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Dev Blog - A new look for EVE’s UI – feedback needed!

First post First post First post
Author
w1ndstrike
White Talon Holdings
#361 - 2014-11-10 01:02:28 UTC
As someone that does UI design for a living, EvE's main UI (the neocom and the overview) have always been pretty decent for the amount of information they contain and try to display at once. the area of largest gain to me would be places like the overview settings menu and similar, which are not always clearly labeled or easy to navigate (or even access without another pilot telling you where it is hidden), but can be just as important as that main interface.

if I had to list some top goals I'd like to see the new UI focus on it would be:

  • Easier menu settings access for high-use elements like the overview
  • Cleanup of interaction markers from the "space view" (better indications of other ships status/relations)
  • Ensure that there is minimal disruption to existing userbase from icon changes (considering how much eve relies on its existing playerbase, this is more important than it usually is in consumer software, margins for error are tiny)
  • look to reduce submenu count where possible


the comments made by Quintessen are also very on-point.

nice to see something being done about this, and looking forward to seeing what CCP can do to make it better!
Beness
Vojtech Fekete
#362 - 2014-11-10 01:42:53 UTC
If you're going to be tracking mouseover for windows, I'd love for mouseover of drones in space to trigger showing of drone command buttons on each of the drones or drone groups.

Move away from: right-click Drone or Drone Group, navigate through menu to option, left-click Specific Command
Move to: Mouse over Drone or Drone Group, left-click the "Attack", "Return to Drone Bay", or "Return to Orbit" quick buttons.

The number of times I've been prompted "are you sure you want to abandon this drone" is crazy.
Sentamon
Imperial Academy
Amarr Empire
#363 - 2014-11-10 02:58:39 UTC
Please remove the borders and lines on windows out of focus, the chat one and overview in particular, and instantly lose the spreadsheet feel.

~ Professional Forum Alt  ~

Kroton Zateki
Space Limited
Solyaris Chtonium
#364 - 2014-11-10 03:39:22 UTC
w1ndstrike wrote:
As someone that does UI design for a living, EvE's main UI (the neocom and the overview) have always been pretty decent for the amount of information they contain and try to display at once. the area of largest gain to me would be places like the overview settings menu and similar, which are not always clearly labeled or easy to navigate (or even access without another pilot telling you where it is hidden), but can be just as important as that main interface.

if I had to list some top goals I'd like to see the new UI focus on it would be:

  • Easier menu settings access for high-use elements like the overview
  • Cleanup of interaction markers from the "space view" (better indications of other ships status/relations)
  • Ensure that there is minimal disruption to existing userbase from icon changes (considering how much eve relies on its existing playerbase, this is more important than it usually is in consumer software, margins for error are tiny)
  • look to reduce submenu count where possible


the comments made by Quintessen are also very on-point.

nice to see something being done about this, and looking forward to seeing what CCP can do to make it better!


I agree that the icon changes could be a major source of frustration for the existing playerbase.

By simply adding an icon settings drop-down, it can allow users the option to revert to the "original icons" and be used as an opportunity for future customization. Allowing user selected icon sets opens the possibility for race specific icons sets, maybe even player created icon sets.
Kinraka
Things To Do...
#365 - 2014-11-10 04:39:51 UTC
http://i.imgur.com/ouRlRNZ.jpg this was posted on the Mitani by Aleqs and i kind of like it questionable weather the overview would have enough room on it for all the data but it makes you feel as if your more part of the ship itself, the best pert of it is the top right corner which is a huge improvement over the tedious and out dated 2D static images

[u]Sheep shagger from way back [/u]

Kinraka
Things To Do...
#366 - 2014-11-10 05:03:09 UTC
Andy Koraka wrote:
Please maintain the RGB slider as an "advanced" option or something. Not that I find your color choices unappealing but I prefer custom UIs like this one



now if only you could paint your ships...

[u]Sheep shagger from way back [/u]

Dun'Gal
Myriad Contractors Inc.
#367 - 2014-11-10 05:59:31 UTC
Where's my locked target PiP. Rest looks neat though. But bring me picture in picture for locked targets instead of just an icon, and I will be happy.
xDunkleSeelex Padecain
The Scope
Gallente Federation
#368 - 2014-11-10 06:42:05 UTC
are there more hotkeys planed, like for each drone group one to attack the target or launching drones?
The Hamilton
Sebiestor Tribe
Minmatar Republic
#369 - 2014-11-10 07:43:47 UTC
Kinraka wrote:
http://i.imgur.com/ouRlRNZ.jpg this was posted on the Mitani by Aleqs and i kind of like it questionable weather the overview would have enough room on it for all the data but it makes you feel as if your more part of the ship itself, the best pert of it is the top right corner which is a huge improvement over the tedious and out dated 2D static images


I heard that the PiP was just a bit too hard at that stage. Just hearing from a Dev if we are getting closer to achieving this would be good. I also like the feel more of this and a few other examples posted throughout the thread. Breaking the square and box shapes ever so slightly creates a MUCH more immersive UI feel and starts breaking away from the operating system feel.

The EVE Vegas 2013: Better EVE UI talk also had some great things in it and have also clearly been discarded. I think too many people are hung up on wanting to customize their own UI, making CCP's job of consolidating it and bringing a distinctive look much harder. They should however take note of peoples specific problems such as color blindness and difficulty reading and provide an option that fits the style and gives them something usable.

It is also apparent that whatever color scheme you use creates a very different feel for the game and having this change and not feel so static will add a lot.
ChromeStriker
Sebiestor Tribe
Minmatar Republic
#370 - 2014-11-10 08:43:56 UTC  |  Edited by: ChromeStriker
Window prioritisation... Love it!

CCP Optimal wrote:
I’m going to go ahead and predict that some of you are already thinking; “Strip all color! Are you insane?”. Although I can neither confirm nor deny any claims of insanity, I can assure you that once you’ve learned the new icons (which takes practically no time at all) you’ll be opening windows faster than ever before. As a matter of fact, it has been scientifically proven that stripping color away from such icons reduces search time, as it allows your brain to focus purely on form. It’s a “try it to believe it” kind of thing. I was sceptical at first too.


Ok ok... im not going to call you insane, im sure its all very logical.... but seriously it looks dull. I mean its the main task bar for everything everyone does... and its grey.

Light up the icons from behind or something, have the background the same as the window colour. Grey may be efficient but its not particularly interesting...

I like your living up to your name, but optimal in one regard might not be optimal in another.

No Worries

Easthir Ravin
Easy Co.
#371 - 2014-11-10 08:46:02 UTC
While I applaud the effort to keep the look of the UI fresh and up to date, can we get a useful HUD? How about Multiple HUDs, that fit what you are doing. Much like a Multi-Function Display in aviation. A travel HUD (integrated directional and navigation interface / Combat HUD (Tactical functionality and larger Overheat buttons) etc.

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

BinaryData
The Scope
Gallente Federation
#372 - 2014-11-10 10:31:19 UTC
What I see so far, I like. But I do have to say this;


We're playing a game based upon Science Fiction, with the possibility of becoming reality with in the next 1,000 years. Why not have a more "SciFi / Geeky" UI? How about allowing players to mod their UIs to an extent of their liking.


As an Ex-WoW player, that's one of the biggest features I enjoyed. I enjoyed having a UI that was compact, and had what I needed. It also helped that I had a G15 Keyboard to where I could customize my combos. I know I'll catch flak to mention that absurd game, but it does have it's unique features, even real gamers can't deny it has uniqueness to it.


I'd like to see more customization available. It used to be possible to customize the color of ship names while in space. If I clicked on CCP Arrow in space, I could see that his distance was x color, his name was y color, and his alliance was z color. You can still do it now, but again, customization is huge to some.

Just a thought. But I do like what I see so far.
Almethea
Trans Stellar Express
#373 - 2014-11-10 12:03:29 UTC
tested this morning

cant load station panel, cleared cache, cant load station panel, gj !

any idea?

there's so many thing to fix in eve.... and they fix forum ! GJ! but ok i like it !

CCP Fozzie : AFK cloaking, however, is an entirely social form of power

FistyMcBumBardier
State War Academy
Caldari State
#374 - 2014-11-10 12:14:09 UTC
CCP Arrow wrote:
helana Tsero wrote:

- 1
For not attempting a change to the module and armor/damage/speed circle thing. Its the most archaic and non sci fi thing in Eve. Just making the white parts transperant woud go along way to making it more futuristic looking.


It's part of the UI Modernization Project to revamp the Ship HUD, but we need to break the roll out into sensible releases and this first one addresses other parts of the UI which affects about 80% of all UI components. The Ship HUD is next in line.



Can you disclose any information on what kind of changes you want to add to the Ship HUD? Will there be a button to consume drugs, use drones?
Myriad Blaze
Common Sense Ltd
Nulli Secunda
#375 - 2014-11-10 12:26:07 UTC
CCP Optimal wrote:
Strata Maslav wrote:
Focusing on the Neocom I feel like that each icon needs unique colouration. I like the aesthetic but each icon having it own unique colour scheme would allow users to locate desired icons faster.

This was exactly my first reaction when this was suggested, but it turns out that once you have clear cut shapes, you don't really need color to tell them apart. Like I said in the blog, it's a "try it to believe it" kind of thing!

Considering that your new UI shows the NES icon of all the icons in color, you either need to try harder or believe harder, it seems. P

While I like the overall direction, I don't like the monochrome, flat design approach to the UI icons (the old icons do need some adjustments, but what you show is a step back, imho). At least consider implementing an option to customize icon colors (if possible define two different color areas where applicable), please.

With the option to color the icons, you could group them for example like in this suggestion:

Wendrika Hydreiga wrote:
Maybe give different colors to the icons according to their function and group them together? Like, blue for social (mail, chat, contacts), green for economics (wallet, contracts, journal), red for combat (fleet, incursions, fw) and yellow for character (character sheet, skills).


McChicken Combo HalfMayo
The Happy Meal
#376 - 2014-11-10 12:51:42 UTC  |  Edited by: McChicken Combo HalfMayo
Preset color themes is all well and good, but an option for custom colors using RGB sliders would be very appreciated. It did read a bit like you're babying us with that restriction although I'm sure that was not the intention. We are smart players for the most part, give us a chance we can figure out what works Blink.

My apologies if I'm wrong here and RGB sliders are still a thing. I don't use the test server.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

John McCreedy
Eve Defence Force
#377 - 2014-11-10 14:01:05 UTC
To call this a new UI is something of a misnomer. It's the same UI with some fancy effects tagged on to it. If you truly want to improve the UI then you need to make it less cluttered, allow for more customization, user-defined positioning. Your last UI 'improvement' added far too much complexity to it, made it too long winded to find the stuff you need. If you truly want to redesign the UI then you should go in the opposite direction, simplification in both usability and aesthetics; in other words truly redesign the UI from the ground up.

13 years and counting. Eve Defence Force is recruiting.

Invisusira
Escalated.
OnlyFleets.
#378 - 2014-11-10 14:15:36 UTC  |  Edited by: Invisusira
...this is not a "UI overhaul." It's a simple reskin.

You're moving backwards here. This "UI Overhaul" looks like a skin that you'd slap on an MP3 player from 2001. Overhaul the UI first, THEN make it pretty.
Shelmim0
#379 - 2014-11-10 15:54:32 UTC
Leave the option to choose the transparency windows (one button, and in the settings (Esc) - from 0 to 100%) in the new interface. Players will decide where and when you need transparency or not. The usability interface (understandability and setting) higher priority than his beauty.

For example, in the current interface most of my friends players transparency only use multiple windows. Otherwise, in space it only prevents.
The smaller part familiar does not use transparency at all windows. Even fewer part familiars uses transparency in all windows.
O'drwex Dythoni
S0utherN Comfort
#380 - 2014-11-10 19:46:18 UTC  |  Edited by: O'drwex Dythoni
about getting UI better for real

TLDR :
UI changes
Interface, displaying the space, input
Brightness and usability, eye fatigue
Size of buttons/input
Sorting the tabs / where they belong

Scifi UIs and time
Their common points
Looking fancy and interacting [scifi]
Not looking fancy and being functional [real]
Eve’s UI

Tastes as a user of the interface
post 2
8 key points about UI
The little things



in the last few years whenever CCP played with the UI it made things different, but not always better.
I still look for the undock button on the neocom.
I disabled the notifications [i liked that i could disable a feature that i didnt enjoyed]

I start to feel like i'm blind because, you keep increasing the button's size and making things look more fancy.
These changes takes more space on my screen without increasing the efficiency of my use of the UI.

Now, the available area for 'space [nebulaes and stuff]' display on my screen, its never been so low,
not that i need to see what's there... ok maybe a litle,
when i use this new radial menu to activate, lock, unlock something NEVERMIND it didnt wanted to ever display, i couldnt blap this tackle frig before it got too close, and now there is this weird noise over and over again, eve sends my mouse all over the other side of the screen making eve unplayable, forcing me to relog to 'fix' the issue.

but yes, seeing space, not really needed, all i need to see is these bright, flat and single colored icons with a t-reks background?
more light on ALREADY alot of light? no thanks.
Bright spots STICK to the retina and i experienced it far too much, i will end up avoiding these bright icons as much as possible.
White text on a black background? the verry reason i barely read forums unless i am concerned and it's worth killing my eyes to give an opinion.

Implementing brightness options there doesnt solve the issue, it makes it flat and tasteless, still having a hardlight icon, no matter what the hardness.

Buttons size now, things keep getting bigger?
You gave us a "compact" view mode for things and... well i dont use it because it's TOO compact it doesnt provide smaller icons, nor has the effect of keeping some information available and features usable.
"size matters" correct size, no useless room taken.

In the cynabal/market picture the different market related tab's boundries within one same themed window are less obviously defined then they are now, the feel it's in the same category is lost somehow.
With the new D scan window, we cant have a "scanners tab" to stack with chats anymore, which keeps increasing the space taken on the tabs, and over the "space" display.

now for the "Scifi/futuristic" part of the UIs...
The first star treks ? nah that's old, i can do better than that.
what's the release date of that matrix movie already ? RIGHT 15 years ago.
mhh maybe minority report? NOPE 2002, about ... 12 years ago.
Iron man 1 computer interface + holotable? 2008, getting closer but this is autocad Xray looking....
Mass effect 2 or Tron holograms and UI's? probly 2010.. still not good enouth
Star trek into the darkness. 2012-3, recent enouth.

what's the common theme here?
The UIs provide either: alot of data the hero has to chew through OR they give the hero the EXACT information he wanted.
All of this happends verry quickly since it's a distraction medium and it's a detail.... then what?
they both look fancy.

LOOK fancy but i'm preety sure if you take a close look into an UI picture presented here or there
you realize that those cool, lighty, fancy looking things almost ONLY display information
and the ammount of ways to request and alter the information is to use .... tadaaa!
a touch, [click] a drag [long click] a voice / move command [we know how they perform], keyboards or switches.

spaceships UI
looking at F18, then F22, and space shuttle's cokpit's control panel, notice the ratio of input/display there is,
20-30% display 80/70% of input, ways to alter display or features.
As an eve player, warp, align, jump or turn stuff on/off is basic .... right/left click
(no need to monitor the pants perssure, or the oxygen feed.)
the things we need to monitor are doing stuff when you press a button, period.
No need to look fancy for that.

The rest of the UI then ?
Same thing, different "feature" i want to have something done, sell an item, send a mail.
plain interface, not too much, nothing missing. if i want it to look fancy ? no need for it, but maybe i do. what would i want ?
The tasks feel instinctive? how to define that? what tells you if you like something EVERYONE will like it?
what i hear from devs is: "everyone loves it".

what i like is
Ordered, categorized, clear and precise tools to use.
Being able to filter things, disable/make things disapear. Call things back? It needs not to be a nightmare.
It needs to be in a place where i expect it to be, or to be moved there so i remember i put it there.
DONT get in the way, or needlessly over/undersized.
It has to be standardized, clear what i am doing if someone else looks at a screen cap.
tools options should be with the tool itself [small station buttons/disable notifications and more]
and we're not there yet..

post 2