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Analyzed from 2177 words in the discussion.
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#tooltips#tooltip#more#delay#https#same#mouse#state#need#block
Discussion Sentiment
Analyzed from 2177 words in the discussion.
Trending Topics
Discussion (78 Comments)Read Original on HackerNews
I like how these things are "figured out" and then fleshed out bit by bit like they're some kind of innovation. Software industry in a nutshell.
(Raskin left before even the original macintosh he helped lead. He also opposed the use of the mouse)
Why on earth do we need this thing here?
Oh, that's why.
I wrote an chrome extension to block them: https://chromewebstore.google.com/detail/google-workspace-ho...
It's such a small detail that I wouldn't have otherwise noticed (because I don't build animations, so it doesn't cross my mind), but now that I know about it, I think about it all the time.
First, it’s funny how browsers finally get to the point where good html tooltips can be done with just HTML/CSS via Anchor Positioning and Popover APIs, eliminating the need for JS for tooltips. But then there is a “one more thing” that pulls JS right back into it.
Second, I think the tooltip context could be applied to “tooltip groups”, so it’s not a check to see if the whole page is “warm”, but whether a group is warm.
“Before (Without the delay of 200ms)” shows obvious delay in appearance. I think this is because of the very inappropriate fade-in.
“After (With the delay of 200ms & instant tooltips)” doesn’t show the instant behaviour at all, only one tooltip.
https://en.wikipedia.org/wiki/Schmitt_trigger
I think there was also an article about it on The Old New Thing, but I can't seem to find it anymore.
Find modern examples by Googling "menu safe triangle." Here's one from 5 days ago https://www.framer.com/blog/cursor-trajectory/
> I asked the Framer Agent to fix it, and within minutes it had built and applied what I now call trajectory-based menu aim
How is this different from the observation that, say, a non-magnetic iron ball may have more than one possible velocity in a given gravitional field, depending on whether it was recently thrown upward or dropped from above?
A chunk of iron put into a 1ÎĽT magnetic field will behave differently depending on what other magnetic fields it has been in recently.
How exactly does this address "whether it was recently thrown upward or dropped from above"?
A ball in a given location will do something unpredictable if you have no information about its past. Is that hysteresis?
Think of a state diagram: "you are at the reply screen" is one and only one state. "The tooltip is shown" is a behavior of more than one state, with different paths to get to those states
I have to intention place my mouse cursor somewhere that won't trigger it. I don't need to react to every message. I'd rather be able to read them without something blocking them.
(These days I would have included more comments.)
Naturally, there was a fallback to pure CSS menus, because we weren't barbarians.
Ah, the good old days when we wrote JS function to do something, or copied from dHTMLZone. These days the first 10 lines of JS is loading hundreds of lines of JS libraries. (Yep, I'm an old man yelling at clouds!)
How do you think tooltip hover works on mobile?
Why do we need to explain what a thing is or does on every site? Are JavaScript devs seeing video games and the key takeaway is everybody loves the tutorial where they’re told W moves forward? Or are they doing wacky JavaScript devs stuff like making pageup forward because it contains word “up” so fixed another bug. Then patting themselves on the back.
Just display the text information. Let me print it. Use consistent designs. Don’t intercept my clicks.
I could do an hour long standup rant just about how you guys need to STOP intercepting my clicks. In fact I’ll narrow it down to just Microsoft. They continuously find new ways to block and obstruct clicks. Once windows toast notifications got mostly fixed they reinvented toast notifications in yet another parallel duplicate feature with Teams toasts that spawn back to back to block critical button clicks.
I can’t believe even Apple has let this slip and iPhone is also subject to click blocking.
What are the rest of you devs doing all day?
I once built a Bomberman clone that had control issues.
The first iteration of the controls were clunky, because I only checked if a player was touching a block in the direction they wanted to move and if there was, I reset the position.
Move down, hit block, stop.
After a bit of experimenting I checked if a player was halfway behind or ahead of a block and added perpendicular motion after resetting the position. That way the player would glide around the blocks.
Move down, hit block, stop, move left or right until moved around the block.
That change alone made the game 100x more fun.
A lot of new creators of course will not believe you if you tell you have to do these affordances. I once tested a person's multiplayer map where a door had a central lip that crushed you if you entered off-center. I told them that it should be fixed, but the answer was "you should always go through doors through the center". It's some sort of very enticing idea of purity. "My map will only have real architecture and no affordances." In the end it will self correct.
Truly, good design is design that goes unnoticed.
Overall the delay in tooltips (and configurable) has been a feature since the 90s (could set the delay in millis in some UI frameworks)
There is no contact form. Only a Confession Textarea
My three most-hated modern trends
- Disappearing scroll bar with content that you have to scroll for
- Pills going across the top of the screen that are "most-used" filters instead of a real filtering menu
- Clickable text and non-clickable text appearing the same. I mean come on. Who the fuck is designing these things? That's the one I can't wrap my mind around. How can a self-respecting programmer put out a UI where the display and clickable elements look exactly the same? What are we doing man
I like predictable, consistent, and fast.