design patterns – Implementing a “toolbox” in GUI

What would be the design pattern for a part of my GUI application that would hold a variety of tools the user may select and launch?

Each tool would be a singleton (which I’ve heard is bad?) and the toolbox itself would be a singleton (again, bad?). When launched, they would open in their own windows. Would I instantiate each tool upon launching the main program, hide their windows, store them in the toolbox instance and then make their window reappear when selected?

gui – What is the Unity 2019.3.5 version of `UnityEngine.UI.Text`?

I was following a tutorial on how to create a dialogue Box in Unity, and in one part of the tutorial the tutor imports UnityEngine.UI and creates an object of type Text, but my version of Unity is 2019.3.5f1 and I learned through searching a bit online that this UnityEngine.UI doesn’t exist anymore in this version, and that it was replaced with
UnityEngine.UIElements, and this Text type doesn’t exist anymore as well.

I couldn’t find a replacement for Text or what is the new nomenclature, nothing from trying stuff that popped in the auto complete or searching for answers in the Internet gave me answers. Maybe I just searched poorly, but if anyone happens to know, could you kindly answer?

gui design – Is it a good idea to add new rows on top of existing ones?

The highlight is really helpful to attract the attention of the user, you should make it longer or change it into a fading effect, but the idea is to call the attention to the row for more time, maximizing the chances of noticing the change on the table.

If the design of the table is as the one on the fiddle, I find a problem, I’m assuming that A, B and C will be some kind of heading for the columns. There should also be a heading for the remove row column and it would be better if there is some change in colour for that one since it’s not data but an action, which means that is a different category of information/interaction.

Finally, about your question, adding the new row on top, or as the first one, makes sense, no just because of the position of the button, but because it’s going to be close to the headings and where the user attention is most probably going to be. Although, if the table may be long enough, or if the user is going to be checking data along the table, the adding control is going to be too far, so when still a good one, you may consider adding a new control, for instance a floating one, with it’s explanation, of course. You may also consider repeating the headers section which improves usability and gives you a place to have the plus button.

If you repeat headings, and then have more addition buttons, whenever the user clicks on it and adds a new row, it should be inserted right below the control, like in your actual example.

If sorting is important, then after an insertion happens, you should also provide input to the user and a button to press and resort the data.

gui design – Which of these Tags are better

I’m designing a flow that includes adding a special tag to a flight listing component for mobile. This special tag doesn’t appear on all flights of the listing and there will be a mix of flights with and without the tag.

For both options, there is more info that needs to be accessible. In option A. this info can be accessed via the (i) in the tab. In option B the same info can be accessed under the “more info” section. Both options have a “more info” section that includes other info not related to the tag. (Also I’m a bit concerned that the (i) is too hard to be pressed and too close to other touch areas)

enter image description here

Of these, which would be your choice and why? would there be other better options that I haven’t considered? thanks

design patterns – how to structure game logic for user interfaces of different nature (gui, tui, cli)?

I would like to implement a simple game logic engine that is agnostic to the rendering system, but I don’t know how to do that, really… so I would like to have advise and know the state of the art!

the idea is to have a “logic” class that contains the step to be done to advance the game, for instance “show this to the user” or “wait for user input on this choice”: while it was easy to make it work in a textual user interface like this:

forever {
    switch logic_get_next_action() {
        // Writes a message to the user on the provided output
        when MESSAGE: write(stdout, logic_get_message());
        // Writes multiple choices, then waits for an input
        when CHOICE: {
            for c in logic_get_choices() {
                write(stdout, c);
            }
            logic_update_state(read(stdin));
        }
        ...
    }

}

initially I thought that decoupling from stdin and stdout would be enough, and I could devise some sort of encoding that would allow me to use another kind of interface, but I realized this is very textual-centered, and relies on some synchronicity.

for instance it relies on the writes in choice to happen and be concluded before the read, and also blocks on read.

I suppose a more asynchronous solution is needed here but not really sure on how to proceed: don’t want to be trapped in local choices! for instance after the textual prototype I am using an immediate mode GUI toolkit now, but what changes will I have to make if I ever switch to a retained mode?

….also I bet someone figured this out already and a pattern for this kind of stuff exists.

gui design – Should task based interfaces be implemented all-the-way or partially where it makes sense?

We are considering implementing task based interface for our new application. What we are not sure about is should we stick to it consistently for all of our screens or should we leave CRUD screens at some places?

I know I am asking an abstract question but that is actually on purpose; to get an idea about task based interfaces aims and best practices. Are they something one should try to enforce everywhere (if decided to go with it) or “where appropriate”?

gui design – Edit and save or cancel button within a popup

I am not a UX designer but I have a task regarding fixing the UI and would love to hear experts opinion about this issue:
So Here, as you can see :
enter image description here

So the Fix buttons are just like fix/unfix “aka a boolean” just toggle button between fix/unfix! my problem is with the Modify and fix button ..
What I want is when the user clicks on it he can modify Job end/start dates, after that, he can click cancel or fix job time which toggles to unfix
any idea how to achieve that in a good UI/Ux? like how the button changes between the 3 states and to add the cancel button?

gui design – Help on designing for e-ink displays

I would be grateful and I would like to ask for help – “Is there some kind of online course or materials that covers all about designing for e-ink displays? I do not need a tool cover. I need materials that cover fundamentals and laws about designing for e-ink displays in one place, for example, all those topics such as ghosting, interaction, battery life, etc. Technology and theoretical stuff. Here is a slideshow that I found on the internet and covers topics that I would like to know and get used to it: https://www.slideshare.net/myExpDesigned/designing-for-eink-devices

PLEASE DO NOT OFFER ME 1-on-1 sessions! I am not interested in it.

Cannot see GRUB GUI dual boot

I used to have Ubuntu 18.04 along with Windows 10, then decided to format all my hard drive for a clean installation of Ubuntu 20.04 and Windows 10.

I deleted all partitions and erased the old boot entries using efibootmgr then installed Windows first with no problems. After installing Ubuntu my laptop would start with a black screen that said “Booting in insecure mode” but after a few seconds that should dissapear and show the GRUB menu. It doesn’t show any menu it only stays with the secure boot warning until the GRUB countdown finishes or I select a boot option and press enter.

That means GRUB is actually working. I tried adding “nomodeset” to “quiet splash” with no success.
I also changed the boot order with grub-customizer and it worked so I can select the OS I want to boot.

Here’s my /etc/default/grub file, I changed GRUB_TIMEOUT_STYLE=”hidden” to “menu” in order to be able to select my boot options.

GRUB_DEFAULT="0"
GRUB_TIMEOUT_STYLE="menu"
GRUB_TIMEOUT="10"
GRUB_DISTRIBUTOR="`lsb_release -i -s 2> /dev/null || echo Debian`"
GRUB_CMDLINE_LINUX_DEFAULT="quiet splash nomodeset"
GRUB_CMDLINE_LINUX="i8042.nomux=1 i8042.reset"

I’m using UEFI.

Ps: Sorry for my bad English!

gui design – How to display unavailable items with icons?

I need to display information about what a venue can provide or allow for its guests. The information if an item is available is of the same importance that it is not (e.g. it’s important to know that a venue doesn’t allow external caterers if you want to bring one), so hiding unavailable items is not an option. To make the design accessible, I decided to change labels to their negative equivalents instead, so it’s clear for users who use a screen reader:

Displaying available and unavailable items

However, showing a negative sentence along with a crossed out icon can be confusing to users, as it looks like a double negation. Hence, I experimented with other alternatives for showing unavailable items:

Alternative designs for showing unavailable items

What would be your recommendation? Sharing other ideas or any studies on the topic would be welcome.