New answers tagged progress-bar
0
Display the "wait" on button down (ie as early as possible). Most of the time a fast filling progress bar or very short lived hour glass is pleasing to the end user (hey this program's fast!), and I've never seen one that "looks like a glitch."
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I had a quick look through dribble using the progress and progress bar search terms, and most people stick to the linear or circle (which is just a closed linear representation) paradigm. I thought one example is worth mentioning because it is a really good example of converting something logical to something that is visual in the context of the subject. ...
1
First, I am wondering if a progress bar is the best solution here. Progress bars show a continuous progress not a step to step progress.
Furthermore if I see a bar I imagine that I can jump to wherever I want whenever I want. I say "I" because I cannot be sure every user is going to feel the same, but to underline my conviction: video progress bars and ...
0
What you are referring to Progress Bar appears to be a Navigation Bar with Progress Indicator. In that sense, it is alright.
@rk's idea of user "undoing his progress" holds weight but the way I interpret, it is a navigation bar and progress bar showing where in the process you are. That means if you go a page back, you go a step away from your final goal ...
27
It can work well, but I wouldn't recommend the method that you are proposing.
You can use breadcrumbs as a form of progress bar, which not only solves your navigation issue, but shows what still has to happen better than a pure progress bar. It is also common practice on some of the most used websites, so your users are likely to already be used to it.
...
3
If you are using the progress bar to move forward and backward, you are essentially implying that the user is 'undoing' his progress or is able to jump forward (?) in progress.
Separate your concerns and use the progress bar to show progress and use a navigation to navigate. Do not jumble the things. If the user needs to think twice whether his action will ...
2
Given that the life of the battery is so long, I don't think that there is a value of displaying a middle display.
Orange tells the user that there's something that they probably want to address, but they don't need to do it immediately. Red tells the user that there is an imminent problem that they need to address soon. With a 2-day battery life, if ...
4
I would suggest (for laptop atleast) keeping it as follows:
Green 40-100%
Yellow/Orange 20-39%
Red 1-19%
The reason being, I have read many articles which suggest keeping your laptop charged between 40-80% to increase the battery's life. One such article.
I know some manufacturers which go for a wider green band:
Green 20-100%
Orange 8-19%
Red 1-7%
...
7
The colour indicator is used as a priority status:
Red = urgent.
Orange = weak warning.
Green = good.
The priority depends on the application and the consequences of a low charge. For something like my kindle where the battery lasts for a month or more at a time, 10% isn't yet an urgent battery level. But for a backup UPS in a hospital, a charge level ...
0
No right or wrong here, but you need to convey a message to the user when something is about to happen. Green for OK battery ranging down to 50 %. Then we want the user to be more careful with battery so 20-50% is represented by yellow. Last when we're really low on fuel - 0- 20% we want to show the user it's close to nothing in red color. Now you need to ...
4
You can use something like this:
download bmml source – Wireframes created with Balsamiq Mockups
Each green box represents a value (10 in this case)
The width of the box is irrelevant
As your health increases, the width of green boxes reduce but the width of the health bar remains the same
The main advantage is:
You can guess the % value ...
6
Its better to keep the width of both energy levels the same as you have shown in the first model. You can try something like that
2
Have you thought about different colours?
It's for a game, so if it fits in the theme of the game, have a blue bar for basic health and a green one for the next tier. When the green one is gone, the blue one appears - FULL. If you preferred, you could have a line, with a number beside it, to show how MANY lines you can deplete.
I think it was ...
3
The easiest way is to display just numbers.
In your drawings we can compare two sizes because there are two bars. But in your game, if the bar is going to stand by itself, no one is going to remember what was the size before. So its lenght is not going to give the player any kind of information.
No matter what the length of the video, the bar is always ...
15
I find just using the colors as the demarkation a bit harder to understand. You can use a vertical rule to act as a placeholder for the goal, YTD or annual, depending on the day.
Your focus should be the goal and how much over or under you are. What I mean is there is not enough value of showing the actual numbers when you are just bother to about the ...
11
The main issue is not with colors, although JohnGB has some valid points on this.
i would go with something like this in order to avoid the confusion with colors.
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I had a very similar problem recently, and did some user testing on it. The main thing that came out of it was that we should avoid colours that have a common meaning. So yellow was a bad option, and green represented 'good', not 'acceptable'.
In the end we used grey as the neutral background colour, blue as the progress for 'expectation'; green as ...
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