Re: Design in the open

2012-05-05 Thread Allan Day
On Fri, May 4, 2012 at 12:19 AM, Federico Mena Quintero
feder...@gnome.org wrote:
...
 As a way to solve these issues, I'd like to follow up on an idea which I
 sketched during last year's Desktop Summit - namely, about constructing
 a pattern language for Gnome's design based on the good things that what
 we have and what other systems have done well.
...

Better documentation would definitely help people to get involved and
understand what's happening.

I was working on a new version of the HIG [1] for a while (that is
structured around design patterns) and Jimmac has even written a new
site for it, but we just haven't had the time to finish it.

Allan

[1] https://live.gnome.org/Design/HIG
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Re: Design in the open

2012-05-05 Thread Luc Pionchon
On Sat, May 5, 2012 at 4:09 AM, Federico Mena Quintero
feder...@gnome.orgwrote:

 On Fri, 2012-05-04 at 00:03 -0500, Diego Escalante Urrelo wrote:

  A common language of patterns is an awesome idea. I'd encourage
  Federico to expand on the subject.

 Calum, Allan, and generally the people around the London UX Hackfest
 have already done a ton of work in this area:

 https://live.gnome.org/UsabilityProject/HIG3



The work done for Nokia N9 could be another good source of inspiration too,
both in content and presentation:

 http://harmattan-dev.nokia.com/docs/ux/




 There is a set of prototypal patterns there.  I've just added my two
 favorite references for designing pattern languages:

 http://zeta.math.utsa.edu/~yxk833/StructurePattern.html - by Nikos
 Salingaros.  He explains how a hierarchy or graph of patterns works, how
 to validate pattern languages, and how to ensure that patterns have the
 right connections among them.  Consider it as how to write a good
 pattern language.

 http://www.dreamsongs.com/Files/FinePointsOfPatternWriting.pdf - by
 Richard Gabriel.  It's a presentation on the quality of writing in
 pattern descriptions, and about the story-like qualities that a pattern
 language should have.  Consider it as how to make a pattern language
 pleasant to read.

 I think we can just start with the work on the HIG3 page and start
 polishing it based on those guidelines.  I also want to bring in
 patterns from other UX-centered pattern languages that could be useful
 to Gnome.

 Also, Emily said:

  Another idea would be to begin giving users a simple way to provide
  feedback on what they prefer in design. This could be done via a GNOME
  Design Blog or similar, where posts focus on upcoming features along
  with examples to be voted on – do users prefer buttons/menus/etc that
  look like X, Y, or Z? Should we remove minimize/maximize/close
  buttons? Do users want a journal? How important is privacy to you?
  Etc. Require users to register, and when they do so ask if they'd like
 [snip]

 This would be a very good way to start hunting for good things in Gnome
 that can be turned into patterns:  this is exactly what Tom Erickson
 describes in his paper, about what was done in the town of Manteo to
 figure out the sacred places that should be preserved.

 We had good success with an informal poll like the one for Gnome
 Deployments, and the replies weren't hard to analyze... maybe another
 informal poll, What do you like about gnome2 / gnome3?, with answers
 of limited length and a no bitching and moaning, please
 guideline... :)

  Federico

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Re: Design in the open

2012-05-04 Thread Emily Gonyer
As someone who is just starting to become involved in design  development
after many years of using open source  free software, I find these
discussions fascinating on multiple levels. For whatever reason I have
always found communities in free/open source software to be rather
intimidating, which is probably why its taken me so long to become
involved. I suspect this is true for many people, and I fully support
anything and everything that makes it easier for people to become involved
and thereby feel connected to the project.

The article was definitely interesting and as I think about it more and
more, I can certainly see how developing a 'planning language' would be
helpful to GNOME. With that in mind, I suspect a first step would be to
start a wiki page of GNOME Design Terms, with a list of terms and their
(community-defined) definitions in relation to GNOME Design. Examples can
be added as development proceeds, until we end up with a wiki page
explaining our 'planning language' which we can point new people to when
they are becoming involved. Such a page/language would certainly streamline
and simplify the design process, and allow new (potential) contributors to
write proposals and suggestions in a way that makes it easier for everyone
to understand and critique them.

Another idea would be to begin giving users a simple way to provide
feedback on what they prefer in design. This could be done via a GNOME
Design Blog or similar, where posts focus on upcoming features along with
examples to be voted on – do users prefer buttons/menus/etc that look like
X, Y, or Z? Should we remove minimize/maximize/close buttons? Do users want
a journal? How important is privacy to you? Etc. Require users to register,
and when they do so ask if they'd like to sign up for a (weekly? monthly?)
news letter regarding the ongoing development of GNOME and related
technologies/applications, as well as new polls, blog posts, etc.
Essentially, create a new level of GNOME membership, below the Foundation
level, with a much lower bar for inclusion – require only a name and a
(verified) email address – and allow almost anyone to participate in the
ongoing discussions and development of GNOME.


Emily

On Fri, May 4, 2012 at 1:03 AM, Diego Escalante Urrelo die...@gnome.orgwrote:

 On Thu, May 3, 2012 at 5:19 PM, Federico Mena Quintero
 feder...@gnome.org wrote:
 
  As a way to solve these issues, I'd like to follow up on an idea which I
  sketched during last year's Desktop Summit - namely, about constructing
  a pattern language for Gnome's design based on the good things that what
  we have and what other systems have done well.

 This. +1.

 From my experience on film stuff, having a way to refer to those
 things that look good or bad is essential to have collaboration
 between different specialists.

 Framing shots would be impossible if there wasn't an abstract way of
 describing them (flat/deep, warm/cold, lenses, etc).

 Sound designers/editors, photography directors, even actors, need to
 be aware of this language for efficient communication during
 production.

 I have been thinking lately that film making has many similarities
 with Free Software development. Being both abstract things with an
 audiovisual result that involves many different specialists.

 A common language of patterns is an awesome idea. I'd encourage
 Federico to expand on the subject.
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Re: Design in the open

2012-05-04 Thread Luca Ferretti
Il giorno 30/apr/2012 17:36, Bastien Nocera had...@hadess.net ha scritto:

     * will be developed inside totem source tree (replacing?)
 Yes. I think both the feature page and the mail to this list made it
 pretty clear, even if glibly.

To be honest not so clear, at least to me. And to be honest it's your
duty, as the one proposing the new feature, to provide all relevant
info.

It was just an example of incomplete explanations, from both designer
and/or developers.

  I don't want and I don't have time and resources to help you with
  design or code writing. But I'm involved in this change and I feel I
  need more info[1]. And developers will need r-t approval before
  proceding with this change.

 Not wishing to diminish the role of the release-team, but if you expect
 being able to block Totem/Videos from 3.6 when both the developers and
 the designers agree it's the way forward, I think you're very mistaken.

Sorry, bad phrase from me. It was: the GNOME community should agree on
proposed feature and r-t will have to check if new code will be ready
or not before .0 release.

However, sorry if I'm going to be rude, maybe you are the one that
mistook the proposal phase. Reading your words it seems you was just
informing us about your future plan about Totem: no objections, no
questions, no further explanations, no discussions.
As Shaun pointed out in him reply, you can do whatever you want with
your code, but in order to be part of GNOME you need community
consesus on proposed feature and techinical agreement on code
maturity. Do we all want Videos in GNOME? I think yes, it's a nice UI.
Do we all want to remove the standard multimedia player (video files,
audio files, DVD, CD...) from desktop? I'm not so sure I can agree we
have to do here and now.
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Re: Design in the open

2012-05-04 Thread Federico Mena Quintero
On Fri, 2012-05-04 at 00:03 -0500, Diego Escalante Urrelo wrote:

 A common language of patterns is an awesome idea. I'd encourage
 Federico to expand on the subject.

Calum, Allan, and generally the people around the London UX Hackfest
have already done a ton of work in this area:

https://live.gnome.org/UsabilityProject/HIG3

There is a set of prototypal patterns there.  I've just added my two
favorite references for designing pattern languages:

http://zeta.math.utsa.edu/~yxk833/StructurePattern.html - by Nikos
Salingaros.  He explains how a hierarchy or graph of patterns works, how
to validate pattern languages, and how to ensure that patterns have the
right connections among them.  Consider it as how to write a good
pattern language.

http://www.dreamsongs.com/Files/FinePointsOfPatternWriting.pdf - by
Richard Gabriel.  It's a presentation on the quality of writing in
pattern descriptions, and about the story-like qualities that a pattern
language should have.  Consider it as how to make a pattern language
pleasant to read.

I think we can just start with the work on the HIG3 page and start
polishing it based on those guidelines.  I also want to bring in
patterns from other UX-centered pattern languages that could be useful
to Gnome.

Also, Emily said:

 Another idea would be to begin giving users a simple way to provide
 feedback on what they prefer in design. This could be done via a GNOME
 Design Blog or similar, where posts focus on upcoming features along
 with examples to be voted on – do users prefer buttons/menus/etc that
 look like X, Y, or Z? Should we remove minimize/maximize/close
 buttons? Do users want a journal? How important is privacy to you?
 Etc. Require users to register, and when they do so ask if they'd like
[snip]

This would be a very good way to start hunting for good things in Gnome
that can be turned into patterns:  this is exactly what Tom Erickson
describes in his paper, about what was done in the town of Manteo to
figure out the sacred places that should be preserved.

We had good success with an informal poll like the one for Gnome
Deployments, and the replies weren't hard to analyze... maybe another
informal poll, What do you like about gnome2 / gnome3?, with answers
of limited length and a no bitching and moaning, please
guideline... :)

  Federico

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Re: Design in the open

2012-05-03 Thread Alberto Ruiz
I'm completely and utterly against this idea, you might push away the
noise, but you are pushing away all new contributors as well... how are you
supposed to become a design contributor if you're not a programmer and you
cannot contribute designs because you cannot join the mailing list since
you can't become a foundation member?

Maybe we should think about moderating the design mailing list in a smarter
way... or maybe we should have a more formal design proposal process (some
sort of wiki section/template or something) and ask people to write down
and discuss their crazy proposals there instead of the mailing list, I'm
sure there are better ideas in this regard.

Asking people to become contributors (and then foundation members) first so
that they can contribute seems like a really bad idea to me.

2012/5/2 Sriram Ramkrishna s...@ramkrishna.me


 On Apr 25, 2012 8:43 AM, Allan Day allanp...@gmail.com wrote:
 
  On Wed, Apr 25, 2012 at 9:55 AM, John Stowers
  john.stowers.li...@gmail.com wrote:
  
  
   So there are lots of ways that we can do design better as a community,
   and contributors on this list can all play a part in helping to make
   us to be even more successful in this regard. It will take actions as
   well as words to move forward, of course - if you want to help, or
   have your own ideas, just get in touch.
  
   Many of your suggestions seem designed to address or avoid conflict, or
   to convey design team decisions in a better manner. This is not the
   source of my confusion nor my uncertainty in how to interact with the
   design team.
  
   In order to piece together the rationale or even the process for design
   team decisions I currently browse commit logs on the gnome-design
 github
   repo, and look at comments made when changing live.gnome.org pages.
 Some
   of you tweet stuff, others scatter it on google+. You suggest even
 using
   $some_new_webapp to better collaborate on designs.
  
   While I cannot see the discussion and the evolution of design team
   thought (even if I have the time to piece together all these sources of
   information) all I see is a decision by decree when a live.gnome.org
   page is created which describes the final design.
  
   My suggestion is thus the same as it was the last time this thread was
   raised - if the design team does not want to archive discussions on a
   mailing list, may they please allow IRC logging on the gnome-design
   channel.
 
  I'm not sure how useful logging the channel will be (lots of noise,
  etc), but I'd be happy to give it a go. The main thing is that we
  shouldn't stop there. IRC logs aren't going to fix the whole gamut of
  challenges that we face in relation to community design.
 
   You can even be proactive and send email updates to ddl or
   something.

 What about a mailing list of which only foundation members can subscribe
 to?   I made this suggestion earlier.

 Sri

 
  I've lapsed in my design update blog posts, but I've got a new one in
  the works. You think emails would be better than blogging?
 u
   Of course if the canonical way to interact with the design is to show
 up
   on IRC at a specific hour then, IMO, you will lose contributors. I can
   hack any time of night when I have the motivation and the free time.
 But
   if I want to understand why the design team did something I have to...
   trust them?
  
 
  Trust them, or ask them, or a combination of the two. (Trust comes
  best once you gain experience of working with people, of course.)
 
  Allan
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  Blog: http://afaikblog.wordpress.com/
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Re: Design in the open

2012-05-03 Thread Federico Mena Quintero
On Wed, 2012-04-25 at 14:27 +0100, Allan Day wrote:

 But there are challenges and things we can do better. Among those
 obstacles, I see:
 
 * lack of design resources - we are always trailing behind where we
 want to be, and there are important tasks which we are unable to
 complete (a new HIG springs to mind)
 * improving the quality of design - we can always do better
 * getting the project behind a common vision - we sometimes lack focus
 * giving people a stake in the project - the danger of design-led
 development is that people feel that the project is no longer theirs.
 They want to feel they can have an impact and that they can express
 themselves through their activities in the community.
 * design disagreements can sour relationships and lead to discord
 * letting people stay in touch with and understand design activities,
 and therefore the activities of the project as a whole
 * helping community members to participate in design activities

Fully agreed on all counts.

As a way to solve these issues, I'd like to follow up on an idea which I
sketched during last year's Desktop Summit - namely, about constructing
a pattern language for Gnome's design based on the good things that what
we have and what other systems have done well.

If you have an hour or two, I heartily recommend that you read this
paper:

http://www.visi.com/~snowfall/LinguaFranca_DIS2000.html

It's by Thomas Erickson, Lingua Francas for Design:
Sacred Places and Pattern Languages.  The tl;dr version (even shorter
than the abstract) is this:

* He gives an example of how people managed to construct a common
vocabulary of the things that work well in their town (even with people
not being fully aware of them), and use that knowledge to know *what* to
replace and what to leave as-is.  Then, he exposes Pattern Languages in
general, as a form of vocabulary to embody knowledge gained through
experience.  Then he explores a possible pattern language for (social)
interaction design.  In particular, in section 5.2.2 he summarizes a
pattern language for a design consultancy - something from which I think
we could borrow ideas.

His point is that having a pattern language gives you a way to
communicate between people of different backgrounds and interests:
designers, developers, users.  They can all take part in the design and
construction of their (software) environment, all in their best
capacity, and be assured that the result will be good, usable, and that
it will be able to evolve well as needs change.

As for how Gnome's pattern language would help with the issues you
mentioned:

* Lack of design resources.  Learning any kind of design is a big
effort.  By starting with a common vocabulary, which embodies a lot of
concrete experience from past designs, we can get people up to speed.  A
pattern language takes the mystery out of design and lets you talk in
concrete terms.  It *will* take time for a newcomer to learn all the
intricacies of the design, but at least he has a guide and a method of
reasoning about it.

* Improving the quality of the design.  A pattern language gives you a
way to measure things, at least on a qualitative basis.  For example,
This proposal for workspace thumbnails does well on the EASE OF
NAVIGATION and EXPLORABLE INTERFACE patterns, but it is lacking in the
PRINCIPLE OF LEAST SURPRISE one because...

* Getting the project behind a common vision.  As Erickson mentions in
his paper, a pattern language often has a definite set of values put in
it.  Gnome strives for certain values - software freedom, ease of use,
functionality, accessibility.  Our patterns can embody these values and
let us evaluate things more clearly rather than only through abstract
wishes.

* Giving people a stake in the project.  Patterns are defined
recursively; a pattern language has rather a fractal structure with big
patterns composed of smaller patterns.  The EXPLORABLE INTERFACE could
embody patterns like UNDO/REDO, INSTANT FEEDBACK, etc.  In turn, those
smaller patterns can be implemented in a number of ways, aided by even
smaller patterns.  If you set the big picture, people can implement the
sub-parts to their liking, but always based on the desired patterns.
This gives them a stake in the project - they can agree on *what* is
needed to make a good design, even if they don't know exactly what the
final parts will look like, and they can own the implementation of their
own little parts.

* Resolving disagreements.  This is about ensuring that one design can
be compared against another one and be evaluated with respect to
desirable patterns.  Or it can be about disassembling both competing
designs into their smaller patterns, and seeing if a combination of them
would be even better.

* Letting people understand design activities.  With a pattern language,
new designs become easy to explain.  We moved notifications to the
corner because we want the PERIPHERAL AWARENESS pattern in concord with
the FOCUSED WORK pattern.

* Helping 

Re: Design in the open

2012-05-03 Thread Diego Escalante Urrelo
On Thu, May 3, 2012 at 5:19 PM, Federico Mena Quintero
feder...@gnome.org wrote:

 As a way to solve these issues, I'd like to follow up on an idea which I
 sketched during last year's Desktop Summit - namely, about constructing
 a pattern language for Gnome's design based on the good things that what
 we have and what other systems have done well.

This. +1.

From my experience on film stuff, having a way to refer to those
things that look good or bad is essential to have collaboration
between different specialists.

Framing shots would be impossible if there wasn't an abstract way of
describing them (flat/deep, warm/cold, lenses, etc).

Sound designers/editors, photography directors, even actors, need to
be aware of this language for efficient communication during
production.

I have been thinking lately that film making has many similarities
with Free Software development. Being both abstract things with an
audiovisual result that involves many different specialists.

A common language of patterns is an awesome idea. I'd encourage
Federico to expand on the subject.
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Re: Design in the open

2012-05-02 Thread Sriram Ramkrishna
On Apr 25, 2012 8:43 AM, Allan Day allanp...@gmail.com wrote:

 On Wed, Apr 25, 2012 at 9:55 AM, John Stowers
 john.stowers.li...@gmail.com wrote:
 
 
  So there are lots of ways that we can do design better as a community,
  and contributors on this list can all play a part in helping to make
  us to be even more successful in this regard. It will take actions as
  well as words to move forward, of course - if you want to help, or
  have your own ideas, just get in touch.
 
  Many of your suggestions seem designed to address or avoid conflict, or
  to convey design team decisions in a better manner. This is not the
  source of my confusion nor my uncertainty in how to interact with the
  design team.
 
  In order to piece together the rationale or even the process for design
  team decisions I currently browse commit logs on the gnome-design github
  repo, and look at comments made when changing live.gnome.org pages. Some
  of you tweet stuff, others scatter it on google+. You suggest even using
  $some_new_webapp to better collaborate on designs.
 
  While I cannot see the discussion and the evolution of design team
  thought (even if I have the time to piece together all these sources of
  information) all I see is a decision by decree when a live.gnome.org
  page is created which describes the final design.
 
  My suggestion is thus the same as it was the last time this thread was
  raised - if the design team does not want to archive discussions on a
  mailing list, may they please allow IRC logging on the gnome-design
  channel.

 I'm not sure how useful logging the channel will be (lots of noise,
 etc), but I'd be happy to give it a go. The main thing is that we
 shouldn't stop there. IRC logs aren't going to fix the whole gamut of
 challenges that we face in relation to community design.

  You can even be proactive and send email updates to ddl or
  something.

What about a mailing list of which only foundation members can subscribe
to?   I made this suggestion earlier.

Sri


 I've lapsed in my design update blog posts, but I've got a new one in
 the works. You think emails would be better than blogging?
u
  Of course if the canonical way to interact with the design is to show up
  on IRC at a specific hour then, IMO, you will lose contributors. I can
  hack any time of night when I have the motivation and the free time. But
  if I want to understand why the design team did something I have to...
  trust them?
 

 Trust them, or ask them, or a combination of the two. (Trust comes
 best once you gain experience of working with people, of course.)

 Allan
 --
 IRC:  aday on irc.gnome.org
 Blog: http://afaikblog.wordpress.com/
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Re: Design in the open

2012-04-30 Thread Luca Ferretti
2012/4/27 Allan Day allanp...@gmail.com:
 On Thu, Apr 26, 2012 at 5:16 PM, Luca Ferretti lferr...@gnome.org wrote:
 2012/4/25 Allan Day allanp...@gmail.com:
 ...
 So, IMHO a design driven GNOME needs good desing documents. The
 design document is a written contract[4] between designers and other
 teams, more time you spend writing it, less time you'll spend explaing
 here on desktop devel list :)
 ...

 For me, design in the open is about developers and designers working
 together as partners, not hyper-specified design documents.

Wait. I never said to keep apart designers and developers. As communty
we have the great advantage and opportunity to work together. But
while some developers and some designers could need or like to be
closer in order to produce a better software or experience, I believe
it's also fair to let other contributors and community members to be
well informed about what's happening and why.

 That might
 not give observers as much to see, but it provides contributors with a
 real opportunity to shape our project.

So, for example, as release team member, all I currently know about
new Videos app proposal, based on availabe info on mailing list and
wiki, is:
   * will resemble similar existing apps for tablets, but GNOME style
   * will use clutter APIs
   * will be developed inside totem source tree (replacing?)
If I'm right there is no code yet available on git to check.

I don't want and I don't have time and resources to help you with
design or code writing. But I'm involved in this change and I feel I
need more info[1]. And developers will need r-t approval before
proceding with this change.

Now, do I have to ping people involved or simply I've to trust them?
Can we be helpful each other writing more informations (neither final
in stone, nor iperdetailed, just more) somewhere? Or a different
proposal path (the one suggested by Rodrigo, for instace) could be
more effective?

Cheers,
Luca

[1] https://mail.gnome.org/archives/desktop-devel-list/2012-April/msg00135.html
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Re: Design in the open

2012-04-30 Thread Bastien Nocera
On Mon, 2012-04-30 at 16:52 +0200, Luca Ferretti wrote:
 2012/4/27 Allan Day allanp...@gmail.com:
  On Thu, Apr 26, 2012 at 5:16 PM, Luca Ferretti lferr...@gnome.org wrote:
  2012/4/25 Allan Day allanp...@gmail.com:
  ...
  So, IMHO a design driven GNOME needs good desing documents. The
  design document is a written contract[4] between designers and other
  teams, more time you spend writing it, less time you'll spend explaing
  here on desktop devel list :)
  ...
 
  For me, design in the open is about developers and designers working
  together as partners, not hyper-specified design documents.
 
 Wait. I never said to keep apart designers and developers. As communty
 we have the great advantage and opportunity to work together. But
 while some developers and some designers could need or like to be
 closer in order to produce a better software or experience, I believe
 it's also fair to let other contributors and community members to be
 well informed about what's happening and why.
 
  That might
  not give observers as much to see, but it provides contributors with a
  real opportunity to shape our project.
 
 So, for example, as release team member, all I currently know about
 new Videos app proposal, based on availabe info on mailing list and
 wiki, is:
* will resemble similar existing apps for tablets, but GNOME style
* will use clutter APIs

Totem already uses Clutter.

* will be developed inside totem source tree (replacing?)

Yes. I think both the feature page and the mail to this list made it
pretty clear, even if glibly.

 If I'm right there is no code yet available on git to check.

All the code that's been written is available in master. The new optical
media plugin for grilo is in grilo-plugins master, the merge into the
video widget of the OSD is done is in totem master, etc.

 I don't want and I don't have time and resources to help you with
 design or code writing. But I'm involved in this change and I feel I
 need more info[1]. And developers will need r-t approval before
 proceding with this change.

Not wishing to diminish the role of the release-team, but if you expect
being able to block Totem/Videos from 3.6 when both the developers and
the designers agree it's the way forward, I think you're very mistaken.

And the reason why I did not answer your mail is because the questions
were already answered in my original mail.

 Now, do I have to ping people involved or simply I've to trust them?
 Can we be helpful each other writing more informations (neither final
 in stone, nor iperdetailed, just more) somewhere? Or a different
 proposal path (the one suggested by Rodrigo, for instace) could be
 more effective?
 
 Cheers,
 Luca
 
 [1] 
 https://mail.gnome.org/archives/desktop-devel-list/2012-April/msg00135.html



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Re: Design in the open

2012-04-30 Thread Shaun McCance
On Mon, 2012-04-30 at 16:36 +0100, Bastien Nocera wrote:
 On Mon, 2012-04-30 at 16:52 +0200, Luca Ferretti wrote:
  I don't want and I don't have time and resources to help you with
  design or code writing. But I'm involved in this change and I feel I
  need more info[1]. And developers will need r-t approval before
  proceding with this change.
 
 Not wishing to diminish the role of the release-team, but if you expect
 being able to block Totem/Videos from 3.6 when both the developers and
 the designers agree it's the way forward, I think you're very mistaken.

I don't think it's a matter of blocking the will of the designers or
developers. The release team should, of course, follow the consensus
of the community.

But we do need to be able to judge whether the implementation is up
to standards for inclusion. It's not a matter of saying We won't
include this feature. It's a matter of saying This feature is not
ready yet.

The problem with the feature proposal process is that we're approving
wiki pages. But implementation matters. We have something like three
months before we start hitting freezes. That's not a lot of time, and
sometimes we just can't do everything we'd like.

I'm not opposed to feature proposals, but I think they need to come
with a detailed proposal for implementation, including all necessary
new dependencies, and a deadline by which the release team can judge
the implementation, not the design.

--
Shaun


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Re: Design in the open

2012-04-30 Thread Bastien Nocera
On Mon, 2012-04-30 at 12:05 -0400, Shaun McCance wrote:
 On Mon, 2012-04-30 at 16:36 +0100, Bastien Nocera wrote:
  On Mon, 2012-04-30 at 16:52 +0200, Luca Ferretti wrote:
   I don't want and I don't have time and resources to help you with
   design or code writing. But I'm involved in this change and I feel I
   need more info[1]. And developers will need r-t approval before
   proceding with this change.
  
  Not wishing to diminish the role of the release-team, but if you expect
  being able to block Totem/Videos from 3.6 when both the developers and
  the designers agree it's the way forward, I think you're very mistaken.
 
 I don't think it's a matter of blocking the will of the designers or
 developers. The release team should, of course, follow the consensus
 of the community.
 
 But we do need to be able to judge whether the implementation is up
 to standards for inclusion. It's not a matter of saying We won't
 include this feature. It's a matter of saying This feature is not
 ready yet.

That's fair. Fedora already has a tick for that particular part of the
process. It's the Contingency plan section:
http://fedoraproject.org/wiki/Features/Policy/Proposals

In Videos' case, if it looks like a finished version won't make it in
time, we'll fork a 3.6 branch from 3.4, cherry-pick the most interesting
and tested changes, and ship that as 3.6.

 The problem with the feature proposal process is that we're approving
 wiki pages. But implementation matters. We have something like three
 months before we start hitting freezes. That's not a lot of time, and
 sometimes we just can't do everything we'd like.
 
 I'm not opposed to feature proposals, but I think they need to come
 with a detailed proposal for implementation, including all necessary
 new dependencies, and a deadline by which the release team can judge
 the implementation, not the design.

If we wanted to be able to judge the implementations when the feature
proposals are made, then we'd need to push them all back 6 months.

I'm not sure how we get to a discussion about the feature process in a
thread called design in the open though...

Cheers

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Re: Design in the open

2012-04-28 Thread Rodrigo Moya
On Fri, 2012-04-27 at 11:23 +0100, Allan Day wrote:
 On Thu, Apr 26, 2012 at 5:16 PM, Luca Ferretti lferr...@gnome.org wrote:
  2012/4/25 Allan Day allanp...@gmail.com:
 ...
  So, IMHO a design driven GNOME needs good desing documents. The
  design document is a written contract[4] between designers and other
  teams, more time you spend writing it, less time you'll spend explaing
  here on desktop devel list :)
 ...
 
 For me, design in the open is about developers and designers working
 together as partners, not hyper-specified design documents. That might
 not give observers as much to see, but it provides contributors with a
 real opportunity to shape our project. That's not something I would
 want to take away.
 
 GNOME design is often misunderstood as creating specifications that
 are handed down on tablets of stone. That's not the way it works -
 each design is typically the outcome of a process of iteration, and we
 keep on iterating right through the development process.
 
then, why not do the proposals for new designs here in d-d-l? That way
you might get initial feedback before starting on the design, and people
that feel ignored get info on what's going on. Then, you can just keep
working as you do right now, but an initial proposal on this list, as we
do for features, might be a good idea to get everyone interested
involved

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Re: Design in the open

2012-04-28 Thread Sriram Ramkrishna
On Sat, Apr 28, 2012 at 2:02 PM, Rodrigo Moya rodr...@gnome-db.org wrote:


 then, why not do the proposals for new designs here in d-d-l? That way
 you might get initial feedback before starting on the design, and people
 that feel ignored get info on what's going on. Then, you can just keep
 working as you do right now, but an initial proposal on this list, as we
 do for features, might be a good idea to get everyone interested
 involved



My fear here is that there would be a high signal to noise ratio.  If you
saw how much traffic we had in gnome-shell on the 3.0 designs, it was quite
painful.  That's why I had proposed that we have a list where only
gnome-foundation members could post.  While anybody can see the designs
itself.

We finally got DDL down to a relatively high signal to noise ratio.   Of
course some of that is because a large number of developers no longer
subscribe to DDL.  In any case, I don't know if designers will get the
feedback they are looking for.

BTW I hope we look at how we do mail next!

sri

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Re: Design in the open

2012-04-27 Thread Allan Day
On Thu, Apr 26, 2012 at 5:16 PM, Luca Ferretti lferr...@gnome.org wrote:
 2012/4/25 Allan Day allanp...@gmail.com:
...
 So, IMHO a design driven GNOME needs good desing documents. The
 design document is a written contract[4] between designers and other
 teams, more time you spend writing it, less time you'll spend explaing
 here on desktop devel list :)
...

For me, design in the open is about developers and designers working
together as partners, not hyper-specified design documents. That might
not give observers as much to see, but it provides contributors with a
real opportunity to shape our project. That's not something I would
want to take away.

GNOME design is often misunderstood as creating specifications that
are handed down on tablets of stone. That's not the way it works -
each design is typically the outcome of a process of iteration, and we
keep on iterating right through the development process.

 PS

 * a process for resolving design disagreements - perhaps maintainers
 or the release team could mediate if a dispute seems intractable?

 hmm disagreement between ... ? designers and maintainers?
 designers and contributors? designers and i18n/doc/a11y team?
 designers and users? designers and release team itself?

Whoever and whoever. :)

Allan
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Re: Design in the open

2012-04-26 Thread Rodrigo Moya
Hi Allan

On Wed, 2012-04-25 at 14:27 +0100, Allan Day wrote:
 Hi all,
 
 Apologies in advance for the long mail - there was no other way.
 

 There have been a few design-related threads on the list recently. I’m
 going to try and reboot those discussions in a slightly different and,
 I hope, more constructive mode.
 
yes, very constructive, so thanks a lot for stepping in and getting the
discussion to a constructive way!

 Now, there have been some initiatives in GNOME to try and help make
 design more successful within the community. Some of those are
 well-known, like the design wiki pages and the IRC channel, but there
 have been other things too, like design office hours (remember those?
 nobody came), UX Advocates (also suffered from a lack of take up) and
 Every Detail Matters. We are also working to attract more design
 contributors, which the Outreach Program for Women is really helping
 with right now (yay!)
 
I think a lot of people complain about not having an archive of what has
been discussed in design land, so even though I know you are all busy,
maybe it would be great to use the usability list to notify of ongoing
work. Just a mail linking to the design wiki pages when something new is
added/updated would be a great step. And I think it would make all the
people that complain about this have a central point of information.

just something that came to mind after seeing your very constructive
mail, so just ignore it if it doesn't make sense :)

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Re: Design in the open

2012-04-26 Thread Luca Ferretti
2012/4/25 Allan Day allanp...@gmail.com:


 But there are challenges and things we can do better. Among those
 obstacles, I see:
snip
 * giving people a stake in the project - the danger of design-led
 development is that people feel that the project is no longer theirs.
 They want to feel they can have an impact and that they can express
 themselves through their activities in the community.
 * design disagreements can sour relationships and lead to discord
 * letting people stay in touch with and understand design activities,
 and therefore the activities of the project as a whole

From my point of view the main issue (at least perceived as issue) in
current design-develop workflow is explanation.

While our design/ux team is able to produce great ideas, frequently
the only visible product of design work is a wiki page with poor info.
Or, at least, poor compared with documents and info provided by
others. You can compare, for instance, our document about proposed
changes for unlock screen [1] or initial setup [2] with a similar
document from Canonical about changes for multiple monitor stuff[3].

In [1] and [2] I can see only hints about how features could work. In
[3] you have a fully detailed explanation of each phase or action or
reaction of the system. Of course you'll have to spend more time
writing and reading it, but people will be able to understand without
guessing. This should be helpful to maintainers (I know what I've to
do, no need to ping designers), casual contributors (this piece is
not yet implemented, maybe I can work on it), other teams (I've to
document this feature, and I know how it will work). And design team
too, people will be able to give a quicker, more precise, and better
feedback.

So basically: why do I've to agree with your design and apply those
changes? or say this new stuff is better? The proposed unlock screen
is gorgeous, but... wait, _guessing_ from mockups is seems I've to use
mouse and drag the little triangle before I can type my password...
slow... boring... current unlock dialog is better, faster, stronger,
harder... design team sucks, they want to break _my own_ workflow with
no actual reason or gain.

There are too many images and too few words in [1]. I've to scroll to
the end of the page before I can read lock is removed by [...] Esc
key on keyboard (BTW I usually type Ctrl to wake up monitor before
starting to type my passoword, it's closer than Esc). You are still
trying to change my workflow, but at least it seems I will not need to
use both mouse and keyboard.

So, IMHO a design driven GNOME needs good desing documents. The
design document is a written contract[4] between designers and other
teams, more time you spend writing it, less time you'll spend explaing
here on desktop devel list :)


[1] https://live.gnome.org/GnomeOS/Design/Whiteboards/ScreenLock
[2] https://live.gnome.org/GnomeOS/Design/Whiteboards/InitialSetup
[3] 
https://docs.google.com/document/d/1aHvJ-iIw-59bXTYBmIhQqEx0za2h9jpFE_RhZ2VOvJc/edit
[4] 
https://blog.slickedit.com/2007/05/how-to-write-an-effective-design-document/


PS

 * a process for resolving design disagreements - perhaps maintainers
 or the release team could mediate if a dispute seems intractable?

hmm disagreement between ... ? designers and maintainers?
designers and contributors? designers and i18n/doc/a11y team?
designers and users? designers and release team itself?
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Re: Design in the open

2012-04-26 Thread Jan Jokela
Hi all,

Sorry in advance for the long e-mail and any eventual harsher remark :)

For some time now it seems that the way to create, lets say a new core
GNOME application has been to get someone from the design team to publish
rude mockups for a couple of screens in that App and then passing it on for
developers to implement it. I think this is fundamentally wrong. Not
because most developers would create better designs but because the entire
process gets fragmented.
Ideally, every developer and designer should have an intuitive and creative
sense of design and usability, have a strong understanding of the
technology and its future capabilities and be able to grasp the bigger
picture.

And looking at the bigger picture, quite a few things are flagrant:

- First of, to create beautifully designed and intuitive user interfaces
there needs to be great technology. When the iPhone was first introduced in
early 2007, everyone felt a punch in their stomach with how great the user
interfaces and experiences were. And even on the desktop, OSX featured
applications with user interfaces that were easy to use, full of carefully
crafted widgets, user interactions that responded with subtle animations
and a general feel that huge amounts of dedication went into creating
those.
In 2007 GNOME hadn't anything compared to that, and it still doesn't. Were
the iPhone to be introduced today, applications with GTK3 interfaces would
look almost as antiquated as they looked back then.

- In 2007 it should have become clear that in the future, a significant
part of computing would become mobile, with touch input. It's now mid 2012.
GNOME is galaxies away from providing a touch experience even worth
advertising. As an example, the people at Palm weren't very successful from
a commercial perspective, but to their credit, I think they created
something really interesting and more refined than Android, all of this
faster than the average time it takes to get a patch through. And the first
time someone used this new era of smartphones, either from Apple or the
Android vendors, it should have been obvious that all mobile devices, or
actually all devices, would eventually feature really high density screens.
Yet there's still nothing close to full resolution independence in GNOME as
a whole.

- For a couple of years netbooks sold like free beer. Everyone on this
camp got excited at all those vendors that shipped some sort of Linux (to
lower their costs) but eventually, it wasn't even good enough to compete
against the familiarity of Windows XP and most of us didn't realize how
crappy of a form factor the netbook actually was. So again, GNOME stalled
on delivering innovation to the desktop or a new and creative approach to
touch.

- I think there are many ways to tackle the same problem, but great design
is Universal. When one sees great design, the immediate reaction is of WOW.
When the Shell was first publicly introduced, a face of near terror was
prevalent in the eyes of most. The Shell appeared as a design decision set
in concrete, yet with a guarantee that it would eventually get better. At
the time, most felt GNOME needed a new face, but there wasn't any logic
rationale as to why the chosen design was the Shell, but not Awn, or
Docky, or Unity. Well, actually there was, and it's the same rationale
that inhibits GNOME from integrating some beautiful Apps such as Lingo,
Postler or Dexter, Apps that I didn't even know existed but are really
beautiful and slick. And the rationale seems to be to not even consider
stuff that doesn't originate from a core set of people working for a core
set of companies. Well, It seems likely that no one from those projects
ever proposed them for inclusion in GNOME, but would they sincerely even
stand a chance due to the simple fact that someone from the design team
submitted a mockup for a similar application? The lack of internal
competition is astonishing.

- Finally, great applications. With maybe a few rare exceptions, for every
GNOME application, there is a Windows counterpart that is as good or
better, and an OS X counterpart that is way, way better. From an
user experience point of view (I'm not talking feature-wise), comparing
Totem to QuickTime, AbiWord to Pages or any photo App for GNOME
to iPhoto might even sound embarrassing. So it would be crucial that
people spent effort in creating the best  application in the World,
but of course, the core technology to make this happen needs to be present
and even small details need to be thought through, such as the default font
in GNOME3, which I swear the quality should not even be regarded as a
matter of taste but rather as a matter of eyesight health :)


So I find it really an issue that designers and developers aren't working
as one. The new mockups look like an attempt to make applications look
better, but not great. Yet better isn't remotely enough. For those who
haven't yet got a chance, I urge you to try the iPhoto App for the iPad.
Every 

Re: Design in the open

2012-04-26 Thread Matthias Clasen
On Thu, Apr 26, 2012 at 12:16 PM, Luca Ferretti lferr...@gnome.org wrote:
 2012/4/25 Allan Day allanp...@gmail.com:

 From my point of view the main issue (at least perceived as issue) in
 current design-develop workflow is explanation.

 While our design/ux team is able to produce great ideas, frequently
 the only visible product of design work is a wiki page with poor info.
 Or, at least, poor compared with documents and info provided by
 others. You can compare, for instance, our document about proposed
 changes for unlock screen [1] or initial setup [2] with a similar
 document from Canonical about changes for multiple monitor stuff[3].

But in reality there is no such workflow where the design team
delivers a 'visible product' that is than taken by developers as-is
and converted into code. Design is a process that involves frequent
communication between the people who are doing the design and the
people who are writing the code. The wiki pages you cite are merely
notes that help you remember the most important points from those
discussions.  At least that is how all my interactions with the
designers have gone.
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Re: Design in the open

2012-04-26 Thread Felipe Erias Morandeira
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 26/04/12 18:16, Luca Ferretti wrote:
 
 While our design/ux team is able to produce great ideas,
 frequently the only visible product of design work is a wiki page
 with poor info. Or, at least, poor compared with documents and info
 provided by others. You can compare, for instance, our document
 about proposed changes for unlock screen [1] or initial setup [2]
 with a similar document from Canonical about changes for multiple
 monitor stuff[3].


IMHO, that's mainly because Canonical, like e.g. Mozilla, have more
design resources focused on a smaller set of problems. This allows
them to spend time documenting in more detail, conducting user testing
of design proposals before they are published, researching in detail
how their solutions are actually being used, etc.


Felipe
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Version: GnuPG v1.4.12 (GNU/Linux)

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VxMAoLvlUJfYfjd35xnEKG8wSLYFUFwi
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Re: Design in the open

2012-04-25 Thread John Stowers

 
 So there are lots of ways that we can do design better as a community,
 and contributors on this list can all play a part in helping to make
 us to be even more successful in this regard. It will take actions as
 well as words to move forward, of course - if you want to help, or
 have your own ideas, just get in touch.

Many of your suggestions seem designed to address or avoid conflict, or
to convey design team decisions in a better manner. This is not the
source of my confusion nor my uncertainty in how to interact with the
design team.

In order to piece together the rationale or even the process for design
team decisions I currently browse commit logs on the gnome-design github
repo, and look at comments made when changing live.gnome.org pages. Some
of you tweet stuff, others scatter it on google+. You suggest even using
$some_new_webapp to better collaborate on designs.

While I cannot see the discussion and the evolution of design team
thought (even if I have the time to piece together all these sources of
information) all I see is a decision by decree when a live.gnome.org
page is created which describes the final design.

My suggestion is thus the same as it was the last time this thread was
raised - if the design team does not want to archive discussions on a
mailing list, may they please allow IRC logging on the gnome-design
channel. You can even be proactive and send email updates to ddl or
something.

Of course if the canonical way to interact with the design is to show up
on IRC at a specific hour then, IMO, you will lose contributors. I can
hack any time of night when I have the motivation and the free time. But
if I want to understand why the design team did something I have to...
trust them?

John


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Re: Design in the open

2012-04-25 Thread Brian Cameron


Allan:

I think it is pretty clear that the GNOME UX team is pretty amazing.
As you say, though, I think we recognize that we need to improve in
areas like engagement.

With GUADEC around the corner, I think now is an important time to
make progress on getting better engagement between the developer
and usability communities within GNOME.  Can we plan activities
at GUADEC that could help?  Aside from a BOF, I wonder if it might
make sense to do some of the same sorts of activities that were
done at the UX Hackfest in London.  I think it would be interesting
to do some usability testing while there, if it were possible to make
that happen.  Perhaps the next UX Hackfest could happen to coincide
with GUADEC.

Are plans being discussed on the usability mailing list?  Are there
any particular design-focused talks being planned?  At the Desktop
Summit in Berlin, it seemed a lot of talks were about basic design
principles.  Do you think we will be seeing that again, but perhaps
more focused on GNOME 3?

Brian


On 04/25/12 08:27 AM, Allan Day wrote:

Hi all,

Apologies in advance for the long mail - there was no other way.

There have been a few design-related threads on the list recently. I’m
going to try and reboot those discussions in a slightly different and,
I hope, more constructive mode.

Let’s start with the big picture - design is important for GNOME. Our
project’s success rests upon our ability to design and execute an
outstanding user experience. It is in all our interests to make GNOME
design work, therefore - to work together to produce a consistent,
integrated, well-defined, high-quality, delightful user experience.

So far we have made some great progress in this direction. We have a
small but thriving design community. We have successfully reorganised
our development processes around design - development tends to be
design led, and we now have new feature proposals each release rather
than module proposals.

There are very few, if any, real community projects that have achieved
this feat. Members of other projects have even approached me in the
past to ask how they can replicate GNOME’s success in this area.

But there are challenges and things we can do better. Among those
obstacles, I see:

* lack of design resources - we are always trailing behind where we
want to be, and there are important tasks which we are unable to
complete (a new HIG springs to mind)
* improving the quality of design - we can always do better
* getting the project behind a common vision - we sometimes lack focus
* giving people a stake in the project - the danger of design-led
development is that people feel that the project is no longer theirs.
They want to feel they can have an impact and that they can express
themselves through their activities in the community.
* design disagreements can sour relationships and lead to discord
* letting people stay in touch with and understand design activities,
and therefore the activities of the project as a whole
* helping community members to participate in design activities

Now, there have been some initiatives in GNOME to try and help make
design more successful within the community. Some of those are
well-known, like the design wiki pages and the IRC channel, but there
have been other things too, like design office hours (remember those?
nobody came), UX Advocates (also suffered from a lack of take up) and
Every Detail Matters. We are also working to attract more design
contributors, which the Outreach Program for Women is really helping
with right now (yay!)

But there is more we can do. The challenge for us as a community is to
make design an even more successful part of what we do. This isn’t an
easy challenge and I don’t think there are any quick fixes, but we
have experience and a rich community on our side.

It is important to recognise that improving the state of design in
GNOME isn’t just the responsibility of designers. There are things
that all of us can do to help - from the release team and maintainers,
to individual developers and community advocates. Here are some of my
ideas for things that all of us can do to make design work more
effectively and harmoniously as a part of GNOME:

* a more rigorous (and better documented) feature proposal process
* new tools for displaying and discussing designs, such as something
like Dribble or Design Hub
* a process for resolving design disagreements - perhaps maintainers
or the release team could mediate if a dispute seems intractable?
* better communications about where GNOME is going and what the
project is trying to achieve
* some kind of active community management role to help soothe ruffled feathers
* advertised designer playgrounds and discussion areas (for people
wanting to stretch their design wings)
* tackle bad behaviour across the project in a more proactive manner
(will ensure that disagreements don’t get out of hand)
* micro release-cycles in which new features are advertised, completed
and tested
* better 

Re: Design in the open

2012-04-25 Thread Allan Day
On Wed, Apr 25, 2012 at 9:55 AM, John Stowers
john.stowers.li...@gmail.com wrote:


 So there are lots of ways that we can do design better as a community,
 and contributors on this list can all play a part in helping to make
 us to be even more successful in this regard. It will take actions as
 well as words to move forward, of course - if you want to help, or
 have your own ideas, just get in touch.

 Many of your suggestions seem designed to address or avoid conflict, or
 to convey design team decisions in a better manner. This is not the
 source of my confusion nor my uncertainty in how to interact with the
 design team.

 In order to piece together the rationale or even the process for design
 team decisions I currently browse commit logs on the gnome-design github
 repo, and look at comments made when changing live.gnome.org pages. Some
 of you tweet stuff, others scatter it on google+. You suggest even using
 $some_new_webapp to better collaborate on designs.

 While I cannot see the discussion and the evolution of design team
 thought (even if I have the time to piece together all these sources of
 information) all I see is a decision by decree when a live.gnome.org
 page is created which describes the final design.

 My suggestion is thus the same as it was the last time this thread was
 raised - if the design team does not want to archive discussions on a
 mailing list, may they please allow IRC logging on the gnome-design
 channel.

I'm not sure how useful logging the channel will be (lots of noise,
etc), but I'd be happy to give it a go. The main thing is that we
shouldn't stop there. IRC logs aren't going to fix the whole gamut of
challenges that we face in relation to community design.

 You can even be proactive and send email updates to ddl or
 something.

I've lapsed in my design update blog posts, but I've got a new one in
the works. You think emails would be better than blogging?

 Of course if the canonical way to interact with the design is to show up
 on IRC at a specific hour then, IMO, you will lose contributors. I can
 hack any time of night when I have the motivation and the free time. But
 if I want to understand why the design team did something I have to...
 trust them?


Trust them, or ask them, or a combination of the two. (Trust comes
best once you gain experience of working with people, of course.)

Allan
--
IRC:  aday on irc.gnome.org
Blog: http://afaikblog.wordpress.com/
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Re: Design in the open

2012-04-25 Thread Karen Sandler
On Wed, April 25, 2012 9:27 am, Allan Day wrote:

Echoing what Brian said, I like these suggestions for improvement! Are
there any that we can turn into concrete initiatives that we can organize
soon and perhaps fundraise for? Or build some initiatives for GUADEC? I
include a few more detailed questions below along these lines.

 It is important to recognise that improving the state of design in
 GNOME isn’t just the responsibility of designers. There are things
 that all of us can do to help - from the release team and maintainers,
 to individual developers and community advocates. Here are some of my
 ideas for things that all of us can do to make design work more
 effectively and harmoniously as a part of GNOME:

 * a more rigorous (and better documented) feature proposal process

I think there's some confusion here - you're not talking about purely
technical proposals here too, are you? I assume this is more focused on
anything that interfaces with any elements of design...

 * new tools for displaying and discussing designs, such as something
 like Dribble or Design Hub
 * a process for resolving design disagreements - perhaps maintainers
 or the release team could mediate if a dispute seems intractable?

I think we should definitely explore this more, it goes hand in hand with
the other suggestions below - helping to stop bad behavior, soothing
ruffled feathers and communicating better.

 * better communications about where GNOME is going and what the
 project is trying to achieve
 * some kind of active community management role to help soothe ruffled
 feathers
 * advertised designer playgrounds and discussion areas (for people
 wanting to stretch their design wings)
 * tackle bad behaviour across the project in a more proactive manner
 (will ensure that disagreements don’t get out of hand)
 * micro release-cycles in which new features are advertised, completed
 and tested
 * better testing facilities so people can test and give feedback on UX
 changes before release time

What would this entail? This sounds like it could be incredibly helpful if
we could find the resources for it.

 * keep a running list of design tasks that are appropriate for newcomers
 * work to prevent design disputes - ensure early informal contact
 between designers and developers at the beginning of feature
 initiatives

 So there are lots of ways that we can do design better as a community,
 and contributors on this list can all play a part in helping to make
 us to be even more successful in this regard. It will take actions as
 well as words to move forward, of course - if you want to help, or
 have your own ideas, just get in touch.

thanks, Allan! I'm glad we're having these discussions and hope that we
can find ways for the Foundation to help too.

karen

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Re: Design in the open

2012-04-25 Thread Seif Lotfy
I am happy Allan drafted the problem thoroughly and and also provided
initial steps that could solve it.
Well done.

On Wed, Apr 25, 2012 at 7:45 PM, Karen Sandler ka...@gnome.org wrote:

 On Wed, April 25, 2012 9:27 am, Allan Day wrote:

 Echoing what Brian said, I like these suggestions for improvement! Are
 there any that we can turn into concrete initiatives that we can organize
 soon and perhaps fundraise for? Or build some initiatives for GUADEC? I
 include a few more detailed questions below along these lines.

  It is important to recognise that improving the state of design in
  GNOME isn’t just the responsibility of designers. There are things
  that all of us can do to help - from the release team and maintainers,
  to individual developers and community advocates. Here are some of my
  ideas for things that all of us can do to make design work more
  effectively and harmoniously as a part of GNOME:
 
  * a more rigorous (and better documented) feature proposal process

 I think there's some confusion here - you're not talking about purely
 technical proposals here too, are you? I assume this is more focused on
 anything that interfaces with any elements of design...


I think Karen raises a good point here. I think there should be 2 kind of
proposals.

   - A feature proposal: Where a feature is discussed and the technologies
   needed for it are decided, if the design team thinks the feature is not
   good then an detailed explanation would help. Also if the feature is a not
   accepted then there is no need to discuss the technology.
   - A technical proposal: Where libraries or services that could optimize
   performance/maintenance or prove to be beneficial in the future for
   existing modules can be suggested to be used. Technical proposals should
   not include any features, else it is a feature proposal.

 * new tools for displaying and discussing designs, such as something
  like Dribble or Design Hub
  * a process for resolving design disagreements - perhaps maintainers
  or the release team could mediate if a dispute seems intractable?

 I think we should definitely explore this more, it goes hand in hand with
 the other suggestions below - helping to stop bad behavior, soothing
 ruffled feathers and communicating better.

  * better communications about where GNOME is going and what the
  project is trying to achieve
  * some kind of active community management role to help soothe ruffled
  feathers


I would like to propose that we contact the people at KDE, since they
already formed a community task force that manages and handles day to day
disputes and work on improving communication in the community in a
professional manner. AFAIK (I might be mistaken) they were given some
negotiation seminar during DS 2011.


  * advertised designer playgrounds and discussion areas (for people
  wanting to stretch their design wings)
  * tackle bad behaviour across the project in a more proactive manner
  (will ensure that disagreements don’t get out of hand)
  * micro release-cycles in which new features are advertised, completed
  and tested
  * better testing facilities so people can test and give feedback on UX
  changes before release time

 What would this entail? This sounds like it could be incredibly helpful if
 we could find the resources for it.

  * keep a running list of design tasks that are appropriate for newcomers
  * work to prevent design disputes - ensure early informal contact
  between designers and developers at the beginning of feature
  initiatives
 
  So there are lots of ways that we can do design better as a community,
  and contributors on this list can all play a part in helping to make
  us to be even more successful in this regard. It will take actions as
  well as words to move forward, of course - if you want to help, or
  have your own ideas, just get in touch.

 thanks, Allan! I'm glad we're having these discussions and hope that we
 can find ways for the Foundation to help too.

 karen

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Thanks Allan for taking the time to detail the problem as much as possible.
It is nice to have this discussion going in a peaceful manner.
Cheers
Seif
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Re: Design in the open

2012-04-25 Thread Allan Day
On Wed, Apr 25, 2012 at 6:45 PM, Karen Sandler ka...@gnome.org wrote:
 On Wed, April 25, 2012 9:27 am, Allan Day wrote:

 Echoing what Brian said, I like these suggestions for improvement! Are
 there any that we can turn into concrete initiatives that we can organize
 soon and perhaps fundraise for? Or build some initiatives for GUADEC? I
 include a few more detailed questions below along these lines.

It'd be great to have a BoF on design at GUADEC. I'm not sure what
availability would be like for doing a UX hackfest there, but we could
certainly look into that.

 It is important to recognise that improving the state of design in
 GNOME isn’t just the responsibility of designers. There are things
 that all of us can do to help - from the release team and maintainers,
 to individual developers and community advocates. Here are some of my
 ideas for things that all of us can do to make design work more
 effectively and harmoniously as a part of GNOME:

 * a more rigorous (and better documented) feature proposal process

 I think there's some confusion here - you're not talking about purely
 technical proposals here too, are you? I assume this is more focused on
 anything that interfaces with any elements of design...

Feature proposals aren't supposed to be purely technical, if my
understanding is correct - they should always have user-facing value
(whether we should have separate technical feature proposals is a
separate issue in my opinion). As such they are a natural channel
through which the community can participate in design activities.

 * new tools for displaying and discussing designs, such as something
 like Dribble or Design Hub
 * a process for resolving design disagreements - perhaps maintainers
 or the release team could mediate if a dispute seems intractable?

 I think we should definitely explore this more, it goes hand in hand with
 the other suggestions below - helping to stop bad behavior, soothing
 ruffled feathers and communicating better.

Absolutely - it would be great if someone wanted to do some work there.

 * better communications about where GNOME is going and what the
 project is trying to achieve
 * some kind of active community management role to help soothe ruffled
 feathers
 * advertised designer playgrounds and discussion areas (for people
 wanting to stretch their design wings)
 * tackle bad behaviour across the project in a more proactive manner
 (will ensure that disagreements don’t get out of hand)
 * micro release-cycles in which new features are advertised, completed
 and tested
 * better testing facilities so people can test and give feedback on UX
 changes before release time

 What would this entail? This sounds like it could be incredibly helpful if
 we could find the resources for it.

There are already initiatives that are pursing this, I'm happy to say
- both in the form of a new testing framework [1] and a role for
testing within the release process [2].

 * keep a running list of design tasks that are appropriate for newcomers
 * work to prevent design disputes - ensure early informal contact
 between designers and developers at the beginning of feature
 initiatives

 So there are lots of ways that we can do design better as a community,
 and contributors on this list can all play a part in helping to make
 us to be even more successful in this regard. It will take actions as
 well as words to move forward, of course - if you want to help, or
 have your own ideas, just get in touch.

 thanks, Allan! I'm glad we're having these discussions and hope that we
 can find ways for the Foundation to help too.


Me too. :)

Allan
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Re: Design in the open

2012-04-25 Thread Allan Day
On Wed, Apr 25, 2012 at 10:21 PM, Allan Day allanp...@gmail.com wrote:
...
 * better testing facilities so people can test and give feedback on UX
 changes before release time

 What would this entail? This sounds like it could be incredibly helpful if
 we could find the resources for it.

 There are already initiatives that are pursing this, I'm happy to say
 - both in the form of a new testing framework [1] and a role for
 testing within the release process [2].

Missing footnotes:

[1] https://live.gnome.org/GnomeOS/Testable
[2] https://mail.gnome.org/archives/desktop-devel-list/2012-March/msg00094.html
- I realise now that the timing of these live images won't actually
help with testing UX changes (since we'll already be in UI freeze when
they're ready) - that's maybe something to look at if and when we have
the necessary tools
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Re: Design in the open

2012-04-25 Thread Felipe Erias Morandeira
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 25/04/12 15:27, Allan Day wrote:
 * lack of design resources - we are always trailing behind where
 we want to be, and there are important tasks which we are unable
 to complete (a new HIG springs to mind)


Caused by this, the design process in GNOME might be often shallow,
based on static mockups, sparsely documented, and lacking enough
justification and evaluation *before* the proposed changes get
committed to code.

Mistakes in design happen. This is just a natural part of the work and
not bad in itself (fail early and fail often). However, in GNOME
some of those problems in the original designs might take a long time
to be detected, acknowledged and fixed. By the time an alternative
proposal can be implemented, it has to go against the existing
(published) behaviour and deal with a code base that was written to
enable the old solution (scar tissue, as Cooper calls it).

GNOME has very ambitious goals: to create an environment that works on
tablets and desktops, along with ~20 core applications. This is not an
easy task at all, and we only have a very small group of professional
designers to work on it.

There might be a mismatch between our current resources and goals.
Maybe we need to scale either, or both, so that GNOME designers can
focus much more in solving each problem better.


Felipe
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