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Improve [for efficiency] the flow to add a new GUI object from scratch. #5938
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I'm not sure we want to go in this direction. We have a button for starting from 0, it's called "Skip and create from scratch" - I don't have numbers but I assume usually it's just faster to start with an existing button (and we can add more when some are made by the community). |
I agree. Custom objects require some fine work and tuning and the V0 UI screen is cognitive heavy. However, the creation flow is not as the one that a user would have found in other elements. However on GDevelop these patterns could be irregular depending on the flow. The requested change is to respect the UI pattern across the platform. I can eventually take a"how to improve button custom object usability" so the apparition of that screen is "less frightening". The suggested button structure for this custom object dialog could be: Cancel [Secondary], Skip and create from scratch [Secondary], Accept [Primary]. |
What do you suggest?
Even if the object creation was cancelled, the resources would remain in the project. I'm not sure there is an easy way around this.
I think that the current behavior doesn't break the UI logic:
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On the forum issue, there were some alternative suggestions. I think always opening the object editor at the end was one of them. |
I'll back pedal a little bit because this issue is pointing to a flow-specific UX bug (adding custom UI object types to the project), but this flow is not optimal because it is a consequence of a problem that contains this particular UI interaction. I'll explain: Said "zoomed-out" problem is the fact that in certain dialogs (modals), the buttons do not work as "promised" by the copy they display: a "Cancel" button does not cancel the action (an object was created on the object list), a "Close" button closes a modal but it isn't clear if the changes made on that level are saved... and so on -see related forum issue here-. Now, back to this issue: There is a modal step in which the "Accept" or "Apply" button that is present in all dialogs, is not there and it is not following the same steps as equivalent flows... I think this is a consequence of the UX issue that dialogs aren't very consistent (which I think is the root of this, and similar frictions). A bigger action to execute is to standardise all modal buttons (copy, and what they do) to improve efficiency and product trust.
These changes leave us with the following buttons:
As for opening the object parameters just after (just as adding a sprite does)... I think the user is right: we should open it for consistency with other flows. Tho, there is a real concern of not wanting to show that screen because it could appear cognitive heavy, or because it won't be needed 99% of the time by other types of users. To make a decision on this, I would check any usability data (if we have it, and it not we might want to consider it) to have an idea on what percentage is opening their custom object dialogs to personalise their values. I do agree with Davy and think that it won't be more than 60%... for now, asking the user is the only way I can think of to acquire that info. |
It adds an extra click but I agree it's better.
What do you think about a special thumbnail for "create from scratch" that is selected by default?
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I think you are right Davy: 90% of the times a user wouldn't want to start an object from scratch*. Therefore such option shouldn't be a primary action, so the UI should give it less visual importance. Therefore, I think that turning the "Skip and create from scratch" existent button into a Secondary Button is a good solution. *What it seems to be happening according to the user is that they want to personalise the values and names of pre-made objects. Not starting an object from scratch. That is why they were requesting the parameters step on the flow: to be able to make these simple changes as part of their process, rather than having to open each object separetly to do so. |
Is there an existing issue for this?
Describe the bug
Today's System:
For the flow "New object from Scratch" when it comes to GUI elements
The system asks the user for their selected ressource
And after its selection, it sends the user to the Scene (closes all the modals).
Suggested Flow:
(Increase efficiency)
to reflect the same flow that the system does when adding other type of object, and to increase efficiency.
Bonus:
[see forum issue] If the user clicks a GUI element, but do not want to add it to the object list, the system does it anyway.
Change: To add an object to the object list, the user would have to click on the "Apply" button on the bottom right in order to add it to the list.
Steps to reproduce
GDevelop platform
Desktop, Web, Mobile
GDevelop version
5.3.181
Platform info
OS (e.g. Windows, Linux, macOS, Android, iOS)
OS Version (e.g. Windows 10, macOS 10.15)
Browser(For Web) (e.g. Chrome, Firefox, Safari)
Device(For Mobile) (e.g. iPhone 12, Samsung Galaxy S21)
Additional context
No response
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