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Dev blog: UI Modernization - Icon Strategy

First post
Author
Johny Tyler
Solar Forged
#341 - 2015-06-06 01:55:04 UTC
Was there any type of research done to determine what kind of icons would be more useful?

To me an icon is useful when I can gather the information I am looking for instantly, without processing it, without actually looking at it. The old icons did that for me. They were not full of lots of specific information, but that is not what I use them for. I use them to quickly at a glance separate ships from structures, planets from stargates, etc etc. The new icons are harder to use for what I need them for. I don't think it is just an adjustment issue. I think they are actually harder to separate and identify.

A possible way forward would be to give us the old icons back while you rework this, now that more of us know this is a change coming maybe you can get some good feedback. Something else to consider would be to give us a wide range of options. We could actually assign our own icons from an array of choices. I think a choice in colors would be great as well.
Wilj0
#342 - 2015-06-11 08:48:25 UTC  |  Edited by: Wilj0
Hi,

I have a few suggestions for the new overview icons:

The first is to change the container's icon to a diamond shape instead of the square. This will make the wrecks with loot inside (with the loot inside being the diamond shape within the wreck icon) feel more natural since containers with "loot" are always depicted as diamonds.

The second would be to add differentiation between T2 and T3 ships within the icons. I was thinking T2 ships can be icons with a light fill inside (kind of like the celestials currently have, but maybe darker) of it and a T3 ship with a more opaque fill.

And finally, I would like player ships to have a different color. Just how rats are red, make player ships yellow? And keep everything else white. This way we can easily depict a player from the rest of the icons (especially from non-rat NPCs).


By the way, I scaled my UI back to 100%, taking away precious screen space, because I really like the new overview icons and wanted to use them to their full extent. Some people say otherwise; but I feel the new icons are very useful, once learned, and a step forward. Good job, keep it up!

I am also looking forward to the day I could scale my overview's row height so the text and icons would scale with it and allow me to set the UI back to 90% scale.

Cheers,
Wilj0
Owen Isaacs
Center for Advanced Studies
Gallente Federation
#343 - 2015-06-13 22:37:25 UTC
Hi, did a fair bit of research and practical deisgn/application in the arena of screen text for use in critical interface applications - appreciative of the difficulties of designing for a disparate bunch of users of all cultures, ages and screen sizes we have here - however, happy to check stuff with you and provide a little feedback / pointers to research that may help if you are interested..

KR
Owen.
Bernard Dupont
Les mitraillettes
#344 - 2015-06-19 18:28:36 UTC
Please ccp stop that. Having big red points or icones in space is really ugly. Lite boxes were really better to regonized in space what ship is without using overview. I'm playing a 3D game spaceship to have 3D ships on my screen an not ugly icones. Just take an eye of what eve will look like in few months https://www.youtube.com/watch?v=8SqdfzQeT7s
Thanks u for killing the game ! Were there not other priorities than destruct an old good concept ? Bookmarks management for example...
lilol' me
Comply Or Die
Pandemic Horde
#345 - 2015-06-26 09:48:36 UTC
I do wonder why CCP ask for input when they clearly never listen to it. The icons are just messing and confusing. Hate them