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UI/UX: Adaptive Homescreen #2952
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Adaptive homescreen is a great idea! A couple things jumped out when looking at the screenshots:
Just tossing out ideas - I have a dozen more and would be happy to chat more about UI stuff if it helps! |
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Thanks for the feedback, @dlab-anton:
I was thinking an animation pass to address this later on, but I didn't want to throw it into an already-sizeable PR.
Ideally the goal is to switch that show/hide control into a "compact/expanded" control later on which affects multiple elements. Yes, I do agree there's some tweaking to be done here for affordance.
It shouldn't, but did you see that anywhere? I hope I didn't miss something!
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Context
This PR introduces an Adaptive Homescreen with variable information density. The goal is to provide users with some customizability and just enough information at all times without overloading them, while
If you're familiar with how videogames will sometimes show/hide HUD elements (ammo counts, reticles) based on the players' context, this is the same idea.
Some specific implementation details:
As a sub-goal, we also now show version updates front-and-centre — this is better at-a-glance formatting for users to get acquainted with new features and fixes as they are released.
Screenshots:
PSA: Not all conditions are shown here, this is a selection of common states.
Brand new user (show greeting, show expanded tips, no tasks):

Expanded view, all user levels, with a new-ish workspace (show tips, but compressed).
Expanded view, experienced user with large task history in large workspace (no tips or greeting, all tasks):
Minimal view, experienced user with large task history (full minimal experience):