To "Who" it may concern ;-)

I've just returned from an epic 17 day trip, the last couple days of which 
were spent shuffling between bed and the toilet after eating something nasty. 
I have been following the emails and will respond once I get my head back in 
the right place - it has been a very long flight home.

You've summed up most of the issues that lie before us in once nice email. I 
promise to answer them as soon as I can think clearly again :-)

--
Kenneth

On Sunday 11 November 2007 00:10:26 Who wrote:
> Hi all,
>
> Does sabdfl still read this list? Some of these questions here may
> only be able to be answered by him (or kwwii - are you employed to
> work on this at the moment?). After some deliberation I've copied him
> in. Sorry Mark if you don't think you needed to be!
>
> It's really cool to see this list alive again with so many ideas and
> discussions - some of the stuff  looks really sweet, I wish I had more
> time to contribute (though I think the standard's getting well beyond
> me!).
>
> While there's still so much energy around I think we need to get some
> more definition of what the goals of the artwork team are here so we
> can channel it in the right direction. I hope I haven't missed
> anything about what exactly is being worked towards...I haven't been
> keeping up with ALL the list mail recently and couldn't make the
> meetings, but I couldn't see a clear description of goals or process
> (emails like 'how far for Hardy' have gone unanswered... and
> https://wiki.ubuntu.com/ArtTeam which supposedly contains UDS
> conclusions is not very detailed) The minutes of the latest meeting
> say in response to a question about what we will be changing:
>
> "Nov 01 18:47:53 <kwwii>      install screen, usplash, gdm/face broswer,
> Desktop Wallpaper, GTK theme, colors, metacity/emerald theme, icons,
> splash screens"
>
> That sounds mighty exciting, and a lot of what I am asking below has
> clearly been discussed (from the minutes again)
>
> "Nov 01 18:03:47 <kwwii>      we had a meeting at UDS today
> Nov 01 18:04:07 <kwwii>       and talked about the form of the art team and
> how we lead the process"
>
> But I'm not sure enough info has made its way here yet. Maybe it has,
> sorry if I've missed it.
>
> In years gone by, I feel artwork effort has been misdirected due to us
> (as a team) not really knowing what our aims were, not meeting
> deadlines in the release process and not knowing who we were designing
> the work to please and producing the style of work that was wanted. It
> would be sad to see this flurry of enthusiasm ending in some of the
> same mistakes being made again and people being upset about the
> process. I am NOT trying provide  bunch of 'stop energy', but I am
> trying to find out what the structure we need to work under
> (/around/over/through...whatever), for the best things to happen is!
>
> So, if we are going to start brainstorming and investing time once
> more I would really like to clarify for all contributors.
>
> 1. Are WE (the artwork team) designing a DEFAULT theme or some
> 'community themes' to be shipped separately in another package? This
> is important because it affects the kind of design we do, and I would
> expect for some people, how much time they have to offer. Obviously,
> there have to be caveats with respect to the quality of the work - if
> for some reason (and the stuff so far suggests it will not happen) the
> team produced something horrific it would not make sense to included
> it. This brings me on to Q2
>
> 2. Who will decide what work will make the cut and what will not. If
> we ARE designing for the default theme then how will we decide when to
> stop brainstorming and settling on ONE of the ideas to hone (see 2.2).
> How can we ensure we are producing work that IS going to be accepted?
> There are a few important aspects to this
>
> --2.1 How will we get the people who will be making FINAL decisions
> about the work involved _at crucial points in the process_ well before
> the end . If sabdfl is going to be choosing work then how can we get
> his opinions before we reach crucial junctions at which we might turn
> away from what is desired. There is certainly enough talent in the
> team to work towards and produce what is desired, but communication of
> that might need to be better than it has been in previous releases.
>
> --2.2 What is the time-scale for our development? We need this to be
> clearly defined _whether or not_ we are designing for the default
> theme or for a bunch of community themes. If we are going for default
> work then we need to be sure to make and meet deadlines for review and
> feedback. The same is true even if we're just doing 'extra' themes,
> except the community is more able to define what will and won't be
> included. In the past with community themes lots of work has been
> dumped on a few members of the team and Daniel Holbach when he was
> already incredibly busy - I wasn't involved in the last few releases
> so this issue might be fixed now....See 3 for more on this.  Another
> reason the deadlines are important is so we give the documentation
> team and the web team time to update to reflect the new art.
>
> --2.3 I am not at all sure what other stuff relies on the art (docs
> and web aside) - which other parts of the Ubuntu Jigsaw do we
> interlock with?
>
> --2.4 Who is in charge of what in the team/calling which shots? kwwii,
> I guess is the head here? Is there going to be a hierarchy?
>
> 3. How are we distributing and packaging the work? We should be doing
> this throughout the process so we can see how it is working - to avoid
> last minute rushes on packaging. My understanding is that Launchpad
> has very good facilities for making this 'JustWork' - are enough
> people familiar with them now?
>
> I am sad that I do not have much time to add at the moment - so I
> guess I am asking these questions less for myself and more for the
> people who will be spending a lot of time on design for the next
> realease. By answering them I hope we will have a better understanding
> of how to use people's time effectively.
>
> I do not presume I have asked all the important questions, so please
> jump in if you think there are other things to clarify.
>
> I hope this whole email doesn't come across as pompous or
> presumptuous, I know this was discussed at UDS, I'm sad I could not be
> there (but I would be sure I'm not the only one!) - I only want to be
> sure that the effort people invest is well directed and that the art
> we make rocks as much as possible!
>
> Happy Designing,
>
> Who

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