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Should there be boundary sounds for spin buttons, similar to mass location sliders? #177
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@emily-phet, I agree this is a deeper issue, and keep in mind for Gravity Force Lab regular, the position sliders and the mass sliders are exactly the same interaction (native HTML input type range). We can explore this issue more deeply in that sim. I would like to mention that for the position sliders, I also designed an alert that fires on the first try to go beyond an edge (beyond edge of track, or closer than closest to the other sphere), but I did not do a similar alert for the the mass controls. I've been thinking that might also be worth investigating. I'll open an issue for that in GFL regular. |
Marking on hold so it is clear we will explore this idea further in GFL Regular. |
Would it be helpful to transfer this issue to gravity-force-lab? Github makes that easy if we want to do that. |
I think that would be fine. |
@emily-phet, opened the issue. @emily-phet are you ok with moving to the other repo? |
I moved it over to GFL. |
@emily-phet now that we are working more on this sim. How would you like to proceed with this issue? |
@zepumph I think we've missed the moment for thoughtful exploration here - momentum is building towards wrapping up on the sound side. Pick up/Drop sounds are being added to the ruler, and I think (with the holiday's fast approaching) there isn't time to implement/iterate on this before end of quarter. I think we'll need to punt on this one, and take up the issue of consistent boundary sounds across 'slider' and 'slider-like' interactions in a future sim. |
Alright, sounds good. I'm going to close this issue then, please reopen if you disagree. |
@terracoda brought up (from consultant discussion) that the spin buttons don't have a boundary sound, but the mass location sliders do.
@Ashton-Morris suggested a solution (having a gentle 'error' sound if spin buttons are pressed while inactive).
I think there is a deeper issue at play here - where visually the grab/drag of the mass objects and the press of the number spinner feel very different, but are actually very similar from the perspective of alternative input. This issue will come up across other sims...so I would prefer to hold off on digging deeply on this issue for this sim, and instead tackle it the next time we encounter it.
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