Earlier quoted context omitted.
> On desktop (using a mouse or trackpad), drag and drop actually works quite well. Strong disagree here. It is intuitive, it is easy to demonstrate. But it's not really convenient, especially on a trackpad. I have enough mouse agility to play RTS games but not to do a reliable drag-and-drop, especially in a complicated case - across windows, with scroll, etc.
On macOS, I find “3 finger drag” very convenient to use, and for me it works a lot better than “press and hold”. ( https://support.apple.com/en-us/102341 ) It even allows you to briefly lift your fingers to reposition them on the trackpad without stopping the drag action.
Show HN: Picknplace.js, an alternative to drag-and-drop
131–140 of 158 posts
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#132This looks like an interesting concept! > I find that the drag and drop experience can quickly become a nightmare, especially on mobile. To me, drag and drop is only a nightmare on mobile. On desktop (using a mouse or trackpad), drag and drop actually works quite well. Your design experiment reminds me of a recent talk of Scott Jenson, where he talked about how we just took over established UX patterns from desktop t…
I have a feeling it makes RSI worse.
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#133Update: there is some UI hidden inside the page text that includes a button to place. Add a background to this area and people will be able to see it. Or let me tap the element.
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#134Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#135On further reflection, this is very interesting and I understand where the drag and drop interaction breaks down on long lists. Some additional UI affordances to communicate what's happening may make it intuitive and clear.
Things I'd want to experiment with if I was implementing this:
* A "wheel" effect where the items in the list grow slightly as they near the chosen item which stays locked in the interface at the center, popping into place at at each 'click'. Somewhat like the Price Is Right wheel flipper
* Making the interaction entirely scroll based once I click. Setting the item in place can be done by any other click or keypress, and cancelled with the escape hotkey. My interaction is pick, scroll, click (without having to aim back at the thing I just placed by scrolling)
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#136Something similar but less obtrusive would be to show "drop here" buttons after you "pick" an item. No sticky element on screen, clear followup action that doesn't require exact scrolling position.
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#137Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#138With my mouse gear scroll is impossible to select the desired position. It jump always 2 steps.
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#139Keep iterating! Drag-n-drop is good on desktop, but I disprefer it for mobile.
Re: Show HN: Picknplace.js, an alternative to drag-and-drop
#140Brilliant! Its been a while since I've seen a brand new UX patten. As some others have mentioned, the picked state needs to be a bit more clear. Some suggestions - 1. As a border around 'Pick' to indicate it as an action 2. Once an item is picked, add a mask on the whole page, with only the picked item in front of the mask. (This is going to be a bit challenging, I'm guessing, to show the gaps between the items as yo…
When you have scrolling set to more than one line at a time, the item movement skips down multiple spots at a time. For example, when I click pick and scroll down once, it jumps down two spots (One moves to between Three and Four).
When I clicked Pick, it wasn't obvious to me what I was doing next. At first, I scrolled and didn't even notice it moved. I think the post I'm replying to includes changes that would remove that issue, so I'm mostly just re-iterating the idea that it needs more obvious clues as to what's going on.
Very cool, though