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Hi Ravi,
I'm excited to see this, it looks like a great start!Some comments, in no particular order. The widgets' first impression on a user will typically be against a dark/starry background, but the widgets can also be seen against colored or light backgrounds depending where the user zooms in. It might be good to show mockups of widgets against light and dark backgrounds, and show how they fit in with the existing animation/timeline/etc widgets to form a coherent UI.
For the zoom widget display, instead of a percentage, we'll probably show distance in kilometers from the camera to the target object or Earth surface.
I like the compass with the 4 arrows especially. Generally the more functionality we can get out of a smaller space, while still being easy for "fat-finger" tablet users, the better.
I think it will be important to get a complete picture of the intended UI, with all controls in place, ideally before the official start of coding.
Everyone else is encouraged to give their feedback on these ideas as well. This should be an interesting summer for Cesium!
for the 'inactive' i would like the indication what they are for (your
option 1 in the
first row)
On Mon, Jun 3, 2013 at 11:16 PM, Ed Mackey <elm1...@gmail.com> wrote:+1
> Hi Ravi,
>
> I'm excited to see this, it looks like a great start!
>+1 for elevation in feet/meters (configurable?)
> Some comments, in no particular order. The widgets' first impression on a
> user will typically be against a dark/starry background, but the widgets can
> also be seen against colored or light backgrounds depending where the user
> zooms in. It might be good to show mockups of widgets against light and
> dark backgrounds, and show how they fit in with the existing
> animation/timeline/etc widgets to form a coherent UI.
>
> For the zoom widget display, instead of a percentage, we'll probably show
> distance in kilometers from the camera to the target object or Earth
> surface.
also keep in mind that the object shown does not need to be the earth,
it could just as well be mars
or the moon

Hi Ravi,
Looking good so far. Some of my thoughts, in no particular order.
The existing widgets already demand a lot of space from the content view, and of course we want to maximize the viewable area, and simplify the controls as much as possible. For example, I'm not sure we need the long vertical slider bars. The zoom bar is almost unbounded, once Cesium gets the ability to display other planets, there will be almost no limit to the amount of zooming possible. Can we get away with just + and - buttons?
Using the 4 arrows in the middle as a "pan" widget is probably the most redundant, if it's hooked up to the same controller as the left mouse button or single-touch pan. The entire screen is effectively a pan widget. I'd actually like to keep the 4-arrow widget and assign it to the "look" controller, the same one used when you hold down SHIFT and drag the left mouse button. That's one that mobile devices currently don't have access to, and many desktop users don't think to try holding SHIFT.
I'm attaching this morning's doodle to this email, it's a little scrappy but it has some more compact arrangements for you to consider. The one on the right shows bars-without-knobs; I imagine you could grab the bar from anyplace and drag in the intended direction to get relative motion along that axis. Obviously the lines would have to be drawn more neatly, I drew them crooked and uneven.
--Ed.
I don't think it would be feasible to use just the + and - buttons.The reason for this being that the control would then be discrete and may cause some problems for the user if he wants to fine tune the view. A better option would be to use increment/decrement (relative) control in the slide bars rather than absolute control ( i.e. the zoom level wont be dictated by the position of the slider on the bar instead dragging it up will zoom in and dragging down will zoom out, the farther it is dragged from its mid position the higher will be the speed of zooming and after an operation it will return to its mid position)
The "pan" widget may be redundant as you say and I agree with your points.However there might be use cases when such a widget becomes very useful. Since the panning through the screen is a little slow to operate, a "pan" joystick may become useful as the speed will depend on the distance to which the blue circle is dragged from the center.Hence it gives the user the flexibility to control the speed of the pan and also is faster to operate.
I like the right-most one! :)It is a lot compacter and is a balanced design
The "pan" widget may be redundant as you say and I agree with your points.However there might be use cases when such a widget becomes very useful. Since the panning through the screen is a little slow to operate, a "pan" joystick may become useful as the speed will depend on the distance to which the blue circle is dragged from the center.Hence it gives the user the flexibility to control the speed of the pan and also is faster to operate.Yes, so the blue knob allows much faster panning than the screen-space controls, that makes sense. I wonder if there could be a toggle switch to change from pan mode to look mode? Some say it's best to avoid "modes" on UIs.
I like the right-most one! :)It is a lot compacter and is a balanced design
Yeah the right-most one is starting to grow on me, and I've heard good feedback from one other person here too. I can imagine the bars work just like the blue dot: they stay centered when not in use, and can be dragged further for faster zoom/tilt speeds. That would imply they get blue dots too, perhaps not as large as the center dot.--Ed.
From an end user perspective, I like the direction you are going with the new widgets. I wanted to add some thoughts about the "look" control Ed mentioned.
On the desktop I don't find the current right-click functionality very useful since I already have the scroll wheel to do that.
I also think the scroll wheel is a better approach to zooming for a couple reasons:
1.) It allows the user to change what is being zoomed by moving the mouse to the target between scrolls (not currently in Cesium, but in say Google Maps).
2.) It is a better fit for the infinite scrolling you want to support instead of having to keep picking up the mouse as you zoom further.
In a game I'm playing right now, right-click is used to control the camera "look" and I find that much more useful.
On a tablet device I was wondering if you could maybe use your hand as if you were grabbing the earth to control the view. You would put down all five fingers in a circular pattern and twist it to rotate or slide around to adjust the camera tilt. I'm not sure how hard that is to implement, but it seems like it would be quick to use.
With any of those options for look control, you still have the problem of discover-ability which a widget could help with, although an interactive tutorial for first-time users might be sufficient.
For the zoom control, the scroll wheel may be a good option but the right click does have its own benefits like the speed with which you can zoom. (Scroll wheel is pretty slow)
As per Ed a similar functionality with multi-finger controls already exists.

You're right that the scroll wheel doesn't have as much speed as the right-click for zooming purposes. I feel that if I was going to zoom so far that it actually matters though, the right-click faster zoom may be too imprecise at such a large distance without the "targeted" Google Maps zoom that the scroll wheel can provide. So I would probably prefer using your zoom widget for a long distance anyway in favor of reserving the right-click for the camera look.
As per Ed a similar functionality with multi-finger controls already exists.Ah okay, I thought there was no multi-touch for camera look based on this quote: "That's one that mobile devices currently don't have access to, and many desktop users don't think to try holding SHIFT.".
In any case, I looked into it more and it seems Google Earth for example handles this with two fingers so I agree that's a better way to go.
I had one other idea for camera look on touch devices. What if you could hold down a button in the upper-right corner that causes the camera look to be linked to the device orientation? Basically how the Google Sky Map application works, where as you move or tilt the device, the camera look changes too. I'm not sure if it's actually better, but it may be interesting to consider.
--
My main point of reference is STK, our desktop software. Its 3D window will zoom from about the size of a baseball on the surface of a planet, out to Pluto's orbit at the edge of the solar system. Right-click zoom is your friend there. My hope is that we can make the nav widget equally capable without sacrificing fine-grain control.
Very nice! I think I like the one with the lines, on the far-right, but the dots would be OK too. I'm not sure they should "stick out" from the bar, and the blue doesn't stand out enough from the gray, but these are minor style issues that can be fine-tuned now or later.
If we make the "N" ring and the side bars a little thicker, would it work better as a touch-enabled widget? Each piece needs to be wide enough for a finger to land on. Alternately, keep your current widths, but shrink the middle 4-arrow area a bit, so the whole thing gets smaller. Maybe if you grab the blue dot in the center, the center expands to cover up the N ring temporarily, to give a larger area.

The widget could go in the top-right under the toolbar, or could go in the bottom-right above the timeline and the fullscreen button. I think I like the idea of the bottom-right better. It should be roughly the same size as the animation widget on the other side. That widget currently uses media queries to change its size based on the size of the browser window. We may change it to use JavaScript to change its size based on the size of the Cesium canvas.
The new widget should be rendered with SVG, or on a 2D canvas of its own, but not as a collection of images. All our current widgets are vector-based and scale fluidly. If you change the browser zoom level (press CTRL-Plus repeatedly, or use the menus), you can make them arbitrarily large without seeing large pixels.
--Ed.