Comments (4)
BuildingOverlay
also uses LastPickedValuesStore
.
See description of mostCommonWithin
for how it should work.
from streetcomplete.
I can share that from what is taught in interface design and interaction classes that …
- …the order of things should not chance (as little as possible) to enable (short term) muscle memory
There are (old) models from when HCI was "invented" that put this into calculations and one rule of thumb is, whenever you make users think before doing something, your UI takes a big efficency hit. The classic https://en.wikipedia.org/wiki/The_Humane_Interface has a chapter on KLM/GOMS to learn more. - …any modality is to be avoided. Jef Raskin explains this very well. So any solution that make the app modal like an expert mode or some artificial counter after which the UI behaves differently would make the situation worse.
In this case I don't see any downside in doing less…
Just don't reorder the "last pick" to the front of the line.
from streetcomplete.
This is how StreetComplete behaves in some cases, while in other cases the order doesn't change at all. I got used to this and learnt that I should always check if I'm tapping the right icon (which is a good thing). Maybe the best compromise between these two behaviours is if the total number of answers given by a user is taken to order the list. When first starting with a particular quest, the ranking changes often with each quest solved, but after some time it won't change as often until a large number of quest answers have been given. The result will be a ranking that doesn't change any more, but is still personal for each user. Would this be possible to code?
from streetcomplete.
When first starting with a particular quest, the ranking changes often with each quest solved, but after some time it won't change as often until a large number of quest answers have been given. The result will be a ranking that doesn't change any more, but is still personal for each user. Would this be possible to code?
I seem to recall that some quest (I think "building number of floors" maybe?) had extensive work at one time which tried several different approaches and tweaks on how to cache the order of "recently used", before settling at current behaviour, which I think is behaving more or less like you describe.
I don't know if building overlay reuses that logic or has its own independent one. Perhaps that recent-answers logic could then be abstracted and used in multiple quests (if that isn't already the case)?
from streetcomplete.
Related Issues (20)
- Old opening_hours=* seems not to be removed, if opening_hours:signed=no is set by StreetComplete HOT 2
- Quests for opening hours are also asked for zoo=enclosure marked as a zoo, within a zoo HOT 8
- Ask if benches have armrests HOT 13
- Highlight `traffic_sign=city_limit` when answering maxspeed quest
- Crossing kerb height quest should not be asked for roads that have no sidewalks HOT 3
- Add Type "Floor" to bicycle_parking type Quest HOT 2
- Text used for quest_generic_otherAnswers2 can be mistaken for an acronym and causes confusion HOT 17
- 'Is this still here' asked immediatly after 'opening hours' are filled in HOT 10
- Remove qwant maps HOT 5
- Barrier=gate - What is the available opening HOT 8
- "Are You Sure?" popup before adding a Note for the very first time HOT 7
- What conflict(s) is this memorial for? HOT 6
- Enable discarding "are you sure?" popups for ever for advanced users HOT 19
- Enable editing "Things" in the Things overlay HOT 5
- Fire Hydrant Colors (`emergency=fire_hydrant` + `colour`) HOT 13
- Add `parcel_mail_in=returns_only` option to parcel locker drop off quest HOT 8
- Ask for `centralkey=eurokey` for toilets for people with disability HOT 7
- Add missing building types: mall and clinic, and show the building type if it is not selectable in app. HOT 4
- Quest MarkCompletedBuildingConstruction does not replace value `constuction` with `yes` for tag `building=contruction` HOT 3
- Activate quest #2126 and #1827, deactivate another one in Portugal HOT 2
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from streetcomplete.