Re: [Ayatana] Fitts Law

2011-04-23 Thread Mitja Pagon

- Matthew Paul Thomas m...@canonical.com wrote: 
 -BEGIN PGP SIGNED MESSAGE- 
 
 It does. In the videos I watched of Charline Poirier's user test two 
 weeks ago, of the eight out of ten people who could find the hidden 
 menus at all, seven of them discovered the menus while mousing over the 
 close/minimize/unmaximize buttons in a maximized window. 
 
 They then concluded that the way to access menus was to hover over the 
 close/minimize/unmaximize buttons, and then move sideways. This was very 
 slow, and didn't work at all in unmaximized windows. 
 
 People were much faster at using LibreOffice's menus, which are not yet 
 integrated into the global menu bar by default. 
 

http://design.canonical.com/2011/04/unity-benchmark-usability-april-2011/ 

Is this the testing you were referring to? If so, how come there is no mention 
of the issues you raised above? 

Cheers, 

Mitja 

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Re: [Ayatana] Fitts Law

2011-04-21 Thread Mitja Pagon

- Luke Benstead kaz...@gmail.com wrote: 
 
 These questions really need answering, 
 
 Luke. 
 

I somewhat doubt we will get any response, it's looking more and more like the 
time when window controls were switched to the left, after a while the 
opposition just gave up and later on Mr. Shuttleworth declared how he was 
right to do the switch as no one is raising the issue any more. It looks like 
their modus operandi, ignore the counter arguments long enough that the 
proponents give up and then declare yourself the winner. 

And just for the sake of clarification, I don't now and didn't then, care much 
about whether window controls are on the left or the right, just pointing out a 
similar pattern. 

Cheers, 
Mitja 
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Re: [Ayatana] Fitts Law

2011-04-19 Thread Mitja Pagon
- Matthew Paul Thomas m...@canonical.com wrote: 
 
 It does. In the videos I watched of Charline Poirier's user test two 
 weeks ago, of the eight out of ten people who could find the hidden 
 menus at all, seven of them discovered the menus while mousing over the 
 close/minimize/unmaximize buttons in a maximized window. 
 
 They then concluded that the way to access menus was to hover over the 
 close/minimize/unmaximize buttons, and then move sideways. This was very 
 slow, and didn't work at all in unmaximized windows. 
 
 People were much faster at using LibreOffice's menus, which are not yet 
 integrated into the global menu bar by default. 
 

The question remains. Why, despite being a definite usability regression, is 
the menu still hidden? Who makes this decisions and why can't they accept the 
fact they are wrong in this case? 

Cheers, 
Mitja 
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Re: [Ayatana] Awesome critical review of Unity

2011-04-16 Thread Mitja Pagon

- Luke Benstead kaz...@gmail.com wrote: 
 Sigh, OK, I'll explain it again: 
 
 1. Displaying the title in the panel *alone* isn't a problem 
 2. Displaying the title in the panel AND merging the maximized window 
 is a problem 
 
 Why? Because the panel becomes the maximized window's title bar, so 
 now you have the wrong title on the window. 
 
 Add that in with menus, menu hiding and window controls and you have a 
 total mess. 
 
 Luke. 
 

You are right it's a mess. What I want to know, and that is why I posted the 
message that started this latest discussion, is what are the reasons for 
current behavior? There has been no official response, the closest that I could 
find was some answer by Mark Shuttleworth on askubuntu.com, but that made as 
much sense as wearing sunglasses at night. 
I find id curious that no one involved with unity/canonical has commented on 
this issue, it almost seems as they are ignoring it. 

Cheers, 
Mitja 
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Re: [Ayatana] Dynamic menu items

2011-04-16 Thread Mitja Pagon
Nicely put, to extend on you example, the problem Microsoft faced were not pull 
down menus themselves, it was rather the fact that Office applications acquired 
so much functionality, that pull down menus were no longer an optimal way to 
expose that functionality. 

This trend against application menus is based on generalized assumptions 
based on isolated examples of applications with alternative menus, mostly 
chrome and firefox (ironically both have application menus in OSX AFAIK) and it 
seems, as you mentioned, like making a change for the sake of change. 

Cheers, 
Mitja 

- Kevin Godby god...@gmail.com wrote: 
 Hello, Shane. 
 
 On Sat, Apr 16, 2011 at 12:15 PM, Shane Fagan 
 shanepatrickfa...@ubuntu.com wrote: 
  We can do it and also learn from microsoft's mistake. Im not saying it 
  wouldnt be a challenge to make it work but I think we should be 
  looking to do things like this to make the interface more intelligent. 
  Menus haven't changed for a long time we should change that. 
 
 I'm all for making user interfaces more intelligent. However, we 
 shouldn't change pull-down menus merely for the sake of changing 
 pull-down menus. 
 
 What are the problems with the existing pull-down menu design? What 
 are some potential solutions to those problems? How can we test those 
 solutions to see if they are improvements over the original design? 
 
 Here's an example: 
 
 Problem: Users must wade through menu items that they rarely use to 
 get to the menu items they use more frequently (such as Save and 
 Print). 
 
 Proposed solution: Rearrange the menu items so that the 
 most-frequently used menu items at the top of the menu. Further, we 
 could hide rarely used menu items and reveal them if the user requests 
 it or dwells on the menu for some period of time. 
 
 Testing the design: Microsoft implemented this design in Office 2000 
 to much fanfare. The problem with the design is that the order of the 
 menu items changed from day to day, so the desired menu item wasn't 
 where it was before, and was therefore *more difficult* to find. 
 Further, the hidden menu items made it much more difficult for people 
 to discover the (less-frequently used) features they were seeking and 
 greatly reduced the discoverability of those features. 
 
 At this point, you could iterate the design to address the problems 
 found by testing or, if the problems were inherent in the design, go 
 back to the drawing board and come up with a new design. 
 
 But you should always start with a clear problem statement—otherwise 
 you have no way of knowing whether your 'solution' is an improvement. 
 
 --Kevin 
 
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Re: [Ayatana] Dynamic menu items

2011-04-16 Thread Mitja Pagon

- Shane Fagan shanepatrickfa...@ubuntu.com wrote: 
 
  This trend against application menus is based on generalized assumptions 
  based on isolated examples of applications with alternative menus, mostly 
  chrome and firefox (ironically both have application menus in OSX AFAIK) 
  and 
  it seems, as you mentioned, like making a change for the sake of change. 
  
 
 To repeat what I said to Kevin this list is about concepts to improve 
 and smooth out stuff. Try not to knock out ideas just because they are 
 far fetched just put your counter argument and let people make up 
 their minds. I wasn't saying anything against application menus 
 themselves I was just putting out an idea to improve upon them. I 
 don't believe in the whole change for changes sake thing at all but if 
 it aint broke don't fix it doesnt mean you cant think about making it 
 better. 
 
 --fagan 
 

Ignore that last paragraph of mine, I mixed up the threads, it isn't related to 
what you wrote. 

Cheers, 
Mitja 
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Re: [Ayatana] New natty scrollbar issues

2011-04-11 Thread Mitja Pagon
I see this scrollbars as another solution in search of a problem to solve and 
in the process introducing more problems than it solves. When will people 
realize that this is not the right approach to do things. 

Cheers, 
Mitja 

- Xavier Claessens xclae...@gmail.com wrote: 
 Hello, 
 
 I discovered recently natty as a new scrollbar, as exposed by Mark 
 Shuttleworth himself: http://www.markshuttleworth.com/archives/615 
 
 Here are my issues: 
 
 * I can’t middle click to jump to a position 
 * I can’t click on the bar to make a big jump 
 * I need a long time to find where the bar is hiding 
 * Only empathy and gedit have that new scrollbar, all other apps still 
 have the normal bar, does that means it is yet another per-app patch? 
 
 I'm not even speaking about implementation issues that will hopefully be 
 fixed by the time natty gets released. 
 
 Are there solutions planned for those issues? 
 
 Regards, 
 Xavier Claessens. 
 
 
 
 
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Re: [Ayatana] New natty scrollbar issues

2011-04-11 Thread Mitja Pagon

- Martín Soto dons...@gmail.com wrote: 
 
 On Mon, Apr 11, 2011 at 10:20 AM, Mitja Pagon  mitja.pa...@inueni.com  
 wrote: 
 



 I see this scrollbars as another solution in search of a problem to solve and 
 in the process introducing more problems than it solves. When will people 
 realize that this is not the right approach to do things. 
 
 The main advantage of the new scrollbars is that their real estate 
 consumption is essentially 0. This may feel as a minor change when you're 
 sitting in front of a 25 screen, but on my tiny notebook where every pixel 
 counts, the improvement is significant. So yes, there are still some issues, 
 but calling the scrollbars another solution in search of a problem appears 
 quite unfair to me. 
 
 M. S. 
 

Sorry, but every pixel counts is not a definition of a problem. Before coming 
up with a solution, first you have to define what the problem you are trying to 
solve is. This is the supposed problem as defined by Christian Giordano, the 
man behind this scroll bar implementation: 

Today’s scrollbars are optimized for cursor driven UI but they became easily 
unnecessary and bulky on touchable and small screen devices. In those cases, 
optimization of the screen’s real-estate becomes essential. Other platforms 
optimized for touch input like Android and iOS are already using a light-weight 
solution visible only while dragging the content. 

I don't see any definition of any problems in there, just some presumptions. 
I'm not saying scroll couldn't be improved, it's just the approach that I 
believe is wrong, hence solution in search of a problem. 


Cheers, 
Mitja 
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Re: [Ayatana] New natty scrollbar issues

2011-04-11 Thread Mitja Pagon

- Conscious User consciousu...@gmail.com wrote: 

 
 The problem *is* clear: scrollbars are optimized for cursor driven 
 UI but they became easily unnecessary and bulky on touchable and 
 small screen devices. 
 

Actually it's not, the definition is vague and overly generalized. Also it's 
based on a false assumption that you can optimize for both cursor driven an 
touch interfaces. Another assumption is that scrollbars are unnecessary on 
small screen devices. 

 The issue is that the solution is *incomplete*: in order to improve 
 the experience for touch screens, mouse users were forgotten and 
 their experience that was previously optimized is not anymore. 
 

See above point and your last paragraph. 

 Ironically, this is the *opposite* of the menu-on-hover issue, where 
 mouse users were prioritized and touch screen users were forgotten. 
 

I was thinking of bringing up that exact same point. 

 It seems that, in addition to John and Matthew not talking to each 
 other, Christian and John are also not talking to each other. 
 

You call it lack of talking, I call it a lack of coherent vision, worrying 
nonetheless. 

 Matthew has already acknowledged that there's no such thing as an 
 interface optimal for both mouse and touch, so the design team 
 should either make up their mind about what they're optimizing 
 for, or Canonical should release an Ubuntu Touch Edition and 
 separate the design projects accordingly. 

That would be hard, as it would require an investment beyond the shell (big 
part of the problem are applications which are not touch optimized). An 
interesting endeavor it would be, but one we are unlikely to see. 


Cheers, 
Mitja 

 
 
 
 
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Re: [Ayatana] why global menubar/application menu isn't such a great idea

2011-04-04 Thread Mitja Pagon
- Conscious User consciousu...@aol.com wrote: 

 While I disagree with Mitja's tone (as usual), 

That's a bit harsh, my tone is fine most of the time ;) I'll admit that people 
talking nonsense sometimes gets the best of me, but in most cases I try to be 
polite, if somewhat blunt. 


Cheers, 
Mitja 

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Re: [Ayatana] New idea of usability for Unity

2011-03-21 Thread Mitja Pagon
 Good stuff - the menu (M) button should be implemented by ages .. 
 finally some necessary order regarding usability 

No it should not, it's a bad idea and a degradation of usablity and if you 
would have even the basic understanding of the subject of usability you would 
know why. 

Cheers, 
Mitja 
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-18 Thread Mitja Pagon
Menu hiding is one of the risky moves we are making. Initial tests on 
unsuspecting users have shown they find 'em quickly and easily enough. I agree 
with you, though, that a hint to their existence and anchor 
(left-of-the-File-menu) would be nice. That can come in a refinement, mockups 
and patches welcome. 

- Mark Shuttleworth, 20 hours ago. 


I guess there is no point in discussing this anymore, the man has decided. 
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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Mitja Pagon
And what may those advantages be? Not every application is a web browser
 and not all applications are the same, so this "trend" Chrome 
supposedly started does not automatically apply to all and every 
application. Also this quest for abolishing menus is complete nonsense 
propagated by people who mostly know nothing about user interface design
 / interaction design, user experience design , and this place (ayatana 
list) is, despite an occasional good idea, littered with people like 
that. Sometimes it makes me feel like most people use Ubuntu to just to 
surf pr0n.Different people have stated multiple issues with this
 hidden menus integrated title/controls and many more issues arise when 
trying to tackle those issues while the benefits are almost non 
existent, and that is a dictionary example of bad design.Cheers,MitjaMitja PagonInueni d.o.o., Pot pod Gradiščem 4, SI 4202 NakloTel.: +386 41 521 729e-naslov: mitja.pa...@inueni.com, url: www.inueni.com- Original Message -From: "Marc Lajoie" manorap...@gmail.comTo: appi2...@gmail.comCc: Ayatana@lists.launchpad.netSent: Wednesday, March 16, 2011 3:20:51 AMSubject: Re: [Ayatana] Design problem: Menus hidden by default in UnityI, for one, love the integration of the menu and titlebars into the panel in Natty. The decluttering of the workspace, or the "chromifization" (as in Google Chrome, which started the wonderful trend of minimal interfaces and the hiding of visual clutter) of Ubuntu is the main reason I am looking forward to Natty.
So while I understand the concerns about the hidden menu, I agree with the logic of not treating the menu as an indicator, and hiding it up in the panel. Yes, there are a couple of small problems with this approach (mostly discoverability for new users, people using Natty for the very first time), but my opinion is the benefits outweigh the disadvantages.
My vote, for what it's worth, is to keep it the way it is!That said, I would not oppose having the menu in the panel being shown by default, instead of the title, in the case of non-maximized windows, with the title/menu overlap occurring only for maximized windows.
Marc LajoieOn Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com appi2...@gmail.com wrote:
On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas m...@canonical.com wrote:


I see four major problems with hiding the menus and covering them with
an application or window title.

1. Most importantly, it makes the menus much harder to use. 

2. It makes some functions effectively invisible.The above two problems are important to fix.



3. The application or window title becomes ugly when the menus appear.#3 is not that big of a problem - we should avoid it when we can, but if its necessary, its better to have an eyesore than a interaction problem. 




4. The application or window title and the title bar are redundant, and
  sometimes inconsistent too.Although this is a problem, a title is necessary for maximized windows, so it has to be shown for them.I proposed a solution to this earlier on this list, but unfortunately, it got no replies. However, I still believe that it can solve the problems brought up here.


My basic idea is: https://lists.launchpad.net/ayatana/msg04555.htmlHowever, I have a change: The Application Title should only be shown for maximized windows, where it is necessary. Otherwise, only the menu should be visible.



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Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-16 Thread Mitja Pagon
Peace indeed. I'm not implying that you or anyone else is stupid, I'm stating, 
and as irritating as it might be to you, the fact, that most people on here 
(most, not all) don't understand what interaction design is about (and that 
implies lack of understading, not supidity), and you just proved my point, 
interaction design is not about personal opinions, it's a science backed by 
facts. Issues raised are backed by actual science your advantages are mostly a 
personal opinion (you are more that welcome to prove otherwise with actual 
facts). 

And this is an issues that can hardly be resolved by a community, just like 
nuclear plant can't be built by bakers, they simply lack the knowledge. 

Cheers, 
Mitja 


- Original Message - 
From: Marc Lajoie manorap...@gmail.com 
To: Mitja Pagon mitja.pa...@inueni.com 
Cc: Ayatana@lists.launchpad.net, appi2...@gmail.com 
Sent: Wednesday, March 16, 2011 10:23:48 AM 
Subject: Re: [Ayatana] Design problem: Menus hidden by default in Unity 

You can drop the ad hominem attacks. The everyone's-stupid-but-me attitude is 
not very productive. 


Advantages to current setup: Increases free vertical space; removes visual 
clutter; creates a disincentive to use the menu as an indicator conveying 
useful information for which it's not suited (more standardized and consistent 
menu headings across different applications is definitely something to be 
encouraged, taking the guesswork out of menu hunting). 


Disadvantages: Menu is disconnected from unmaximized windows, potentially 
causing confusion; Menu is not discoverable for first-time user (new user won't 
know where the menu is unless he/she accidentally hovers over the panel) 


To say there are no advantages is disingenuous. You believe the disadvantages 
outweigh the advantages. Fine, good. I believe the reverse. You are entitled to 
your opinion. So am I. The community will decide. 
Peace, man. 
Marc Lajoie 


On Wed, Mar 16, 2011 at 4:48 PM, Mitja Pagon  mitja.pa...@inueni.com  wrote: 





And what may those advantages be? Not every application is a web browser and 
not all applications are the same, so this trend Chrome supposedly started 
does not automatically apply to all and every application. Also this quest for 
abolishing menus is complete nonsense propagated by people who mostly know 
nothing about user interface design / interaction design, user experience 
design , and this place (ayatana list) is, despite an occasional good idea, 
littered with people like that. Sometimes it makes me feel like most people use 
Ubuntu to just to surf pr0n. 

Different people have stated multiple issues with this hidden menus integrated 
title/controls and many more issues arise when trying to tackle those issues 
while the benefits are almost non existent, and that is a dictionary example of 
bad design. 

Cheers, 
Mitja 





Mitja Pagon 


Inueni d.o.o., Pot pod Gradiščem 4, SI 4202 Naklo 
Tel.: +386 41 521 729 
e-naslov: mitja.pa...@inueni.com , url: www.inueni.com 



- Original Message - 
From: Marc Lajoie  manorap...@gmail.com  
To: appi2...@gmail.com 
Cc: Ayatana@lists.launchpad.net 
Sent: Wednesday, March 16, 2011 3:20:51 AM 
Subject: Re: [Ayatana] Design problem: Menus hidden by default in Unity 




I, for one, love the integration of the menu and titlebars into the panel in 
Natty. The decluttering of the workspace, or the chromifization (as in Google 
Chrome, which started the wonderful trend of minimal interfaces and the hiding 
of visual clutter) of Ubuntu is the main reason I am looking forward to Natty. 
So while I understand the concerns about the hidden menu, I agree with the 
logic of not treating the menu as an indicator, and hiding it up in the panel. 
Yes, there are a couple of small problems with this approach (mostly 
discoverability for new users, people using Natty for the very first time), but 
my opinion is the benefits outweigh the disadvantages. 
My vote, for what it's worth, is to keep it the way it is! 
That said, I would not oppose having the menu in the panel being shown by 
default, instead of the title, in the case of non-maximized windows, with the 
title/menu overlap occurring only for maximized windows. 


Marc Lajoie 




On Wed, Mar 16, 2011 at 8:59 AM, appi2...@gmail.com  appi2...@gmail.com  
wrote: 




On Tue, Mar 15, 2011 at 12:34 PM, Matthew Paul Thomas  m...@canonical.com  
wrote: 


I see four major problems with hiding the menus and covering them with 
an application or window title. 

1. Most importantly, it makes the menus much harder to use. 




2. It makes some functions effectively invisible. 


The above two problems are important to fix. 




3. The application or window title becomes ugly when the menus appear. 


#3 is not that big of a problem - we should avoid it when we can, but if its 
necessary, its better to have an eyesore than a interaction problem. 




4. The application or window title and the title bar are redundant, and 
sometimes

Re: [Ayatana] Design problems in general

2011-03-16 Thread Mitja Pagon
You picked the wrong example as left-aligned windows controls were not a 
design decision per se, but rather a decision based on Mark Shuttleworth's 
own personal preference, as stated by himself. 

Cheers, 
Mitja 

- Original Message - 
From: Lee Hyde anub...@gmail.com 
To: t w  t...@freenet.de 
Cc: ayatana@lists.launchpad.net 
Sent: Wednesday, March 16, 2011 2:59:20 PM 
Subject: Re: [Ayatana] Design problems in general 

On 16/03/11 13:01, Thorsten Wilms wrote: 
 If you are not under too tight constraints, the questionshouldn't be 
 how something is being done, not even how users would like to do it, but 
 rather: how should they do it? 

I thoroughly disagree with this assessment of UI/X design for the 
following reasons: 

1. It flies in the face of Ubuntu's Linux for Humans motto 

2. There is a risk of over-intellectualising UI/X design 

As I see it (and do correct me if I'm wrong) there is a lack of data 
to support the 'how it should be done' philosophy. How does one 
arrive at a conclusion of 'how it should be done'? Have there been 
any mouse tracking or eye tracking studies on the subject? If so did 
any of them cover the ease with which end-users adapted to UI 
changes such as the adoption of left-alignment of window controls or 
UI changes resulting from switching operating systems? Is there any 
data concerning uptake of packages and/or settings to subvert 
changes to the UI/X (beyond the mere existence of such packages)? 
Without such data I fail to see how one could arrive at a conclusive 
decision regards a UI/X redesign. 

It would be nice to have some form of opt-in anonymous data 
gathering package (census?) for precisely this kind of data 
gathering. Something similar to Mozilla's Test Pilot and LabKit 
add-ons which could be used to enrol users (which their prior 
knowledge and ultimate control) in new UI/X studies and 
prototype/proof-of-concept UI/X designs. Whether you'd get enough 
participants to make it worth the developers efforts I don't though, 
although I would certainly participate in any studies and many 
prototypes on offer. 

There is of course a place for artistic license, but not at the cost 
flexibility or at the risk of dictating how the end-user must use 
their computer. For example, would it really be so terrible to offer 
the end user options such as positioning of the Unity panel (bottom 
or top), or positioning of the Unity dock/springboard? Would it be 
terrible to consider the users upgrade path when designing (or 
rather setting up) the interface. A lifelong windows user might 
prefer a bottom-aligned panel and right-aligned window controls to 
smooth the transition whilst a MacOSX user might prefer precisely 
the opposite. 

On 16/03/11 13:01, Thorsten Wilms wrote: 
 Sometimes the problem may be certain users stubbornness rather than 
 anything else, especially if you design for the long term. So the answer 
 may have to be wrapped up in a strategy to sell it. 

It's not always simply a case of user stubbornness. 

Speaking from personal experience, the decision to enforce 
left-alignment of window controls in Unity will have a negative 
impact on my own work flow. Due to circumstances beyond my control I 
have little choice but to dual-boot both Ubuntu and Windows. I work 
within a laboratory environment wherein many proprietary control and 
data analysis software is reliant on a Windows platform (often 
legacy). Hence I fund myself having to dual-boot or VM into Windows 
frequently, to translate and/or manipulate data gathered via 
laboratory equipment. This is a very jarring experience, and the 
shift to and fro left-aligned window controls certainly impacts on 
my efficiency. 

Of course the above use case is a rather nice scenario, but I am 
sure than numerous office worker suffer from similarly strict 
(although for different reasons entirely) IT provisioning that 
forces them to use Windows in the workplace. Some thought ought to 
be given to the 'forced to dual-boot' community, as I'm sure it's a 
sizeable one. The consistency of user experience should be a goal, 
not only within Ubuntu itself, but throughout the users experience. 
The Windows platform is unlikely to offer a left-aligned mode, and 
so it falls to Ubuntu/Unity to offer an (optional) right-aligned 
mode lest risk vexing their 'forced to dual-boot' user base. As 
things stand, I will have to forgo Unity in favour of gnome-panel 
until this particular issue is addressed (assuming it ever will be) 
but if push comes to shove I will have little choice but to default 
to Windows (laboratory equipment manufacturers are unlikely to 
provision Linux based software any time soon) and I can see myself 
using Ubuntu less and less (which is a shame, as I far prefer it to 
Windows). 

-- 

The second basic thesis is that intellectual freedom is essential 
to human society — freedom to obtain and distribute information, 
freedom for open-minded and unfearing debate and freedom from 

Re: [Ayatana] Design problems in general

2011-03-16 Thread Mitja Pagon
There is absolutely nothing wrong with full-screen writing software from design 
perspective, actually they make a lot of sense in that particular case (backed 
by science), it's just that that doesn't make full-screen an optimal case for 
every application. 

I suspect that you are somewhat misinterpreting what interaction/user 
experience (even industrial) design is, it's not about forcing designers own 
views upon users, that called bad design and it's sadly omnipresent, it's 
rather about understanding your target audiences needs and providing an optimal 
interface for those needs. 

Users existing habits and work-flow are a common obstacle to adoption of new 
interfaces, but that has more to do with the fear of change and the unknown and 
it doesn't imply that said interface is bad. MS Office ribbon interface is a 
good example of that, lot's existing users complained, but new users and users 
who got beyond that initial fear, were actually very pleased with the 
experience (a similar example in the field of programing languages is VB.NET at 
the time it was released). 

Cheers, 
Mitja 

- Original Message - 
From: Marc Lajoie manorap...@gmail.com 
To: Lee Hyde anub...@gmail.com 
Cc: ayatana@lists.launchpad.net 
Sent: Wednesday, March 16, 2011 3:37:11 PM 
Subject: Re: [Ayatana] Design problems in general 


I am a writer. I write fiction using my computer, which for me is a creative 
tool. 
My workflow is maybe chaotic, sometimes illogical, but it works for me. An 
interface that is not flexible enough to adapt to my creative workflow is a 
system I will not use. I am not about to change the way I create my art at the 
insistence of a machine. 
This is the sort of thing a designer can't hope to understand without some 
input from the end-user. Ubuntu is supposed to be for human beings, and human 
beings are not always logical; This is not a bug but a feature. 
A perfect example is the fullscreen text-editors that are popular among 
writers. Interface designers, I suspect, are baffled at why any user would want 
to hide the entire interface (including information-giving pieces of interface 
that in no way cover or interfere with the writing space). But to me, and to 
many writers, having an aesthetically pleasing writing environment is 
inspiring. It is not the most logical, efficient possible layout, granted. But 
it's pretty, and pretty makes me happy--and being happy helps me write. 


Marc Lajoie 

On Wed, Mar 16, 2011 at 9:59 PM, Lee Hyde  anub...@gmail.com  wrote: 



On 16/03/11 13:01, Thorsten Wilms wrote: 
 If you are not under too tight constraints, the questionshouldn't be 

 how something is being done, not even how users would like to do it, but 
 rather: how should they do it? 

I thoroughly disagree with this assessment of UI/X design for the 
following reasons: 

1. It flies in the face of Ubuntu's Linux for Humans motto 

2. There is a risk of over-intellectualising UI/X design 

As I see it (and do correct me if I'm wrong) there is a lack of data 
to support the 'how it should be done' philosophy. How does one 
arrive at a conclusion of 'how it should be done'? Have there been 
any mouse tracking or eye tracking studies on the subject? If so did 
any of them cover the ease with which end-users adapted to UI 
changes such as the adoption of left-alignment of window controls or 
UI changes resulting from switching operating systems? Is there any 
data concerning uptake of packages and/or settings to subvert 
changes to the UI/X (beyond the mere existence of such packages)? 
Without such data I fail to see how one could arrive at a conclusive 
decision regards a UI/X redesign. 

It would be nice to have some form of opt-in anonymous data 
gathering package (census?) for precisely this kind of data 
gathering. Something similar to Mozilla's Test Pilot and LabKit 
add-ons which could be used to enrol users (which their prior 
knowledge and ultimate control) in new UI/X studies and 
prototype/proof-of-concept UI/X designs. Whether you'd get enough 
participants to make it worth the developers efforts I don't though, 
although I would certainly participate in any studies and many 
prototypes on offer. 

There is of course a place for artistic license, but not at the cost 
flexibility or at the risk of dictating how the end-user must use 
their computer. For example, would it really be so terrible to offer 
the end user options such as positioning of the Unity panel (bottom 
or top), or positioning of the Unity dock/springboard? Would it be 
terrible to consider the users upgrade path when designing (or 
rather setting up) the interface. A lifelong windows user might 
prefer a bottom-aligned panel and right-aligned window controls to 
smooth the transition whilst a MacOSX user might prefer precisely 
the opposite. 


On 16/03/11 13:01, Thorsten Wilms wrote: 

 Sometimes the problem may be certain users stubbornness rather than 
 anything else, especially if you design for the long 

Re: [Ayatana] Design problems in general

2011-03-16 Thread Mitja Pagon
I agree time to sign off, as this discussion is going nowhere and it's not 
really contributing much to anything anymore. Just remember, designers are you 
friends ;) 

Cheers, 
Mitja 

- Original Message - 
From: Marc Lajoie manorap...@gmail.com 
To: Mitja Pagon mitja.pa...@inueni.com 
Cc: ayatana@lists.launchpad.net, Lee Hyde anub...@gmail.com 
Sent: Wednesday, March 16, 2011 5:02:16 PM 
Subject: Re: [Ayatana] Design problems in general 

And you intend to understand your target audience's needs without including it 
in the discussion? 


Marc Lajoie 


ps. Where's your science that says that u sers resist changing their work-flow 
based more [on] ... fear of change and the unknown? Isn't it possible their 
preferences are not completely invalid? 


pps. I have to go to sleep, so will be abandoning this discussion soon. 


On Wed, Mar 16, 2011 at 11:25 PM, Mitja Pagon  mitja.pa...@inueni.com  wrote: 




There is absolutely nothing wrong with full-screen writing software from design 
perspective, actually they make a lot of sense in that particular case (backed 
by science), it's just that that doesn't make full-screen an optimal case for 
every application. 

I suspect that you are somewhat misinterpreting what interaction/user 
experience (even industrial) design is, it's not about forcing designers own 
views upon users, that called bad design and it's sadly omnipresent, it's 
rather about understanding your target audiences needs and providing an optimal 
interface for those needs. 

Users existing habits and work-flow are a common obstacle to adoption of new 
interfaces, but that has more to do with the fear of change and the unknown and 
it doesn't imply that said interface is bad. MS Office ribbon interface is a 
good example of that, lot's existing users complained, but new users and users 
who got beyond that initial fear, were actually very pleased with the 
experience (a similar example in the field of programing languages is VB.NET at 
the time it was released). 

Cheers, 
Mitja 


- Original Message - 
From: Marc Lajoie  manorap...@gmail.com  
To: Lee Hyde  anub...@gmail.com  
Cc: ayatana@lists.launchpad.net 

Sent: Wednesday, March 16, 2011 3:37:11 PM 
Subject: Re: [Ayatana] Design problems in general 





I am a writer. I write fiction using my computer, which for me is a creative 
tool. 
My workflow is maybe chaotic, sometimes illogical, but it works for me. An 
interface that is not flexible enough to adapt to my creative workflow is a 
system I will not use. I am not about to change the way I create my art at the 
insistence of a machine. 
This is the sort of thing a designer can't hope to understand without some 
input from the end-user. Ubuntu is supposed to be for human beings, and human 
beings are not always logical; This is not a bug but a feature. 
A perfect example is the fullscreen text-editors that are popular among 
writers. Interface designers, I suspect, are baffled at why any user would want 
to hide the entire interface (including information-giving pieces of interface 
that in no way cover or interfere with the writing space). But to me, and to 
many writers, having an aesthetically pleasing writing environment is 
inspiring. It is not the most logical, efficient possible layout, granted. But 
it's pretty, and pretty makes me happy--and being happy helps me write. 


Marc Lajoie 

On Wed, Mar 16, 2011 at 9:59 PM, Lee Hyde  anub...@gmail.com  wrote: 



On 16/03/11 13:01, Thorsten Wilms wrote: 
 If you are not under too tight constraints, the questionshouldn't be 

 how something is being done, not even how users would like to do it, but 
 rather: how should they do it? 

I thoroughly disagree with this assessment of UI/X design for the 
following reasons: 

1. It flies in the face of Ubuntu's Linux for Humans motto 

2. There is a risk of over-intellectualising UI/X design 

As I see it (and do correct me if I'm wrong) there is a lack of data 
to support the 'how it should be done' philosophy. How does one 
arrive at a conclusion of 'how it should be done'? Have there been 
any mouse tracking or eye tracking studies on the subject? If so did 
any of them cover the ease with which end-users adapted to UI 
changes such as the adoption of left-alignment of window controls or 
UI changes resulting from switching operating systems? Is there any 
data concerning uptake of packages and/or settings to subvert 
changes to the UI/X (beyond the mere existence of such packages)? 
Without such data I fail to see how one could arrive at a conclusive 
decision regards a UI/X redesign. 

It would be nice to have some form of opt-in anonymous data 
gathering package (census?) for precisely this kind of data 
gathering. Something similar to Mozilla's Test Pilot and LabKit 
add-ons which could be used to enrol users (which their prior 
knowledge and ultimate control) in new UI/X studies and 
prototype/proof-of-concept UI/X designs. Whether you'd get enough 
participants

Re: [Ayatana] Design problem: Menus hidden by default in Unity

2011-03-15 Thread Mitja Pagon
I've raised this issue before in various places, but I never got any response, 
so I'm really, positively surprised to see the same issues raised by someone 
from Canonical. 

Why not just keep the window title on the window, it's not really wasting that 
much screen space. This space efficiency as a design goal is being taken to 
far. Integrating window controls and title into the panel gains a bit of space, 
but is introduces some issues, most of which you listed. 

Keeping the application name in the global menu is important, as it a visual 
clue as to which application's menus are displayed. The inconsistencies in 
application naming can be filed as bugs and fixed, as names are read from 
desktop files. If an application has no menu, no name would need to be 
displayed. 

As for naming of entries in application menus, that sadly can't be easily 
resolved, as it's mostly up to application developers to sort out. 

Cheers, 
Mitja 



- Original Message - 
From: Matthew Paul Thomas m...@canonical.com 
To: Ayatana@lists.launchpad.net 
Sent: Tuesday, March 15, 2011 6:34:52 PM 
Subject: [Ayatana] Design problem: Menus hidden by default in Unity 

-BEGIN PGP SIGNED MESSAGE- 
Hash: SHA1 

After several weeks of trying, last week I finally succeeded in 
installing Natty to test Unity. 

I was disappointed to see that in Unity, menus are invisible until you 
mouse over where they are supposed to be. For a window, until you mouse 
over it, the space reserved for its menus is taken up by an application 
or window title. And for the desktop, until you mouse over it, the space 
for its menus is completely empty. I reported a bug about this, but John 
Lea marked it as Invalid on the grounds that this change request 
contradicts the design. He requested that I discuss it here. 

The design John cited is not the menu bar specification 
https://wiki.ubuntu.com/MenuBar, but a separate The Unity Menu 
document that is new to me. 
https://docs.google.com/View?id=dfkkjjcj_1776g5ztgbc3 

I see four major problems with hiding the menus and covering them with 
an application or window title. 

1. Most importantly, it makes the menus much harder to use. 

The The Unity Menu document says that The top level of the menu 
rarely shows significant information (it is not an indicator) - it 
consists essentially of category headings, like 'File' and 'Edit' 
and 'View'. None of those add any relevant information to the task 
at hand, or wider awareness. 

Whoever wrote that is mistaken. Every time the task at hand involves 
using a menu, it is necessary first to be aware of, and then to move 
the pointer to, the desired menu. That is much harder to do if the 
menu is invisible until just after you finish needing to know where 
it is. Whether the menus collectively are an indicator is 
irrelevant: the first item in the rationale, for what determines 
whether something appears in the menu bar, has always been It's 
not whether it's a status indicator. 
https://wiki.ubuntu.com/MenuBar?action=AttachFiledo=viewtarget=whether-something-appears.jpg
 

2. It makes some functions effectively invisible. 

For example, last month Jack Wallen wrote for TechRepublic 
http://www.techrepublic.com/blog/opensource/x/2291: One of the 
most handy menu entries in GNOME (for me at least) is the Connect 
to Server entry in the Places menu. This allows the user to connect 
to nearly any type of server quickly and easily. The user can even 
connect to a Windows Share from here. In Unity - you won’t find 
that. In fact, you will be hard pressed to find any means to 
connect to a server in Ubuntu Unity. 

At the time, I didn't understand how he could have had that problem. 
Now I do. The Connect to Server item, which is in the Places 
menu on the Ubuntu 10.10 desktop, is in the File menu on the 
Natty desktop. But the desktop appears, incorrectly, to have no 
menus at all. 

The The Unity Menu document says Many modern applications are 
being designed without substantial menus. The problem with that 
approach was explained in my initial post introducing the menu bar: 
it results in gratuitous inconsistency between applications. 
http://design.canonical.com/2010/05/menu-bar/#history But that is 
beside the point. Hiding menus for windows that *do* rely on them 
does nobody any good. 

3. The application or window title becomes ugly when the menus appear. 

For example, when using Nautilus's menus, the menu bar reads 
File Man File Edit View Go Bookmarks Help. 

Similarly when using Terminal's menus, the menu bar reads 
Termina File Edit View Search Terminal Help. 

And when using Calculator's menus, the menu bar gets a stutter: 
Calculat Calculator Mode Help. 

4. The application or window title and the title bar are redundant, and 
sometimes inconsistent too. 

For example, when that Calculator window is open, its title bar says 
Calculator, and the menu bar pointlessly repeats Calculator. 
When a Banshee window is open, its title bar says 

Re: [Ayatana] Windicators

2011-02-21 Thread Mitja Pagon
Still I fail to see what actual problem(s) windicators are meant solve or in 
what way are they supposed to better UX. To me it seem like it's a solution in 
of search of a problem to solve. 

Mitja 

- Original Message - 
From: Mark Shuttleworth m...@ubuntu.com 
To: Mitja Pagon mitja.pa...@inueni.com 
Cc: he...@owaislone.org, ayatana@lists.launchpad.net, Carl Simpson 
cwd.simp...@gmail.com 
Sent: Monday, February 21, 2011 8:08:53 AM 
Subject: Re: [Ayatana] Windicators 

On 20/02/11 18:39, Mitja Pagon wrote: 


Using the example of volume control mentioned below, am I the only one who 
thinks windicators make little sense and are in fact bad UX. 
No, of course you are not the only person, there's lots of dissent, which is 
fine and stimulates discussion to get a better result. 




Follow my example. 
What is the added benefit of having the per-application volume control as 
windicator. Music players already have per application volume controls in 
their UIs and space gained by moving them into the window title is minimal. Are 
there any other benefits am missing? 

It would not make sense to have volume controls both inside the UI, and in the 
title bar as an indicator. But the suggestion of course was to let apps *move* 
that functionality to the indicator, not duplicate the functionality. 

Indicators are abstract, logical entities that are exported from the app. They 
can thus be useful in more general cases. For example, in the window spread 
views, indicators could be rendered at full size, so their semantic meaning can 
be scanned in the spread view. They could even be interactive in those views, 
allowing one to set the appropriate volume for multiple windows, quickly, in 
the volume example. 




On the other hand you are adding visual clutter to the title bar, introducing 
confusing behavior, as the same indicator is sometimes applications specific, 
other times it system wide, not to mention you are giving yourself additional 
technical problems to solve and thus requiring more resources. All of this are 
negative implications of this idea. 

Giving technical problems to solve is called challenging the engineers and we 
rather like to do that, and they rather like it too, round here ;-) As long as 
the work feels like it is foundational and will stick around for a long time 
and be used, solving hard problems is worthwhile. 




If you apply simple math to this you can conclude that he negatives of this 
idea outweigh the positives. 

There are some other use cases mentioned, but most of the same logic applies 
and as for using windicators for notifying users there is already notify-osd. 

Notify-OSD is purely for momentary events, not status. Indicators combine 
status and manipulation of the status, they are entirely different from 
notifications. 

Mark 
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Re: [Ayatana] I don't think global menu and the panel is good for a touch OS

2011-02-20 Thread Mitja Pagon
I would draw a distinction between touch friendly and touch optimized, and 
while I agree with what MPT said about Unity and Ubuntu not being optimized for 
touch (mainly because of the applications), there is nothing wrong with making 
interfaces touch friendly (usable on, but not optimized for, touch displays). 

And while menus in current form are not touch optimized, mainly due to small 
target area, I don't get this dismissal of menus as an UI element altogether,it 
makes no sense. How would you propose applications rich in functionality expose 
that functionally, by cluttering the interface to oblivion, using arcane 
gestures? 

Cheers, 

Mitja 

- Original Message - 
From: Mark Shuttleworth m...@ubuntu.com 
To: ayatana ayatana@lists.launchpad.net 
Sent: Sunday, February 20, 2011 4:16:53 PM 
Subject: Re: [Ayatana] I don't think global menu and the panel is good for a 
touch OS 

On 18/01/11 18:09, Conscious User wrote: 
 
 They are very different things, and a design that works well for one 
 will hardly ever work well for the other. 
 
 I'm a little bit confused now because Mark's blog post about Unity 
 clearly stated that some design decisions were motivated by touch 
 devices. Is the Unity design still taking touch into consideration 
 or this was completely dropped once it was decided that Desktops 
 would use it too? 

No. Menu's are inherently antagonistic to touch. They are not 
salvageable in their current form, so we're making no effort to do so. 
As MPT has said clearly here, if you want to make a touch friendly 
*app*, you need to use touch friendly styling and gestures. And not 
depend on menus at all. 

Utouch makes that easy to do, but you won't get touchiness for free in 
the app, you have to design for it. Similarly, we didn't get it for free 
in the shell, we had to design for it. 

Mark 


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Re: [Ayatana] Windicators

2011-02-20 Thread Mitja Pagon
Using the example of volume control mentioned below, am I the only one who 
thinks windicators make little sense and are in fact bad UX. Follow my example. 
What is the added benefit of having the per-application volume control as 
windicator. Music players already have per application volume controls in 
their UIs and space gained by moving them into the window title is minimal. Are 
there any other benefits am missing? 

On the other hand you are adding visual clutter to the title bar, introducing 
confusing behavior, as the same indicator is sometimes applications specific, 
other times it system wide, not to mention you are giving yourself additional 
technical problems to solve and thus requiring more resources. All of this are 
negative implications of this idea. 

If you apply simple math to this you can conclude that he negatives of this 
idea outweigh the positives. 

There are some other use cases mentioned, but most of the same logic applies 
and as for using windicators for notifying users there is already notify-osd. 

Cheers, 

Mitja 


- Original Message - 
From: Mark Shuttleworth m...@ubuntu.com 
To: Carl Simpson cwd.simp...@gmail.com 
Cc: he...@owaislone.org, ayatana@lists.launchpad.net 
Sent: Sunday, February 20, 2011 4:57:59 PM 
Subject: Re: [Ayatana] Windicators 


I think we should provide a standard collapsing approach for things which 
could be window indicators and which are commonly system indicators too, like 
volume. When maximised, the window indicator is embedded in the system 
indicator (so there's only one volume indicator, and in there you find what you 
probably expect to find). 

Needs cogent thinking, but I think it's doable. 

Mark 

On 04/01/11 20:06, Carl Simpson wrote: 

To clarify, I mean people tend to want that somewhere in the front-and-centre 
interface; I'm aware that it's there in gnome-volume-control. 


2011/1/4 Carl Simpson  cwd.simp...@gmail.com  



2011/1/4 Mark Shuttleworth  m...@ubuntu.com  





When maximised, they go into the panel, on the right, left of any 
app-indicators. 


Can we can assume from this that per-application functions, such as volume 
control and network status, wont be tenable uses of the windicator idea, since 
this would result in duplicates (e.g., two volume controls) or confusingly 
similar items in the panel when applications are maximised? 

If that is the case, then as a side note: I get the sense that per-application 
volume control is something that people generally think that they want- is 
there any plan for that sort of thing? 



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Re: [Ayatana] Menu bar integrated in title bar in Unity

2011-02-18 Thread Mitja Pagon
- Original Message - 

From: frederik nnaji frederik.nn...@gmail.com 

As a rule one can say: every submenu is a workaround to a design problem. 
The best design is instantaneous, the best menu is a menu that doesn't exist, 
the best UI is a UI that doesn't exist. 
Once we add a layer, level or page to a UI, we know that we're adding 
complexity, and complexity is what makes a UI difficult to use. 

The only type of complexity that makes a UI easier to use is the complexity 
that is supported by native human intuition, and that is something we don't 
discuss here so much unfortunately.. 

- 

Out of curiosity, what are you basing this rule of yours on? Best UI is no 
UI, how is that supposed to work? What you are saying makes no sense at all. I 
suggest you look up the meaning of complexity, also look up oxymoron. 

Cheers, 

Mitja 
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Re: [Ayatana] Menu bar integrated in title bar in Unity

2011-02-18 Thread Mitja Pagon

- Original Message - 
From: frederik nnaji frederik.nn...@gmail.com 



yes, i give you that, taken literally it can't make sense that easily ;) 


The purpose of technology is not to be in our way, but to achieve goals. In 
that respect, the best technology or technique is one which achieves the goal 
with little or no action at all. 
In that respect, reducing the UI, up to the point where it is pure interaction, 
invisible, unobtrusive, is the goal especially interaction designers share, as 
far as my opinion goes. 

While I agree with most of what you say above, your understanding of 
interaction design is somewhat simplified, it not just about streamlining the 
user interface it's also about minimizing physical and mental strain of 
interaction. It's about finding the right balance. It's the latter two, that 
most people tend to ignore. 


The whole purpose of designing interaction is to work around the fact that it 
is still necessary. At the end of the day, we want to write a text without 
thinking about windows, icons, menus or pointers, we want to achieve the 
simplicity we have when e.g. using pencil and paper. The fact that we are yet 
to balance the flexibility of computer interfaces with the perfect simplicity 
of virtually modeled physical appliances reflects, that it is not so easy to 
simply phase out UIs entirely, they will be around as long as options exist in 
interaction. 

How can one use a computer, or any other form of technology for that matter, 
without interaction? The purpose of interaction design is to make interaction a 
positive experience for the user, not to remove the interaction altogether. 
Your pencil and paper analogy is also flawed. Wouldn't going back to the 
simplicity of pen and paper be negating all the benefits we get with computer 
aided writing. People moved beyond pen and paper for a reason. And using pen 
and paper is anything but simple, it takes lots time to master if you wish to 
produce anything of value (modern art excluded). 


How to design an interface otoh is to aim at not needing it at the end of the 
day. 

If you wish to expose any amount of functionality you need an interface. 
Generally speaking more functionality you have, more complex you interface will 
be, simple as. 


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Re: [Ayatana] Menu bar integrated in title bar in Unity

2011-02-17 Thread Mitja Pagon

Now Unity Desktop integrates (and hide) the menu bar in the upper panel both 
for the maximized windows and unmaximized ones. 

This is the reasons according to Mark Shuttleworth: 
«One of the design goals of Unity is to reduce the clutter of the desktop, 
another is to use space more efficiently. 

We hide the menu by default in Unity because the menu provides no useful 
information to which you can refer just by looking at it, but it puts a lot of 
detail on the screen which is visual clutter. So, we’ve taken the view that the 
menu is there if you need it (by moving the mouse to it or pressing Alt) but 
otherwise isn’t in your view. 

I very much doubt that is the actual reason, as despite what you think or 
believe, menus actually do provide important information to the user. Also, 
menus won't be going away anytime soon, but more on that latter. I would 
speculate, that auto-hide behavior is a consequence of the decision to merge 
window title and controls with the top panel for maximized windows, as having 
all those and also the indicators in the panel at the same time would be to 
cluttered and against the design goals. 

F rankly it's a decision I really don't get. By hiding the menu they have 
negated one of the main benefits of a global menu, which is the fact that it 
can be quickly and easily accessed. If the menu is hidden it's not as easily 
targeted and it requires extra hand movement and also more cognitive power to 
accomplish, yes the Alt key can show the menu, but that is neither obvious or 
easily discoverable (I for one didn't know that until I read it in your email). 

What are the actual advantages of this decision also eludes me. The stated goal 
is to reduce desktop clutter, but I don't get the logic. What they are 
essentially doing is gaining some 24px of vertical space at the expense of 
visually cluttering the top panel, without any obvious benefits. I might make 
some sense on small screens (sub 10) where space is limited, it however makes 
little sense on larger screens. There are some other drawbacks, like not being 
touch friendly, but enough for now. 

Many modern applications are doing without a menu altogether, so in our view, 
this is a step towards the future, and it will encourage application developers 
to think about their interfaces and make them more usable by design rather than 
depending on the crutch of a menu.» 

While there are applications that don't have a need for a full blown menus, 
that doesn't mean that there is no future for menus in user interfaces. For 
applications rich in functionality (like GIMP, Inkscape, ...) it would be hard 
to present all of that functionality without using menus as it would result in 
a lot of visual clutter. 

Why not integrate (and hide) the menu bar in the title bar instead for 
ummaximized windows? 

What are the benefits of this approach and are they greater then any possible 
negative implications it might have on the user experience and usability as a 
whole. It's important to ask yourself those questions when designing any user 
interaction. 

Right now I don't see any such benefits in your proposal and at the same time 
you yourself listed below, some of the negative implications your proposal will 
have (Issues you pointed out and the added complexity needed to work around 
them). 

I'll let you draw your own conclusions. 

I have realized a simple mockup that shows my idea. The menu bar will be show 
only if the menu is over the title bar. 

However, there are some implementation issues: 
- if the menu bar is shown in the title bar, how do I use it to 
drag/maximize/unmaximise the window? 
- what about if the menu bar is bigger than the title bar? 

The second is not a real problem: the classic Gnome cut the menu bar if it is 
bigger than the windows. For the first problem there are different solutions. 
For example we can use the left button mouse for use the menu bar and the right 
button mouse for use the title bar (drag, maximize/unmaximized with double 
click). Or we can add another window control that allows us to drop the windows 
. 

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