Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-18 Thread Wade Brainerd
On Sat, Oct 17, 2009 at 11:18 PM, Paul Fox p...@laptop.org wrote:
 i agree with others that the new proposal isn't nearly as nice,
 or as much fun, as the current pulsing icon (though i think other
 aspects, like the close button, are good).  i think that avi is
 spot on when he says:

Ok, seems like there are opinions in both directions - big surprise :)

I for one was a bit offended when the pulsing icon appeared.
Activities were taking 30 seconds to launch on XO and it seemed wrong
to blow a bunch of CPU time on animation when the poor machine was
obviously overtaxed!

But, I guess the lesson is Bling given, cannot be taken away, which
makes sense.

The close button is already posted as a separate patch:
http://dev.sugarlabs.org/ticket/1447   (That's why I was in the code)

I'm going to shelve the dots for now, but if someone from design wants
to take it over and produce an official spec I'd be happy to implement
that.

Best,
Wade

PS- Eben, I didn't realize it, but I think I was actually arguing
against the progress bar!  Never really liked those things; always
halting at weird places, and never accurate.
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-18 Thread Bruno Coudoin
Le dimanche 18 octobre 2009 à 17:23 +1300, Tim McNamara a écrit :
 My experience with the GCompris applications in SoaS is that all of
 the controls are horribly rendered. It comes across as unprofessional,
 especially when introducing Sugar to teachers  parents.

Hi,

For information, this problem in GCompris is in most part due to the
fact that we use gnomecanvas and that it does not perform anti aliasing
while rescaling images.

The GCompris branch 8.5 which is in beta right now uses the goocanvas
which provides a much better looking images when rescaled up.

An option I am thinking of is porting GCompris to 1024x768 resolution
instead of our native 800x600 which is almost no more used. By the way
with the goocanvas based version we can now downscale GCompris to run it
in smaller resolution, you can even resize the windows dynamically but
yes, Sugar doesn't need of that.

Concerning SVG, in moving to goocanvas I also use SVG much more. For
example our skin is now in a single SVG file that I manipulate at run
time by using SVG elements IDs.

If someone is willing to make a test of our 8.5 branch (named
gcomprixogoo in gnome's git) on Sugar, this would definitely help.


-- 
Bruno Coudoin
http://gcompris.net  Free educational software for kids
http://toulibre.org  Logiciel Libre à Toulouse
http://april.org Promouvoir et défendre le Logiciel Libre

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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-18 Thread Gonzalo Odiard
I think if you want to represent the passage of seconds, it's better to use
the conventional way that 60 seconds equals one complete turn, to assist in
the interpretation of the clock, and not show a contradictory representation

Gonzalo Odiard


On Sun, Oct 18, 2009 at 10:05 AM, Wade Brainerd wad...@gmail.com wrote:

 On Sat, Oct 17, 2009 at 11:18 PM, Paul Fox p...@laptop.org wrote:
  i agree with others that the new proposal isn't nearly as nice,
  or as much fun, as the current pulsing icon (though i think other
  aspects, like the close button, are good).  i think that avi is
  spot on when he says:

 Ok, seems like there are opinions in both directions - big surprise :)

 I for one was a bit offended when the pulsing icon appeared.
 Activities were taking 30 seconds to launch on XO and it seemed wrong
 to blow a bunch of CPU time on animation when the poor machine was
 obviously overtaxed!

 But, I guess the lesson is Bling given, cannot be taken away, which
 makes sense.

 The close button is already posted as a separate patch:
 http://dev.sugarlabs.org/ticket/1447   (That's why I was in the code)

 I'm going to shelve the dots for now, but if someone from design wants
 to take it over and produce an official spec I'd be happy to implement
 that.

 Best,
 Wade

 PS- Eben, I didn't realize it, but I think I was actually arguing
 against the progress bar!  Never really liked those things; always
 halting at weird places, and never accurate.
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-- 
Gonzalo Odiard
Responsable de Desarrollo
Sistemas Australes
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-18 Thread Avi
Tim wrote:
  This may be an area where the interests of Sugar  Sugar on a Stick 
may diverge.
  Sugar on the XO-1 has a determined size. Bitmaps will be fine. Sugar 
on a Stick
  requires vector-based images, because we don't know what screen size 
we'll encounter.
  My experience with the GCompris applications in SoaS is that all of 
the controls are
  horribly rendered. It comes across as unprofessional, especially when 
introducing
  Sugar to teachers  parents.

I've already considered this issue, and really don't think that the 
situation is as you say. In the case of an installed environment, screen 
size can be known at install time and is, generally speaking with a few 
exceptions, fixed for the lifetime of most installations even on 
machines other than XOs. Even if it isn't known before the very first 
run, it is certainly known at most subsequent runs, even allowing for 
screen resolution changes (transient external monitors, portable boot 
drives, etc).

Consider a scenario where the first launch generates a more efficient 
format from the SVG, and then it never gets re-generated until the 
resolution changes. I think that would be far better than the current 
method, and I seem to remember that the code is already there to cache 
like this. I think the cached images just don't get saved and recalled 
for some reason.

I like Wade's idea of re-working the launch status indicator, but only 
if the reason is to provide more valuable information to the user or to 
make the current one as efficient as I think it can become. The 
rationale that a new method is better because it would save CPU cycles 
only makes sense if it can be shown that it isn't possible to accomplish 
the same cycle reduction by making the current process smarter.

With that said, I'd of course much rather see a launcher infographic 
similar to what I proposed earlier than see any effort put into making 
the current one (or one similar to the current one) more efficient 
without providing any better indication of launch status and probability.

- Avi
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-18 Thread Avi
Tim McNamara wrote:
 I am thinking of when a child uses the home computer, Dad's computer 
 at work, the grand parents's second hand machine, a friend's computer 
 and then maybe one of several computers that are running at school. 
 Resolutions and hardware are consistently changing.

 I don't know if reliance on the first bootup meets the goals envisaged 
 of SoaS (as I understand them!), to provide portable computing everywhere.
Ah, I didn't mean the first boot to be the perfect solution, just 
something that I see as a common use case scenario for both SoaS and 
XOs. To be sure, it does nothing to solve the problem that it doesn't 
give any meaningful information to the user. The nice thing (at least 
from just a performance optimization perspective) about the proposed 
mechanism that checks the resolution and only generates new images when 
it needs to is that in all the cases where resolution actually is fixed, 
it is equivalent to only ever doing it once, whereas in even the most 
extreme switching case it is no worse than the current slow method. I 
think it could safely work for both standard Sugar and SoaS instances. 
It's clearly not the best solution, as the best solution would work 
equally well for all scenarios and would be more informative, but I 
think it would be very simple to put into practice, since it should 
require very little change to existing code.
- Avi
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Walter Bender
On Sat, Oct 17, 2009 at 4:59 PM, Benjamin M. Schwartz
bmsch...@fas.harvard.edu wrote:
 I like it, especially if it takes less CPU.  I would tweak the
 presentation a bit, and I'm curious as to what happens when the circle
 completes, but I would nonetheless be happy with this behavior committed.

I agree. It is a nice approach to the problem.

What is the behavior for activities that have a long launch time (I am
thinking for example of the first time you launch Turtle Art, when it
has to generate a lot of artwork for the data directory)?

Also, there has been some discussion about making a journal entry for
failed launches. Is that part of this patch?

thanks.

-walter

-- 
Walter Bender
Sugar Labs
http://www.sugarlabs.org
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Eben Eliason
On Sat, Oct 17, 2009 at 4:53 PM, Wade Brainerd wad...@gmail.com wrote:
 http://www.youtube.com/watch?v=OvDdN1t-0yE

 I was in the code and have wanted to try this for awhile!  If anyone
 else thinks it would be better than the pulsing icon, I'll clean up
 and post the patch to a Feature on the wiki.

 Rationale:
 1) Less flashy

Perhaps, although the screen actually feels busier to me. Perhaps with
some visual tweaks it would work (smaller ring, maybe?), since showing
how long it will take to launch is useful feedback.

I lament the loss of the pulsing icon, though. This approach doesn't
retain the transition from outline to fill that's important to the
activity paradigm. Could we retain that, or is that the flashy part
you aim to eliminate?

 2) Clock theme represents time

I don't understand how we know how long the launch is going to take.
Is that something that we can estimate to a reasonable degree? Or do
you plan to estimate the average launch time across many launches?

 3) Ability to count how many seconds the launch takes

I'm not sure I see usefulness in knowing how long it takes overall;
knowing how much longer it will take is definitely something a kid
will want to know, though, so it's good to show that.

 4) Close button (instead of timeout) when there is an error

This is definitely a big improvement. I like this a lot, and think we
should also add options for looking at the crash reports and/or
submitting a bug containing them to the maintainer of the activity,
eventually.

 5) Possibly less startup overhead; needs to be tested on XO

True. If CPU is a concern, I'd vote to simply blink the icon between
stroke and fill states, instead of pulsing, in order to reduce the
animation overhead while retaining the visual metaphor.

Eben


 -Wade
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Wade Brainerd
On Sat, Oct 17, 2009 at 5:43 PM, Walter Bender walter.ben...@gmail.com wrote:
 What is the behavior for activities that have a long launch time (I am
 thinking for example of the first time you launch Turtle Art, when it
 has to generate a lot of artwork for the data directory)?

Heh, the mockup stops adding dots after 12 seconds :)  It seems like
there is enough interest to clean it up though; I'll come up with
something and post a longer video including edge cases.

 Also, there has been some discussion about making a journal entry for
 failed launches. Is that part of this patch?

I'll include it.

-Wade
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Tim McNamara
2009/10/18 Wade Brainerd wad...@gmail.com

 http://www.youtube.com/watch?v=OvDdN1t-0yE

 I was in the code and have wanted to try this for awhile!  If anyone
 else thinks it would be better than the pulsing icon, I'll clean up
 and post the patch to a Feature on the wiki.


-1 to removing the pulsating icon.

I really like it. I think it's something really unique and special about the
Sugar approach. To be honest, I found it one of the most attractive,
colourful and playful features I first encountered. Most of the rest of the
UI is grey, it's great to have something dynamic and interesting.

+1 to the close button.

Being unable to cancel is a real pain in the XO-1. Some of the apps seem to
hang when loading, and there's no way to know what's going on. Also, it's
quite easy to load up a second application, because the menus are not always
as responsive as they could be.

timClicks
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Wade Brainerd
Hi Eben, thanks for the feedback!

On Sat, Oct 17, 2009 at 7:27 PM, Eben Eliason e...@laptop.org wrote:
 On Sat, Oct 17, 2009 at 4:53 PM, Wade Brainerd wad...@gmail.com wrote:
 http://www.youtube.com/watch?v=OvDdN1t-0yE

 I was in the code and have wanted to try this for awhile!  If anyone
 else thinks it would be better than the pulsing icon, I'll clean up
 and post the patch to a Feature on the wiki.

 Rationale:
 1) Less flashy

 Perhaps, although the screen actually feels busier to me. Perhaps with
 some visual tweaks it would work (smaller ring, maybe?), since showing
 how long it will take to launch is useful feedback.

I'm happy to make any tweaks to the layout, colors, sizes of the dots,
spacing, etc.  If design can provide a mockup, that would be great!
But if not, I'm happy to take suggestions and try to improve it.

 I lament the loss of the pulsing icon, though. This approach doesn't
 retain the transition from outline to fill that's important to the
 activity paradigm. Could we retain that, or is that the flashy part
 you aim to eliminate?

I wanted to stop drawing something big every frame while the activity
is trying to start; that's the supposed performance improvement.

Blinking would be fine, or a brief fade in at the beginning.

 2) Clock theme represents time

 I don't understand how we know how long the launch is going to take.
 Is that something that we can estimate to a reasonable degree? Or do
 you plan to estimate the average launch time across many launches?

No - the clock just displays one new dot per second.  So an activity
which launches in 3 seconds shows 3 dots.

I could implement some estimation capacity, but that would mean the
dots appear faster or slower.  I prefer to let the user see there is a
different amount of work involved in starting each activity, instead
of implying that the same amount of work is being done at a different
rate.

 3) Ability to count how many seconds the launch takes

 I'm not sure I see usefulness in knowing how long it takes overall;
 knowing how much longer it will take is definitely something a kid
 will want to know, though, so it's good to show that.

The way it's implemented now, the kid has to remember how many dots an
activity takes to start up.  But I think that could aid children who
are learning to count :)  (WARNING: Heresay!!)

 4) Close button (instead of timeout) when there is an error

 This is definitely a big improvement. I like this a lot, and think we
 should also add options for looking at the crash reports and/or
 submitting a bug containing them to the maintainer of the activity,
 eventually.

I did some work towards this, with a patch ready for 0.88, in
http://wiki.sugarlabs.org/go/Features/Problem_Reports.  I will
definitely make it automatically save the activity log to the Journal,
though.

 5) Possibly less startup overhead; needs to be tested on XO

 True. If CPU is a concern, I'd vote to simply blink the icon between
 stroke and fill states, instead of pulsing, in order to reduce the
 animation overhead while retaining the visual metaphor.

Blinking would definitely be ok.

-Wade
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Eben Eliason
On Sat, Oct 17, 2009 at 8:10 PM, Wade Brainerd wad...@gmail.com wrote:
 Hi Eben, thanks for the feedback!

 On Sat, Oct 17, 2009 at 7:27 PM, Eben Eliason e...@laptop.org wrote:
 On Sat, Oct 17, 2009 at 4:53 PM, Wade Brainerd wad...@gmail.com wrote:
 http://www.youtube.com/watch?v=OvDdN1t-0yE

 I was in the code and have wanted to try this for awhile!  If anyone
 else thinks it would be better than the pulsing icon, I'll clean up
 and post the patch to a Feature on the wiki.

 Rationale:
 1) Less flashy

 Perhaps, although the screen actually feels busier to me. Perhaps with
 some visual tweaks it would work (smaller ring, maybe?), since showing
 how long it will take to launch is useful feedback.

 I'm happy to make any tweaks to the layout, colors, sizes of the dots,
 spacing, etc.  If design can provide a mockup, that would be great!
 But if not, I'm happy to take suggestions and try to improve it.

 I lament the loss of the pulsing icon, though. This approach doesn't
 retain the transition from outline to fill that's important to the
 activity paradigm. Could we retain that, or is that the flashy part
 you aim to eliminate?

 I wanted to stop drawing something big every frame while the activity
 is trying to start; that's the supposed performance improvement.

 Blinking would be fine, or a brief fade in at the beginning.

Yup, I suppose both could work. The reason to blink, I suppose, is to
illustrate the intermediate state throughout the launching phase. We
use the same metaphor for connecting to networks, as well.

 2) Clock theme represents time

 I don't understand how we know how long the launch is going to take.
 Is that something that we can estimate to a reasonable degree? Or do
 you plan to estimate the average launch time across many launches?

 No - the clock just displays one new dot per second.  So an activity
 which launches in 3 seconds shows 3 dots.

Oh, hmmm. That makes this a bit less useful, and even potentially
misleading. I don't think it's a good idea to show a determinate
progress indicator for something that takes an indeterminate length of
time. Even if we mapped the ring to the time we wait before a fail
launches, I think the visual would imply to the child that success,
rather than failure, was imminent, which could be frustrating.

 I could implement some estimation capacity, but that would mean the
 dots appear faster or slower.  I prefer to let the user see there is a
 different amount of work involved in starting each activity, instead
 of implying that the same amount of work is being done at a different
 rate.

Hmm, it seems like you're arguing against the progress bar, as we know
it. =)  I guess it's just the difference between an absolute and a
relative measure of progress, and the use of an absolute makes some
sense if we can't know how long an activity is going to take to
launch, but it still strikes me as the wrong metaphor.

As I mentioned before, I think it's much more important to the child
how much longer the launch will take (not how long it's taken so far).
In either case, perhaps we can get the same type of feedback by
counting the number of times an icon blinks. You could set the
frequency to 1 second.

 3) Ability to count how many seconds the launch takes

 I'm not sure I see usefulness in knowing how long it takes overall;
 knowing how much longer it will take is definitely something a kid
 will want to know, though, so it's good to show that.

 The way it's implemented now, the kid has to remember how many dots an
 activity takes to start up.  But I think that could aid children who
 are learning to count :)  (WARNING: Heresay!!)

Heh.

 4) Close button (instead of timeout) when there is an error

 This is definitely a big improvement. I like this a lot, and think we
 should also add options for looking at the crash reports and/or
 submitting a bug containing them to the maintainer of the activity,
 eventually.

 I did some work towards this, with a patch ready for 0.88, in
 http://wiki.sugarlabs.org/go/Features/Problem_Reports.  I will
 definitely make it automatically save the activity log to the Journal,
 though.

Actually, I don't think this should be automatic. I would recommend
the options (report bug), (view logs), and (stop). This would give the
child the option to look at the logs if they wanted, but wouldn't
otherwise put items in their Journal they don't want or need. I'm not
sure if reporting is possible given the current infrastructure, but it
could be useful, in the long run.

 5) Possibly less startup overhead; needs to be tested on XO

 True. If CPU is a concern, I'd vote to simply blink the icon between
 stroke and fill states, instead of pulsing, in order to reduce the
 animation overhead while retaining the visual metaphor.

 Blinking would definitely be ok.

Yeah. It doesn't have quite the same appeal, but it would be less CPU
intensive. Incidentally, how does the launcher perform on the XO 1.5
units? Has anyone had a chance to try 

Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Avi
Wade wrote:

  Rationale:
  1) Less flashy
  2) Clock theme represents time
  3) Ability to count how many seconds the launch takes
  4) Close button (instead of timeout) when there is an error
  5) Possibly less startup overhead; needs to be tested on XO

My responses to this in order are:
1) I don't see how flashy is the actual problem with the activity 
startup process.
2) It also represents a progress meter, which is something that you 
cannot do correctly in this case without making it less apparently 
determinate. You've produced something which appears, at least to my 
brain, to be trying to complete the circle. Once the circle completes I 
expect the activity to launch. With an undetermined amount of time 
remaining, the idiom used should be one that doesn't appear to 
accumulate toward a goal. I'd be happier with sweeping dots if the 
previous ones faded away.
3) I think this is a fine rationale, but the given demonstration does 
not accomplish that task sufficiently well in my opinion.
4) I'm not sure I like the idea of adding an extra step between failure 
and trying again. Perhaps another way of indicating progress and 
occasional failure would eliminate the need for a short circuiting of a 
too-long timeout.
5) The current ridiculous startup overhead is not because of the visual 
idea; it is because of the implementation. A little bit of thought put 
into optimization would probably solve the overhead issue. For example, 
use pre-computed bitmaps instead of that astoundingly inefficient 
SVG-based algorithm. Also verify that the available hardware is being 
used effectively.

Eben wrote:

  Oh, hmmm. That makes this a bit less useful, and even potentially
  misleading. I don't think it's a good idea to show a determinate
  progress indicator for something that takes an indeterminate length of
  time. Even if we mapped the ring to the time we wait before a fail
  launches, I think the visual would imply to the child that success,
  rather than failure, was imminent, which could be frustrating.

This basically mirrors my thoughts in (2) above, and I think it's a 
really important objection to the presented metaphor.

What about the following idea?
Rather than displaying an appearing-to-approach-completion meter or an 
otherwise uninformative indeterminate-activity-indicator, gather launch 
time statistics for all activations of an activity and present that 
information in an appropriate infographic that gives much more 
information and assurance to the user.

One infographic that might work well is a graph of the probability 
distribution (pdf) of the activation's duration in the range from 
seconds 0 to arbitrary kill point. A sweeping beacon, like the icon of 
the loading activity, could show the user where along the time axis the 
startup process is currently, how long until the activity gets summarily 
executed, and about when success should be expected (after which, 
success becomes less and less likely). The graphic could be made 
approachable by all users by iconically labeling important concepts like 
fast, slow, dead, and now.

This approach would give the user complete information about what is 
going on and what to reasonably expect. It would also give children a 
unique learning opportunity to understand how experiences they 
accumulate over time can, for at least partially deterministic 
processes, be used to understand the world and predict future outcomes. 
It also gives a way for describing their experiences visually and 
numerically in a way that can easily be compared. It would also let 
activity authors better understand the loading behavior of their activities.

As an example of the kind of graphic I'm thinking of, scroll through: 
http://donsbot.wordpress.com/2009/09/27/fast-mutable-collections-for-haskell-more-benchmarks/

- Avi
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Paul Fox
i agree with others that the new proposal isn't nearly as nice,
or as much fun, as the current pulsing icon (though i think other
aspects, like the close button, are good).  i think that avi is
spot on when he says:

  5) The current ridiculous startup overhead is not because of the visual 
  idea; it is because of the implementation. A little bit of thought put 
  into optimization would probably solve the overhead issue. For example, 
  use pre-computed bitmaps instead of that astoundingly inefficient 

if this is true (re:  the current implementation), then it sure
seems like the current visual paradigm could be mostly preserved,
but in a way that might be much cheaper to render.  [1]

paul
[1] says he who hasn't even looked at the problem.
=-
 paul fox, p...@laptop.org
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Re: [Sugar-devel] Design mockup of a different activity launcher

2009-10-17 Thread Tim McNamara
2009/10/18 Avi fiendi...@gmail.com wrote:

 Wade wrote:

   Rationale:
   1) Less flashy
   2) Clock theme represents time
   3) Ability to count how many seconds the launch takes
   4) Close button (instead of timeout) when there is an error
   5) Possibly less startup overhead; needs to be tested on XO


 snip /A little bit of thought put
 into optimization would probably solve the overhead issue. For example,
 use pre-computed bitmaps instead of that astoundingly inefficient
 SVG-based algorithm. Also verify that the available hardware is being
 used effectively.


This may be an area where the interests of Sugar  Sugar on a Stick may
diverge. Sugar on the XO-1 has a determined size. Bitmaps will be fine.
Sugar on a Stick requires vector-based images, because we don't know what
screen size we'll encounter. My experience with the GCompris applications in
SoaS is that all of the controls are horribly rendered. It comes across as
unprofessional, especially when introducing Sugar to teachers  parents.
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