Make buttons more visual #88

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opened 2020-08-13 17:04:04 +02:00 by FWDekker · 0 comments
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If a button such as undo or redo does nothing, the user should be informed of this. In fact, maybe the buttons should be disabled until they can do something: Disable undo if there is no action to undo, for example.

  • Disable buttons that cannot be pressed at that moment.
  • After pressing "new game" (repeatedly), an indication should be shown that a new field has been loaded.
  • The difficulty dropdown should be stylised.
  • Consider using icon-only buttons, with an explanation when the user hovers over the button. (Check: Is this communicated clearly in mobile interfaces?) (Cancelled, bad idea.)

Alternatively/additionally, etch the buttons into the interface to create a single, unified interface design.

If a button such as undo or redo does nothing, the user should be informed of this. In fact, maybe the buttons should be disabled until they can do something: Disable `undo` if there is no action to undo, for example. * [x] Disable buttons that cannot be pressed at that moment. * [ ] After pressing "new game" (repeatedly), an indication should be shown that a new field has been loaded. * [ ] The difficulty dropdown should be stylised. * ~~Consider using icon-only buttons, with an explanation when the user hovers over the button. (Check: Is this communicated clearly in mobile interfaces?)~~ (Cancelled, bad idea.) Alternatively/additionally, etch the buttons into the interface to create a single, unified interface design.
FWDekker self-assigned this 2020-09-04 10:03:47 +02:00
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Reference: tools/minesweeper#88
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