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2D Critiques

Open savannanoh opened this issue 3 years ago • 3 comments

  • Missing a narrative connecting the different types of 2D output–why were some examples included and others not?
  • Chapter assumes everyone has fast internet, talk about how to design for slower speeds and other factors besides expressiveness
  • “Having parts of interfaces move required careful management of the position of interface elements over time, and these were incompatible with the notion of view hierarchies determining element positions at all times.” – student wants explanation on why moving parts are incompatible with view hierarchies. Also would be good to remind readers of what view hierarchies are +1
  • Talk about ink-based screen displays, like Kindle, and how they’re different–do they also use LEDs?
  • Talk about how different fonts can help people with dyslexia and other impairments
  • Talk about plasma screens and why they differ from LCDs in technology as well as history
  • Section on data doesn’t seem like it logically fits with the other sections, it seems like data viz uses all the above components. But surely it’s not the only application using all the above components…
  • How does Moore’s Law play into the abilities of 2D?
  • Expand the graphic section to include other important graphics settings, like DLSS
  • Talk more about display implants
  • Talk about the Samsung foldable smartphone
  • Expand the displays section to cover big screen, mobile, projector technology and how they each work
  • Remind readers how much emphasis is put on vision and the ability to see. Graphics relies on our ability to see light, depth, texture, etc.
  • Change operating system steps to numbers instead of bullets
  • Include a use case for why designers should know how pixels and graphics work
  • Student says: "And researchers continue to innovate in these spaces, including in screen technology itself" — this appears to somewhat contradict a point made in the chapter on Touch input, which stated that there is not much motivation to innovate in the world of touch screens. I understand that there may not be much innovation occurring in the INPUT technology, but I would think this also directly [affects] output technology? And if this is true, I'd love to have this explained further with the chapter.
  • The login screen shake animation is one of few widely used animations. What are other examples of widely used animations for UI?
  • Have people studied the benefits and drawbacks of using animations in UI?
  • What advances are needed in hardware technology to prevent sickness from animations?
  • Visuals
    • The image attached with the caption “I, Boffy b (CC-BY-SA) Common dimensions of typography” is unviewable in dark mode
    • The D3 image example wasn’t clear what it was illustrating. A description would help
    • The cathode tube section is not helpful to people who don’t have a science background. The image of the tube could be replaced with something more helpful, like a schematic or video
    • Have an image showing what these things are: "interaction techniques for seeing relationships in data, including selection, filtering, brushing, linking, focus, facets", some are not obvious
    • Add an illustration for the graphics explanation section
    • Have a visual on how much the technology for displays changed from CRTs to liquid crystal displays
    • Include a picture of how the cathode ray tube translates into a display. If they are large and heavy, it’s hard to imagine how that would fit into desktop displays
    • Have video explainers for how different types of displays work
    • Include images for double-buffering and sub-pixel rendering like the anti-aliasing one
  • Definitions
    • Chapter doesn’t define 2D or distinguish it from 3D +2
    • Chapter doesn’t explain data viz. Would be nice to have an image example
    • Constraints in animation section wasn’t clear
  • Grammar/typos:
    • Weird formatting at the end of “a structure suitable for visualization”

savannanoh avatar Feb 20 '22 03:02 savannanoh

  • Student found technical explanation difficult to understand--is this section important to understanding the rest of the chapter?

savannanoh avatar Feb 20 '22 08:02 savannanoh

  • Talk about how advances to higher fidelity 2D output has been able to convey more information
  • Are sound/music considered 2D output?
  • Include history for each section, for example, how cartoon animation influenced interface animation
  • Confusing to follow how CRT influenced LCD and LED displays
  • Did other factors influence typography besides Steve Jobs? Seems like it couldn't just have been one person

savannanoh avatar Feb 20 '22 20:02 savannanoh

  • Elaborate more on Unicode, since it had such a big impact
  • Explaining how a CRT works may not have been necessary
  • Why is a frequency of 24 times needed?
  • How have users' expectations of fidelity changed over time? What fidelity is needed for a user to participate in an experience?
  • Have some critique of 2D outputs, like their effects on cognition
  • History of 2D (like the first movies)
  • How physical aspects like screen quality affect 2D output
  • Why haven't foldable smartphones taken off? Is it because they aren't addressing an actual need?

savannanoh avatar Mar 16 '22 06:03 savannanoh