Re: [Ayatana] Launcher Icon for Compiz Scale Plugin

2011-05-23 Thread Niklas Rosenqvist
I posted a launcher design sketch on how the workspace switcher/scale could be better implemented into the launcher in the Global menu in Oneric Ocelot (11.10) thread. Take a look! 2011/5/22 Ed Lin edlin...@gmail.com On Sat, May 21, 2011 at 12:40 AM, Niklas Rosenqvist

Re: [Ayatana] Thoughts on Unity design

2011-05-23 Thread Ed Lin
On Sun, May 22, 2011 at 11:28 PM, David Regev david.re...@gmail.com wrote: The equation doesn’t break down here because you’re not supposed to put in ∞. Although the edge may theoretically be infinitely long, it’s not in practice. Any human being aiming at the edge will stop within a certain

Re: [Ayatana] Fwd: Re: Global menu in Oneiric Ocelot (11.10)

2011-05-23 Thread Ed Lin
On Sat, May 21, 2011 at 4:28 PM, Niklas Rosenqvist niklas.s.rosenqv...@gmail.com wrote: Here is the mockup: http://i.imgur.com/sl8k6.png If this won't work then maybe we could just move the whole top panel to the bottom of the screen and have a intellihide function for it or merge it with the

Re: [Ayatana] Thoughts on Unity design

2011-05-23 Thread David Regev
On Mon, May 23, 2011 at 08:05, Ed Lin edlin...@gmail.com wrote: W in this context depends on acceleration curve and distance, it's not fixed! That's the reason one may be tempted to start calculating with infinity and mathematically speaking its use is absolutely correct. You are not

Re: [Ayatana] Fwd: Re: Global menu in Oneiric Ocelot (11.10)

2011-05-23 Thread Remco
On Mon, May 23, 2011 at 15:26, Ed Lin edlin...@gmail.com wrote: Here's an idea I just had: we could put icons next to each other, in violation of Fitts's Law, when we have a single menu for all of them which can be accessed by clicking on anywhere on the area, from screen edge to launcher

[Ayatana] Unity Mockup v3

2011-05-23 Thread Henrik Peytz
Here's my third round of mockups based on some of the ideas floating around. -- Particular ideas visualized: http://fav.me/d3h14ui -- Global-menu has turned into Maximode-menu, it is only visible when a window is maximized, and it only shows the menus of the maximized window,

Re: [Ayatana] Unity Mockup v3

2011-05-23 Thread Henrik Peytz
The purpose would be more space to move around on, place windows there etc. If the Global menu is made redundant by a menu-toggler, then there's no reason to waste about 25x(x-resolution) of pixels drawing a panel that is only used when an application is maximized. From a purely personal view I'd

Re: [Ayatana] Thoughts on Unity design

2011-05-23 Thread Ed Lin
I already said this but I'll repeat it to prevent being misunderstood: I maintain that Fitts's Law is absolutely accurate and helpful for what it describes. The problem is that it doesn't describe all factors necessary for a full assessment and is often applied in a too simple and linear

Re: [Ayatana] Fwd: Re: Global menu in Oneiric Ocelot (11.10)

2011-05-23 Thread Niklas Rosenqvist
2011/5/23 Ed Lin edlin...@gmail.com This would give us a very consistent and structured layout. The launcher would consist of icons all having the same size (including the BFB) and the context- menu/dash/lenses would all follow the same theme and design. That's exactly the problem I tried

Re: [Ayatana] Fwd: Re: Global menu in Oneiric Ocelot (11.10)

2011-05-23 Thread Ed Lin
On Mon, May 23, 2011 at 8:29 PM, Niklas Rosenqvist niklas.s.rosenqv...@gmail.com wrote: Altogether four icons which I think would leave room enough for app icons on smaller screens. Do you really think that? Four launchers are in my view a lot of extra launchers. What I tried to achieve with

Re: [Ayatana] Thoughts on Unity design

2011-05-23 Thread Ed Lin
On Mon, May 23, 2011 at 8:38 PM, David Regev david.re...@gmail.com wrote: I have yet to see an actual study arguing against the efficiency of global menus, not even for large modern monitors. If you want to take the return trip into account and other such factors, feel free to do so. The