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Thread: Microadin's UI

  1. #1
    Join Date
    Jan 2010
    Posts
    3

    Microadin's UI

    NEW:


    OLD:


    My addons:

    Sexy map
    Livestock
    Mini MapButton Bag
    Recount
    Sell Junk
    Titan Panel
    Vuhdo
    X-Perl
    Sunn Art
    Tank Points
    Tipsy
    Epic Music Player
    Deadly Boss Mods
    Critline
    Chatter
    Chat Stamp
    Carbonite
    Bartender4
    Baud AFK Reporter (PVP)
    AutoGrats
    AutoRepair
    Auctioneer
    Atlas
    NPC Scan
    Addon control panel
    Last edited by Microadin; 01-16-2010 at 11:02 PM. Reason: Updated Pic

  2. #2
    Join Date
    Mar 2009
    Location
    melbourne.au
    Posts
    543
    You have obviously spent a lot of time customising it which is great, but you seem to have a lot of redundant information, as well as poor use of space. For example:

    There's no need to show party frames as well as raid frames, you're just losing screen space. By better organising the elements you could completely delete the side bar, again freeing up a lot of space.

    Player unitframe and Target unitframe should be much easier to see, perhaps larger? If you change xperl to display a flat texture on the bars and frames you will cut down on a lot of eye strain. Busy textures mean more information to process, when all you really want is to see how much health someone has.

    Overall you don't seem to have a clear priority on your elements: you lack a cohesive visual hierarchy. When I was designing my UI I stripped everything out and asked myself "what information is most important to see as a tank". For me that answer was target, target-target, buffs/debuffs, boss timers, mitigation cooldowns.

  3. #3
    Join Date
    Jan 2010
    Posts
    3
    Quote Originally Posted by vine View Post
    You have obviously spent a lot of time customising it which is great, but you seem to have a lot of redundant information, as well as poor use of space. For example:

    There's no need to show party frames as well as raid frames, you're just losing screen space. By better organising the elements you could completely delete the side bar, again freeing up a lot of space.

    Player unitframe and Target unitframe should be much easier to see, perhaps larger? If you change xperl to display a flat texture on the bars and frames you will cut down on a lot of eye strain. Busy textures mean more information to process, when all you really want is to see how much health someone has.

    Overall you don't seem to have a clear priority on your elements: you lack a cohesive visual hierarchy. When I was designing my UI I stripped everything out and asked myself "what information is most important to see as a tank". For me that answer was target, target-target, buffs/debuffs, boss timers, mitigation cooldowns.
    yeah, looking at it i agree my self. I'll have a bit of a play around and see what i come up with

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