Path: utzoo!utgpu!jarvis.csri.toronto.edu!rutgers!gatech!ncar!tank!uwvax!umn-d-ub!umn-cs!hall!rosenkra From: rosenkra@hall.cray.com (Bill Rosenkranz) Newsgroups: comp.sys.atari.st Subject: Re: Designing HIs under GEM Message-ID: <4361@hall.cray.com> Date: 19 Aug 89 03:59:45 GMT References: <11830048@hpldola.HP.COM> Reply-To: rosenkra@hall.UUCP (Bill Rosenkranz) Organization: Cray Research, Inc., Mendota Heights, MN Lines: 55 In article <11830048@hpldola.HP.COM> jg@hpldola.HP.COM (Joe Gilray) writes: = =I would like to start a discussion about human interface design under GEM. this should be fun :^) =1) Is there any standard "look and feel" for dialog boxes? More than = just Title at the top, buttons across the bottom? For example what u describe is more like an alert box, which are trivial to use. they are subsets of dialog boxes and good for yes/no type input. i generally use them only to warn the user of some condition he should be aware of (do you REALLY want to quit and loose all your data?). = =2) I also tend to use nested dialogs quite a bit. I like to keep the in a word: don't. design your program to have as much information as possible in one spot, i.e. make it as modeless as possible. if you can design your program so a user can get from one place to the desired action in one move, it is far easier to use. in fact, if you can design your program to have but one evnt_multi loop, it will be very easy for the user to do what he wants to do, quickly. ST users really appreciate that. i used to use zillions of alert boxes to tell users what (i thought) they needed to know. i now opt for an asynchronous message box in some static location on the screen, always there, which gives the user info but does not require action (like click or key). =3) One of the reasons I use nested dialogs is a limit I think I've = found in GEM, it appears that there must be less than 256 editable = (FTEXT, FBOXTEXT) characters per box in GEM. Has anyone else = noticed this (I am using original ROM TOS)? Is this fixed in = QuickSt or TurboSt? i have not heard this and doubt it is true. i can't see how it matters since the resources are just strings. i have used dialogs with at least 200 objects which to me seemed like a lot, even in a code with over 50000 lines. half of them were FBOXTEXTs. if there is such a limit, it would be in the form_do code. find tim oren's tutorial series. he has a form_do source which you can hack if this is in fact the case. the standard form_do is pretty lame anyway, especially if you do anything serious (commercial). form_do is ok for run-of-the-mill stuff, but you'd be better off in the long run rolling your own. besides, you'll learn more about how things work. i hacked up form-do to do nested menus (which were just dialogs, one on top of the others). user interface is religion. just ask apple :^) expect this discussion to get rather bloody... =-Joe Gilray -bill rosenkranz rosenkra@boston.cray.com