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Redesigned the previous prototype with visual mechanics inspired by Blender. The circular selection interaction pattern is a great way to enhance accessibility and improve accuracy by restricting item selection to a single dimension and, therefore, reducing noise in user input. For a circular menu, one may describe spatial transformations...

38,202 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Oleg Frolov
Oleg Frolovvor 2 Jahren

Get the prototype on GitHub

Profilbild von Oleg Frolov
Oleg Frolovvor 2 Jahren

fpv version

Profilbild von Oleg Frolov
Oleg Frolovvor 2 Jahren

Realized how to generalize the Pie Menu. Now, it can work with any number of elements. It will make it simpler to iterate over other pie menu ideas.

Profilbild von Oleg Frolov
Oleg Frolovvor 2 Jahren

cleaner!

Profilbild von Mike Manzano ✨ ᯅ
Mike Manzano ✨ ᯅvor 2 Jahren

Btw it’s called a “pie” menu.

Profilbild von Mikameel ᯅ
Mikameel ᯅvor 2 Jahren

This looks amazing, any chance that you will be selling this as remixable unity packages? together with more of your prototypes. I'd definitely be interested in buying.

Profilbild von Jan
Janvor 2 Jahren

great one, really good progess

Profilbild von Nova 🐧✨
Nova 🐧✨vor 2 Jahren

pie menus pie menus pie menus

Profilbild von Arthur Objartel
Arthur Objartelvor 2 Jahren

This is amazing!

Profilbild von Devdatta Puntambekar
Devdatta Puntambekarvor 2 Jahren

Too good !! 😎

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Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

178,290 Aufrufe • vor 2 Jahren

If you take a moment to observe the real-world interaction systems around us that have been used for some time, you'll notice they tell a story of past interactions. You can see the physical evidence of how users have interacted with them – like scratches and fingerprints. While some might view this wear and tear as a drawback, I believe it has several components that help make the UX better: Memory: Collective and Personal. These artifacts store the history of interactions. This storage system has a practical impact: it optimizes our cognitive load. When interacting with a system, it subtly guides you based on your past interactions. For instance, the most worn button on a dashboard often indicates the starting point of interaction. Insights: Pattern Recognition. Even with a system you've never used before, these signs of aging can offer valuable clues. They reveal interaction patterns through their imperfections. Take a beat-making machine as an example. The most worn pads – maybe those labeled "Kick," "Hits," and "Share" – not only show their frequent use but also guide you on how to interact with the device and which aspects of it deserve your attention. I made a prototype to understand how the idea might work on touch devices. I slightly exaggerated the "aging" effect. But it felt good. I think this approach would benefit spatial interaction systems more since it resembled real-world objects' behavior the most. #ux #uxdesign #interactiondesign #uidesign #ui #swiftui #prototyping

Oleg Frolov

99,141 Aufrufe • vor 2 Jahren