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It is completely baffling why software synths and routing software etc. feels the need to make itself look like a patch board and have rotary knobs and things.
by mathw 9y ago
It is completely baffling why software synths and routing software etc. feels the need to make itself look like a patch board and have rotary knobs and things. Can't we come up with a set of conventions for software-native synth UIs? Sure the physicality of real knobs and sliders is nice on real hardware, but on a screen - especially non-touch systems - there's no way it's the best option.
- mxuribe 9y agoExactly THIS!
- TeMPOraL 9y ago> but on a screen - especially non-touch systems - there's no way it's the best option There is a good option - but the current, dumb UX fad, rejects it whoreheartedly. That option is keyboard. Give everything a keyboard shortcut and let the user learn them (if at least by providing a visual overlay listing shortcuts straight on the interface). If something is a tool - not a shiny cloud SaaS toy intent on getting audience to drive the hockey-stick graph straight into acquihire - users will learn keyboard shortcuts.
- FigBug 9y agoI always let my users click on a knob to direct enter a value with the keyboard. But keyboard shortcuts to increase / decrease a value -- that's just a pain. Mouse drag / mouse wheel is far faster at going between coarse and fine adjust.
- FigBug 9y agoKnobs are still the best option I've come up with, they act like sliders with the mouse, yet they are smaller so you can have more density. You can also draw a longer track for a given control size, 2pir > 2*r. They often get assigned to a knob on a midi controller anyway, so it makes sense. My knobs look like software, I refuse to do screw heads, metal finishes, etc. I haven't done much touch screen software, so no comments there.
- crispyambulance 9y agoThere are software synths that don't follow the "virtual patch panel" concept: Audiomulch and Supercollider come to mind. Audiomulch has a graphical interface. Signals are processed by constructing a graph where each line represents an audio channel that can be routed between blocks that perform specific functions. Supercollider is more like a programming language, you can think of it as a DSL for audio generation. Both of them can interface with hardware, of course. I think there will always be a strong demand for tactile hardware interfaces, regardless of what people come up with on a laptop application. The kinaesthetics of making sound by manipulating something physical is so satisfying and intimate.