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2

The asymmetrical design of the analog sticks is based on ergonomics and the typical use case. The left stick is at the neutral position for your left thumb, while the buttons on the right are at the neutral position for your right thumb. The vast majority of the time, you will be using the left stick and right buttons, so it makes sense that they are ...


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It's an ergonomics matter. The upper control faces are the fallow areas where the thumbs rest, and the contain the most important controls - controls for movement (which need analogue stick control because of the prevalence of 3D environments) and controls for core player actions (which involve discrete events that map directly to buttons). Meanwhile the ...


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What you're experiencing are the two main issues with modal windows: they break the flow, causing a certain level of disorientation, and they don't stack well. You should try to use a master-detail view pattern that has the list of items in the same window as the detail of a single item. This solves one level of navigation and will also allow users to more ...


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I would use a drop down with auto-correct showing the existing alternatives, while the user is typing - and they could select from that drop down or create their own... depending how much you want them to pay attention to first trying to select an existing alternative. I like the tagging idea from RK as well


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The most common implementation of such a feature which I see everyday is the tagging system. As you continue typing, the ajax search is on and you can see results popping up. Img 1: You can select from the results or type in the entire thing. Img 2: Or, you can add your own tag in a similar manner and it will accept the tag and add it in the system for ...


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By adding the + sign, it is counter intuitive as the user would have to click the drop down, read through the options and determine none of the options listed apply. Then click the + and provide the value. I would suggest adding a 'Other' or 'add new' entry in the drop down list. This would mean that the user would scan the list of drop down items, find ...


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Top-Left. If the page is long, then put on both places Top-Left and Bottom-Center.


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Top-left seems to be the ideal position for the "Back" button due to the following reasons: All traditional and modern PC browsers have it there. There is almost no learning curve. This would seem much more native on tablets than mobile. But you will have an advantage of efficient scaling up of UI since Back button won't change its position across ...


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Is it for a tablet or a pc layout ? For fields form or a simple text page ? On tablet habits is to have back button on top left because the navigation is a page by page navigation. ..and more often you go to the next page when you tape a line which has a right arrow at right. The metaphor is you go to the downer next page (daughter page) So top left is ...


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The simplest method that covers all use cases is to have a floating header (a header that is always on top of the screen) and have the 'back' button there. This way it's always available and always in the same place, which means less thinking for users. Additionally, it mimics the interaction of most mobile devices


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You can put it in both places. I imagine the hypothetical situation where a user gets to the page, realizes he/she's looking for something else and decides to go back. Top would be better for this scenario. But it could also be that the user reads the information, gets to the bottom and decides to go back. Bottom works better in this case. Alternatively, ...


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Make it intuitive and proceed observantly. In 2009 a Nielsen Norman Group finding Big, 2-dimensional drop-down panels group navigation options to eliminate scrolling and use typography, icons, and tooltips to explain users' choices. This sounds great... but (and this is all very old by internet standards). In 2010 they revised their statement after ...


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If this is on OSX, the Preferences go in the "App name" menu, not in Help. And that should only feature actual preferences and settings. Contact and Support/documentation do go in Help. It's not a preference to look at documentation. You could have an "About" popup, accessed from the Help menu, similar to what you have now. This could feature these options: ...


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If the popups show more detailed information about the row, make sure they don't obscure part of the row. So, perhaps it better to let them appear below the row. download bmml source – Wireframes created with Balsamiq Mockups However, it's best not to obscure anything. As you say, that data is on screen to be monitored and you don't want to put ...


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This is another good example of a complex master-child data view, as such, it's tempting to try to show too much info on one screen. You might be attempting to design for the "power user" instead of the common user, but I don't know how much research has gone into this requirement. I like to push back on these overly complex data screens. So, a possible ...


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The only appropriate way to accomplish your needs is the GridBagLayout, as you mentioned. It seems a little confusing for beginners, but if you read the oracle-doc-page for a few minutes, it appears quite simple. http://docs.oracle.com/javase/tutorial/uiswing/layout/gridbag.html All you have to do, is to set the values gridx, gridy and gridwidth. it should ...


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A possible solution might be multiple right aligned tabbed popups. Yes they overlap, but each one is easily selected via a tab that is aligned to the 'owner' row. For added value - each tab could be highlighted according to the age at which the popup content was last changed, so that the user can see that hidden popups have changed content. Or, ...


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When dealing with text, you have one of two options: a single (possibly long) page, or many pages. Scrolling is basically a single very long page where you only see a window on it at a time. Pagination (which can include scrolling if each page is long) is the same as having many pages.


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Considering you are really asking about hover menus. They can be a really good mean in creating a rich content website. It is also a trap in which you do not want to fall. They are hard to use because they are often badly designed. @Marvin is pointing at some issues you can deal with while using them in your graphic interface. Amazon has been kind enough ...


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Two level menus are better for usability than traditional drop-down menus, because the user doesn't have to navigate carefully in multiple directions. As AskTog explains, with traditional, multi-level drop-down menus: The bottleneck is the passage between the first-level menu and the second-level menu. Users first slide the mouse pointer down to the ...


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If you have just a few buttons and only one button with a submenu, then it's not bad user interface. However, if many of them have submenus you might want to consider a side page menu. Otherwise it will be hard to read and not very clear what you are trying to communicate.


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The example you have given here is a hover menu. Hover menus can help in defining a large navigation and allow users to clearly see the child and sub child nodes of a main navigation and they also save on vertical space.However they are not excellent for usability as this article shows One of the worse things about hover menus is that they force users ...



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