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axcho's picture
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Here's an early preview of the new user interface we've been working on for Foldit. The idea is that you can select parts of the protein and all actions are contextually available based on your selection, instead of having separate modes.

I think it will be a big improvement.

Any thoughts? Questions? Suggestions?

Susanne's picture
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new interface

It will take some getting used to but it looks amazing. I definitely like the all-in-one look.

Joined: 05/19/2009
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I think that we probably

I think that we probably want to select multiple residues pretty often. Maybe that action shouldn't require a Shift+
Click?

axcho's picture
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We'll know when we test it.

We'll know when we test it. For what it's worth, pretty much all RTS games use a shift-click for multiple selection. Double-click to select all the residues in a secondary structure would probably take care of the rest.

Joined: 12/14/2008
first look

looks good :D

What have you done to the options bar with undo graph etc.?

So, a click selects a residue, and if you click and hold you can drag it around?
How does these 2 react to each other?
Does a drag on activated sections deactivates the selection?
Can you drag only the selected parts or do you need to freeze?

"If user selects single residue, insert/delete menu pops up"
I have a little doubt on that. I think that could cause misclicks (like it is today with right click for moving, which sometimes makes a band cause you are on a residue - in a tightly packed zoomed-in sight its hard to find a free spot). And in this case its a very drastic error.

The popping of the tweak could ba a bit faster I thin ;) (Great way of doing this!)

Is there a "(de)select all" key/picture?

Icon bar:
That I think can be done better.
a) The on/off is not useful for experienced players. For beginners (in the tutorial) that could help. But veterans know this stuff ;)
My option would be to have all icons visible all the time, lighted if possible, dark if not. (perhaps chooseable between the 2 options)

b) works when everything is visible: As we all don't want to learn a action-alphabet, then have the tools numbered - choosen by the player. Most easiest way would be if you mouse-over a icon, you can press a number and then have that number assigned. I would e.g. choose 1 for shake, 2 for wiggle and 3 for restore very best and 4 for rebuild. (Of course, normal hotkeys still work.)
With this, you could even rearrange the number-hotkeys in a matter of seconds for different game phases or puzzles.

(c) and if we are working with numbers, alt+number should activate the corresponding recipe. There is a ticket somewhere with this already, if I remember correctly.

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ChristianK: ctr/shift/alt for selecting more than one i standard everywhere. And how do you want to select more without?
I want that a click on B deselects A, otherwise I would have to deselect A.
On the other hand you are right, selecting more then one if likely the most used...
What about that: a click selects everytime, to deselect you have to use shift, but a shift-click on the background deselects all? Just an idea...

Joined: 05/19/2009
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Middle click? Giving one

Middle click?
Giving one mouseclick two pull one mouse click to selecting and one click to freezing doesn't seem optimal.
Middle click cound also mark multiple residues and afterwards freezing all marked residues could be an action that could be selected.
[quote]For what it's worth, pretty much all RTS games use a shift-click for multiple selection.[/quote]
I think holding a button pressed and then selecting everything happens more often in RTS games.
Additionally fold.it isn't a game where I have 100+ actions/minute and therefore I am not highly focused on getting both of my hands to work as fast as possible.

Joined: 12/14/2008
smoothly

"Additionally fold.it isn't a game where I have 100+ actions/minute and therefore I am not highly focused on getting both of my hands to work as fast as possible."
But beeing able to make it faster means smoother game handling - and the possibility to be faster ;)

What did you mean with "one click to freeze"? Thats already done so - middle button.

Joined: 05/19/2009
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When I play an RTS I will

When I play an RTS I will have one of my hands at all times near the shift button and it will take me as much time to press Shift+Rightclick as it will take me to simply press Rightclick. In fold.it my left hand isn't always at the keyboard in position to press shift because I'm not typing commands with that hand on the keyboard.

Yeah it is. I think that selecting multiple residues is a more important operation than freezing. Therefore selcting multiple residues should require one click while freezing might require more than one click.

Joined: 12/14/2008
addition

I hate that I cannot edit ^^

I wrote wrong above, because I though what to do with right button ^^
"like it is today with right click for moving," I meant the middle button. You click for freeze, but sometimes you move the mouse and make a (small, often invisible) band. I fear that for the left button, but that needs testing. People are more agile with the left click then with the middle button ;) On the other hand, fast clicking with these + and - near the targets... a switch for design is propably the better way.

axcho's picture
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I think there already is a

I think there already is a way to select multiple residues... Just shift-click and all residues between the one you click on and the selected residues will become selected. That's what it says in the video, right? Ctrl-click to add one at a time? And double-click to select everything within one secondary structure?

"What have you done to the options bar with undo graph etc.?"

We're not sure yet. We still have to come up with a final design that includes all the options and chat. Do you have any suggestions?

"My option would be to have all icons visible all the time, lighted if possible, dark if not. (perhaps chooseable between the 2 options)"

This is something we are considering. However, one consideration is that there may be any number of Recipes applicable to the current selection, and if all possible Recipes were shown at once, there would not be room enough on the screen.

Hotkeys would still work, tied to specific actions like W for Wiggle. These would also be easily customizable.

Joined: 12/14/2008
hmm... what is the max. max?

hmm... what is the max. max? means all actions that are not done with the mouse
wiggle, shake, freeze, unfreeze, freeze all
unfreeze all, mutate, mutate all, undo, redo

restore very best, save current best, restore current best, remove bands, disable bands
align guide, restore structures, restore puzzle, clear

4 extras, 4 modes

That is the max max that is no option.

savely be ignored (because in menus and/or seldom used) can be
the extras, restore structures/puzzles, align guide, clear
leaves
first 10, 4 modes, 5 more

Makes 19 - that should be possible in one horizontal line.
Don't forget: We have at least 2 lines. We can cut off a bit with the second
move save current best, restore current best down
leaves 17.

freeze/freeze all and unfreeze/unfreeze usage
4 ways: a) either a do/undo thing like it works today: "freeze" freezes and if you selected a frozen part it unfreezes (mark: There is no "freeze 1" button now!); "freeze all" first freezes all, even if there is only one, then unfreezes.
Needs 2 Icons

b) 4 icons for everything - unmeccessary in my eye.

c) no icon at all (or only freeze/unfreeze all), like today
Needs 0/1 icon

d) 2-in-1: make a button with both freeze and unfreeze and one with freeze all unfreeze all: [freeze|unfreeze], player can click on left side to freeze, right side to unfreeze
Takes more shortkeys than today, but allows to both freeze and unfreeze every possible selection with one key pressing and not two.
Needs 2 (sligtly bigger) icons.

Like today would shrink the icons to 14. That should do it even in 800x600px in one line.

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options bar:
I like it. We can use it after an update.
What can be thrown out with the ne interface:
- modes
- (extras) can possibly be moved to menu

action: half is in the icon line, another half can be moved to what is now "undo".
You can rename it to something like "protein management" since there are all the buttons that effect the whole protein or the going forth and back.

But with the undo graph that part gets too big. But that is not really a problem, since the undo graph needs improvement. The scroll bar there doesn't work, be we all want a longer history.
That means, the graph gets seperated, longer and gets a point window like I suggested it.

That means:
We have in line 1 the icons
line 2 is the increaseable scoreboard (if increased it is over shake and wiggle icon, but everyone uses hotkeys for this) and the undo graph
line 3, on the bottom, is the small menu bar, now only 3 or 4 entries: menu, view, protein management (extras)
If you click on one of them, it opens, and in the case of protein management it is a bar over the icon bar. You don't do that global things too often. You open, clik, close, work on. You can even work with mouse and hotkeys (think of the numbers!) while it is open and don't miss anything.

And now comes the funny, most important part in usability:
You can *move around* all these bars to whereever you want them, glue them to the let side of the screen and open/close them with a click on the small bottom bar or like the cookbook (also moveable).
People with small screens have it like I said above, and people like me with 1600x can have all the bars, cookbook and the view screen open at the same time ^^ (Have a button "restore bars" with hotkey in the options in case you want to restore the alignment or there is a bug with the bars)

You can also include a bar where the user can choose which icons are on. With that, it is possible to add a option "remove icons" - the veterans will just put a few icons on that bar and remove the ling line.

In short: Have an initial good design that works even on small screens and then let the *user* decide which buttons he sees.
Don't have the player adopt to the software, lets the software adopt to the player.
[I couldn't believe it the first (and second and third) time I saw this windows "assistent" 'you have unused icons on your desktop, this assistant helps you to remove them' - I can remove things I don't want there on my own O.o That is definitely the most ridiculous "help" I have ever seen. It's like you have a broken leg and cannot drive and after two weeks someone comes and says "I want your car, you haven't used it for 2 weeks, so surely you don't need it.]

Joined: 06/06/2009
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Hi! Thanks for all the feedback

I'm with the FoldIt development team and this feedback is really helpful with the process. We're really grateful for it. My colleagues and I are working on replying/fixing all that you've mentioned.

Once again, Thanks

Brick's picture
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* Make the black boxes

* Make the black boxes un-dockable or removable so we can place them where we want or not see them at all
For example, I would turn off group scoreboard, group chat, and puzzle chat permanently, and only open regular chat if needed, and place it somewhere unobtrusive. I would also like to place the score in a more comfortable place on the screen

* Let us assign our own hot-keys to functions

* I dislike having to go to another menu area to change modes, so having it all available on the top would help

* Don't change anything else

axcho's picture
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Thanks for the reply

Thanks for the reply LennStar.

"hmm... what is the max. max? means all actions that are not done with the mouse"

That's a good analysis but actually the max is unbounded. We may add more tools, as there are many tool suggestions in the feedback tracker. But more specifically, all the Recipes would show up on the bottom bar as well.

Of course, we could have an option to only show applicable actions, or show all actions and highlight the ones that are applicable.

"You can *move around* all these bars to whereever you want them, glue them to the let side of the screen and open/close them with a click on the small bottom bar or like the cookbook (also moveable)."

"Make the black boxes un-dockable or removable so we can place them where we want or not see them at all"

I like this idea, and I know a lot of other players do as well.

"Let us assign our own hot-keys to functions"

This is definitely a feature we will be implementing.

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I watched this video on this thread a while ago now......

and I just figured out what bothered me about this preview. It looks almost too informal and structureless. I admit that I don't like alot of complicated commands, but this almost seems like it goes too far the other direction. I get the feeling I might not keep straight what I'm doing if everything is controlled by the mouse and nothin else.

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