<div>(Changed subject line to separate technical discussion from other discussion on original thread.)</div><div><br></div>On Thu, Feb 17, 2011 at 12:12 PM, Gary Martin <span dir="ltr"><<a href="mailto:garycmartin@googlemail.com">garycmartin@googlemail.com</a>></span> wrote:<br>
<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div bgcolor="#FFFFFF"><div class="im"><div>On 17 Feb 2011, at 14:46, "C. Scott Ananian" <<a href="mailto:cscott@cscott.net" target="_blank">cscott@cscott.net</a>> wrote:<br>
<br></div><div></div><blockquote type="cite"><div>On Thu, Feb 17, 2011 at 8:18 AM, Gary Martin <span dir="ltr"><<a href="mailto:garycmartin@googlemail.com" target="_blank"></a><a href="mailto:garycmartin@googlemail.com" target="_blank">garycmartin@googlemail.com</a>></span> wrote:<br>
<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF"><div><div>On 16 Feb 2011, at 20:35, "C. Scott Ananian" <<a href="mailto:cscott@cscott.net" target="_blank"></a><a href="mailto:cscott@cscott.net" target="_blank">cscott@cscott.net</a>> wrote:<br>
</div><blockquote type="cite"><div><div class="gmail_quote"><div>I would also be interested in seeing an thorough experience report from someone who has attempted to use Sugar on a touchscreen device. We already know that several major features (such as the frame and hover menus) fail completely.</div>
</div></div></blockquote><div><br></div></div><div>FWIW neither of those are particularly challenging design cases. The frame could be triggered by a hardware button, and the 'touch & hold' interaction will work just great for the hover menu case.</div>
</div></blockquote><div><br></div><div>This is an encouraging report. "Touch and hold" isn't discoverable, though (you end up clicking on the button when all you wanted to do was see the drop down) and in general sugar uses a lot of hover interaction to help kids find what the active parts of the UI are. This doesn't work on touchscreens.</div>
</div></div></blockquote><div><br></div></div><div>If 'touch and hold' becomes the UI interaction that's currently covered by right clicking or cursor hover and loiter, it would be useful to introduce this technique at an early stage, much like Apple did with their 'swipe to open' UI switches. Imagine when the tablet is first powered up, or unlocked* from a screen powered off state — the user is presented with a large central button UI 'touch and hold to unlock' that when touched rotates to an unlocked position with a satisfying unlock click feedback. If released too early the button rotates back to its locked state and a 5-10 sec before a screen off power saving sleep is triggered.</div>
</div></blockquote><div><br></div><div>This isn't entirely what I meant (although it's one component). My main objection was that there's no way to discover which elements might have a "touch and hold" action without actually attempting to touch and hold on every location on the screen. If the thing you just touched *doesn't* have an "and hold" menu, then you've just clicked the button. Oops! Hope you didn't mind the effect!</div>
<div><br></div><div>There are also basic touch interactions missing, just as swipe-to-scroll.</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div bgcolor="#FFFFFF">
<div></div><div>OT there are current Sugar button UI cases I've been hoping to see cleaned up (SL#2517, #2518). We have a number of buttons that only have a hover or right click interaction that should be functioning as well with a left click (pop-up palette where button has no primary action). These do cause confusion as lack of left clicking interaction leads you to believe there are hidden bits of the UI that look like buttons but don't act like them.</div>
</div></blockquote><div><br></div><div>Those are exactly the 'safe' buttons to touch-and-hold just to see what will happen! ;-) So 'fixing' the bug will cause touch interaction/discovery to actually get worse.</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div bgcolor="#FFFFFF"><div class="im"><blockquote type="cite"><div><div class="gmail_quote"><div><span>Also, integration of the keyboard is a huge open question. As detailed at:</span><br>
</div><div> <a href="http://wiki.sugarlabs.org/go/Features/Onscreen_Keyboard" target="_blank"></a><a href="http://wiki.sugarlabs.org/go/Features/Onscreen_Keyboard" target="_blank">http://wiki.sugarlabs.org/go/Features/Onscreen_Keyboard</a></div>
<div>"One major drawback of an on-screen keyboard is that in its current design, it blocks out a part of the Sugar UI. There's no immediate answer on how to handle this problem."</div><div><br></div><div>Activities would need to be resized to accommodate the keyboard, at the very least.</div>
</div></div></blockquote><div><br></div></div><div>The trick here is not to resize/reflow anything, just translate the activity window vertically (and partially off screen) so that the text input area cursor always appears in the letterbox space still visible above the keyboard.</div>
</div></blockquote><div><br></div><div>I do not think this is possible without a lot of changes to Sugar and to the activity.</div><div><br></div><div>And even after you've done this, the experience tends to be suboptimal. (Even my iPhone often botches the keyboard scroll and/or blocks the thing I need to see while I'm typing.)</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div bgcolor="#FFFFFF"><div class="im"><blockquote type="cite"><div><div class="gmail_quote"><div><span>I think there's a big difference between "I tried it, and it sorta worked" and "I tried it, and it was a great experience". Is it realistic to think that Sugar can be a "great experience" on a touch device with only minor tweaks here and there? Or are we going to miss out on the exhilarating "direct interaction" feeling possible with a tablet and just produce a device that will frustrate and confuse kids?</span><br>
</div></div></div></blockquote><div><br></div></div><div>I don't think there are insurmountable Sugar UI issues, though I do worry some of the upstream components we rely on may be bottlenecks, but that's just because I'm not up to speed with where Fedora, GTK, X, et al are with regard to multi touch. Also worth mentioning that smooth, fast visual feedback is critical, especially in scroll views, so good HW accelerated gfx drivers are even more important (fingers crossed for alpha compositing and maybe some 3d for simple transitions — wouldn't it be great to flip over an Activity window to edit its datastore details/tags view on the back).</div>
</div></blockquote><div><br></div><div>The short list of changes for a multitouch sugar are:</div><div><br></div><div>a) pygtk to gobject-introspection migration</div><div>b) hippocanvas migration (maybe unnecessary if hippocanvas can be ported to gtk3)</div>
<div>c) GTK2 to GTK3 migration</div><div>d) (gconf to gsettings, python2 to python3) <- probably not actually on critical path</div><div>e) fix all the multitouch-hostile UI elements!</div><div><br></div><div>That's a lot of work.</div>
<div><br></div><div>The continuation of this line of work would:</div><div>f) modularize sugar so that sugar services like collaboration and journal are separate from sugar ui elements and separate from sugar miscellany</div>
<div>g) investigate running sugar/GTK3/cairo with different backends (ie, in a browser)</div><div>h) move xlib/keyboard/display lang conf to gnome-settings-daemon plugins</div><meta http-equiv="content-type" content="text/html; charset=utf-8"><div>
i) replace journal with <a href="http://zeitgeist-project.com/">http://zeitgeist-project.com/</a> backend</div><div>j) integrate cjb's multi-pointer VNC work for pervasive collaboration</div><div><br></div><div>These aren't all my ideas; I've borrowed heavily from conversations with cjb, erikos, jnettlet, and others.</div>
<div><br></div><div>This is *also* an aggressive development plan which will break many things and require changes to support documentation, etc. Which returns to my original question: it is better to concentrate on porting *just the activities*, and just adopt a better (multi-touch-aware from the beginning) underlying OS/windowing system/system configuration tools from ChromeOS/Android/MeeGo/etc.</div>
<div><br></div><div>But let's ignore that last question (in this thread; we can continue to discuss it in the 'Google-ize' thread), and concentrate on "what needs to be done to pull Sugar kicking and screaming onto HEAD of its various dependent libraries/languages"?</div>
<div> --scott</div><div><br></div></div>-- <br> ( <a href="http://cscott.net/">http://cscott.net/</a> )<br>