What does it mean though for a GUI to be keyboard-driven? The obvious way is that every action simply gets a shortcut assigned. My counter would be that that is not really keyboard-driven, but merely keyboard-compatible.There is the issue of discoverability. The best practice right now seems to display the shortcuts of buttons in tooltips, menu items, or when pressing a different shortcut. I’d content that buttons ar…
GUIs should be fully keyboard-driven
141–150 of 503 posts
Re: GUIs should be fully keyboard-driven
#142Re: GUIs should be fully keyboard-driven
#143What does it mean though for a GUI to be keyboard-driven? The obvious way is that every action simply gets a shortcut assigned. My counter would be that that is not really keyboard-driven, but merely keyboard-compatible.There is the issue of discoverability. The best practice right now seems to display the shortcuts of buttons in tooltips, menu items, or when pressing a different shortcut. I’d content that buttons ar…
"What does it mean though for a GUI to be keyboard-driven?" For literally decades after they were state of the art, people who used old-school mainframe TUIs would still swear by them. I think the key difference is that they would buffer inputs. You could be on the "Receipt" screen, and know that if you needed to enter the code for some rebate receipt or something, you could hit F6 - F2 - down - down - down - {start…
Keyboard input can, when designed well, be fully predictable and require no feedback loop with the computer. The motor movement involves a fixed set of physical buttons, which we can fairly easily train to press very reliably, and that training is then universally applicable across all software.
That is why you can buffer keyboard input but usually not mouse input. With keyboard input, I know what the software is going to do and I know exactly what hand movement will get it to do the next thing, so I can perform that movement even before it's ready. With mouse input, it's not really possible.
Re: GUIs should be fully keyboard-driven
#144Re: GUIs should be fully keyboard-driven
#145The mouse is amazing, if you have a good sensor, a mousepad and no mouse acceleration. Not many have this setup, but those who do can wield their cursor with insane speed and accuracy. Consider top osu! or Starcraft players.
Re: GUIs should be fully keyboard-driven
#146> While it’s true that if you randomly pick a GUI and a TUI application, the latter is more probable to be fully keyboard-driven, this does not tip the scale in favor of developing TUIs over GUIs3. What it does is highlight the inadequacies of keyboard navigation in many GUI applications. Something to consider is a terminal that has keyboard navigation of its own. Through a terminal shortcut, I can move the cursor at…
Any text-centric action will have a great advantage when done inside a terminal. I would think the equivalent in GUIs would be first-class OCR support on the compositor level. I am not informed about any progress made in that region to be honest, so I cannot tell how close we are (or not) to this.
Re: GUIs should be fully keyboard-driven
#147Earlier quoted context omitted.
Oh, finally somebody who gets it! That was incidentally my major disappointment with vim: it is keyboard driven, but the UX wasn't designed to be a perfect keyboard experience (which I expected, given how old it is). Some examples of what you are asking for can be found in videogames due to controllers
Even as a fairly confident nvim user, I still use and recommend https://github.com/folke/which-key.nvim >
[1] I was going to link to a repo, but I just learned that which-key is included in Emacs out of the box.
Re: GUIs should be fully keyboard-driven
#148Re: GUIs should be fully keyboard-driven
#149Earlier quoted context omitted.
The argument is that both should be supported, which seems like a valid wish. There's really no reason to either-or this. Just have both work.
Which, if you made say a regular Win32 application, was guaranteed. These newfangled frameworks dropped the ball, if anything.
This way it becomes easy to memorize key sequences; start by navigating with arrow keys, then eventually speed up as you memorize each menu item's mnemonic key, and if you ever forget, just look at the menu.
It was the keyboard-friendliest idea ever, without requiring any sort of terminal. I'd even say friendlier than MacOS (heresy!!) or, yes, VIM (burn the witch!!!)
Re: GUIs should be fully keyboard-driven
#150Earlier quoted context omitted.
> showing the relevant keyboard shortcuts in the UI can be overwhelming Underlining the accelerator key is subtle and shouldn't be overwelming. Keyboard navigation unaware users probably won't even notice.
This works poorly if you intend to localise your application. Great if you don't though.