<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Minimalism Isn&#8217;t Just an Aesthetic</title>
	<atom:link href="http://omgphatloots.org/?feed=rss2&#038;p=245" rel="self" type="application/rss+xml" />
	<link>http://omgphatloots.org/?p=245</link>
	<description>=O</description>
	<lastBuildDate>Mon, 02 Aug 2010 11:02:07 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Wella</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-45691</link>
		<dc:creator>Wella</dc:creator>
		<pubDate>Sat, 14 Nov 2009 17:40:11 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-45691</guid>
		<description>I discovered minimalist UIs some time ago and have never stopped making more and more and more and more. Every time I finish the major parts of my UI, I come up with brand new ideas, delete those Interface and WTF folders and start anew. I find it so refreshing to have that finished product (or at least, as finished as it can be, since minimalism is arguably never &#039;finished&#039;) and making the UI is a lot of fun anyway.

This is a great little article which helped me dive even further into what true minimalism means and improve my designs even more.

Ciao! ~</description>
		<content:encoded><![CDATA[<p>I discovered minimalist UIs some time ago and have never stopped making more and more and more and more. Every time I finish the major parts of my UI, I come up with brand new ideas, delete those Interface and WTF folders and start anew. I find it so refreshing to have that finished product (or at least, as finished as it can be, since minimalism is arguably never &#8216;finished&#8217;) and making the UI is a lot of fun anyway.</p>
<p>This is a great little article which helped me dive even further into what true minimalism means and improve my designs even more.</p>
<p>Ciao! ~</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sinclsw007</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-28870</link>
		<dc:creator>sinclsw007</dc:creator>
		<pubDate>Wed, 12 Aug 2009 08:41:35 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-28870</guid>
		<description>I think what Rob means is this:

&quot;A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.&quot;

Antoine de Saint-Exupery</description>
		<content:encoded><![CDATA[<p>I think what Rob means is this:</p>
<p>&#8220;A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.&#8221;</p>
<p>Antoine de Saint-Exupery</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18461</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Fri, 26 Jun 2009 20:03:37 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18461</guid>
		<description>Some of it is subjective, but there are obvious caveats to that. I doubt anyone &quot;naturally&quot; looks to the bottom right-hand corner of their screen to find raid information unless they&#039;ve trained themselves to do it. At that point, they&#039;ve gone years having an improper interface and just adjusting themselves to it. 

But we&#039;re getting ahead of ourselves. I think my current interface is about as minimal as it can get without heading into unusable territory. I have very little information on my screen, and there have only been a handful of circumstances in my year+ raiding with this UI that I&#039;ve wanted more information. Typically in those cases I refine my UI to provide that information in a low-impact way (for example: adding unit level to my tooltip rather than my unit frame). 

I&#039;m about (today) to post an update to my &quot;Clean&quot; UI, and I&#039;ll explain more there.</description>
		<content:encoded><![CDATA[<p>Some of it is subjective, but there are obvious caveats to that. I doubt anyone &#8220;naturally&#8221; looks to the bottom right-hand corner of their screen to find raid information unless they&#8217;ve trained themselves to do it. At that point, they&#8217;ve gone years having an improper interface and just adjusting themselves to it. </p>
<p>But we&#8217;re getting ahead of ourselves. I think my current interface is about as minimal as it can get without heading into unusable territory. I have very little information on my screen, and there have only been a handful of circumstances in my year+ raiding with this UI that I&#8217;ve wanted more information. Typically in those cases I refine my UI to provide that information in a low-impact way (for example: adding unit level to my tooltip rather than my unit frame). </p>
<p>I&#8217;m about (today) to post an update to my &#8220;Clean&#8221; UI, and I&#8217;ll explain more there.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nin</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18388</link>
		<dc:creator>nin</dc:creator>
		<pubDate>Thu, 25 Jun 2009 07:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18388</guid>
		<description>Since the main purpose of the UI is to relay information, I guess the &quot;perfect&quot; UI would be very subjective to how good the user is at absorbing said information.</description>
		<content:encoded><![CDATA[<p>Since the main purpose of the UI is to relay information, I guess the &#8220;perfect&#8221; UI would be very subjective to how good the user is at absorbing said information.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: pHishr</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18374</link>
		<dc:creator>pHishr</dc:creator>
		<pubDate>Wed, 24 Jun 2009 21:01:44 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18374</guid>
		<description>Have you seen a UI that is the exact definition of minimalist then?

If no, then which is the UI _closest_ to the exact definition of minimalist? I know you have many to choose from on this site, but frankly, I want to know which UI you have found to be the best.</description>
		<content:encoded><![CDATA[<p>Have you seen a UI that is the exact definition of minimalist then?</p>
<p>If no, then which is the UI _closest_ to the exact definition of minimalist? I know you have many to choose from on this site, but frankly, I want to know which UI you have found to be the best.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brakhage</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18348</link>
		<dc:creator>Brakhage</dc:creator>
		<pubDate>Wed, 24 Jun 2009 02:39:41 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18348</guid>
		<description>Cheers for using the word &#039;immanent&#039; in the first paragraph, and for using &#039;telos&#039; before the conclusion of the second.  

You summarize my feelings well in your final sentence: &quot;every interface must be minimalist or be dismissed.&quot;  I&#039;ve always been a fan of minimalism, but it should be noted that it is in fashion right now in the WoW world (and beyond, if there still is such a thing).  Blizzard&#039;s focus on making us Not Stand in Fires (hereafter ~DIAF), and the entire concept of the arena, has made situational awareness much more important in WoW than they once were.  

Once upon a time, fight gimmicks were about knowing transitions and changes in roles.  Kill that!  Ok!  Now go over there and kill that other thing!  Oop!  Tank switch!  Druids go bear and grab a fire ele!  Don&#039;t attack that one dude though!  Now it&#039;s all: Stand there!  Now go over there and stand there!  But not too close to that other thing or too far from this thing!  Quarter-circle left!  And stop! Now, back to original positions!  

The ~DIAF game design changes what we require of our UI.  The old days of viewports with art panels are over; such UIs are the laughingstock.  We need to see our feet now; and, what&#039;s more, we frequently have to see who we&#039;re close to, and which direction is the safest way to run when we need to spread out.

So, one factor is a game design shift on Blizz&#039;s part.  There&#039;s also, of course, a trend toward minimalism in our culture recently.  And, finally, huge monitors are getting cheaper and cheaper, and a 24&quot; monitor will make even the Blizz UI look minimalist.  

Thus the minimalist UI trend.  It is a good trend, I feel; and I&#039;m not afraid to say that.  There is such a thing as a good trend.  However, Warhol&#039;s line about beauty fits with WoW UI design just as it does with everything else: the truly beautiful was beautiful before it came into style, and will stay beautiful after it goes out of style.</description>
		<content:encoded><![CDATA[<p>Cheers for using the word &#8216;immanent&#8217; in the first paragraph, and for using &#8216;telos&#8217; before the conclusion of the second.  </p>
<p>You summarize my feelings well in your final sentence: &#8220;every interface must be minimalist or be dismissed.&#8221;  I&#8217;ve always been a fan of minimalism, but it should be noted that it is in fashion right now in the WoW world (and beyond, if there still is such a thing).  Blizzard&#8217;s focus on making us Not Stand in Fires (hereafter ~DIAF), and the entire concept of the arena, has made situational awareness much more important in WoW than they once were.  </p>
<p>Once upon a time, fight gimmicks were about knowing transitions and changes in roles.  Kill that!  Ok!  Now go over there and kill that other thing!  Oop!  Tank switch!  Druids go bear and grab a fire ele!  Don&#8217;t attack that one dude though!  Now it&#8217;s all: Stand there!  Now go over there and stand there!  But not too close to that other thing or too far from this thing!  Quarter-circle left!  And stop! Now, back to original positions!  </p>
<p>The ~DIAF game design changes what we require of our UI.  The old days of viewports with art panels are over; such UIs are the laughingstock.  We need to see our feet now; and, what&#8217;s more, we frequently have to see who we&#8217;re close to, and which direction is the safest way to run when we need to spread out.</p>
<p>So, one factor is a game design shift on Blizz&#8217;s part.  There&#8217;s also, of course, a trend toward minimalism in our culture recently.  And, finally, huge monitors are getting cheaper and cheaper, and a 24&#8243; monitor will make even the Blizz UI look minimalist.  </p>
<p>Thus the minimalist UI trend.  It is a good trend, I feel; and I&#8217;m not afraid to say that.  There is such a thing as a good trend.  However, Warhol&#8217;s line about beauty fits with WoW UI design just as it does with everything else: the truly beautiful was beautiful before it came into style, and will stay beautiful after it goes out of style.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18322</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Tue, 23 Jun 2009 04:08:02 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18322</guid>
		<description>Basically what Noktaris said. I don&#039;t think a UI is more or less critical for PvP or PvE, but the two are very different because the demands of PvE and PvP are different. For example a damage meter is probably not very important in an Arena, while focus frame macros aren&#039;t nearly that important for a mage in PvE.

A good example of this might be a boss mod versus arena enemy frames. You might want to have enemy frames always show cast bars to monitor interrupts, coordinate CC, dispels, or burn targets. In PvE  multi-target casting is organized on a need to know basis, and we call that addon a boss mod. We don&#039;t need a warning on every cast of KT&#039;s frost bolt, but knowing when Ignis will cast flame jets is very important. Constant monitoring of activity in an arena is key just because of the play style.</description>
		<content:encoded><![CDATA[<p>Basically what Noktaris said. I don&#8217;t think a UI is more or less critical for PvP or PvE, but the two are very different because the demands of PvE and PvP are different. For example a damage meter is probably not very important in an Arena, while focus frame macros aren&#8217;t nearly that important for a mage in PvE.</p>
<p>A good example of this might be a boss mod versus arena enemy frames. You might want to have enemy frames always show cast bars to monitor interrupts, coordinate CC, dispels, or burn targets. In PvE  multi-target casting is organized on a need to know basis, and we call that addon a boss mod. We don&#8217;t need a warning on every cast of KT&#8217;s frost bolt, but knowing when Ignis will cast flame jets is very important. Constant monitoring of activity in an arena is key just because of the play style.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noktaris</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18321</link>
		<dc:creator>Noktaris</dc:creator>
		<pubDate>Tue, 23 Jun 2009 03:57:56 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18321</guid>
		<description>Regarding the question about PvE versus PvP: Rob may disagree, but each style of gameplay deals with somewhat different immediacies that need to be addressed by the UI. The strive is about making imperative information entirely accessible, while eliminating the bullshit information that might otherwise be presented.</description>
		<content:encoded><![CDATA[<p>Regarding the question about PvE versus PvP: Rob may disagree, but each style of gameplay deals with somewhat different immediacies that need to be addressed by the UI. The strive is about making imperative information entirely accessible, while eliminating the bullshit information that might otherwise be presented.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rob</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18318</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Tue, 23 Jun 2009 01:26:06 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18318</guid>
		<description>Minimalism is an exercise in reduction, combination, and efficiency. There is a point at which the interface is &quot;perfect&quot; in terms of size, positioning, and information displayed. It can go forever, but that is the process of tuning. A UI that is &quot;good enough&quot; isn&#039;t minimalist, and the perfect UI is most likely unachievable. But minimalism is an aesthetic and functional endpoint, towards which every process of modification must strive.</description>
		<content:encoded><![CDATA[<p>Minimalism is an exercise in reduction, combination, and efficiency. There is a point at which the interface is &#8220;perfect&#8221; in terms of size, positioning, and information displayed. It can go forever, but that is the process of tuning. A UI that is &#8220;good enough&#8221; isn&#8217;t minimalist, and the perfect UI is most likely unachievable. But minimalism is an aesthetic and functional endpoint, towards which every process of modification must strive.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: pHishr</title>
		<link>http://omgphatloots.org/?p=245&#038;cpage=1#comment-18317</link>
		<dc:creator>pHishr</dc:creator>
		<pubDate>Tue, 23 Jun 2009 01:05:41 +0000</pubDate>
		<guid isPermaLink="false">http://omgphatloots.org/?p=245#comment-18317</guid>
		<description>Does &#039;Minimalism&#039; in an interface mean that the unit frames have an exact size where they are perfect or ActionBars perfect size, precise positioning, cast bars made to POP OUT so you see if that Mage is infact intending to sheep you.

How far can you go?

Also, maybe unrelated to topic, but where would you define a UI to be most critical; PvE or PvP?</description>
		<content:encoded><![CDATA[<p>Does &#8216;Minimalism&#8217; in an interface mean that the unit frames have an exact size where they are perfect or ActionBars perfect size, precise positioning, cast bars made to POP OUT so you see if that Mage is infact intending to sheep you.</p>
<p>How far can you go?</p>
<p>Also, maybe unrelated to topic, but where would you define a UI to be most critical; PvE or PvP?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
