No, I genuinely like the new layout and do not experience difficulties navigating through it.You must be joking…t
No, I genuinely like the new layout and do not experience difficulties navigating through it.You must be joking…t
I'm also convinced not a single person picked up a copy of something like COD or Overwatch and paid attention to how really successful FPS games do their UI.I remain convinced that this is also why the console versions were delayed, at no point did anyone pick up a pad while adding all the new stuff, and at the last minute somoene was like "uhhhhhh, guys?"
That thing is an utter pain to use and I bought a Nostromo for walking around and using “the hat” on it, still doesn’t make it any easier…I'm also convinced not a single person picked up a copy of something like COD or Overwatch and paid attention to how really successful FPS games do their UI.
An item wheel? Really!?
What's quite sad is that there are very likely people in this community that could draw up a better user interface in Photoshop over a single cup of coffee. :/Shameless plug of my suggestion regarding the bad UI/UX in the Livery screens
UI Design - Livery screen, Grouping of items, UX concerns
The UI design and User Experience of the livery screens is not great. I just sat through a load of extra clicks and time just trying to find what I needed. As a professional UI developer and sometimes designer I'd like to offer some of my thoughts on the UI and UX of the livery screen. (I'm...forums.frontier.co.uk
And there's a sizable bit of feedback from a UX Designer on reddit too
Source: https://www.reddit.com/r/EliteDangerous/comments/ngt6rr/the_good_the_bad_and_the_ugly/
They really need to go back to basics and do some actual user testing of the UI. It is abundantly clear that this was never tested, or never acted upon testing results, given the amount of critical feedback that has been given from the alpha phases and now the swarm of it from the "release".
I also have the Nostromo and yeah, still terrible - lol. Right now, my tactic is to either avoid combat as much as possible, or constantly be behind cover for every little change.. I'd like to jetpack over the enemy, select a shield neutraliser, throw it, land, select a shield generator and throw it .. all in quick succession.. with the item wheel? Nope. It's basically a death sentence if you try to use it in combat.That thing is an utter pain to use and I bought a Nostromo for walking around and using “the hat” on it, still doesn’t make it any easier…
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I feel your pain…I also have the Nostromo and yeah, still terrible - lol. Right now, my tactic is to either avoid combat as much as possible, or constantly be behind cover for every little change.. I'd like to jetpack over the enemy, select a shield neutraliser, throw it, land, select a shield generator and throw it .. all in quick succession.. with the item wheel? Nope. It's basically a death sentence if you try to use it in combat.![]()
I feel your pain…
It just keeps adding credence to my suspicion that nobody at Frontier actually really plays ED.UI's, particularly the Station, Gal and Sys maps have gone from being useful, informative and intelligently designed to an utter mishmash of several different breeds of dogs breakfasts.
For the life of me i just can't see how anybody at FDEV could, in a zillion years have thought that these new UI's were an improvement over the Horizons interfaces.
"If it aint broke, don't fix it" guys. Surely with everything else the dev;s had going on for the x-pac their time could have been better spent than on vomitous calamity these new UI's are.
NO stars out of 5.
What's quite sad is that there are very likely people in this community that could draw up a better user interface in Photoshop over a single cup of coffee. :/
Yeah, nobody is disputing that they made a perfectly aesthetically serviceable UI. It's the fact that they did that with absolutely no consideration for how it impacted functionality.Photoshop is only part of it. It's easy to make a UI look good. Making it look good AND work good is what's tricky. And that's where proper user testing comes in extremely handy
All software companies are fly-by-night nowadays. so are airline manufacturers (think Boeing), webineers, engineers, and doctors. Design/Engineering is no longer happening. No wonder we have mid-air collisions, crashes, and lost planes. And they want us to take COVID vaccine??? right. The lack of quality largely stems from agile/lean/rapid methodologies. This is the future folks.I'm struggling to understand what the focus was for the Odyssey UI. Frontier aren't a fly-by-night. There should have been some consideration of basic user experience and Human Interface Guidelines, - these are common for any interface and form the basis for the rules of modern UX design. Normally any organisation who are presenting a user-facing interface, will hire a designer who has the understanding and knowledge of HIG.
Can we get some explanation from whoever was responsible at Frontier for the current revision, on their reasoning, particularly on why so many elements are so significantly degraded to be a point of frustration and confusion. Unfortunately, this is one area where FD have made the end-users experience worse. A cursory attempt to use the galaxy map for example, beyond clicking from one star to the star next to it and plotting a jump, will reveal that. The wheel menu is a lesson in frustration. From substantially increased click-points, to broken processes and re-tracing of action paths, to not even bothering to set basic defaults for essential key maps, FD have made things empirically worse.
Let's have a video stream with the Design Team, so they can share their vision and let the rest of us into what it is.
Sound of a UI designer at Frontier frantically scrubbing all evidence of his 2010-2013 work history at Microsoft from linkedin and the likeAlso looks like someone who loved the concept of Windows 8 was involved.
FD have a history of putting people on the development team that have no interest in the game, people that do not play the game. The last UI designer didn't play Elite, and at a guess the current one doesn't either.I'm struggling to understand what the focus was for the Odyssey UI. Frontier aren't a fly-by-night. There should have been some consideration of basic user experience and Human Interface Guidelines, - these are common for any interface and form the basis for the rules of modern UX design. Normally any organisation who are presenting a user-facing interface, will hire a designer who has the understanding and knowledge of HIG.
Can we get some explanation from whoever was responsible at Frontier for the current revision, on their reasoning, particularly on why so many elements are so significantly degraded to be a point of frustration and confusion. Unfortunately, this is one area where FD have made the end-users experience worse. A cursory attempt to use the galaxy map for example, beyond clicking from one star to the star next to it and plotting a jump, will reveal that. The wheel menu is a lesson in frustration. From substantially increased click-points, to broken processes and re-tracing of action paths, to not even bothering to set basic defaults for essential key maps, FD have made things empirically worse.
Let's have a video stream with the Design Team, so they can share their vision and let the rest of us into what it is.