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The worst volume control UI in the world (2017)

uxdesign.cc

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Re: The worst volume control UI in the world (2017)

#381
post #373

There is a pic with Clippy - "It looks like the music is loud. Would you like me to turn it down?" If that is bad UI someone please tell the Android developers. Getting real tired of the volume control warning me it's too loud and might damage my ears. It's plugged into a a damn aux jack.

The best bit is that the yes button is disabled.

Re: The worst volume control UI in the world (2017)

#382
post #202
post #48

Earlier quoted context omitted.

Teams is the reference for bad UI. Paste a code block. Select a word in the code block. Copy and you get the whole block copied not the selected word. I could write a page of the issues like this. Maybe it would not be so bad if you only used Teams but when you use slack at the same time it is like someone is wacking you in the back of the head every few minutes.

I was grading an online exam yesterday. You're lucky. This program used an SPA. The core workflow is hidden and split over multiple "tabs". Tabs include: question, given answer, score awarded. That's right, none of those are available simultaneously. Yes, 70% of its window goes unused when full-screen. Going through all students can be done in (at least) two ways. In the first, you can press a button to proceed to th…

Could this by any chance be Blackboard [1]?

[1] https://www.lawyersgunsmoneyblog.com/2014/01/christ-i-hate-b...

Re: The worst volume control UI in the world (2017)

#383
post #324

It's a long time ago, but I remember a real world volume control even worse than these playful examples. My friend had a Hifi set where turning the volume knob would digitally update the dB value on the display. This in itself is a bad idea, as most people don't understand decibels and how it's a non-linear scale. But it gets worse. The dB value did not indicate current output, it indicated "remaining" dB that the se…

> So if the value is 0, it means volume is at full output.

That's called "dBFS" (= decibel full scale) and pretty standard in the professional digital audio. For example, that's how every VU meter in a DAW works.

But I would agree that it is not best idea for a consumer device :-)

Re: The worst volume control UI in the world (2017)

#384

Those are still all better than mobile phones that have a dozen "volumes" and when you press the volume up when a video is just starting you might get lucky and lower the media volume, or you might have missed it for one microsecond and now you are stuck on ring or alarm or whatever volume while the video plays.

Those never have enough increments for me. I'm always on the quietest end of the slider, and when I want to go quieter I always end up accidentally muting the sound. I have to resort to dragging the slider with my finger - I don't know what I would do without that ability.

On Android I installed an app that lets me scale the global volume for this. It's called "Precise Volume" and seems to work well. I wish I could tweak the "gamma" of the volume slider though: I want to make quiet side quieter without making the loud end quieter so that it works both with headphones and with other devices.

Re: The worst volume control UI in the world (2017)

#385

Those are still all better than mobile phones that have a dozen "volumes" and when you press the volume up when a video is just starting you might get lucky and lower the media volume, or you might have missed it for one microsecond and now you are stuck on ring or alarm or whatever volume while the video plays.

https://xkcd.com/1884/

Re: The worst volume control UI in the world (2017)

#386
post #85

The volume controls in Tuxguitar are legitimately worse than some posted here. To adjust the volume of a track, you choose "View > Show Instruments" and then the unlabeled first circle in each row is the volume "knob". It's a "knob" because it is basically a circle with a dot with the 6-o'clock position indicating 0 and the 3 o'clock position indicating maximum. To adjust it, you click and hold (with no visual feedba…

dragging UI knobs up and down (like a slider) is the standard though and anything that makes me drag it in a circle is infuriating because of how hard to control it is.

Yes, sliders are better, but if all the controls that should be sliders were sliders then I'd have so many I couldn't see shit. I agree that it's bad to not label controls and hide volume of all things behind a checkbox in a menu.

So yeah, it's not ideal, but that's actually the least worst way for it to work.

Re: The worst volume control UI in the world (2017)

#387

This is the new volume control in windows 11 (some insider version they've randomly thrown at me): https://imagizer.imageshack.com/img922/786/aIfxKh.png It's atrocious. No slider, clicking on it "blips" the speakers so you can hear how loud it is. You have to hover pointer on top of it which enlarges the green circle by about 10% to show "Hey, you're hovering me, in case you missed it!" and then scroll so the the tin…

I wonder if it has something to do with your language. I know they've had other random UI issues if your language wasn't set to english. Here's my volume setting for reference: https://i.imgur.com/PwW0SwI.png

It's still frustrating though. I can't just click the volume icon and use the mouse scroller to change the volume. It takes two clicks now.

Re: The worst volume control UI in the world (2017)

#388
post #342

Earlier quoted context omitted.

This is in the same category of error as most programmers thinking that sRGB uses a linear light model. They try to do arithmetic like blending or blurring on the raw image data this inevitably does the wrong thing. Similarly, most non-AAA game engines ignore the sRGB tone curve and treat all inputs and outputs as if they were linear, which results in unexpected brightness shifts in textures. Up until very recently,…

I think more people are aware of gamma correction now. The best way to do that, if you are using shaders, is to have "fragColor.xyz = pow(col,vec3(1./2.2))"* on your last line. If it looks bad, look elsewhere, you are not allowed to touch that last line. The opposite should be done just after reading textures, if they aren't already linear. *: sRGB actually has a weird transfer function, but it is closely approximate…

For OpenGL, it will perform conversions automatically when sampling from texture with SRGB type, and opposite when writing to SRGB rendertarget (on desktop GL_FRAMEBUFFER_SRGB also needs to be enabled). I guess other APIs have similiar features.

Re: The worst volume control UI in the world (2017)

#389

Those are still all better than mobile phones that have a dozen "volumes" and when you press the volume up when a video is just starting you might get lucky and lower the media volume, or you might have missed it for one microsecond and now you are stuck on ring or alarm or whatever volume while the video plays.

I cannot figure out how to adjust my iphone volume half of the time. I think there are two, one is the ringer, one is for the speaker? dunno.

Re: The worst volume control UI in the world (2017)

#390
Boo, my contribution didn’t make it to the gallery.

I created a volume control panel that combines the sound Volume with C:\ Volume and links them together. If you wanted the sound louder, you had to fill up your C: more to raise the disk use percentage. I was proud of it.

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