~Project Orihime: buttons and system font~

Project Orihime is a concept of a modern user interface for EGA and VGA displays running in 16 colours, aimed primarily at FreeGEOS.

The goal here is to bring an eye-candy interface and good UX to the 1984 IBM PC clones.

This is not a real UI (yet), but it gets more and more fleshed out, and I think it looks great on both CRTs and LCDs of the era.

I want to try and document some of my progress for your enjoyment. It also helps me to make better sense of design decisions I am taking on the go. Thread!

🧵 1/10

For those of you who never thought about old computers and modern interfaces, I want to remind you that "simple" and "flat" interfaces of modern operating systems rely on high resolutions and 24-bit colours a lot.

Take Gnome 46, for example.

1920x1080 in VGA palette looks somewhat okay, but

640x480 in modern 24-bit colour looks like it's losing quite a lot of details, and

640x480x4bpp VGA 16 of the said interface is simply unusable. Perhaps this is why modern OSes demand at least 800x600 in True colour.

So, uh, do you know what you usually end up when you try to make your interfaces look OK in default palette and resolutions of 640x350 or 640x480?

🧵 2/10

At best, you end up with things that look a lot like Windows 95. This is FreeGEOS, which I am aiming my UI/UX upgrade for, but you could take any OS that officially supports 640x480 in 16 colours, and it will look more or less like that.

The palette is very limited, and if you try to add custom drop shadows with dithering, you run out of resolution very quickly.

That means eye-candy and smooth corners can only take a few pixels at best. In the previous thread, I've explored my approach to making Windows and Titlebars, and this time I want to show you how I took a stab at making the next UI staple - The Button.

Previous thread btw: https://tech.lgbt/@nina_kali_nina/112518604838598161

🧵 3/10

Nina Kalinina (@[email protected])

Attached: 4 images ~Project Orihime: Windows~ Arguably, the most important abstraction of any windowing system is a window. And in most windowing systems, the most important part is the title bar. Let's say we want to make a windowing system that will look nice and modern while working in 640x480 16 colours mode. It shouldn't be too much of a challenge, because modern windowing systems are all using simple flat colours instead of gradients or textures that used to be popular just a decade ago, right? Let's start with drawing a window title bar like that, and then compare it with popular modern systems. Huh! It is missing something... But what? 🧵 1/6

LGBTQIA+ and Tech

I took my default window as a canvas (note yellow-white window background, it is quite unusual for OSes of the era, but not unthinkable, and it looks kind of nice on a CRT), and made a bunch of buttons.

It quickly becomes obvious that:
1) Gradients don't work, take too much space
2) Motif-like buttons work, but look dated
3) Coloured buttons don't work
4) Monochrome buttons look meh
5) Overly-round buttons look meh

🧵 4/10

I chose two designs I liked the most, dark and light, and tried to invent variations of the buttons for Inactive-Selected-Hover modes of the button.

This was the moment I realised why Windows 95 required a VGA monitor, and why Mac Classic and Windows 1/2/3 interface font was so bold. Mac Classic and Windows 1/2 were supposed to work fine in monochrome.

Curiously, Windows 3.1, which dropped official CGA/monochrome support, sometimes "loses" UI elements on monochrome displays.

🧵 5/10

After trying out different button designs on a real display, I decided that I like dark button better, but I need a better design for "inactive" buttons.

Especially considering how fonts are super important on low resolutions, and how much I don't want to make UI font to be bold by default just to make text on inactive buttons readable.

🧵 6/10

@nina_kali_nina Did you try to look at video games from that era?

Many use highly customized user interfaces. But I also remember some with at least rudimentary widgets that resemble a real UI. And at 320x200 in 16 or 256 colours, they really made use of the available pixels?

The obvious example is Sierra adventures from around then. Those choices are maybe too rudimentary.

@nina_kali_nina SimCity also went for flat window elements.
@nina_kali_nina Not the best example, but I recall a lot of the same approach to a 3D effect as in Windows, except the lower resolution of 320x200 made the choice of typeface pretty simple. But you can squeeze colour and 3D effect into a very small button that way!
@nina_kali_nina Warlords (I think this is the second one) had UI elements that include a rounded corner button. The bit that shows the button is selected is a black frame *outside* of it, which is something I remember seeing in a few places.
@jens this one is very pretty but also very 256 colour

@nina_kali_nina @jens

Throwing "The Incredible Machine" (1992) in the ring, 15 colors and a lot of skeuomorphism.

@wakame @jens this one is really a very fun interface, thank you for reminding me about it

@nina_kali_nina @jens

I learned to play it when I didn't know English yet.
But the parts that weren't (visually) self-explaining were easy to try out.

For me, this is a case "where the UI made a great job explaining itself".