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Buildings overlay #5461
Buildings overlay #5461
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Oh, and of course, I disabled the building type quest now by default. To be honest, this was the main reason why I even started the implementation for this overlay. The quest is just so spammy. |
Thanks for trying it out!
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In general it would of course be best if one could actually scroll the buttons, and that is possible, but the default UI for that is not good. I experimented a bit with overlaying a gradient at the beginning and end (like done in the tutorial) but gave up because it turned out to be too much work. And in light of me wanting to migrate to Jetpack Compose as UI framework soon-ish, I don't want to put too much complexity in (new) layouts. Anyway, maybe it would suffice to just make the buttons just a little bit narrower, I will have a look. |
2dp smaller should do the trick, right? |
Uhh, while I agree that building quest was spammy and of relatively low value (see #2464), doesn't that (disabling building quest by default) mean that solving (among most important of the quests, IMHO) Address quest is now significantly less likely to be triggered? I'm afraid that it would make address quest much less discoverable and usable. E.g. when there are lots of buildings tagged just with Perhaps now would be a good time to revisit #2464 (comment) (which was postponed at the time) and extended housenumber quest to asks also for generic While I have used Address Overlay in the past, it was sporadic (and mostly to correct off-by-one numbering). In all other cases, I've found Address Quest to be significantly more useful and easier to use. It would be real shame to basically lose it in 80% of the cases... |
Yes, it is less likely to be triggered. I expect less contributions to the building type, and subsequently less contributions overall, at least in the short run, because building type is the quest that is by far solved the most. But we have the address overlay. That is what I meant in the ticket you linked. I do not consider to ask the address quest on Yes, it will lead to less addresses being contributed with StreetComplete. You know that the primary goal of this app is not to make users contribute as much valuable information as possible efficiently. What the app sought out to do is to appeal to those that just want to contribute a bit on the side, casually. It is certainly a non-goal to [prey on certain tendencies and goodwill of some people and] burn them out by overloading them with what feels like work. (In other words, the sort of gamification you see in many free to play games.) Those people who drop the app because there is just too much boring and repetitive stuff to do in general don't come here to complain. As it stands, it is only a few honest nerds amongst those that try out the app that actually give me feedback about how, well, not-fun and/or feels-like-work the app really is. Maybe not in relation to the other OSM editors out there, but definitely to normal people. Normal people just drop it. I am aware the opinion making is somewhat skewed on github towards power users, who want more, not less. Normal people don't even come here. The app feeling like work is the top # 1 complaint I get when people get the chance to give me feedback about the app face to face. In fact, recently, one of the NLNet people (i.e. open source enthusiasts!) I talked to told me that he was actually surprised to see that the app is actually used by that many people, after he tried it out himself - that it feels like work. But the editor usage stats are misleading. It might be 20k+ per year, but most contributed just a few quests and then were never seen again. Sure, there a new users every year, and a few stick around, but retention of new users is a huge problem. Does that sound dire? Because I mean it, I do think the situation is dire. But there is hope, of course:
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And power users can reenable this quest type and/or use overlay - so they are not impacted negatively. (I would oppose removing quest completely, here and for others that got overlays - but switching off seems fine to me) |
Thanks for the detailed answer @westnordost , I really appreciate it! I definitely agree that nice and smooth UX is a must for targeting newbies, and that default config should not be targeted towards advanced users (so I am OK with your decision here - I was just unsure if the collateral damage was overlooked or intended). I've opened #5472 as discussion to identify issues and suggest possible fixes to make SC more fun and less work for users (in order not to pollute this PR) |
building_ov.mp4
Building type overlay features:
buildings are roughly categorized according to function and get their highlight color from there. Additionally, when zooming in, the icon of each building type is displayed.
some not supported building types are treated as "synonyms" to supported building types. E.g.
building=livestock
is treated as synonym tobuilding=farm_auxiliary
. These buildings will be displayed as that building type in the app and if the in-app building type is not changed to another building, the "synonym" is retained on saving changes.other not supported building types are highlighted in grey, together with "other" buildings, clicking on them and changing them is still possible
deprecated building types are highlighted in red, i.e. as if the building type hasn't been specified yet. However, if the building has a tag that potentially already describes the building type (e.g.
amenity
,shop
,emergency
, etc...), it is not highlighted in redthe last selected buildings are displayed as buttons below the building selector
added more selectable buildings: tower, container, tent, outbuilding, tomb also for the quest
changed the categorization of the buildings: There is now a new category named "outbuilding" (which is also selectable) that contains all those smaller secondary buildings, like garages, sheds, garden allotment buildings, service buildings etc.
Additionally
last_picked.mp4