Re: Interfaces

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Tim via users kirjoitti 9.6.2020 klo 17.55:
the controllers on video games that I never play, there's nothing
sensible about why a game uses the square button, or the green
button, etc., it's all arbitrary.  They do nothing to contribute to
ease of use.
I don't know about you, but I can't think of an icon or symbol that would convey useful semantic meaning for a button which you sometimes use to jump, sometimes to activate a contextual action, sometimes to select a menu item, sometimes to shoot, sometimes to either crouch or go prone depending on how long you hold the button down, sometimes to apply gas in a car, sometimes to pass a ball to another player player, or whatever else. There are a limited number of buttons you can fit on a controller of reasonable size, and an unlimited number of potential in-game actions players may be able to take with said controller. I would argue that a four-button controller – perhaps labelled with arbitrary geometric shapes – contributes to ease of use much better than a controller with who knows how many buttons labeled with their precise in-game action. Since learning to play with a regular controller as a child, I've never actually had any difficulty in learning the controls to any game using such a controller. Playing with a controller becomes second nature, even if it contains arbitrary elements, because you just get used to it.

As for application and toolbar icons, usually after a while of looking at them, most will lose the metaphoric link between representation and reality, at least in my mind. In fact it didn't even register with me that the Files icon in Gnome is actually a filing cabinet until someone mentioned it earlier. It was just the symbol for the Files application.


--
Terveisin / Regards,
Matti Pulkkinen
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