A better user interface - mock ups included

There is such a large amount of space in the UI that goes unused. This space could bring a benefit to the user by showing additional contextually relevant information. One example of this could be to bring vital mission information up a level to the bulletin board overview rather than forcing the user to click into each mission to see the detail. This will allow players to accept missions quicker.

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Trade dividends should be in its own menu and also the sub menus here could show the number of items to be redeemed.

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I've only spent about 10 minutes in paint putting these together to illustrate the point.
 
It makes so much sense that it actually begs the question why nobody thought of that earlier?

Please consider this for future updates, Frontier!
 
I approve, but... bear in mind that there is a reason why UI has been made so sterile, with huge fonts and awfuly lot of unused empty space. It is accommodated for console players so they can read while being confortably laid down on the couch 5 meters away from the TV set.
 
I approve, but... bear in mind that there is a reason why UI has been made so sterile, with huge fonts and awfuly lot of unused empty space. It is accommodated for console players so they can read while being confortably laid down on the couch 5 meters away from the TV set.
And with much lower res screens.
 
I approve, but... bear in mind that there is a reason why UI has been made so sterile, with huge fonts and awfuly lot of unused empty space. It is accommodated for console players so they can read while being confortably laid down on the couch 5 meters away from the TV set.

?? The posted mock-ups use the same font/size as the rest of the UI screen chosen.
 
I'd be fairly confident in the concepts above being workable on the console. I hope someone at FDEV takes notice given that a few of you clearly feel the same way.

To me (and you) it is clearly obvious that the UI should be enhanced in this way. Its simple and intuitive.
 
I agree fully with this. It would certainly make things...not easier, just less tedious. If you move this info up one level to show it like you have, then clicking on the mission will have the accept feature, and you could save that 2nd level for more info. This could be the current mission text along with any other relevant details
 
I agree fully with this. It would certainly make things...not easier, just less tedious. If you move this info up one level to show it like you have, then clicking on the mission will have the accept feature, and you could save that 2nd level for more info. This could be the current mission text along with any other relevant details

Thanks, here's to hoping. Might get an official response you never know.
 
Some here seem to forget that the oculus rift basically requires the fonts to be that large. Even with the dk2 it is moderately straining to try reading text due to its pentile arrangement. Its not just because of consoles.
And in any case, who doesn't like clear to read fonts?

In any case yes, more info at a glance would be a nice to have
 
Some here seem to forget that the oculus rift basically requires the fonts to be that large. Even with the dk2 it is moderately straining to try reading text due to its pentile arrangement. Its not just because of consoles.
And in any case, who doesn't like clear to read fonts?

In any case yes, more info at a glance would be a nice to have

Might get into 1.3 :)
 
There are well structured and very informative high-res UIs built for the PC exclusively:

fitting_screenshot.jpg
... and then, there are "consolized" UIs:

Elite-Dangerous-Loadout-Eagle-02.jpg
Just to make it clear, I do think that the OP's suggestion is a step in right direction. Hopefully, devs will try to improve UI as much as possible, considering console and Rift users.
 
I'd like to chip in and note that the outfitting screen is especially bad at conveying any useful information to you. Instead of a useful spreadsheet of information you're stuck with a stupid static (non-interactable) view of your ship and a tiny info panel with a fraction of the available info. E.g. the fact that your ship's actual speed, shield and hull strength is not shown on the outfitting screen is pretty in my opinion.

And that really is just the tip of the iceberg.
 
+1 for the OP's suggestion, there are so many little improvements like this that would really help ED's user friendliness, and most of them like this one, are actually not hard to do.
 
Good suggestion OP. I like the ED UI, its clean and uncluttered.
:
I could definitely do with some improvements to increase the information density and surface more information.
 
I have to admit that even if the UI elite looks nice, compare to the one in EVE its completely different ^^. Althought EvE UI is very complicated to handle at first, and not the one in Elite.

However, the UI is way too much simple, I mean, just to look into the outfitting UI, its a mess, they made good progress since BETA, but still, having to scroll down kilometers of modules to find the one you are looking for is a kill for me.. We should have more sorting value, tabs for differents type of modules (cargo, cell bank etc..). I just bought my T7 yesterday and when I was looking at module, I was lost.. It is ok for small ship with a few modules, but I don't want to imagine how it is for the Conda :eek: .

And maybe having a different UI color could help a lot I think.. Because orange everywhere is quite disturbing at some point (I understand in the ship HUD, but in station..)
 
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