Yeah I hate to pile on, but the truth is even on a personal level I had to square the fact that as a programmer creating tools with the overlay system is cleaner, more elegant and gives you a wealth of free features by being in the ecosystem… but when I take my dev hat off and use my own little tools… I hate them. I can’t find them, I don’t remember the icons I picked and generally am used to contextual blindness of the sea of small toolbars.
The beauty of usability design is it isn’t a mystery. You show it to people and watch, and universally people who have years of probuilder experience, years of unity experience and who have programmed their own tools using that system and know how it works… don’t like it. That should indicate that if there is that much friction for the well informed, you are likely to see a lot more friction from the uninitiated.
The truth is, context based menus sounds great, in practice what it means is your ui is shifting sand with no landmarks.
Probuilder is a powerful tool and the way most of us learned it was by quite frankly…staring at the screen. You click a thing and look at the words available. The colors was an elegant ui decision because it let us see all things that can be done… but highlights the ones that are relevant in this context. letting you know that if you want to do something… you might be in the wrong context. now, unless you know both the thing you want to do, and the context you must be in to do it, you can’t even search your options because you have to already be in the right context to even see whats available!
Not to mention, while power users will be thinking in terms of hot swapping modes, most people don’t. Good design is driven by usecase. you may think that “edge tools should show up when I am in edge mode”. That sounds right.
In practice people think in terms of I am in “box blockout mode” or “window making mode” and as a result, they want a disparate set of available tools and options tied to solutions to problems not venn diagram of availability.
I 100% understand that on paper consistent design should be easier. In practice though the optimal design is NOT the optimal design. Any book on user experience design will tell you, the right design is the “rule of expectation”. It is sometimes “don’t make me think” or “rule of least surprise” but there are seas of studies showing how a sub-optimal design that people get, is better than an optimal design that people dont.
Not to mention the fact that people historically don’t actually use menus. Weird sentence right? Well a long time ago microsoft did a study where they turned off the default auto save for Word for some of their new users as a ux experiment. It was still there. in settings, auto save. But as you can imagine they got a sea of bug reports because
expectation is king.
Now, I 100% understand the reaction that you must be thinking “they just don’t like change”. I can see how this looks alarmist, but the fact is I won’t use Unity6… because of this. I actively hate it. Now, having watched your video I am willing to give it a try again and see if with more esoteric runic knowledge it is more intuitive but I am willing to bet it wont be. Why? because I always worked with labels. So already its missing the way I used to navigate.
At an absolute minimum. the idea that a single small movable icon in stack of similar icons, changing to a different small icon indicating an entire mode switch for all contextual actions … vs a static bar, with a static set of states, with one visibly being selected… surely you can see the informational difference there. The ability to glance and verify you are in the right mode. That singular thing is the canary in the coalmine.
Second to that is the whole “I learn by exploring” concept. you now have a scenario where someone could follow a tutorial, do the same steps as the person they are watching… and get entirely different menus… because one icon, somewhere on screen is slightly different.
This is not just aversion to change. It is an earnest application of gestalt theory of design. When google changed all their android icons to be “consistent” it was nice for them… but screwed over everyone with glancing reflexes as the different icons, who now have no landmarks to parse at the sea of nearly identical icons in their product line.
Homogeneity and holistic system design always sounds good. In practice, its usually just good for the designers, not for the users. Please try roleplaying as someone with no experience and empathize with the idea of solving problems using only the information available and provided to you by the ui. It’s easy as programmers and power users to see the world through a set of features. Users don’t see the world that way. they are walking in foreign woods desperately looking for signposts and help. Our old english list of directions is now a floating, moving collection of hieroglyphics that change position and shape depending on other symbols.