect this would lead some
applications to try to identify themselves in the menu, say, by replacing
the standardly named file menu with the name of the application (as in OS
X), in order to avoid confusion. This would be an example of using the menu
as an indicator.

Marc Lajoie

On Wed, Mar 16, 2011 at 6:58 PM, Matthew Paul Thomas m...@canonical.comwrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Marc Lajoie wrote on 16/03/11 09:23:
 ...
  Advantages to current setup: Increases free vertical space; removes
  visual clutter; creates a disincentive to use the menu as an
  indicator conveying useful information for which it's not suited
  (more standardized and consistent menu headings across different
  applications is definitely something to be encouraged, taking the
  guesswork out of menu hunting).

 Do you know of any Ubuntu application that was trying to use its menu
 titles as an indicator in the first place?

 - --
 mpt
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.10 (GNU/Linux)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

 iEYEARECAAYFAk2Al7wACgkQ6PUxNfU6ecrWXQCgkcyqKfcrEgbL/gyG+3NUQz6B
 B7YAnj90VdbFxffLtL6PLPUhtXT6iiSm
 =C+vE
 -END PGP SIGNATURE-

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Conscious User


 Is it a coincidence that the two of them worked in Open source projects
 _before_ joining Canonical design team..? ;-)
 
 This topic has been hashed, re-hashed over-n-over again several times..
 I, for one, definitely see a huge improvement in communication from the
 design team. Several members have replied here to questions that are
 being asked. And IMO, recently, this has ceased to be a problem..
 
 We have to realize that this mailing list is *very* high volume and you
 really can not expect everyone in the design team to read each-n-every
 mail and reply to every idea that is being thrown out at them..
 I'm always amazed how Mark is able to keep up though, and at MPT too but
 to a lesser extent.. ;-)
 
 And this mailing list is *not* a place for them to propose their ideas.
 They have blogged about most of their new ideas on their blog.
 This is just a communication channel where we can propose ideas for
 their consideration.
 
 I think its high time we dropped the design-team-bashing for not
 communicating each and every time a change is made..  ;-)


You completely missed my point. Yes, I'm talking about the lack of
communication between the design team and the community, but this
time as a mere *consequence* of issue actually being discussed:
that the communication is broken *internally* on the design team.

As far as I know, design team members not being aware of other
design team members are doing is *not* a topic hashed, re-hashed
over-n-over again several times.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Saleel Velankar
On Wednesday, March 16, 2011 11:00:35 AM Matthew Paul Thomas wrote:

 (It would be interesting to replace maximization with a standard
 function that really *does* make all the available screen space ...
 dedicated to this window.)

This is one of the most hated features in osx, imo. It takes control away from 
the user, and heads to very inconsistent results across different 
applications.

 Mac OS X has that in the Help menu for every application.
 http://www.youtube.com/watch?v=sOoOvIqiWe0#t=22s But searching works
 only if you are already confident that the application does the exact
 thing you're looking for. If you aren't, you still need to be able to
 browse the functions of the application. Menus are an information-dense
 way of presenting those functions.

True. I believe in this proof of concept: http://www.afiestas.org/improving-
kde-applications-help-menu-actions-lookup/ ; the dev mitigated this a bit by 
also letting the search go through the tooltips of the menu options.

 
 The difficulty there is that the menu bar would be flickering from the
 menus to the title at a moment when you're probably trying to
 concentrate on something else.

cant we add an animation to purposefully slow down the flicker to something 
understandable? I mean when the launcher is hidden there is a visual cue to 
where it has gone, why not the same for a menu about to be hidden?

--Saleel

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Vishnoo
On Wed, 2011-03-16 at 08:37 -0300, Conscious User wrote:
 
 
 You completely missed my point. Yes, I'm talking about the lack of
 communication between the design team and the community, 

yup, I replied to only that part of your mail.. and referred only to
that part as being re-hashed.. :-)

 but this
 time as a mere *consequence* of issue actually being discussed:
 that the communication is broken *internally* on the design team.


As for the second part I agree, and I addressed that in my reply towards
Matthew.

I still believe JohnLea might have not realized it was MPT who filed the
bug. Which was why I asked if MPT confirmed, before making this an open
discussion.

Else, we are in a huge mess, if they are lacking communication too.. :s

-- 
Cheers,
Vish


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Matthew Paul Thomas
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Paul Sladen wrote on 16/03/11 11:29:

 On Wed, 16 Mar 2011, Matthew Paul Thomas wrote:

 Do you know of any Ubuntu application that was trying to use its menu
 titles as an indicator in the first place?
 
 The Gimp and various other MDI applications prepend an asterisk ('*')
 to the front of the window title to show an edited, but unsaved work.
...

They don't change their menu titles, though.

- -- 
mpt
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.10 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk2ArrwACgkQ6PUxNfU6ecoyjACg1BvbrgadNV5OAjXGfalXBjUv
spoAoKuwj0osY0lqARp/jqdxvq/qET5d
=gG/s
-END PGP SIGNATURE-

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Scott Kitterman
On Wednesday, March 16, 2011 08:35:32 am Vishnoo wrote:
 On Wed, 2011-03-16 at 08:37 -0300, Conscious User wrote:
  You completely missed my point. Yes, I'm talking about the lack of
  communication between the design team and the community,
 
 yup, I replied to only that part of your mail.. and referred only to
 that part as being re-hashed.. :-)
 
  but this
  time as a mere *consequence* of issue actually being discussed:
  that the communication is broken *internally* on the design team.
 
 As for the second part I agree, and I addressed that in my reply towards
 Matthew.
 
 I still believe JohnLea might have not realized it was MPT who filed the
 bug. Which was why I asked if MPT confirmed, before making this an open
 discussion.
 
 Else, we are in a huge mess, if they are lacking communication too.. :s

A bug is a bug no matter who files it.  If we're down to it's only a real bug 
if certain people file the bug, then that's a real problem.  

Scott K

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Scott Kitterman
On Wednesday, March 16, 2011 09:42:17 am Vishnoo wrote:
 On Wed, 2011-03-16 at 08:42 -0400, Scott Kitterman wrote:
   Else, we are in a huge mess, if they are lacking communication too.. :s
  
  A bug is a bug no matter who files it.  If we're down to it's only a real
  bug if certain people file the bug, then that's a real problem.
  
  Scott K
 
 I completely agree on that.. ;-)
 I dint want to keep repeating what i said, hence kept it short:
 https://lists.launchpad.net/ayatana/msg05070.html
 
 Btw, it is totally awesome that you agree with this view now.. :)
 than from a while ago(no flames intended):
 https://lists.launchpad.net/ayatana/msg00614.html

That conversation was about priority, not validity.  It was also about getting 
your ideas accepted in other projects.  I think it's a different question.  A 
bug is a bug independent of who filed it.  You may look at one bug first and 
consider the input differently based on the expertise of the filer, but that 
doesn't make it more or less a bug.

Scott K

[resending to the list, vish: sorry you got two]

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Bazon

On 16.03.2011 10:23, Marc Lajoie wrote:


Advantages to current setup: Increases free vertical space; removes 
visual clutter; creates a disincentive to use the menu as an 
indicator conveying useful information for which it's not suited 
(more standardized and consistent menu headings across different 
applications is definitely something to be encouraged, taking the 
guesswork out of menu hunting).


Disadvantages: Menu is disconnected from unmaximized windows, 
potentially causing confusion; Menu is not discoverable for first-time 
user (new user won't know where the menu is unless he/she accidentally 
hovers over the panel)




adding one more disadvantage:
before, you could directly switch from one window to another windows 
menu by just one click, now you can't.



a solution I would like to see:
switching title/menu on mouse hover also for non-maximized windows. that 
would keep all advantages and avoid the disadvantages.
plus we could have a configurable top panel again   (...which is 
hidden when maximized windows appear)


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Bazon

On 16.03.2011 18:08, David wrote:

Hi,
i just want to add my 2cts
(but its to late for natty so you need to continue anyway ;-))
i think we should really let the user choose and just discussing about
the best default.
See settings.png

Yes, I totally agree on that!


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Saleel Velankar
On Wed, Mar 16, 2011 at 6:58 AM, Matthew Paul Thomas m...@canonical.comwrote:

 Do you know of any Ubuntu application that was trying to use its menu
 titles as an indicator in the first place?

 - --
 mpt


Firefox, private browsing mode. the tilebar is how private mode status is
conveyed to user.
-- 
Saleel
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Conscious User

 I have a simple proposal to fix these problems: The application
 title should be removed from Unity's menu bar. I'm reliably
 informed that this would be extremely low risk, in that it
 would involve changing two lines of code.

But how would be the design for maximized windows? I'm guessing
the fixed-size title in the menubar is there to occupy the
same space the buttons do when maximized, so the menubar doesn't
move when the window is maximized.

Plus, for maximized windows there is also the problem of how
the (potentially long) title and the menubar could share
the panel without the show-on-hover.

On a side note, I'm kinda baffled at how fragmented the design
process seems to be judging by this email... I thought mpt was
aware of this for a long time.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Spike Burch
I can verify that hiding the menus by default is problematic in my
(limited) user testing.

On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas m...@canonical.com 
wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 After several weeks of trying, last week I finally succeeded in
 installing Natty to test Unity.

 I was disappointed to see that in Unity, menus are invisible until you
 mouse over where they are supposed to be. For a window, until you mouse
 over it, the space reserved for its menus is taken up by an application
 or window title. And for the desktop, until you mouse over it, the space
 for its menus is completely empty. I reported a bug about this, but John
 Lea marked it as Invalid on the grounds that this change request
 contradicts the design. He requested that I discuss it here.

 The design John cited is not the menu bar specification
 https://wiki.ubuntu.com/MenuBar, but a separate The Unity Menu
 document that is new to me.
 https://docs.google.com/View?id=dfkkjjcj_1776g5ztgbc3

 I see four major problems with hiding the menus and covering them with
 an application or window title.

 1.  Most importantly, it makes the menus much harder to use.

    The The Unity Menu document says that The top level of the menu
    rarely shows significant information (it is not an indicator) - it
    consists essentially of category headings, like 'File' and 'Edit'
    and 'View'. None of those add any relevant information to the task
    at hand, or wider awareness.

    Whoever wrote that is mistaken. Every time the task at hand involves
    using a menu, it is necessary first to be aware of, and then to move
    the pointer to, the desired menu. That is much harder to do if the
    menu is invisible until just after you finish needing to know where
    it is. Whether the menus collectively are an indicator is
    irrelevant: the first item in the rationale, for what determines
    whether something appears in the menu bar, has always been It's
    not whether it's a status indicator.
 https://wiki.ubuntu.com/MenuBar?action=AttachFiledo=viewtarget=whether-something-appears.jpg

 2.  It makes some functions effectively invisible.

    For example, last month Jack Wallen wrote for TechRepublic
    http://www.techrepublic.com/blog/opensource/x/2291: One of the
    most handy menu entries in GNOME (for me at least) is the Connect
    to Server entry in the Places menu. This allows the user to connect
    to nearly any type of server quickly and easily. The user can even
    connect to a Windows Share from here. In Unity - you won’t find
    that. In fact, you will be hard pressed to find any means to
    connect to a server in Ubuntu Unity.

    At the time, I didn't understand how he could have had that problem.
    Now I do. The Connect to Server item, which is in the Places
    menu on the Ubuntu 10.10 desktop, is in the File menu on the
    Natty desktop. But the desktop appears, incorrectly, to have no
    menus at all.

    The The Unity Menu document says Many modern applications are
    being designed without substantial menus. The problem with that
    approach was explained in my initial post introducing the menu bar:
    it results in gratuitous inconsistency between applications.
    http://design.canonical.com/2010/05/menu-bar/#history But that is
    beside the point. Hiding menus for windows that *do* rely on them
    does nobody any good.

 3.  The application or window title becomes ugly when the menus appear.

    For example, when using Nautilus's menus, the menu bar reads
        File Man File Edit View Go Bookmarks Help.

    Similarly when using Terminal's menus, the menu bar reads
        Termina File Edit View Search Terminal Help.

    And when using Calculator's menus, the menu bar gets a stutter:
        Calculat Calculator Mode Help.

 4.  The application or window title and the title bar are redundant, and
    sometimes inconsistent too.

    For example, when that Calculator window is open, its title bar says
    Calculator, and the menu bar pointlessly repeats Calculator.
    When a Banshee window is open, its title bar says Banshee Media
    Player, and the menu bar repeats Banshee Media Player. When a
    PolicyKit authentication alert is open, its title bar says
    Authenticate, and the menu bar repeats Authenticate.

    Other windows are inconsistent. For example, Firefox's title bar
    says Mozilla Firefox, but the menu bar disagrees, saying
    Firefox Web Browser. Shotwell's title bar says Shotwell, but
    the menu bar says Shotwell Photo Manager. Most amusingly, if you
    open a presentation in LibreOffice and then open an accompanying
    spreadsheet, the title bar says LibreOffice Calc while the menu
    bar says LibreOffice Impress.

 There are two paragraphs in the The Unity Menu document that I agree
 with. One says: The top edge of the screen has some advantages for fine
 mouse pointer targeting. But that is true only when you know where the
 

Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Thorsten Wilms

On 03/15/2011 06:34 PM, Matthew Paul Thomas wrote:


I was disappointed to see that in Unity, menus are invisible until you
mouse over where they are supposed to be. For a window, until you mouse
over it, the space reserved for its menus is taken up by an application
or window title. And for the desktop, until you mouse over it, the space
for its menus is completely empty.



The design John cited is not the menu bar specification
https://wiki.ubuntu.com/MenuBar, but a separate The Unity Menu
document that is new to me.
https://docs.google.com/View?id=dfkkjjcj_1776g5ztgbc3


And here I thought you 2 would be on the same team.

That switching behavior only makes sense to me in the maximised window 
case. I guess it's then shoehorned unto the non-max window case for 
consistency. Consistency is great, but sometimes there maybe a benefit 
in breaking it. Though it might be a design smell, if your underlying 
concept drives you into such cases.


If menus are disliked that much, I wonder where the alternatives are? 
Piling everything up in one mega-menu is only acceptable for seldom used 
functionality. Many applications have way to many commands to put them 
into a toolbar or to sprinkle the interface with them.


Even in an application like Rhinocerus (rhino3d), where all commands are 
available in commandline at the bottom of the window, the menus help by 
letting you explore what's there and in case where you don't remember 
enough of a command name even for autocomplete. Though in Emacs, I have 
been doing fine with no menu at all.


Anyway, if menus are bad, menus where you can't aim for their top level 
items directly are even worse.




I have a simple proposal to fix these problems: The application title
should be removed from Unity's menu bar. I'm reliably informed that this
would be extremely low risk, in that it would involve changing two lines
of code.


The alternative would be to show both title and menu, but giving the 
menu priority. For habituation and quick aiming, it's important that the 
menu always starts in the same spot from the left (assuming LTR reading 
direction). To guarantee that, without using an offset from the left 
that will always be too small or too large, the title would have to be 
right-aligned to the right side of the window or panel. But 
clipped/faded-out on the right, when necessary.



--
Thorsten Wilms

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

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Chris Coulson
On Tue, 2011-03-15 at 17:34 +, Matthew Paul Thomas wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 After several weeks of trying, last week I finally succeeded in
 installing Natty to test Unity.
 
 I was disappointed to see that in Unity, menus are invisible until you
 mouse over where they are supposed to be. For a window, until you mouse
 over it, the space reserved for its menus is taken up by an application
 or window title. And for the desktop, until you mouse over it, the space
 for its menus is completely empty. I reported a bug about this, but John
 Lea marked it as Invalid on the grounds that this change request
 contradicts the design. He requested that I discuss it here.
 
 The design John cited is not the menu bar specification
 https://wiki.ubuntu.com/MenuBar, but a separate The Unity Menu
 document that is new to me.
 https://docs.google.com/View?id=dfkkjjcj_1776g5ztgbc3
 
 I see four major problems with hiding the menus and covering them with
 an application or window title.
 
 1.  Most importantly, it makes the menus much harder to use.
 
 The The Unity Menu document says that The top level of the menu
 rarely shows significant information (it is not an indicator) - it
 consists essentially of category headings, like 'File' and 'Edit'
 and 'View'. None of those add any relevant information to the task
 at hand, or wider awareness.
 
 Whoever wrote that is mistaken. Every time the task at hand involves
 using a menu, it is necessary first to be aware of, and then to move
 the pointer to, the desired menu. That is much harder to do if the
 menu is invisible until just after you finish needing to know where
 it is. Whether the menus collectively are an indicator is
 irrelevant: the first item in the rationale, for what determines
 whether something appears in the menu bar, has always been It's
 not whether it's a status indicator.
 https://wiki.ubuntu.com/MenuBar?action=AttachFiledo=viewtarget=whether-something-appears.jpg
 
 2.  It makes some functions effectively invisible.
 
 For example, last month Jack Wallen wrote for TechRepublic
 http://www.techrepublic.com/blog/opensource/x/2291: One of the
 most handy menu entries in GNOME (for me at least) is the Connect
 to Server entry in the Places menu. This allows the user to connect
 to nearly any type of server quickly and easily. The user can even
 connect to a Windows Share from here. In Unity - you won’t find
 that. In fact, you will be hard pressed to find any means to
 connect to a server in Ubuntu Unity.
 
 At the time, I didn't understand how he could have had that problem.
 Now I do. The Connect to Server item, which is in the Places
 menu on the Ubuntu 10.10 desktop, is in the File menu on the
 Natty desktop. But the desktop appears, incorrectly, to have no
 menus at all.
 
 The The Unity Menu document says Many modern applications are
 being designed without substantial menus. The problem with that
 approach was explained in my initial post introducing the menu bar:
 it results in gratuitous inconsistency between applications.
 http://design.canonical.com/2010/05/menu-bar/#history But that is
 beside the point. Hiding menus for windows that *do* rely on them
 does nobody any good.
 
 3.  The application or window title becomes ugly when the menus appear.
 
 For example, when using Nautilus's menus, the menu bar reads
 File Man File Edit View Go Bookmarks Help.
 
 Similarly when using Terminal's menus, the menu bar reads
 Termina File Edit View Search Terminal Help.
 
 And when using Calculator's menus, the menu bar gets a stutter:
 Calculat Calculator Mode Help.
 
 4.  The application or window title and the title bar are redundant, and
 sometimes inconsistent too.
 
 For example, when that Calculator window is open, its title bar says
 Calculator, and the menu bar pointlessly repeats Calculator.
 When a Banshee window is open, its title bar says Banshee Media
 Player, and the menu bar repeats Banshee Media Player. When a
 PolicyKit authentication alert is open, its title bar says
 Authenticate, and the menu bar repeats Authenticate.
 
 Other windows are inconsistent. For example, Firefox's title bar
 says Mozilla Firefox, but the menu bar disagrees, saying
 Firefox Web Browser. Shotwell's title bar says Shotwell, but
 the menu bar says Shotwell Photo Manager. Most amusingly, if you
 open a presentation in LibreOffice and then open an accompanying
 spreadsheet, the title bar says LibreOffice Calc while the menu
 bar says LibreOffice Impress.
 
 There are two paragraphs in the The Unity Menu document that I agree
 with. One says: The top edge of the screen has some advantages for fine
 mouse pointer targeting. But that is true only when you know where the
 target area is before you begin. The other 

Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Conscious User


Thorsten Wilms wrote:
 The alternative would be to show both title and menu, but giving
 the menu priority. For habituation and quick aiming, it's important
 that the menu always starts in the same spot from the left (assuming
 LTR reading direction). To guarantee that, without using an offset
 from the left that will always be too small or too large, the title
 would have to be right-aligned to the right side of the window or
 panel. But clipped/faded-out on the right, when necessary. 


And where would the window buttons go?

If this discussion ends up concluding that they are better on the
right, the universe will probably explode with irony.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Carl Simpson
The change that you propose might make it harder to see which application a
particular menu belongs to.  I think it's that (and the desire to hide a bit
of messy interface) that led to the current situation, although I've no
citation on it.

I think in having it always-menu, care would need to be taken to make sure
that it's obvious which window is focussed.  I know a lot of fuss has been
made about shadows to highlight the focussed window, but that's a pretty
weak visual cue which is vulnerable to being obscured.

Apple have that problem largely solved with the Application Menu or whatever
it's called (the one that uses the application's name, in which they shove
everything they can't think of a good place for. :/ )

Of course, the fact that they have had that consistently for some time
indeed has meant that people have deliberately not made their applications
have the same name as their first menu item.  Ubuntu couldn't do the same,
especially since most of the applications on a default Ubuntu install
weren't even designed for Ubuntu's interface, but indeed for Gnome's
(there's another lovely problem with the whole state of affairs as we have
it.)

In summary:  Showing only menus, how are you going to make sure people know
what the menus being shown are for?

2011/3/15 Conscious User consciousu...@aol.com



 Thorsten Wilms wrote:
  The alternative would be to show both title and menu, but giving
  the menu priority. For habituation and quick aiming, it's important
  that the menu always starts in the same spot from the left (assuming
  LTR reading direction). To guarantee that, without using an offset
  from the left that will always be too small or too large, the title
  would have to be right-aligned to the right side of the window or
  panel. But clipped/faded-out on the right, when necessary.


 And where would the window buttons go?

 If this discussion ends up concluding that they are better on the
 right, the universe will probably explode with irony.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Saleel Velankar
On Tuesday, March 15, 2011 5:34:52 PM Matthew Paul Thomas wrote:
 I have a simple proposal to fix these problems: The application title
 should be removed from Unity's menu bar. 

Possibly. The titlebar is used to differentiate between two windows of the 
same app, or less used to differentiate between windows of different apps. By 
clicking the maximize button, the user is saying that I want all the available 
screen space to be dedicated to this window (note: its not this app) please 
see my tweak to thorwils idea.


On Tuesday, March 15, 2011 7:28:59 PM Thorsten Wilms wrote:
 If menus are disliked that much, I wonder where the alternatives are?
 Piling everything up in one mega-menu is only acceptable for seldom used
 functionality. Many applications have way to many commands to put them
 into a toolbar or to sprinkle the interface with them.
In the perfect world, there would be button in the toolbar. when you click it 
will pop-up a box saying what are you looking to do? and search/display 
through the menu options based on what the user has typed ala GnomeDo/ 
Krunner.

 Though in Emacs, I have been doing fine with no menu at all.
jokeEmacs is perfect for people with 32 fingers that love to memorize obscure 
codes /joke

 Anyway, if menus are bad, menus where you can't aim for their top level
 items directly are even worse.
Super Agreed. 
 
 The alternative would be to show both title and menu, but giving the
 menu priority. For habituation and quick aiming, it's important that the
 menu always starts in the same spot from the left (assuming LTR reading
 direction). To guarantee that, without using an offset from the left
 that will always be too small or too large, the title would have to be
 right-aligned to the right side of the window or panel. But
 clipped/faded-out on the right, when necessary.

Here is an idea, make it time based. it being 'giving the preference to'. If I 
am watching a youtube video inside a maximized Firefox windows, and my mouse 
activity is low, then the title should be given the preference. If my 
mouse/keyboard activity picks up then the menu should be given the preference. 
I assume this is technically feasible.

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Vishnoo
On Tue, 2011-03-15 at 15:51 -0300, Conscious User wrote:
 
 Thorsten Wilms wrote:
  The alternative would be to show both title and menu, but giving
  the menu priority. For habituation and quick aiming, it's important
  that the menu always starts in the same spot from the left (assuming
  LTR reading direction). To guarantee that, without using an offset
  from the left that will always be too small or too large, the title
  would have to be right-aligned to the right side of the window or
  panel. But clipped/faded-out on the right, when necessary. 
 
 
 And where would the window buttons go?
 
 If this discussion ends up concluding that they are better on the
 right, the universe will probably explode with irony.
 

I dont think we should decide _not_ to do the right thing just for the
sake of irony..  ;-)

Sane design trumps irony any day.. ;p

-- 
Cheers,
Vish


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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Luke Benstead
On 15 March 2011 20:13, Vishnoo v...@ubuntu.com wrote:
 On Tue, 2011-03-15 at 15:51 -0300, Conscious User wrote:

 Thorsten Wilms wrote:
  The alternative would be to show both title and menu, but giving
  the menu priority. For habituation and quick aiming, it's important
  that the menu always starts in the same spot from the left (assuming
  LTR reading direction). To guarantee that, without using an offset
  from the left that will always be too small or too large, the title
  would have to be right-aligned to the right side of the window or
  panel. But clipped/faded-out on the right, when necessary.


 And where would the window buttons go?

 If this discussion ends up concluding that they are better on the
 right, the universe will probably explode with irony.


 I dont think we should decide _not_ to do the right thing just for the
 sake of irony..  ;-)

 Sane design trumps irony any day.. ;p

 --
 Cheers,
 Vish


Erm, I hate to point out the obvious, but why don't we just put the
menu back in the windows and abandon appmenu as a failed experiment?
Keep the title and window controls in the panel for maximized windows
only (at least just for Natty).

I can already imagine the replies to this email, so let me save you
guys the trouble:

1. Someone will bring up Fitt's Law. Yes I know what it is. No, I
don't think it should be used as an overriding reason to squash,
overlap, and generally complicate a UI and shove it into an edge. I
especially don't see why Fitt's law is so important for menu bars,
when users get on perfectly fine with buttons, sliders, window resize
grips and icons, and well, everything else.

2. Someone will likely bring up the space saving of the global menu.
Firstly, the global menu only saves vertical space on a maximized
window, on non-maximized windows they only save on chrome. By
keeping the title in the panel for maximized windows, we are still
saving 22px on Gnome 2, with the removal of the bottom panel that
brings it up to 44px. It's about finding a balance of space saving vs
usability and I really think we have shot past that balance point with
the global menu.

So, the question again raised is why exactly are we using a global menu?

I know I've brought it up before, but alongside the issues we are
having fitting it into the panel with the title, it also brings issues
with dual monitors, large resolutions and focus-follows-mouse. It
doesn't fit all use cases.

I think we should revert the global menu for Natty, and spend the next
6 months innovating on the menu bar, finding a replacement that
doesn't have the chrome but is easy to use. Firefox and Chrome have
come up with their replacements and Elementary are removing it
altogether in their apps. Now we have a dbus API for exporting the
menus maybe there is another, better, more compact, way to display
them to the user?

The only other suggestion I can come up with is to make the title a
button that displays the menu bar as drop down menu (Firefox style).

Luke.

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Mitja Pagon
I've raised this issue before in various places, but I never got any response, 
so I'm really, positively surprised to see the same issues raised by someone 
from Canonical. 

Why not just keep the window title on the window, it's not really wasting that 
much screen space. This space efficiency as a design goal is being taken to 
far. Integrating window controls and title into the panel gains a bit of space, 
but is introduces some issues, most of which you listed. 

Keeping the application name in the global menu is important, as it a visual 
clue as to which application's menus are displayed. The inconsistencies in 
application naming can be filed as bugs and fixed, as names are read from 
desktop files. If an application has no menu, no name would need to be 
displayed. 

As for naming of entries in application menus, that sadly can't be easily 
resolved, as it's mostly up to application developers to sort out. 

Cheers, 
Mitja 



- Original Message - 
From: Matthew Paul Thomas m...@canonical.com 
To: Ayatana@lists.launchpad.net 
Sent: Tuesday, March 15, 2011 6:34:52 PM 
Subject: [Ayatana] Design problem: Menus hidden by default in Unity 

-BEGIN PGP SIGNED MESSAGE- 
Hash: SHA1 

After several weeks of trying, last week I finally succeeded in 
installing Natty to test Unity. 

I was disappointed to see that in Unity, menus are invisible until you 
mouse over where they are supposed to be. For a window, until you mouse 
over it, the space reserved for its menus is taken up by an application 
or window title. And for the desktop, until you mouse over it, the space 
for its menus is completely empty. I reported a bug about this, but John 
Lea marked it as Invalid on the grounds that this change request 
contradicts the design. He requested that I discuss it here. 

The design John cited is not the menu bar specification 
https://wiki.ubuntu.com/MenuBar, but a separate The Unity Menu 
document that is new to me. 
https://docs.google.com/View?id=dfkkjjcj_1776g5ztgbc3 

I see four major problems with hiding the menus and covering them with 
an application or window title. 

1. Most importantly, it makes the menus much harder to use. 

The The Unity Menu document says that The top level of the menu 
rarely shows significant information (it is not an indicator) - it 
consists essentially of category headings, like 'File' and 'Edit' 
and 'View'. None of those add any relevant information to the task 
at hand, or wider awareness. 

Whoever wrote that is mistaken. Every time the task at hand involves 
using a menu, it is necessary first to be aware of, and then to move 
the pointer to, the desired menu. That is much harder to do if the 
menu is invisible until just after you finish needing to know where 
it is. Whether the menus collectively are an indicator is 
irrelevant: the first item in the rationale, for what determines 
whether something appears in the menu bar, has always been It's 
not whether it's a status indicator. 
https://wiki.ubuntu.com/MenuBar?action=AttachFiledo=viewtarget=whether-something-appears.jpg
 

2. It makes some functions effectively invisible. 

For example, last month Jack Wallen wrote for TechRepublic 
http://www.techrepublic.com/blog/opensource/x/2291: One of the 
most handy menu entries in GNOME (for me at least) is the Connect 
to Server entry in the Places menu. This allows the user to connect 
to nearly any type of server quickly and easily. The user can even 
connect to a Windows Share from here. In Unity - you won’t find 
that. In fact, you will be hard pressed to find any means to 
connect to a server in Ubuntu Unity. 

At the time, I didn't understand how he could have had that problem. 
Now I do. The Connect to Server item, which is in the Places 
menu on the Ubuntu 10.10 desktop, is in the File menu on the 
Natty desktop. But the desktop appears, incorrectly, to have no 
menus at all. 

The The Unity Menu document says Many modern applications are 
being designed without substantial menus. The problem with that 
approach was explained in my initial post introducing the menu bar: 
it results in gratuitous inconsistency between applications. 
http://design.canonical.com/2010/05/menu-bar/#history But that is 
beside the point. Hiding menus for windows that *do* rely on them 
does nobody any good. 

3. The application or window title becomes ugly when the menus appear. 

For example, when using Nautilus's menus, the menu bar reads 
File Man File Edit View Go Bookmarks Help. 

Similarly when using Terminal's menus, the menu bar reads 
Termina File Edit View Search Terminal Help. 

And when using Calculator's menus, the menu bar gets a stutter: 
Calculat Calculator Mode Help. 

4. The application or window title and the title bar are redundant, and 
sometimes inconsistent too. 

For example, when that Calculator window is open, its title bar says 
Calculator, and the menu bar pointlessly repeats Calculator. 
When a Banshee window is open, its title bar says 

Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Remco
On Tue, Mar 15, 2011 at 23:29, Mitja Pagon mitja.pa...@inueni.com wrote:
 I've raised this issue before in various places, but I never got any
 response, so I'm really, positively surprised to see the same issues raised
 by someone from Canonical.

I also raised this issue in a bug report[1], and was informed that it
would be discussed by 'design'. The bug was later closed, with the
elaboration that we're now committed to this course for Natty.

The thing I find jarring is that we have this mysterious design team
that basically discusses things behind our backs here at Ayatana. I
understand that a small team with face-to-face meetings can be
beneficial to design, but a problem lies in communication and
collaboration between the team and Ayatana. I have no idea how this
secret discussion lead to the closure of my bug.

-- 
Remco

[1] https://bugs.launchpad.net/unity/+bug/717450

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Dylan McCall
 After several weeks of trying, last week I finally succeeded in
 installing Natty to test Unity.

 I was disappointed to see that in Unity, menus are invisible until you
 mouse over where they are supposed to be. For a window, until you mouse
 over it, the space reserved for its menus is taken up by an application
 or window title. And for the desktop, until you mouse over it, the space
 for its menus is completely empty. I reported a bug about this, but John
 Lea marked it as Invalid on the grounds that this change request
 contradicts the design. He requested that I discuss it here.

 […]

 I have a simple proposal to fix these problems: The application title
 should be removed from Unity's menu bar. I'm reliably informed that this
 would be extremely low risk, in that it would involve changing two lines
 of code.

 - --
 mpt

Today I have been working on my fix for bug #716177:
https://bugs.launchpad.net/unity/+bug/716177
Right now, the panel acts like the titlebar for the current maximized
window, but only if it's in focus. That leaves a big hole where a
maximized window is visible and it isn't in focus, but the top panel
still looks like it should correspond to that window. (The tldr
version: try using GIMP, maximized, without frowning). My patch makes
the top panel's draggable area relate to the front-most maximized
window regardless of who is in focus.

Anyway, I bumped into a design question that relates to this! The
draggable titlebar proxy works, and I had the code lined up to fix the
button proxy, but fixing that would totally break the application
title for an unmaximized window. So, the inconsistency mpt describes
hits us in another place: when somebody maximizes a window, its title
bar disappears and is replaced by a pretend title bar that doesn't
look or feel like an ordinary title bar. We do fairly well making it
work, and my patch brings that a little closer, _except for the
buttons_ :)

Dylan

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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Conscious User


Remco wrote:
 The thing I find jarring is that we have this mysterious design
 team that basically discusses things behind our backs here at
 Ayatana. I understand that a small team with face-to-face
 meetings can be beneficial to design, but a problem lies in
 communication and collaboration between the team and Ayatana.


Yeah, the current situation is... weird, to say the least. I've
always heard rumors that the design team worked far from the rest,
but at the same time always felt comforted by the fact that at
least *someone* from the team (Matthew and, before, David Siegel)
was active here. Apparently, that doesn't mean much.

I know that different people in the design team probably work in
different things, and I know that it's not the first time
Ubuntu has a design change not approved by all members of the
team (ex: IIRC, Matthew didn't agree with music icons in the
Sound Menu instead of specific app icons), but to see such a
miscommunication in such a prominent part of Unity is a little
bit... shocking.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread appi2...@gmail.com
On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas m...@canonical.comwrote:

 I see four major problems with hiding the menus and covering them with
 an application or window title.

 1.  Most importantly, it makes the menus much harder to use.


 2.  It makes some functions effectively invisible.


The above two problems are important to fix.


 3.  The application or window title becomes ugly when the menus appear.


#3 is not that big of a problem - we should avoid it when we can, but if its
necessary, its better to have an eyesore than a interaction problem.


 4.  The application or window title and the title bar are redundant, and
sometimes inconsistent too.


Although this is a problem, a title is necessary for maximized windows, so
it has to be shown for them.

I proposed a solution to this earlier on this list, but unfortunately, it
got no replies. However, I still believe that it can solve the problems
brought up here.

My basic idea is: https://lists.launchpad.net/ayatana/msg04555.html

However, I have a change: The Application Title should only be shown for
maximized windows, where it is necessary. Otherwise, only the menu should be
visible.
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Marc Lajoie
I, for one, love the integration of the menu and titlebars into the panel in
Natty. The decluttering of the workspace, or the chromifization (as in
Google Chrome, which started the wonderful trend of minimal interfaces and
the hiding of visual clutter) of Ubuntu is the main reason I am looking
forward to Natty.
So while I understand the concerns about the hidden menu, I agree with the
logic of not treating the menu as an indicator, and hiding it up in the
panel. Yes, there are a couple of small problems with this approach (mostly
discoverability for new users, people using Natty for the very first time),
but my opinion is the benefits outweigh the disadvantages.
My vote, for what it's worth, is to keep it the way it is!
That said, I would not oppose having the menu in the panel being shown by
default, instead of the title, in the case of non-maximized windows, with
the title/menu overlap occurring only for maximized windows.

Marc Lajoie


On Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com appi2...@gmail.comwrote:

 On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas 
 m...@canonical.comwrote:

 I see four major problems with hiding the menus and covering them with
 an application or window title.

 1.  Most importantly, it makes the menus much harder to use.


 2.  It makes some functions effectively invisible.


 The above two problems are important to fix.


 3.  The application or window title becomes ugly when the menus appear.


 #3 is not that big of a problem - we should avoid it when we can, but if
 its necessary, its better to have an eyesore than a interaction problem.


 4.  The application or window title and the title bar are redundant, and
sometimes inconsistent too.


 Although this is a problem, a title is necessary for maximized windows, so
 it has to be shown for them.

 I proposed a solution to this earlier on this list, but unfortunately, it
 got no replies. However, I still believe that it can solve the problems
 brought up here.

 My basic idea is: https://lists.launchpad.net/ayatana/msg04555.html

 However, I have a change: The Application Title should only be shown for
 maximized windows, where it is necessary. Otherwise, only the menu should be
 visible.



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