[IAEP] [Marketing] OLPC rules out Windows for XO-3
cbigenho at hotmail.com
Thu Jun 3 23:38:02 EDT 2010
See comment/question below....
> From: wad at laptop.org
> Date: Thu, 3 Jun 2010 17:27:12 -0400
> To: cscott at cscott.net
> CC: marketing at lists.sugarlabs.org; tomeu at sugarlabs.org; iaep at lists.sugarlabs.org; rafael at sugarlabs.org
> Subject: Re: [IAEP] [Marketing] OLPC rules out Windows for XO-3
> After spending some time with touch based devices,
> I have to agree with Scott. Yes, you can "bolt on"
> support for single touch to many activities, but doing
> a good job of supporting multitouch is typically a complete
> UI redesign.
> We are trying to get an accelerometer into the design
> as well as touch, better supporting these new UIs.
An accelerometer huh? Does this mean XO-3 users will be able to participate in this international "Quake Catcher Network"? That would be very neat! (Said "wearing my retired-science-educator-hat")
> On Jun 3, 2010, at 1:45 PM, C. Scott Ananian wrote:
> > I strongly encourage the Sugar team to consider rethinking the Sugar
> > UI from the ground up for touch. The "simple" port is likely to yield
> > a very unsatisfactory experience; "fat fingers" are just not precise
> > pointing devices, and a lot of gestures which seem intuitive for a
> > mouse don't really work for touch. In the same vein, there are many
> > finger gestures which are intuitive which aren't being exploited in
> > the mouse-based UI. And, of course, the whole "pop up a keyboard" to
> > type thing is weird now; keyboard shortcuts and special "home", "view
> > source", etc, keys don't work as well. Everything needs a place on
> > screen.
> > My suggestion would be to first convene a "ground up rethink" of what
> > a touch-based Sugar could be. Then, realizing that the best is the
> > enemy of the good and the realistic limits on Sugar development, draw
> > up a "from here to there" plan concentrating on grabbing the
> > lowest-hanging fruit first (perhaps a redesign of the home screen, or
> > rethinking palette menus, or whatever) and embarking on an incremental
> > strategy to adapt.
> > Software engineers like to think in terms of generalities, and "what
> > can we do that's not too hard", but I'm suggesting that's *not* the
> > most fruitful way to approach adaptation to touch. The engineering
> > thinking should be *second*. Design and user experience should be
> > first. Every designer should probably be required to have spent
> > serious time with an iPhone or iPad or touchscreen phone (preferably
> > from a variety of different touch-based OSes) to be sure we're not
> > just mapping mouse onto touch. Ideally, take some time to give an
> > iPad to a 3-6 yr old and watch and learn. The result should be a
> > *book*, which describes the ideal UI. That will be the long term
> > (think, next decade!) goals for Sugar.
> > I'd personally like to see the Sugar team come up with bold ideas that
> > go *beyond* what we're seeing in Android and iPhone OS; in particular,
> > how to best enable *content creation*. We've always said we'd like to
> > see a movie editing application in Sugar. Concentrating on what
> > Record or Etoys or TurtleArt might look like with a touch-based UI
> > would be bold thinking that would radically advance Sugar's mission.
> > What does it mean to have the entire environment written in Python, if
> > Python is clumsy and hard to use with a touch-based interface? Maybe
> > the direct-manipulation model of Etoys is a more natural fit? What
> > does "view source" mean in a touch-enabled world?
> > I look forward to exciting times and crazy great ideas!
> > --
> > ( http://cscott.net/ )
> > _______________________________________________
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> > IAEP at lists.sugarlabs.org
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> IAEP -- It's An Education Project (not a laptop project!)
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