I'm at UDS, and after speaking with kwwii, and _MMA_, I have written a few notes, as well as some personal thoughts. This is mostly for the planning process itself, but I am sending it to the list so everyone is clued in as well :). Things we discussed:
Dark theme, and incompatibilities from programs with hard coded values. In terms of this, the current plan is to push a dark theme into Ibex ASAP so people can begin to file bugs against the applications in question. The largest problem at the moment, is Icons. In order to create an entirely cohesive theme we need to completely create our own set to fit. However, there have been concerns raised about those icons that don't match. This is especially accentuated by the fact that one of the current proposals are the etched solid icons. However, this will always happen: and in order to ever break out of Tango we need to start somewhere. Tango is off the table--however, those that Human currently doesn't fill since its been commissioned (in Dapper?) will show up as Tango. In terms of where we need to go: 1. We need to decide on a direction, 2. We have to lock down the minimum number of worthwhile stable contributors. 3, and go from there. One item that was raised was whether Canonical will purchase a new icon set. It would certainly be easier on our man hours. Hopefully, if this happens, the commission agreement will demand that the contracted company supply Free artwork and make the sources available. Icon themes: Besides the dark theme, etched glass etc: Perhaps we should revamp Human, and extend it as well? I haven't tested whether Human is mostly compatible with dark themes as it currently stands, and I will look into that. There is also the option of looking into a variety of other already available gpl themes. We can customise and extend those. Dark Theme Dark Theme: If we do this, would we have to produce a companion light theme as well? Or is the carryover from the last release sufficient for those who prefer or need to work with something lighter. There is also the question where people will accept a dark theme in which some applications with hardcoded values produce some undesired results. I think this is mostly a nonissue, as long as we can file bugs for the major apps like FF. If we can pull off something that looks impressive, or even just great looking-- people will be satisfied. In art, the big picture always matters the most. It doesn't matter how wonderful an eye, or finger is, if everything else is executed poorly. In the same aspect it doesn't matter whether your icons are jawdroppingly beautiful or your windows decorations if all else is not. If things are cohesive, they don't have to be amazing looking. Even if they are just quite good by themselves--when combined it can make for an experience most impressive. It is the whole of the work that applies. Developers, and Packaging One major concern is that we have no developers really interested in developing for us--but the larger issue is that we still have to find packagers. Hopefully, we can do that here at UDS. However, MMA has informed me that the launchpad bzr can produce .debs, so this may be somewhat mitigated. However, afaik (feel free to correct me) the community theme package has still thus far not been produced? I'll talk more about the community theme package and its importance later in this psuedo-essay. Infrastructure: We also need to reduce the mess and make everything easily viewable. This may come from ubuntu-art.org giving us a category or it may come from a set of guidelines following along the lines of Fedora. One idea was that people need to successfully contribute something in order to post about the project. This would definitely reduce the amount of naysayers and those with mouths that run, but feet that do not walk. We have to decide whether these restrictions are necessary if we use a gatekeeper as described lower. --- My Thoughts: What We Need In terms of being even relatively successful, we need to do something artistically strong and distinct. What does it mean to be 'strong'? This means something that is cohesive and presents the same look and feel. This means something conceptual behind it, even if it is something simple. Why do we need a concept? This is the only way to unify many disparate parts, especially in terms of working with multiple contributors. I think, an important part of this, to be successful, is a _gatekeeper_. This may be someone at UDS, but mostly likely will be the concept or mockup originator. What makes something artistically strong. To be artistically strong-- this means we have to have defined our vision greatly, in VISUAL terms. Which means supplying our references, studies, and notes. However, the visual component is the most important. Any competent artist, the ones we're interested in, will be able to pick up the major elements and most probably bring an interesting twist to it as well. I think that the artwork 'team', needs to only have ONE, as in a singular project-- and all other pieces simply become outside supplemental contributions. If this doesn't happen, we will never have focus, and it'll just be random contributions, in which people have little opportunity to really get to apply their skills in a concerted effort. Without this, we become a selection comitee, which is a valid direction. However-- I do believe that the community is infinitely more interested in creation. Afternote: These are my thoughts, my ideal to be able to take the art as far as it can go. However, community contributions were discussed, and it seems our current modus operandi will be to do, and help with the themes we're interested in. Aka informal 'theme teams'. This way everyone can work-- in a topic they're interested in. What will happen is the best will probably be picked by kwwii and Canonical. The best for them, and their business. But keep in mind, get your themes into community and people will find them and love them! All the strategies recommended in here can work for individual projects in mind, if you wish to use them. Concepts, and the necessity of representational art. Another important part of this that is that in order to produce something conceptually strong, this necessitates representational art in terms of the Wallpaper, Gdm, Splash, and perhaps even the metacity and gtk. If you represent nothing: in the end, all you have is a picture of nothing. However there is nothing wrong with abstraction. However note that abstraction is not nonrepresentational art, it is simply distilled into its most important elements. These are not necessarily the ones that will make it identify its origin. In terms of contributions-- we should invite all and any. That way the process is as open as possible, and anyone can contribute. However, this is also where a _gatekeeper_ plays a great role. This person will keep things on track, a simple yes or no should be sufficient, feedback will be optional for time and practicality. It should be stressed that it is the cohesiveness of the entire theme that is important. Even someone with great talent may produce something that perhaps is not quite right for the particular project at hand. Yes, reality is a gatekeeper will also keep subpar works out. This is just a fact of having a large number contributions from from previously unknown creators.. It will be up to the discretion of the gatekeeper or gatekeepers. The big picture, always matters the most in artwork. Infrastructure In terms of logistics, perhaps we need major contributors (minor will get proposals) to each have their own branches which get merged upon approval. Perhaps the right way to do this is like developers do it themselves, with a core team, and others submitting minor changes, proposals. With bzr, its distributed so people can definitely still work or even spin off if they feel so. Do we need some gui for helping users find and install themes they're interested in? Can we get the resources for that? Otherwise, its mostly random luck as they sift through packages with absolutely no preview. An Important part of the process is releasing. Art has the same tendency as software projects where we want something completely ideal. However, with the reality of time. This is not practical-- we should release early, and release often. Whether this is a push to Ibex or to the Wiki or whatever working system, this is important for feedback, and the process itself. It keeps the project from stalling, and helps make sure everything is actually ready. The absolutely most important thing is to define a manageable scope. This may mean extending the icons to a 2 cycle release, or entirely extending, or cutting back. This means we have to lock down the absolute minimum number of steady contributors and plan for that. In terms of concerns of the Ubuntu Brand: Doing something representational is absolutely not bad. If we actually do something distinctive, and representational, that is <establishing> and identity. A strong presence only increases your brand. There will always be people who dislike certain things. However, if we don't resonate with our major user base, there is no function to the artwork. Every well known company will have dissenters, those are not important to its overall success. Now, we can't worry about if it fits the criterion for default. We should strive to make something as fantastic as possible. If he doesn't like it, we'd most likely have ended up with a clone of the previous release. We can package it anyways, and put it into community or a more important repo. An audience will always choose what it most likes. Our job is to make this as usable (potential dark theme issues) and accessible as possible. SOLUTIONS Canonical Roulette: Package Anyways- If we didn't try anything new, we would have ended up with a clone anyways. Contributions: Have a gatekeeper, a final say. Importance lies in cohesiveness, not apparent quality. Swirlies: I think I've made a strong case for representation art here, even if abstract. Icon Discontinuity: Like the Wallpaper, we have to start somewhere. Again, its the whole experience that matters, not small bits that are particularly amazing or tiny blips that we can never control. The alternative is to live in Tango forever (which is a theme that Ubuntu has decided it will not use) Dark Themes: Presentation as a whole: Pushing immediately to collect bug reports. -- ubuntu-art mailing list ubuntu-art@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-art