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Show nearby kerbs

Open peternewman opened this issue 3 months ago • 12 comments

Use case When trying to answer the kerb quest around newly added traffic islands, it can be hard to tell if you're answering for the traffic island or the main road.

Proposed Solution Showing the nearby kerbs, both ways and nodes (like we do for bins or sidewalks) would help to reduce the confusion.

peternewman avatar Sep 27 '25 12:09 peternewman

Could you add a screenshot as an example?

paulklie avatar Sep 27 '25 12:09 paulklie

Do you mean of the current bin/sidewalk behaviour, or a mock up of what I'd like to see? It's the pink symbols/lines I'm referring to though.

peternewman avatar Sep 27 '25 22:09 peternewman

Do you mean of the current bin/sidewalk behavior, or a mock up of what I'd like to see?

Mostly the former, I am also not quite sure which kerb quest you are referring to?, since there are 3 asking for kerb data.

paulklie avatar Sep 28 '25 11:09 paulklie

Do you mean of the current bin/sidewalk behavior, or a mock up of what I'd like to see?

Mostly the former,

Whilst offline, if you find a bench backrest quest near other benches, it'll show you, otherwise I might be able to sort a screenshot at some point. Or see the original PR for some (now slightly out of examples) but shows the general intention #3480 or more recently #6418 .

I am also not quite sure which kerb quest you are referring to?, since there are 3 asking for kerb data.

Probably all of the individual kerb ones (ramp, tactile paving), less so "height of the kerbs at this crossing" which is effectively a crossing quest. I was going to say on a similar front all the crossing quests would benefit from seeing nearby crossings, but I see they do already, so maybe it's just kerb missing.

peternewman avatar Oct 01 '25 21:10 peternewman

Two issues I see here:

  1. Kerbs can be ways and nodes. In similar situations we have simply displayed the icon of similar nodes, but how would we display ways?
  2. The id preset icons for kerbs, that would be displayed here, are somewhat unintuitive. I am unsure if users would understand:
Image

paulklie avatar Oct 27 '25 01:10 paulklie

  1. Kerbs can be ways and nodes. In similar situations we have simply displayed the icon of similar nodes, but how would we display ways?

We could do it the same way we display other ways (e.g. footpaths when in the sidewalk quest), i.e. a pink line with the symbol on it.

  1. The id preset icons for kerbs, that would be displayed here, are somewhat unintuitive. I am unsure if users would understand:

You could use a common kerb image (as the aim here is to reference the kerb, not confirm it's correct), although the detail of them would be good to also raise invalid ones. I don't see that as a huge risk; you're answering a quest about kerbs when suddenly lots of small pink things start showing up in the same way as benches do when answering bench questions, I'd suspect most people will guess fairly quickly they are more kerbs...

peternewman avatar Nov 01 '25 03:11 peternewman

I think I agree with you that this could be benificial. Have a look at this test branch I made: https://github.com/paulklie/StreetComplete/tree/kerbs which visualises kerb ways and nodes as you suggested. Could you also share the location of a traffic island with kerbs to test it?

paulklie avatar Nov 01 '25 06:11 paulklie

I think I agree with you that this could be benificial. Have a look at this test branch I made: https://github.com/paulklie/StreetComplete/tree/kerbs which visualises kerb ways and nodes as you suggested.

LGTM without actually seeing a preview (sorry I can't easily try a test build myself currently).

Could you also share the location of a traffic island with kerbs to test it?

Well this is the traffic island that originally caught me out: https://www.openstreetmap.org/node/12660076709

Not helped that the crossings/island have been micro-mapped, but the road doesn't fork around it.

peternewman avatar Nov 07 '25 18:11 peternewman

Image Here is what it looks on my test branch

paulklie avatar Nov 07 '25 19:11 paulklie

Here is what it looks on my test branch

Excellent thanks. I'd say that would definitely help to answer it more accurately in future. I appreciate some people may feel it's a bit busy, is that the max zoom level? I'd probably counter though that inherently it's quite a complicated situation to answer, and this solution is better than the guesswork you get otherwise!

I don't know if other ways are generally rendered in this view (I guess bike parking maybe) and bench backrest too? Maybe (separately) is there some way to improve how ways are highlighted here e.g. we've got these two ways: https://www.openstreetmap.org/way/813457423 https://www.openstreetmap.org/way/813457429

But separate nodes practically on top of them...

Out of interest, do you know why it's showing the crossing at the top of the picture? I'm not particularly complaining, just curious?

peternewman avatar Nov 07 '25 19:11 peternewman

I don't know if other ways are generally rendered in this view (I guess bike parking maybe) and bench backrest too? Maybe (separately) is there some way to improve how ways are highlighted here e.g. we've got these two ways: https://www.openstreetmap.org/way/813457423 https://www.openstreetmap.org/way/813457429

But separate nodes practically on top of them...

To be clear @paulklie this bit feels like a stretch goal that maybe I should open a separate issue for (given it's already "broken"), your demo definitely solves my initial request so it would be great to get a PR for so it can hopefully be merged in soon!

peternewman avatar Nov 29 '25 11:11 peternewman

is that the max zoom level?

I believe so.

I don't know if other ways are generally rendered in this view (I guess bike parking maybe) and bench backrest too?

Any path/aerialways/ferry related quests come to mind. I would say its quite common.

Out of interest, do you know why it's showing the crossing at the top of the picture? I'm not particularly complaining, just curious?

What part of the crossing? the paths?

paulklie avatar Dec 07 '25 07:12 paulklie