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Dev blog: UI Modernization - Icon Strategy

First post
Author
Kieron VonDeux
#161 - 2015-02-27 20:59:20 UTC
To be honest I don't see what all the fuss is about. The new Icons are nice. Who cares if they are similar.

When looking on overview for Target I read the Ship Type text and Name, not Icons.



Tippia
Sunshine and Lollipops
#162 - 2015-02-27 21:24:29 UTC  |  Edited by: Tippia
Kieron VonDeux wrote:
To be honest I don't see what all the fuss is about. The new Icons are nice. Who cares if they are similar.

CCP does. After all, the whole point is to convey more information. If they are similar, they fail at the core purpose for having them to begin with.

Being “nice” is somewhere in the region of 99% irrelevant. If that's all they achieve, they are utterly useless compared to what we have now.

Indahmawar Fazmarai wrote:
The only potential source of confusion would be between 1st and 2nd in the left column, maybe one pixel more of length for the second or a pixel less for the first would help giving them more different weight.

Fair enough. I wanted to use the same size chevrons for both the size upgrade to medium and to large ships, and if I made it any bigger, the double-chevron for large ones wouldn't fit. But skipping that arbitrary design constraint isn't particularly hard — they're just the same for the sake of being the same right now, which isn't much of a reason.
helana Tsero
Science and Trade Institute
Caldari State
#163 - 2015-02-27 21:47:46 UTC  |  Edited by: helana Tsero
Sorry if this seems harsh..

but frankly I feel that CCP Arrow is on the wrong path and out of touch with the player base with UI modernisation.



Each change brings more UI, more clutter, less customisation.

This is 2015. Maybe I dont want EvE to be a gigantic blob of red x's and spreadsheets....

maybe I want to see the space and the ships that Im flying in ???. Maybe I want the option to turn off UI elements that are not relevent to what Im doing in space at the moment. ??


What happened to the zoomed in picture in picture of the ship you were targeting/shooting at ? ( shown at previous fanfest.)



Less UI not MORE !!!!!!

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Sgt Ocker
What Corp is it
#164 - 2015-02-27 22:04:18 UTC
Tippia wrote:
Indahmawar Fazmarai wrote:
Well, I just read the devblog and I can't tell the smaller icons from each other, woo-hoo! Lol

I'm waiting to see them at Sisi, but so far I fear the worst.

[…]

Currently I can tell the thickness of the crosses, even if the crosses themselves are fuzzy. But shape recognition is not exactly my strong point.

Just doing some testing of ideas, but, with your bad eyes, how distinguishable are these different icons? Are the gaps distinct enough? Can the difference in shape be seen? Are the tiny protrusions too tiny?

In the format you have them there they are distinguishable with a bit of a study (and leaning forward to get closer to my monitor) but then I'm not looking at multiples of each in a cluttered combat environment.
The protrusions on the middle set are ok, as long as the same icon is not going to be used without them to represent something else.

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.

Bagrat Skalski
Koinuun Kotei
#165 - 2015-02-27 22:05:28 UTC
Current Icons are worse than new ones.
Kieron VonDeux
#166 - 2015-02-27 22:06:30 UTC
Tippia wrote:
Kieron VonDeux wrote:
To be honest I don't see what all the fuss is about. The new Icons are nice. Who cares if they are similar.

CCP does. After all, the whole point is to convey more information. If they are similar, they fail at the core purpose for having them to begin with....


You mean like Enlisted Rank Insignia of many nations, Roll

You can have similar Icons that contains differences. Its simply a matter of the levels and sublevels of variation you want to convey, and getting used to it.

Tippia
Sunshine and Lollipops
#167 - 2015-02-27 22:22:26 UTC  |  Edited by: Tippia
Kieron VonDeux wrote:
You mean like Enlisted Rank Insignia of many nations, Roll

No. I mean that the purpose is to be able to distinguish them. If they are similar, that defeats the purpose. Rank insignia pretty much universally achieve that by repeating a simple pattern (in broad strokes) along a single axis: more is higher. This creates distinctly different and dissimilar stacks, which makes them easy to distinguish.

The proposed icons defeat themselves by doing pretty much the exact opposite: the purpose here is to convey four or five different axes of differentiation, but it's done using only two poorly chosen cues (and making those cues too vague to really properly capture what little difference they could convey).

Quote:
You can have similar Icons that contains differences. Its simply a matter of the levels and sublevels of variation you want to convey, and getting used to it.

No, getting used to it is not a factor other than to prove that the design is fundamentally unsound from an ergonomic perspective. Rather, it's a matter of ensuring that the differences are large enough that the variation is conveyed at a glance, rather than blurred together because things are too similar and with too few visual cues to offer a good “language” for those variations.
Rowells
Blackwater USA Inc.
Pandemic Horde
#168 - 2015-02-27 22:54:49 UTC
Have multi colored icons been considered? Even if it's just a few contrasting colors it could easily make two similar icons (cruisers+battlecruisers) distinguishable
Galen Dnari
Dnari Mining and Manufacturing
#169 - 2015-02-27 23:15:48 UTC
Two things. Well, maybe three.

1. Yes, some people are color-blind. Doesn't mean you shouldn't use color in designing icons.
2. The blog stated, in effect, that you don't want to give people a leg up by identifying the class of a wormhole by its icon. I agree with that, but I would suggest that once the class is identified, the icon should change. IOW, your display should reflect the latest best information you have. Not just for wormholes, for everything. If an enemy has a webber or scram it can use, it would be nice to know that. How does that get identified? The enemy uses it.
3. In fleets, information gathered by individual ships should be disseminated to the entire fleet (assuming they're on grid). So if ship A gets webbed by enemy TA, the ships on the other side of the grid should see that TA is a webber.
4. Icons should be re-sizable (zoomable?) on the fly to accommodate those of us with aging eyes.
5. Not suggesting all of this should be implemented in your first pass.

Okay, that's five things. Big smile

http://eveboard.com/ub/1939472205-31.png

Josef Djugashvilis
#170 - 2015-02-27 23:25:44 UTC
Just in case no one mentioned it yet...this is the worse thing to happen to Eve Online since the last worst thing to happen to Eve, and can we have an option not to use them?

If not, me and my zillion alts are going to quit.

This is not a signature.

Kieron VonDeux
#171 - 2015-02-27 23:30:59 UTC
Tippia wrote:
Kieron VonDeux wrote:
You mean like Enlisted Rank Insignia of many nations, Roll

No. I mean that the purpose is to be able to distinguish them. If they are similar, that defeats the purpose. Rank insignia pretty much universally achieve that by repeating a simple pattern (in broad strokes) along a single axis: more is higher. This creates distinctly different and dissimilar stacks, which makes them easy to distinguish.

The proposed icons defeat themselves by doing pretty much the exact opposite: the purpose here is to convey four or five different axes of differentiation, but it's done using only two poorly chosen cues (and making those cues too vague to really properly capture what little difference they could convey).


There is always a balance between similarity and distinguishability just like a game is a balance between reality and fantasy, or as in a lot of design, artistic value and functional value.

I think you are on the wrong end of it in this case. I think these new Icons are fine for what they were designed to do and will serve their purpose well.

Additional tools would be more useful to give the granularity you are asking for.

Quote:
Quote:
You can have similar Icons that contains differences. Its simply a matter of the levels and sublevels of variation you want to convey, and getting used to it.

No, getting used to it is not a factor other than to prove that the design is fundamentally unsound from an ergonomic perspective. Rather, it's a matter of ensuring that the differences are large enough that the variation is conveyed at a glance, rather than blurred together because things are too similar and with too few visual cues to offer a good “language” for those variations.


Getting used to a new symbol system is always a factor. There is no one standard.

You are doing it wrong if you are trying to comprehend the entire scope of the scene via Icons alone at a glance.
You get better information from direction scans and the overview.

It seems you are asking for something that would be better served by multiple tools and not just an Icon system alone. A simple Icon system in conjunction with more powerful customizable summarization tools would be far better.

I would suggest that the new Icon system works well for what it was designed to do and that you are asking for something else that would be unnecessarily complex. Only a Savant could make use of that in my opinion.

There is a balance between amount of information conveyed, artistic value, and usefulness; especially in a game. There is also consideration of how much an average person should comprehend given a complex display of those Icons and if they should be using a different tool altogether.

Summarization, listing, or aggregation tools would be far better for that.

Tippia
Sunshine and Lollipops
#172 - 2015-02-28 00:58:54 UTC  |  Edited by: Tippia
Kieron VonDeux wrote:
There is always a balance between similarity and distinguishability just like a game is a balance between reality and fantasy, or as in a lot of design, artistic value and functional value.

I think you are on the wrong end of it in this case. I think these new Icons are fine for what they were designed to do and will serve their purpose well.

Their purpose is to make ship classes distinguishable by icon alone. They do the opposite of that and make them more difficult to distinguish than before. Not only do the sizes blur together, but the distinction between PC and NPC ships now hinge on a minute marking in the corner. They also seem to be completely incompatible with all kinds of bracket colouration and markings.

Right now, the only real problem exists with the half-classes (destroyers and BCs). With the proposed system, the confusion covers the entire spectrum rather than just two discrete cases.

Quote:
Additional tools would be more useful to give the granularity you are asking for.
It's not me asking for it. It's what the change is supposed to provide. And yes, more tools are needed because a fatter and more or less obtuse triangle isn't enough.

Quote:
Getting used to a new symbol system is always a factor. There is no one standard.
It's not a factor in determining whether it serves its purpose or not. If you have to get used to it in order to make distinctions that are supposed to be obvious at the blink of an eye, then that distinction simply isn't there — the required clarity of visual language and the distinctness of the cues is just missing. There is no “getting used to” that that will make any difference.

Quote:
You are doing it wrong if you are trying to comprehend the entire scope of the scene via Icons alone at a glance.

Again, that is the entire purpose of this change. What you are saying here is that the purpose is “doing it wrong”. That should tell you enough. Again, it is not me asking for this — it is the stated goal of the revamp. Since you keep saying that more tools are needed, you are on my side on this one.

In addition, the tools you are suggesting are already in the game. It's called the overview. The point of all of this is to make the game less reliant on those tools and move more of the information into icon form. The icons fail to do that due to being too similar, which in turn is due to having far too restricted a visual language to work with.
Indahmawar Fazmarai
#173 - 2015-02-28 08:04:27 UTC
Just a random thought... thinking about the purpose of icons, I've come to realize the the current three-icons system already suits well to the combat use of it. Yes, we can't tell a frigate from a destroyer or a cruiser from a battlecruiser, but those ship classes are engaged with the same weaponry, because weapons come in three sizes, to say so.

So I wonder, do we really need to know that a destroyer is a destroyer and not a frigate? Or that a battlecruiser is not a cruiser? From the point of view of "it's red, shoot it" there's no difference. We don't have "destroyer size" weapons, and actually whatever hits a frigate is likely to hit harder on a dessie. So why bother telling them apart?

Maybe even if the icons were easily visible (which they aren't) or could be told from their outline and size (which they can't), would we still need one icon for every ship size?


I am aware that now that this thing has taken months of work and stuff, the chances of getting a different system rather than (maybe) a slightly improved version of the proposed one are slim. And I wonder who asked the CSM on this, who asked the players, and also feel a bit tired that each change of UI comes with the assumption that 20/20 eyesight is a must for playing EVE Online. The average age for players is like 35 years, so eyesight issues are to be expected for a sizeable part of the game demographics. Using a mere 10 pixels to tell apart 27 different ship types is an interesting tour-de-force, but the main purpose of a graphic USER interface is to be USED. Being unable to SEE the elements of the GUI makes it unusable.
Swidgen
Republic University
Minmatar Republic
#174 - 2015-02-28 08:27:38 UTC
Gorongo Frostfyr wrote:
They seem to be designed mostly for an aesthetics aspect.
While on paper they look quite good, they look ingame far too similar. Drone type indicators are far too cryptic, but thats not the main problem, because that can be learned. The type indicator in the top right corner will be too small ingame.

I agree with this 100%. CCP has gone around the bend (again) and come up with a solution in search of a problem. Something nobody wanted or asked for with the sole exception of some hipster doofus in the art department.
Arcos Vandymion
Ministry of War
Amarr Empire
#175 - 2015-02-28 09:32:41 UTC
Remove the "depth" as the "shadows" they cast makes it unnecessary hard to keep them apart. Apart from that It provides no less information than the current system and as such it can only be an improvement. They do look very clean.

Add UI upscaling. 90% is really useful for smaller screens but I'm kind of missing something like 120% for FullHD or something (not everyone is sitting half a meter away - some sit a meter away from their screen ^^).
Pak Narhoo
Splinter Foundation
#176 - 2015-02-28 12:49:13 UTC
Indahmawar Fazmarai wrote:
So I wonder, do we really need to know that a destroyer is a destroyer and not a frigate? Or that a battlecruiser is not a cruiser? From the point of view of "it's red, shoot it" there's no difference. We don't have "destroyer size" weapons, and actually whatever hits a frigate is likely to hit harder on a dessie. So why bother telling them apart?


According to CCP we do.
CCP is currently thinking we don't get enough information with the tools we have at our disposal. Therefor CCP is in a 'we must overload our player base with information THAT'S ALREADY THERE!' mode (tooltips come to mind).

In this case there is already a TYPE! column in the overview, so there is no need whatsoever to add that information there twice by cramming that information in a 18 x 18 pixel box with icons that look more or less the same.



Arn Akkar
Pator Tech School
Minmatar Republic
#177 - 2015-02-28 14:29:21 UTC
I've got to agree with the criticisms. Even on this static screen the new icons are too homogenous, and the differentiation is even harder to discern when the icons are red. Once we add motion to this it's going to be even less usable. In their current form these icons are largely less helpful than those we are currently using. The team need to look at this again, and actually think about how the human eye works and responds to form and colour - red will attract the eye, but it is not an ideal colour for humans to discern fine levels of detail.
Castelo Selva
Forcas armadas
Brave Collective
#178 - 2015-02-28 15:06:37 UTC  |  Edited by: Castelo Selva
Thank you CCP. I very happy with that change and I think is a good direction to make the game better and modern.

Do not worried about the wining people. It is natural to people be against any change, and in special when that change take then out of they comfort zone. It was the same with the neocon icons and now people just get used to it.

Of course, that are some good feedback here, listen that people how take time to actually try these new icons. Colour code would be nice, like make the icon itself green for corporation ships, purple for the ones in fleet and so one. That way it will helps for the ones who want it and still retain the option to use the current small squares on the bottom right side for the ones who are colour blind.

Also, I personally think an increase of 33% in the size of the icon would be better, or at least an option to make the icons bigger would be nice. I know that this increase will reflect in less line in the overview column, but I can live with that. You can make it optional if you want it, as you did for station icons. In small engagement, I already have space for all the ship in my overview and in bigger fight I have to scroll up / down in any way. Therefore, I think icons should be a bit bigger to make then more reckonable at the first glance. Let´s say they are actually 18x18 pixels and then raise it to 24x24.

Thank you so much for your efforts. I know you guys are really brave in change that kind of stuff.

Castelo
Jenshae Chiroptera
#179 - 2015-02-28 15:13:36 UTC  |  Edited by: Jenshae Chiroptera
Castelo Selva wrote:
Thank you CCP. I very happy with that change and I think is a good direction to make the game better and modern.
Do not worried about the wining people. It is natural to people be against any change, and in special when that change take then out of they comfort zone. It was the same with the neocon icons and now people just get used to it.
Castelo
So, you know for next time, "I am very happy with the changes" and "Do not worry about all the people who are whining."
Jenshae Chiroptera wrote:
The general response is, "Takes time, you will get used to it." Months later, they are still annoying me constantly.
Bagrat Skalski wrote:
Current Icons are worse than new ones.
That is not saying much. P
Ways to make them clearer have been said many times now in this thread.
Want to bet the man in the grey suit will force these on us anyway until we, "get used to them and come to like them," because, "people don't like change."

Well, I am like the Japanese, in that, I hate changes but I love improvements. Blink

Edit:
I just had one of my insane ideas. Something that should never, ever be implemented.
What if when you change resolutions .... now hold onto your seats here ... the game client drew your icons.

Say, you raise the resolution to 10524x8644 and now .... your hollow square looks a bit like a single pixel in your overview. Why yes, that would be terrible.
So, as you set the resolution, the client says, hang on one second! You don't have icons to display like that!
I am going to redraw your hollow squares so they are 50x50 pixels with 8 pixels thickness.

Making the icons scale with the resolution.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Quadima
HyperDreams Studios
#180 - 2015-02-28 15:23:41 UTC
More nearly identical monochrome **** you can't figure out in the heat of battle.

YAY!