2024-10-12: e-mail tls has been fixed.
2024-08-26: data migration complete! sorry for the long delay. things should be
back up and running.
2024-07-03: this server will go down on the 27th for data migration. this may take
several days, if not weeks. sorry!
2023-11-19: minecraft server world border has been increased 2x. map size is now
5gb and growing.
2023-10-24: hardware has been upgraded. speeds should be faster, and more stable.
2023-10-20: models has been
added to the collection.
2023-10-18: mobile+desktop html+css should be pretty much finalized.
2023-10-02: working on new html+css. mobile views will probably be broken for some time.
also expect a few pages to not be complete with the layout change. sorry!
2023-09-03: storage capacity has been upgraded. more fun stuff to browse coming soon!
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most guis suck |
"that couldn't just be one click?"
"where am i supposed to find that menu?
"why was that so complicated?"
"i didn't mean to close that!"
"this animation is a waste of time.
"is it even doing anything?
"why isn't this easier?
bad user design plagues almost every computer screen,
and people have put up with it for far too long.
|
the gui truths |
youtube user ross scott
made a video
where he laid some solid groundwork of what a gui should aim to do, versus not,
and many shortcomings that are present in almost every modern gui.
i'm also going to shorten and re-summarize these to be even smaller before.
- you should never get sick of looking at the gui.
- no gui will be perfect for everyone.
- some things will be good for most users.
- the gui should get out of the way when unneeded.
- the gui should be as efficient as possible when familiarized.
- the gui should appear only activate when wanted.
- it shouldn't be easy to perform accidental commands.
- keyboard-mouse switching should be minimized.
- you need multiple buttons for maximum efficiency.
- low contrast color schemes are unhelpful for vision.
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you should never get sick of looking at the gui |
|
TRUE |
let's be honest: if a gui has a color scheme that causes eye strain,
or uses comic sans throughout its entire theme, most people would not
bask in the pleasure of having to use such an interface. ross elaborates
on this topic by suggesting that a gui's apppearence should perform exactly
how a video game texture pack would perform -- changing only the appearance,
but otherwise leaving the actual functionality beneath the hood untouched.
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no gui will be perfect for everyone |
|
TRUE |
in this world, there are many people, performing many professions, with
many different thought processees and past experiences. to attempt to design
a gui which would perfectly fit the needs of every single person is a nigh
unachievable task, as is succeeding in getting everyone to agree on a gui
to use -- let alone anything.
|
some things will be good for most users |
|
TRUE |
simply put, while users are going to do a lot of different things within
their operating system, there are still a lot of similar things which
they are inevitably going to have to do. whether their task is as basic
as file organization, to as complex as writing source code, they will also
eventually perform identical tasks, such as dealing with the operating
system's built in file picker dialogue box, or even simply logging in to
their user account; different users will see the same gui, and this
gui could work for most.
|
the gui should get out of the way when unneeded |
|
TRUE |
|
the gui should be as efficient as possible when familiarized |
|
nil |
|
the gui should only activate when wanted |
|
TRUE |
this is fairly self-explanatory. such as in a case of playing a video
game, the operating system's gui should not hinder the experience.
|
it shouldn't be easy to perform accidental commands |
|
TRUE |
i would argue that over 95% of windows users have had the pleasure of
sharing the lovely experience that is pressing the start button on their
keyboard while in the middle of a game. in a not-so-similar realm, once
microsoft decided to do away with the recycle confirmation dialog box in
windows 8, a lot of people likely thought that their files were simply
immediately deleted once they had accidentally pressed that button. my
father was one of these people.
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keyboard-mouse switching should be minimized |
|
TRUE |
not only is ross 100% correct here, but i can think of several
way better precise-input methods than the mouse. there already
exist eye-tracking systems for desktop computers. translating this
tracking to positions on the display, perhaps with a key bind to
enact a mouse click, would effectively negate the need for a mouse
completely. for example, if one were to copy and paste text from
programs on two different displays:
|
using a mouse: |
- user moves their hand from keyboard to mouse.
- cursor movement towards the desired text.
- mouse clicks to highlight.
- mouse clicks to copy.
- cursor movement back towards the destination.
- mouse clicks to paste.
- user moves their hand back from mouse to keyboard.
|
using an eye-tracker: |
- user looks at the desired text.
- keyboard press highlights the text.
- keyboard press copies the text.
- user looks back towards the destination.
- keyboard press pastes the text.
|
you need multiple buttons for maximum efficiency |
|
nil |
|
low contrast color schemes are unhelpful for vision. |
|
TRUE |
while it's possible that you're able to read this, your eyes likely
didn't appreciate the 1.26 contrast ratio that this text color is.