Re: [sugar] The limits of Mesh View

2008-04-19 Thread Eben Eliason
  1) I don't understand how larger collaboration groups would increase
 scalability. I would think it's the other way around: larger circles -
 larger radius of unoccupied space - less icons

Surprisingly, that's not quite the case.  The groups provide
organization, which makes visual parsing much easier.  Moreover, the
XOs within a given group can be drawn quite closely together, so a
fair number of them can be packed into a fairly compact area.

Check out the visual mockups linked below.  In our early designs, we
actually used a clustering algorithm (which is why the code is named
snowflakelayout) instead of a simple ring.  This, naturally, keeps
things even more compact (that's πrr to our benefit).  However, even
the ring alone makes the view substantially easier to parse, visually,
thus allowing mode overall XOs.  It's really the space between icons
that's so precious.

http://wiki.laptop.org/go/Image:Neighborhood.jpg
http://wiki.laptop.org/go/Designs/Frame#18

For reference, I think the first link above has about 35 icons on it,
and the latter about 45.  The clusters in the upper right of each
contain 16, so you see that if you had nothing but clusters of 15 or
so people, you could easily display 90 or so XOs and their (6 or so)
activities, inching close to the 100 mark (which is where I topped out
my previous estimate).
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Re: [sugar] The limits of Mesh View

2008-04-19 Thread Eben Eliason
On Sat, Apr 19, 2008 at 1:18 AM, Benjamin M. Schwartz
[EMAIL PROTECTED] wrote:
  Polychronis Ypodimatopoulos wrote:
  | A full screen of icons would not be
  | legible either, but was I just trying to explore the limits.

  That's not exactly the limit.  Although the current designs don't call for
  it, it would be easy enough to allow the mesh view to expand past the edge
  of the screen, once the number of icons gets too large to show them all.
  GTK has widgets designed for precisely this sort of infinite canvas.
  People with whom you've communicated more recently, or people who are
  geographically nearer to you, might migrate toward the center.

Yes, this is precisely the type of scalability solution I alluded to
before when I spoke of making the full neighborhood accessible via
search.  Effectively, we'd like to think of the screen area as a
viewport into the broader neighborhood, which happens to contain a
clustering of people and activities most relevant tot he user.

Determining the heuristic for what's relevant needn't by very complex,
thought it could be, and will likely begin with friends, recent
collaborators, your favorite activities, etc.  Naturally, the search
and filter controls will serve as temporary adjustments to the
relevance of the objects on the mesh, and so the view will change in
response to them.  The main reason we didn't jump directly to this
model is because we'd very much like to emphasize the notion of the
window, and of the neighborhood as a larger continuous space, by
sliding the XOs, activities, and devices around the screen.  This
would also work well when illustrating XOs moving about the various
activities on screen, but also serves as a way to slide negative
matches radially outward, and positive matches inward, so as to always
keep a relevant set of icons on screen at any time.

- Eben

PS.  I think this brings up the point, by the way, that we have two
different kinds of scalability limits with regard to the view.  The
first is what Pol was initially after, which is the hard limit for
number of icons shown on a screen of a given size, and the second is
the number of icons (and their presence info) we can realistically
manage technically.  The latter (once we fix the jabber server)
shouldn't pose much of an issue until we start thinking about
inter-school or world level communications.  The former, of course,
is still worth investigating, because even with the scalability
solutions listed above for intelligently moving icons on and off
screen, we need to know that limit and filter only the number through
that we can realistically show at once.
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Re: [sugar] The limits of Mesh View

2008-04-19 Thread Edward Cherlin
On Fri, Apr 18, 2008 at 11:29 PM, Eben Eliason [EMAIL PROTECTED] wrote:
 On Sat, Apr 19, 2008 at 1:18 AM, Benjamin M. Schwartz
  [EMAIL PROTECTED] wrote:
Polychronis Ypodimatopoulos wrote:
| A full screen of icons would not be
| legible either, but was I just trying to explore the limits.
  
That's not exactly the limit.  Although the current designs don't call for
it, it would be easy enough to allow the mesh view to expand past the edge
of the screen, once the number of icons gets too large to show them all.
GTK has widgets designed for precisely this sort of infinite canvas.
People with whom you've communicated more recently, or people who are
geographically nearer to you, might migrate toward the center.

  Yes, this is precisely the type of scalability solution I alluded to
  before when I spoke of making the full neighborhood accessible via
  search.  Effectively, we'd like to think of the screen area as a
  viewport into the broader neighborhood, which happens to contain a
  clustering of people and activities most relevant tot he user.

  Determining the heuristic for what's relevant needn't by very complex,
  thought it could be, and will likely begin with friends, recent
  collaborators, your favorite activities, etc.  Naturally, the search
  and filter controls will serve as temporary adjustments to the
  relevance of the objects on the mesh, and so the view will change in
  response to them.  The main reason we didn't jump directly to this
  model is because we'd very much like to emphasize the notion of the
  window, and of the neighborhood as a larger continuous space, by
  sliding the XOs, activities, and devices around the screen.  This
  would also work well when illustrating XOs moving about the various
  activities on screen, but also serves as a way to slide negative
  matches radially outward, and positive matches inward, so as to always
  keep a relevant set of icons on screen at any time.

At some point it will be of interest to be able to view friends of
friends in a network view, and to have a variety of social networking
functions.

  - Eben

  PS.  I think this brings up the point, by the way, that we have two
  different kinds of scalability limits with regard to the view.  The
  first is what Pol was initially after, which is the hard limit for
  number of icons shown on a screen of a given size, and the second is
  the number of icons (and their presence info) we can realistically
  manage technically.  The latter (once we fix the jabber server)
  shouldn't pose much of an issue until we start thinking about
  inter-school or world level communications.

I'm not clear to me why we aren't thinking about that now. Earth
Treasury's mission is to link whole schools and create global
partnerships. This has educational, social, and economic consequences.
There will be hundreds of schools using XOs by the end of the year,
probably more than a thousand.

 The former, of course,
  is still worth investigating, because even with the scalability
  solutions listed above for intelligently moving icons on and off
  screen, we need to know that limit and filter only the number through
  that we can realistically show at once.

Based on my suggestions above, I would suppose that we will need a way
for users to select viewing modes and parameters themselves. I always
hate software that tries to tell me what I want.

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-- 
Edward Cherlin
End Poverty at a Profit by teaching children business
http://www.EarthTreasury.org/
The best way to predict the future is to invent it.--Alan Kay
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Re: [sugar] The limits of Mesh View

2008-04-18 Thread Polychronis Ypodimatopoulos
Eben Eliason wrote:
 On Fri, Apr 18, 2008 at 11:51 PM, Polychronis Ypodimatopoulos
 [EMAIL PROTECTED] wrote:
   
 What are the practical limits at the moment?
  How many icons can we fit at a maximum?
 

 I'll give a somewhat vague response (mainly because even I'm not sure)
 to kick things off.  To begin with, the answer depends in large part
 to the topography of the collaboration space.  The view is much more
 scalable when the grouping factor of XOs is high, such that some
 activities cluster a number of them into a ring.  This organizing
 factor makes things scalable, and was a key element of our design
 phase.  If it turns out that most collaborations involve only 2 or 3
 XOs, and very few involve 5 or more, we won't hit the type of layout
 we envisioned early on.  That said, I think the rough limits are going
 to lie between 50 and 100 (I said I'd be vague!) icons in the view at
 any one time before it becomes to difficult to manage.  In our initial
 sketches, which allowed up to 25 or so (class size) XOs to be in a
 given activity, we could handle 150 or more while retaining some
 visual clarity.

 Of course, we're working on ideas for improving scalability in
 general, such that the entire neighborhood is accessible via the
 search capability even when only a (potentially small!) subset of that
 neighborhood gets shown in the view by default.  Additionally, we
 intend to add list views to all of the zoom levels, which will provide
 a sortable, searchable, filterable list of all activities, people, and
 devices present for the more extreme cases.

 - Eben
   

1) I don't understand how larger collaboration groups would increase 
scalability. I would think it's the other way around: larger circles - 
larger radius of unoccupied space - less icons

2) I also did a vague estimation of one exterme: the number of XO icons 
that can be packed in screen. I think it's about 13x26 icons (of course 
it's possible to do that by dividing the screen resolution with the svg 
size, but was too lazy for that ;-). A full screen of icons would not be 
legible either, but was I just trying to explore the limits.

Pol









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