Here’s another challenge: Create fun games to play in these flights. The games available are usually poor and slow. Is it a technical limitation such as too many screens and not enough processing power to go around? Or maybe no good HID (Human Interface Device) controllers? Touch-screens should be okay, especially for turn-based games, but maybe continuously pushing your finger against the screen would make the perso…
The trend is just to have you use an iPad or iPhone with local video and games available from the plane's Wifi. This pretty normal on US shorthaul US flights now, since those things are way better than anything built into the headrest.
In-Flight Entertainment Challenge
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Re: In-Flight Entertainment Challenge
#22Here’s another challenge: Create fun games to play in these flights. The games available are usually poor and slow. Is it a technical limitation such as too many screens and not enough processing power to go around? Or maybe no good HID (Human Interface Device) controllers? Touch-screens should be okay, especially for turn-based games, but maybe continuously pushing your finger against the screen would make the perso…
I was on a Japan Air flight about 10 years ago that had Street Fighter 2. It was on a crappy remote controller with vaguely SNES colored buttons. It was alright but your finger would inevitably slip and hit a game exiting button by mistake. Still, it’s got to the be the most niche SF2 port ever made. Probably easy openings for the top spot.
Travel socially+locally connected.
Re: In-Flight Entertainment Challenge
#23Re: In-Flight Entertainment Challenge
#24Re: In-Flight Entertainment Challenge
#25Earlier quoted context omitted.
>I don't think adding a nice controller and cool games to play would be prohibitedly expensive. Everything like that on an aircraft (nice controller) has to be certified for every specific type, etc. Lots of process, paperwork, testing, etc.
I used to fly on planes that had “fancy” controllers - they had lots of buttons (full QWERTY keyboard, ABXY and d-pad, special buttons for controlling the lights and calling the attendants, etc.) and slotted into a latched recess right below the IFE. Something like this: https://www.vecteezy.com/photo/11024929 There’s no analog stick and the ergonomics aren’t that great, but it’s definitely usable as a controller.
Re: In-Flight Entertainment Challenge
#26Re: In-Flight Entertainment Challenge
#27Here's a fun idea: ML model which takes an image of a UI (or mockup e.g. Figma) and recreates that UI in code. The ML model would infer callback/binding names, and any missing info like resize constraints, text / images / icons, buttons, etc.
EDIT: Screencap of the reddit post here: https://i.redd.it/x7yza5pgftna1.png
Re: In-Flight Entertainment Challenge
#28The UI actually comes together quite nicely when it is built with a powerful computer. On the low end inflight devices it is always so slow and clunky. A reminder to design for the actual device and not for the MacBook Pro running Figma.
Re: In-Flight Entertainment Challenge
#29Maybe I'm confusing the terms, but in our company UX engineers main job is to "figure out" the user flow. It's kinda UI but with mostly boxes (colors, fonts, animations will be added by designers/coders later).
It's closer to product management than programming actually.
Re: In-Flight Entertainment Challenge
#30This is how they should do interviews. Hand a blank computer at nyc and get the results in sf. Job offer in hand or not.