Mockups, round 3
October 23, 2008
Thanks for the feedback, everyone! Please keep it coming.
Changes this time around:
- Because Laurion couldn’t tell what the velvet rope was, I’ve altered its appearance – hopefully it’s a bit more realistic now, and there’s a hint of forced perspective in it so that you can tell that the people are waiting behind it. It could probably still use some improvement, though, and I’m more than happy to hear suggestions on it.
- Because Matthew and Josh both commented that they like the numbers better, I’ve added the maximums back. I’m hoping the combination of this info and the progress bars will give the whole picture. Hopefully the new wording is clear enough, but if people have better ideas for how to phrase it, please let me know.
- I added little “sparks” to the progress bars to indicate where the game’s stated preferred numbers are, but I’m not real thrilled about how they made it look, and I’m thinking of removing those. What do you guys think?
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10 Comments
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I’m curious as to what aspect of the numbers was requested. If that’s in the comments of the other posts, I’ll go look. I can see someone wanting to know the total size of the game (M+F+N), but if that’s the case, these new numbers don’t really help with that.
I think if you set your sparks to be vertical white or black bars it might show up better. One obvious issue with the lines currently is that the pink and mint parts of the bars (open female and neutral slots) are the same colors as the boxes they might be sitting on. It’s not a huge issue because you have clear borders, but it does exacerbate the yellow spark disappearing in those regions.
The numbers show the maximum size of the game for each gender. But I’m not sure the wording (“Up to X” makes that clear).
Good point about the colors – I think white if we’ve reached preferred count, or black if we haven’t is the way to go. However, I’m also thinking that might be TMI most people anyway – maybe we should show it only for event organizers.
I’m not sure I like the sparks aside from adding contrast to the “taken/left” difference. (As in, I think having it appear other than right on the boundary between dark blue/light blue, I find confusing.)
I think I liked the bars better when there were numbers to clearly show how many people were in each part. I don’t know at first sight what percentage of a bar should be filled in when 7 of 9 are taken.
The waitlist bit is wonderful.
Replying to Julia inline:
Yeah. Plus, it’s info I think only event organizers will care about.
Me neither, but I do think Laurion’s point about how most people using this page won’t care about that is well-taken. Like he says (in his comment above), if you want that information, you can click on the game title and get it.
My basic objection to the numbers is the same as one of my objections to the sparks: it makes the display too busy. (Imagine one of these displays under each game in the schedule – info overload!)
Thanks, I’ll tell Keith you said so!
And, of course, by “Laurion’s comment above,” I meant “see previous blog entry.” Sorry.
I’m afraid that, as your non-visual person, I find this whole set-up confusing. I just want to know how many slots are available in a clear, numerical way, and this just makes it more difficult and cluttered.
Dybbuk, do you typically care how many slots are open, or that there _are_ slots open? And if you are interested enough in game to know how many slots are left, aren’t you inclined to click on the game link?
Oh, Nat, I had another thought on the waitlist. Perhaps instead of a velvet rope (which is a bit unclear), you could try one of those red/white striped type gate bars that raises and lowers? Not raises and lowers on the screen, animation is unnecessary. In the lowered position should be enough.
You mean the kind you see on parking garage exits? I could definitely try that.
Dybbuk, do you typically care how many slots are open, or that there _are_ slots open? And if you are interested enough in game to know how many slots are left, aren’t you inclined to click on the game link?
I don’t feel as strongly about it as Dybbuk does, but I completely see where she’s coming from. I don’t care how full a game is, I care how many slots are left. A 30 player game that’s 90 percent filled has a lot more space (3 slots) than a 5 player game that’s 80 percent filled (1 slot).
Hm. Quoting failed.