These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: UI Modernization - Icon Strategy

First post
Author
Sturmwolke
#221 - 2015-03-02 16:21:07 UTC
Geanos wrote:
ISIS icons are very nice and they look wonderful there, but they don't mix well with the overview. Why not use clear shapes that would show a clear progression for each category of ships or drones? I made a quick mockup to illustrate this:

Combat - circle & diagonal lines
Industrial - triangle & horizontal lines
Drones - square & vertical lines

It is not polished but you'll gt the idea

This is a very good proof of concept of a better icon representation that presents information with clarity.
Compared to what CCP has iterated so far, it only affirms the massive incompetence on how they approached the re-design.
Further plus points if the author did that under a few hours/few days.

Mr R4nd0m
Doomheim
#222 - 2015-03-02 17:17:24 UTC  |  Edited by: Mr R4nd0m
Sturmwolke wrote:
Geanos wrote:
ISIS icons are very nice and they look wonderful there, but they don't mix well with the overview. Why not use clear shapes that would show a clear progression for each category of ships or drones? I made a quick mockup to illustrate this:

Combat - circle & diagonal lines
Industrial - triangle & horizontal lines
Drones - square & vertical lines

It is not polished but you'll gt the idea

This is a very good proof of concept of a better icon representation that presents information with clarity.
Compared to what CCP has iterated so far, it only affirms the massive incompetence on how they approached the re-design.
Further plus points if the author did that under a few hours/few days.



I actually quite like this idea. I would like to see a circle around the icon to represent a npc rather than that + sign. someone mentioned it before be nice if we were allowed to choose our own colours for the icons as well.
Tippia
Sunshine and Lollipops
#223 - 2015-03-02 17:25:54 UTC  |  Edited by: Tippia
Geanos wrote:
Quick update. The reason is that we need to see at the first glance with what kind of ship we are dealing and rely less on the type column for identification:

- transport ship icons should have their own category
- I want to see at the first glance the ship type (logi, recon, etc) - huge new player bonus
- I want to see at the first glance the tech level (T1, T2, T3) - huge new player bonus

There it is

One problem: you can't use colour to denote ship classes or types. Colours are already used to signify allegiances, aggression levels, social connections and lots more. If you colour the icons, they will get lost in that and cause all kinds of issues for colour-blind people.

The colours you've picked have suddenly erased all possibility of distinguishing different types of neutral, low-sec, same-corp, and bluelist/alliance ships. While it might conceivably be possible to find colours that are not represented by the colour options for overview and bracket settings, it would be next to impossible to find ones that don't clash in some way, or that offer sufficient separation in every combination.

Also, while your original idea definitely has some merit, you need to test it with the various +, -, and skull tags that will be superimposed on top of them and see what that does to the clarity of what you want to convey. The originals look small enough that there won't be much overlap, but on the other hand, that might in and of itself hit that you're not using the available space efficiently.
Mr R4nd0m
Doomheim
#224 - 2015-03-02 17:55:27 UTC  |  Edited by: Mr R4nd0m
Tippia wrote:
Geanos wrote:
Quick update. The reason is that we need to see at the first glance with what kind of ship we are dealing and rely less on the type column for identification:

- transport ship icons should have their own category
- I want to see at the first glance the ship type (logi, recon, etc) - huge new player bonus
- I want to see at the first glance the tech level (T1, T2, T3) - huge new player bonus

There it is

One problem: you can't use colour to denote ship classes or types. Colours are already used to signify allegiances, aggression levels, social connections and lots more. If you colour the icons, they will get lost in that and cause all kinds of issues for colour-blind people.

The colours you've picked have suddenly erased all possibility of distinguishing different types of neutral, low-sec, same-corp, and bluelist/alliance ships. While it might conceivably be possible to find colours that are not represented by the colour options for overview and bracket settings, it would be next to impossible to find ones that don't clash in some way, or that offer sufficient separation in every combination.

Also, while your original idea definitely has some merit, you need to test it with the various +, -, and skull tags that will be superimposed on top of them and see what that does to the clarity of what you want to convey. The originals look small enough that there won't be much overlap, but on the other hand, that might in and of itself hit that you're not using the available space efficiently.



As i said, CCP should allow us to use our own colours then thats up to us isn't it. Problem solved. TBH you could do a hundred different icon sets and there will always be some that don't like it.

The only problem is with having so many icons is trying to remember them all, the last thing you can or want to do when in space is trying to figure out whats what!
CCP Surge
C C P
C C P Alliance
#225 - 2015-03-02 22:55:46 UTC
Hey guys, CCP Surge here. I made a lot of these new bracket icons while I wasn't working on the new Opportunities UI, and wanted to chime in and explain a bit about the project, plus thank you for a bunch of useful and feedback you've given in this thread.

First off we knew going into this that messing with these fundamental bracket icons people had come to love and rely on was bound to cause a stir in the community. The project started out as an experiment on our internal server, but after seeing them in the game for ourselves it grew into something we wanted to show and validate with the larger community.

In general there were some guiding principles we used to unify the icons across all in-space objects you might encounter: ships are triangular, structures are square, celestials circular, and drones are the little claw/space invader guys :) There are a few exceptions that bend the rules here and there but in general these are the guidelines used to make the groupings distinct across all item types, not just ships. This might help explain some of the changes to the older icons without going into detail for each one.

As for making them simpler/more geometrical, there were a few directions along those lines we explored early on but in the end we decided to leverage the existing ISIS ship group icons for their familiarity. I wouldn't rule out more improvements to them before we release them to TQ, and we're not taking them out of the testing phase until we're also satisfied with their in-game performance and usability.

Up next: I'm really curious about how the new icons perform in the field. We will be scheduling a mass test on Singularity for this on Thursday (more info on exactly when to come). And I'd be happy if you guys jumped in there and posted your reactions after checking them out in a live fleet engagement.
CCP Surge
C C P
C C P Alliance
#226 - 2015-03-02 22:59:48 UTC
Emilia Istis wrote:
Because it will be harder to distinguish neutral NPC from another player, the result may be that instead of icons as now most of the players set in the first column name or type of ship in the overview rather than icons, and probably will fall out of the picture entirely.
Already on the infographic it is harder to find "+".
This is really nice, but the NPC should be in a much greater way to distinguish.
Unless you add something to the overview that will show another player in the superior manner, always first or something extra that will tell you "This is the player" (or NPC)


We're aware that the [+] for NPCs is a rather tiny sub-indicator that might be hard to pick out at a glance, but a rather important one at that. We're looking at ways of making it more prominent or change NPC indication to something else entirely.
CCP Surge
C C P
C C P Alliance
#227 - 2015-03-02 23:04:55 UTC
Paddy Finn wrote:
How about putting a numeral 2 or 3 in a corner for Tech 2 or Tech 3 ships to differentiate them in a fight.


We realize there’s a huge strategic differences between ships of different tech levels and faction ships even though they carry the same base hull. And we want to figure out how we can include that information as well. One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#228 - 2015-03-02 23:17:16 UTC
CCP Surge wrote:
Paddy Finn wrote:
How about putting a numeral 2 or 3 in a corner for Tech 2 or Tech 3 ships to differentiate them in a fight.


We realize there’s a huge strategic differences between ships of different tech levels and faction ships even though they carry the same base hull. And we want to figure out how we can include that information as well. One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.


The overview is already fairly horrible as-is. Especially when things start moving about trying to get situational awareness from it is extremely difficult, and I don't see adding another text column (which is what I suspect you were thinking?) would help that.

If anything I think another icon would be appropriate to show ship capability and then use the II, III tags in the corner to highlight their speciality, grouped by things such as disruption cruiser, tackler etc. Especially if we could click to sort by them.
CCP Surge
C C P
C C P Alliance
#229 - 2015-03-02 23:18:21 UTC
epicurus ataraxia wrote:
A lovely Idea in theory, I applaud the idea.

However In real life with eyes older than 25, anything smaller then a capital is a fat full stop.
completely illegible and on my laptop screen virtually invisible.

Now I am sure you all have nice 27" screens in the office, but just so you know what it is like for others, put on your colleagues glasses and view it on a laptop.

all your work is wasted because there is clearly an assumption that everyone has got 20/20 vision and large monitors.

love the idea, the execution does not account for players defects.Shocked


Solution :- make them bigger.


Thanks for this ;) the bit on imperfect vision was actually something I hadn't considered until reading this thread. While the icons are displayed at the same 16x16 pixel size regardless of what resolution you run your game in (we don't scale the overview), that said it can still be a bit too small for some, and adds to squinting and eyestrain for others. I'll just say now we're considering an option to allow you to control the scale of your overview icons, so you can adjust them to your preferred comfort level.
Sgt Ocker
What Corp is it
#230 - 2015-03-02 23:23:57 UTC
CCP Surge wrote:
Paddy Finn wrote:
How about putting a numeral 2 or 3 in a corner for Tech 2 or Tech 3 ships to differentiate them in a fight.


We realize there’s a huge strategic differences between ships of different tech levels and faction ships even though they carry the same base hull. And we want to figure out how we can include that information as well. One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.

That will work, add more stuff to an already over stuffed overview

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Zappity
New Eden Tank Testing Services
#231 - 2015-03-02 23:47:43 UTC
CCP Surge wrote:
In general there were some guiding principles we used to unify the icons across all in-space objects you might encounter: ships are triangular, structures are square, celestials circular, and drones are the little claw/space invader guys :) There are a few exceptions that bend the rules here and there but in general these are the guidelines used to make the groupings distinct across all item types, not just ships. This might help explain some of the changes to the older icons without going into detail for each one.

Can't you use the different geometric shapes as differentiators for ship classes? This is by far the most important thing on the overview. Using relative size as a key differentiator fails.

Zappity's Adventures for a taste of lowsec and nullsec.

Tippia
Sunshine and Lollipops
#232 - 2015-03-02 23:58:29 UTC  |  Edited by: Tippia
CCP Surge wrote:
In general there were some guiding principles we used to unify the icons across all in-space objects you might encounter: ships are triangular, structures are square, celestials circular, and drones are the little claw/space invader guys :) There are a few exceptions that bend the rules here and there but in general these are the guidelines used to make the groupings distinct across all item types, not just ships. This might help explain some of the changes to the older icons without going into detail for each one.

That sounds nice on paper, but falls flat on its face when it comes in contact with reality.

Of the things you listed, only one is of any real importance: ships. The others can be mashed into the same category of “stuff you might want to see, but no-one really cares and they'll all be properly marked at all times anyway”. As such, using a single shape for each of those categories is an immense waste of visual communication, and you've assigned by far the worst one to the one that, also by far, needs to be the most obvious and clear. You don't want them to be unified because that defeats the purpose of being able to spot the differences immediately.

So, again, pick a better shape than a thin triangle to represent ships. Then pick two or three more. Then let all of them represent various types of ships. Use the triangle for something where relative difference isn't particularly important (celestials come to mind, or hey: deployables — wrecks are already triangles so just expand that theme to apply to all kinds of containers). Whatever shapes are left over can be spread out over the stuff that lacks representation.

For ships, you must have a more complex language than just relative size and minute markings to create the distinctions you're after. Using different shapes trivially achieves this. Or pattern repetitions. Or increased polygonality. Anything, really, except thinner and thicker triangles with tiny decorations.

Also, the invader guys for drones are cute, but I get the distinct impression that it will clash to easily with the many other chunky icons that you have to create. In all honesty what was wrong with the thin ‘X’? Compared to the boxes and +:es, It communicated fairly well that this was something related to ships, but smaller. The invaders might conceivably work like this in relation to the triangle-ships, but the triangle-ships have to go because they don't work…

Quote:
As for making them simpler/more geometrical, there were a few directions along those lines we explored early on but in the end we decided to leverage the existing ISIS ship group icons for their familiarity.

One problem with that strategy: they're not familiar. Another problem: they are almost completely unsuited for the kind of busy environment that the overview and in-space brackets offer. They work well enough when kept clearly separated against a carefully chosen monochrome background and when they can be allowed to be shown at full size.

None of those conditions hold true for where the icons have to show.

So what you should be doing is start in space, make them work there, and then put those icons in ISIS. If this means dumping the current ISIS icons, then so what? They're a very recent addition that holds no real significance or value, and they can replace without any loss of familiarity. Everyone will have to relearn anyway, so you might as well start with something good rather than cling to something that doesn't work.

Quote:
Thanks for this ;) the bit on imperfect vision was actually something I hadn't considered until reading this thread. While the icons are displayed at the same 16x16 pixel size regardless of what resolution you run your game in (we don't scale the overview), that said it can still be a bit too small for some, and adds to squinting and eyestrain for others. I'll just say now we're considering an option to allow you to control the scale of your overview icons, so you can adjust them to your preferred comfort level.
Are you quite sure? If it doesn't scale, how come you can fit more if you turn the scaling down? Straight

Anyway, the thing is that allowing scaling doesn't actually solve the problem: that they are indistinct and that ostensibly crucial markings are lost in the cluotter at their smallest size. This is still a problem you have to address, and it's yet another reason why scaled-down ISIS icons are not the way to go. So honestly, suck it up, dump the old and create something new from the ground up — something that is actually designed with this purpose in mind — then put that into ISIS to achieve the recognition you're trying to achieve.

Quote:
Up next: I'm really curious about how the new icons perform in the field.
Poorly.

They get lost against any busy background — say, a planet, or a star field, or a nebula, or a gas cloud, or a station, or an asteroid field. They get lost against each other — overlaps just become a writhing mass of indistinct arrow-shaped noise covered up a smear of colour. They get lost when superimposed on top of the ships they represent. They get lost against colour markings and tags, which almost all except NPCs ships have, and which wipe out or cover up many of the minute distinguishing features they're supposed to have. They get lost anywhere there are NPC ships since they're the same icons. They require a point of reference since they rely on relative size — anything on its own is unnecessarily hard to identify. In the overview, there's a minute improvement over the bracket use since they don't line up properly, and you can use the uneven justification to figure out which ships are bigger than which… but again, since this is a relative difference, any ship on its own becomes needlessly difficult again. And of course, the colouration and tags cover them up just as much in the overview as in open space.
Harvey James
The Sengoku Legacy
#233 - 2015-03-03 00:03:40 UTC
how about adding letters in a different colour in the icon so we know what size it is at a glance

F = frigate
D= destroyer
B = battleship
CBC = combat battlecruiser
ABC = Attack battlecruiser
AC= Attack cruiser
CC = combat cruiser
SC = support cruiser
ECC = e-war cruiser

etc...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Circumstantial Evidence
#234 - 2015-03-03 00:04:37 UTC
CCP Surge wrote:
I'll just say now we're considering an option to allow you to control the scale of your overview icons, so you can adjust them to your preferred comfort level.
16, 24, 32 - that would be awesome. Increasing icon size also reduces the number of lines of ships that can be crammed into one screen of overview, but the list can be scrolled, and the benefits of quicker recognition might outweigh the lost lines... that I probably had trouble reading anyway, if I'm increasing icon sizes.
Kynric
Sky Fighters
Rote Kapelle
#235 - 2015-03-03 00:17:45 UTC
CCP Surge wrote:
Paddy Finn wrote:
How about putting a numeral 2 or 3 in a corner for Tech 2 or Tech 3 ships to differentiate them in a fight.


We realize there’s a huge strategic differences between ships of different tech levels and faction ships even though they carry the same base hull. And we want to figure out how we can include that information as well. One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.


While I like having more information, I really do not want more columns on the table. It occupies too much of my screen as it is.
Albert Spear
Non scholae sed vitae
#236 - 2015-03-03 01:06:12 UTC
CCP Surge wrote:
epicurus ataraxia wrote:
A lovely Idea in theory, I applaud the idea.

However In real life with eyes older than 25, anything smaller then a capital is a fat full stop.
completely illegible and on my laptop screen virtually invisible.

Now I am sure you all have nice 27" screens in the office, but just so you know what it is like for others, put on your colleagues glasses and view it on a laptop.

all your work is wasted because there is clearly an assumption that everyone has got 20/20 vision and large monitors.

love the idea, the execution does not account for players defects.Shocked


Solution :- make them bigger.


Thanks for this ;) the bit on imperfect vision was actually something I hadn't considered until reading this thread. While the icons are displayed at the same 16x16 pixel size regardless of what resolution you run your game in (we don't scale the overview), that said it can still be a bit too small for some, and adds to squinting and eyestrain for others. I'll just say now we're considering an option to allow you to control the scale of your overview icons, so you can adjust them to your preferred comfort level.


Pushing 60 and with strong glasses, I still can't read most of the overview. The new color schemes did not take into account less than perfect vision. Right now Eve is setup for people with 20/20 or better vision, not for someone who is on the verge of visually impaired.

I appreciate the acknowledgement of the issue. I love Eve, but I will probably have to give it up if the interface does not have better options for those people with vision problems.
Code2200
University of Caille
Gallente Federation
#237 - 2015-03-03 02:41:00 UTC
I like it really adds something small yet very useful!!!

Code2200

Caprican Initiative

President of the Twelve Colonies

Dangeresque Too
Pistols for Pandas
#238 - 2015-03-03 02:45:19 UTC
CCP Surge wrote:
thank you for a bunch of useful and feedback you've given in this thread.

...I wouldn't rule out more improvements to them before we release them to TQ, and we're not taking them out of the testing phase until we're also satisfied with their in-game performance and usability.

...And I'd be happy if you guys jumped in there and posted your reactions after checking them out in a live fleet engagement.
The way that reads to me:

"Thank you for the useful feedback but we aren't going to change anything. But please give us more feedback after the mass test!"

But seriously, you are trying to put too much, or as much info as you possibly can, into something isn't supposed to contain much info at all. An icon just needs to give you an basic piece of information, enough information that you can decide if you even need more info or not. Telling us there is a frigate or destroyer or cruiser isn't much info at all. It might be a T1 cruiser I don't care about or an AF that I need to clear off the field asap or even a dictor or perhaps even a lonesome thrasher I can ignore. We only need to really know exactly the amount of info the current TQ icons tell us:

Is the ship small, medium, or large? Since every other piece of important info about that ship including it's specific type and hull name are listed in the overview. We really don't need to be seeing the same information in half a dozen different places at the same time. The current icon set for NPCs does a good job of differentiating ship classes by weapons class and it works well.

As Tippia said, just because the new icons are currently in ISIS should not be a major factor for their use in the overview. Can you honestly say that a majority of the player base spends a significant amount of time in ISIS to justify this? Cause I can tell you at most between all 3 of my accounts I haven't spent more than 5-10 minutes total time looking at ISIS since it came out.
CCP Surge wrote:
Paddy Finn wrote:
How about putting a numeral 2 or 3 in a corner for Tech 2 or Tech 3 ships to differentiate them in a fight.
We realize there’s a huge strategic differences between ships of different tech levels and faction ships even though they carry the same base hull. And we want to figure out how we can include that information as well. One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.
Not sure about this guy, but I know a few of us were giving the example of having the T2/T3 info (since you obviously don't think we want to use the Overview to get the same info) as a way to go further and overcrowd the icon with information overload. Might as well include all the role types for the ships like you want to do with drones.

That leads us to these role/use indicators, you aren't giving a role indicator for ships, so why for drones and for structures? Are you planning to add this info to gates and stations as well (since different stations do different things and there are several different sized gates which have massively different spawn distances)? 27 different icons for drones, really necessary?

Sentry guns... are you seriously saying you are making it an ugly little squared "c" because planets and celestials have large circles and you are worried that players will confuse a small circle of the sentry gun with a planet?

Granted you need to make player and NPC icons the same set, but this is not how you do it. At best you really need not even 10 separate icons to differentiate S, M, L, XL ships, M, XL for industrials, shuttle, pod, and drones. You only need a minimal set of different icons because the differentiating information is IN THE NAME OF THE OBJECT as well as IN THE TYPE field as well. Look back at my example of the NPCs, you can easily add this specific hull class info into the Type field like it is for player ships.
Dangeresque Too
Pistols for Pandas
#239 - 2015-03-03 02:50:57 UTC
CCP Surge wrote:
One option on the table is simply adding a new overview column for tech type. This way the info can be toggle-able for those who want it, and won’t further complicate the already attribute-dense icon space.
They already have this info available in the Overview, its called "Type". The idea for increasing the size of the Overview to take up more screen space to include redundant info that is already there. Am I right?
Sgt Ocker
What Corp is it
#240 - 2015-03-03 03:54:49 UTC
CCP Surge wrote:
epicurus ataraxia wrote:
A lovely Idea in theory, I applaud the idea.

However In real life with eyes older than 25, anything smaller then a capital is a fat full stop.
completely illegible and on my laptop screen virtually invisible.

Now I am sure you all have nice 27" screens in the office, but just so you know what it is like for others, put on your colleagues glasses and view it on a laptop.

all your work is wasted because there is clearly an assumption that everyone has got 20/20 vision and large monitors.

love the idea, the execution does not account for players defects.Shocked


Solution :- make them bigger.


Thanks for this ;) the bit on imperfect vision was actually something I hadn't considered until reading this thread. While the icons are displayed at the same 16x16 pixel size regardless of what resolution you run your game in (we don't scale the overview), that said it can still be a bit too small for some, and adds to squinting and eyestrain for others. I'll just say now we're considering an option to allow you to control the scale of your overview icons, so you can adjust them to your preferred comfort level.

Just being able to make them bigger to suit poor eyesight is not the best option, the overview already takes up more space than I like, so making it bigger by having the ability to enlarge icons to gain no further information than is currently available just does not make sense. Color plays a big part in it as well, you can triple the size of the icons but as long as they are all one color, red, it can be hard to distinguish subtle differences. Especially when those shapes vary only by the addition of a cross or a teardrop, or the worst for my eyes, the same red icon split into 2 where the solid icon represents something and a blank space in the middle of the same icon represents something else.

With all the icons in the new UI looking similar, as in same shape, same color, same size, (without getting 3 inches from my monitor and squinting) I mouse over to find what I need.
The icons themselves may as well be silver circles you mouse over to gain information from..

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.