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Feat: Basic App Navigation #305
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Looks good! Though I have a question regarding how it will scale as more options are added. |
Not gonna pick this up now since I want to go over https://github.com/dwyl/phoenix-chat-example/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc first 👍 |
@LuchoTurtle thanks for the feedback + follow-up question. 👌 Scaling 🚀The in-app Nav menu will only have a handful of items so I'm not concerned about about scaling. Sub-menus ⬇️The quick answer is: or now ... we won't need sub-menus. Please don't take this sketch as "this is what we're definitely doing". We aren't!! By far the most interesting thing about the "Basic Nav" |
@iteles, @SimonLab, @Stephanymtr and @seaneady very keen to get your feedback/thoughts on this. 💬 🙏 |
First thought coming to mind:
Hope this help |
Another comment I have regarding the sub-menus is that the screen will become very 'crowded' if multiple submenus are opened simultaneously, making it confusing to read the screen. Perhaps a feature that only allows one sub-menu at a time could be worth considering. Otherwise, I think it looks very intuitive and easy to follow. |
@SimonLab thanks for your feedback; insightful as always. 👌 Black & White?I don't think we're "married" to this color scheme at all. Very happy to UX-test it. "Near-black" and "Near-White"?As noted in by dwyl/learn-wireframing#13 What do you think of this? The colors "ones defined by the selected theme" ... ? 🤷♂️ Progressive UI/UXIn There are levels ("worlds") and you gradually build up your knowledge & skills Showing the "player" everything is overwhelming and off-putting. Consider the UX in the first screen of MineCraft: There's only one action you perform: place a single type of block. They don't overwhelm the player with the full range of tools and materials. This isn't just a "hunch" of mine. It's a well-established design/UX pattern in game dev. Settings are Not Relevant to the BeginnerThere's no point showing people the At some point the future we might discover that the "killer feature" of our SuperApp is something My hypothesis this: great minimalist UX design is: don't show people the stuff that isn't relevant to them. No Menu?Minimalism and focus is our super power. 🦸♀️ Feature TourThe App Navigation is not the place to discuss this. Please share your thoughts on: #307 🙏 Hope that answers your questions. And that we can move forward with building the |
@seaneady thanks for taking time to read and reply. 🙌 Discovering/Unlocking FeaturesThe features of the
Sub-menusThis is a bit of a distraction. as noted above: we don't need sub-menus yet. Thanks again for your feedback. 🙇 @iteles your thoughts? 💭 🙏 |
What I mean is that after defining which colours/theme we want to use (teal, near black...), we can let Flutter manages how to apply them to the widget: For example Using Container(
color: Theme.of(context).colorScheme.secondary,
child: Text(
'Text with a background color',
style: Theme.of(context).textTheme.titleLarge,
),
), I was just wondering if the near black/white apply to the menu will contrast too much with the theme colour of the other elements. I'm also happy to be wrong with the progressive UI/UX. I also think people are used (wrongly?) to see UI element on the screen by using other application and the menu icon might be one. It makes sense for games to have a "discovery" phase/level as they can be complex to understand how to play, I'm just not sure about mobile applications, I don't want the app to be too "patronising" either towards the person, again happy to implement all the progressive UI/UX features to prove me wrong. Agree with sub menu, I don't think we should have any at the moment. |
Agreed. Happy to let "Progressive UI/UX" is not a question of "right" or "wrong"; it's about understanding how people learn |
I'm going to start working on this now. |
@LuchoTurtle good question. ❓ |
Please try to time-box this and get something working as quick as you can while writing down everything you learn along the way. Create your branch and PR ASAP and push your code regularly. 🧑💻 |
As I'm thinking on how I'll be developing this, I thought about something. I get the idea of progressive UX/UI, onboarding the user only after he performs some action (in this case, complete a But hiding the menu option until the user is "forced to complete an action" will make it so that the user will only be able to change settings after this. This will probably create confusion. Users will think there is no way to change settings, as they don't know that they have to perform and action to access it. I don't think this "gatekeeping" is necessarily good UX. If I wanted to change the theme of the app straight away, I couldn't nor would I have a way to know that I could perform such an action because I have to create an item and complete it. |
@nelsonic I feel like this should be marked as completed, since https://github.com/dwyl/flutter-navigation-menu-demo is done. |
@LuchoTurtle indeed the demo is reasonably complete. 🎉 (thanks!) |
Navigation is simultaneously "boring" and essential.
Here's something I threw together:
Direct link to
Figma
layout:https://www.figma.com/file/WrpkKGJNYZbeCzMRDVtvQLbC/dwyl-app?node-id=1516%3A4909
Todo
Flutter
skills and want to pick this up, again, please comment! 🧑💻 🙏Navigation
. 🆕The text was updated successfully, but these errors were encountered: