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Ok-Cancel versus Cancel-Ok

factorio.com

171–180 of 286 posts

Re: Ok-Cancel versus Cancel-Ok

#171
post #170

How about top to bottom? Like the windows copy file dialog where there is no obvious correct way forward or back: http://i.stack.imgur.com/GeQG7.png

Cancel is pretty obvious to go back. I don't find this good at all, you really have to read what is going on. A simple replace/duplicate/skip would be better for me.

Re: Ok-Cancel versus Cancel-Ok

#172
So why do Samsung android phones put the "back button" on the right contrary to the other android devices?

In latin and germanic languages, left means back, cancel, undo, bad whereas right means continue, progress, right!

Re: Ok-Cancel versus Cancel-Ok

#174

This has been a debate for as long as I've been a UX designer (mid '90s), and probably much longer. Ultimately, the answer about this UX style is very much the same as a question about writing style—there's no objectively right answer, but you have to be consistent. For example, you can pick up any number of style books from Strunk & White to the Chicago Manual of Style and get different "right" answers about writing…

Back when I used to build model aircraft dioramas, a veteran told me "When you arrange vehicles in a diorama setting, always have them facing towards the left side of the board for maximum impact.". His reasoning was that most people's eyes move left to right when examining something - which mimics their eye movement when reading text (at least in Western societies. In R-L countries I guess the opposite would be true…

The same left-bias 'advice' is given to amateur photographers, which results in a wall full of what a friend calls 'camera club copycat' photos. Until your eye alights on one that doesn't follow the guidelines and stands out as a result.

I'd follow the reading-direction paradigm for something like a UI or arranging books on a shelf, but not for art.

Re: Ok-Cancel versus Cancel-Ok

#175
post #55

I always preferred, "Do " or "Don't do ". Be explicit in what the buttons mean.

Yep. That's one of the reasons I have always really appreciated GNOME: they're steadfast about buttons that do what they say, and it makes everything so much nicer to deal with for me. Part of this is GTK does a good job avoiding situations where stock OK / Cancel buttons are an easy way out. I think a reason for the vast number of them in other places is developers are lazy gits and lots of UI frameworks make it eff…

GTK gets bad points for me because it forces me to use their file choosers, no choice to avoid that then attempt some runtime patching the applications.11

Re: Ok-Cancel versus Cancel-Ok

#176

This has been a debate for as long as I've been a UX designer (mid '90s), and probably much longer. Ultimately, the answer about this UX style is very much the same as a question about writing style—there's no objectively right answer, but you have to be consistent. For example, you can pick up any number of style books from Strunk & White to the Chicago Manual of Style and get different "right" answers about writing…

Back when I used to build model aircraft dioramas, a veteran told me "When you arrange vehicles in a diorama setting, always have them facing towards the left side of the board for maximum impact.". His reasoning was that most people's eyes move left to right when examining something - which mimics their eye movement when reading text (at least in Western societies. In R-L countries I guess the opposite would be true…

> His reasoning was that most people's eyes move left to right when examining something - which mimics their eye movement when reading text (at least in Western societies. In R-L countries I guess the opposite would be true).

Back in 2010, a Youtuber named Derek Lieu created a supercut called "Every Anime Opening Ever Made" [0]. One of the notes:

> Interesting thing I learned, if a character is running it's overwhelmingly to the left of the screen.

(Watching the video, "running" may as well also include "standing" and "flying")

Characters moving is a bit different than a diorama, but there may be something to it. I think I remember something similar someone else had found about western animation, that it's biased towards having characters move to the right rather than the left.

[0] https://www.youtube.com/watch?v=ibPCLMH1NM4

Re: Ok-Cancel versus Cancel-Ok

#177
The most important aspect of this is keeping it consistent.

Speaking of which... Android messed this up royally where they just changed their minds and changed all dialogs to the other way with (if I remember correctly, which I probably am not) Android 4.0 Ice Cream Sandwich. Drove me insane trying to relearn muscle memory to ok/cancel.

Maybe they have documented their reasons for it? (couldn't find it)

Re: Ok-Cancel versus Cancel-Ok

#178

This has been a debate for as long as I've been a UX designer (mid '90s), and probably much longer. Ultimately, the answer about this UX style is very much the same as a question about writing style—there's no objectively right answer, but you have to be consistent. For example, you can pick up any number of style books from Strunk & White to the Chicago Manual of Style and get different "right" answers about writing…

Back when I used to build model aircraft dioramas, a veteran told me "When you arrange vehicles in a diorama setting, always have them facing towards the left side of the board for maximum impact.". His reasoning was that most people's eyes move left to right when examining something - which mimics their eye movement when reading text (at least in Western societies. In R-L countries I guess the opposite would be true…

> which mimics their eye movement when reading text (at least in Western societies. In R-L countries I guess the opposite would be true).

So how would this work in Ancient Greece where they wrote boustrophedon (alternately left to right and right to left)?

And how does it work for illiterate people or peoples without a written language?

Re: Ok-Cancel versus Cancel-Ok

#179

This has been a debate for as long as I've been a UX designer (mid '90s), and probably much longer. Ultimately, the answer about this UX style is very much the same as a question about writing style—there's no objectively right answer, but you have to be consistent. For example, you can pick up any number of style books from Strunk & White to the Chicago Manual of Style and get different "right" answers about writing…

> The arguments for each approach have merit. "OK on the left" designers will argue that because we read from left to right, the positive response should be first. "OK on the right" designers will say that the positive response carries the user forward, and because we read from left to right, forward progress should be on the right.

And then there is the new UI paradigm, seen on many web apps, where "positive response" is replaced with "whatever response would be the best outcome for the company".

Re: Ok-Cancel versus Cancel-Ok

#180

Technically, they're both wrong. Button labels should be verbs. The Cancel - Open example from OS X is the right way to do a dialog box.

It's awkward sometimes. AWX: "Are you sure you want to cancel? Cancel/Proceed"

e.g. Cancel cancelling / proceed to cancel. To me, that always seemed like a place where a simple "Yes/No" would be more appropriate.

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