Clean.

Apparently I’m too negative; who knew. There has been some rumbling in the world at large that I don’t provide an adequate number of UIs I think are “good”; instead of linking the newest Duke UI, I thought I’d post what I’ve been using for about a year now. I’ve made some minor modifications but the underlying premise is still the same.

Big Clean Version
Big Annotated Version

About the Screenshot

Let me take a minute to talk about the screenshot, since it’s far from the ordinary. I spent some time eliminating the background and some superfluous elements (chat, buffs, minimap) to draw attention to what I consider the ‘fundamentals’ of a healing UI – the unit-frames and their placement. Obviously there are certain “essential” elements that I’ve omitted (boss mods, action bars and buffs namely), but I find their placement to be largely dependent upon the placement of the unit-frames.

Meta Placement

The placement of the unitframes is done for one reason: to minimize the space I need to check to access crucial information. Since this is a healing-focused UI, I am looking at my unit-frames most of the time, with the rest of my time looking for environmental cues which tell me I should move (namely: fire). The placement of the unit-frames slightly below my character let me see ground effects on my character as well as moving doomfire-like effects with ample time to get out the way. I’ve found this specific setup highly beneficial, especially on fights like Razorscale, Mimiron, or Hodir which require constant “ground-effect-checks.”

Colors

Before discussing the unit frames themselves, I thought I’d take a minute to discuss my color choices. I utilize class colors to eliminate the need for class text, and visual prioritization of my healing targets. I’ve changed most of the class colors from pastels to neon colors simply to make them stand out against the relatively pastel background found in most raiding environments. Thanks Hal! I also use color to differentiate between certain elements without the need for text; for example the two status bars under the focus frame.

Unit Frames

These frames are probably middle of the road in terms of size, they’re large enough that I can see them without searching and small enough that they don’t block my field of vision. I’ve chosen to display only “essential” information on each frame. The player frame displays my mana and health only, while my target frame displays the name and health of my target. Only the auras displayed in this area are player debuffs and target buffs (cast by me only); relevant target debuffs are replicated on Grid and player buffs are not typically “need to know”.

The target of target frame isn’t really a frame at all; rather it’s a dogtag anchored to the target frame. This is done for two reasons: first, I don’t think ToT information needs its own bar. The name gives me enough information, and if the target is a non-player it will also display a health percentage. This is done to check up on percentage based boss cues if the boss is not selected. I honestly believe that a ToT frame with a health bar is the best indicator of someone who hasn’t thought about their UI very much, or someone who designs it for the wrong reasons.

The focus bar is used primarily to help me keep track of who my focus is, but also serves as a nice reminder of focus health when checking on the status of the two short-term holy paladin buffs (Beacon and Shield) both tracked by status bars under the focus frame. By keeping a physical bar at that location, I don’t risk missing a heal on the tank by having to look at a random location on the screen. Since I use focus macros for tank healing and buffing, the separate focus frame allows me to use my target frame as a second functional focus frame for an off-tank, obviously achieved by zero-target switch click healing.

Cast Bars

Though not visible, the cast bars appear under both the target and player frames. Each contains spell name only as well as remaining cast time. The cast bars have the same aesthetic as the unit-frames, though they have a slightly different texture to differentiate them on the fly.

Defense of Visitor

The most common complain I read about any of my UIs is that Visitor sucks; quite frankly, every single one of you can blow me. You all have terrible taste, and I mean that sincerely.

28 Responses to “Clean.” »»

  1. Comment by CLuny | 06/10/09 at 5:59 am

    I have not-so-secret love for you.

  2. Comment by Led ++ | 06/10/09 at 9:11 am

    “I honestly believe that a ToT frame with a health bar is the best indicator of someone who hasn’t thought about their UI very much, or someone who designs it for the wrong reasons. ”

    It’s pure for the looks here tbh.

    Anyway I would love to see a screenshot of actual in gameplay, perhaps a real raid or something showing everything of your UI. The placement of Omen, DMB, even your clock is essential imo.

    Oh and, does your Grid have “hot” indicators? Don’t know if pallies actually use them but still.

  3. Comment by pHishr | 06/10/09 at 10:31 am

    I have two questions.

    Wouldn’t it be wiser to make a ToT frame, that’s stripped of everything that you can see, except for a DogTag displaying name? Then you could target the person/mob by clicking on it.

    Do you use PitBull3, or PitBull4?

  4. Comment by Morgan | 06/10/09 at 11:04 am

    ^ I think Beacon of Light is the only spell you can use an indicator for, as a paladin. Not sure though.

    I this UI looks great. I like visitor, I think it looks great, one of the best fonts out there in my eyes. I seem to have trouble reading it myself, though.
    As Led said above, a screenshot of the UI in combat would be neat.

  5. Comment by SeanWcom | 06/10/09 at 12:35 pm

    Visitor is awesome. But I write code for a living, and monospaced fonts are a way of life for me. :)

    I think it’s a great looking UI, and I’d love to see more technical details. For example, what are you using for Unit frame addons? I’ve run the gamut from incredibly complex to configure Pitbull, to the fire and forget XPerl. Recently I’ve been using AGUF, but I’m not blown away…

  6. Comment by Johnny | 06/10/09 at 1:34 pm

    want!

  7. Rob
    Comment by Rob | 06/10/09 at 2:18 pm

    In-combat screenshot is coming, but I wanted to break down my explanation into parts so I could thoroughly discuss certain elements without writing one gigantic post. Not to mention that I need to refine the way some things look. Just to tip my hand, the only things you can NOT see at the moment are: Action Bars, Minimap [kinda], Buffs, Chat, MSBT, and Boss Mods.

    As to an actual frame, I have ToT switching keybound so I don’t need to click it, but someone could easily do that if they chose (that’s how I handled player targeting on my text UI).

    I’ve been using PitBull since Patch 2.0, and I’m currently using PitBull 3 (no need to fix what ain’t broke).

    Those two bars under the focus frame are Beacon and Sacred Shield, I like uptime!

  8. Kwi
    Comment by Kwi | 06/10/09 at 5:47 pm

    nice mismatched font on your pitbull auras BRO

    pitbull auras suck
    sbf for life
    i dont care how obnoxiously poor the menu design is

  9. Rob
    Comment by Rob | 06/10/09 at 6:15 pm

    I use two fonts in my interface; one to highlight “need to know” unit-frame based information and the other for everything else. The visual difference helps me focus on the proper information when I need to go looking for it.

    I use a different ButtonFacade texture on my buffs and wouldn’t want to use it around my unit-frames.

  10. Comment by Ishtara | 06/10/09 at 10:18 pm

    SamsonReg > Visitor :P

    Pitbull auras RULE!!!!

    <3
    Ish

  11. Comment by pHishr | 06/10/09 at 11:45 pm

    Another thing I am curious about, why did you choose to display the mana/hp in ‘full’ form, and not like ‘27.7k’ etc.?

    That’s basically the only thing that bothers me, too many numbers around your Unit Frames.

  12. Rob
    Comment by Rob | 06/11/09 at 12:45 am

    Purely aesthetic choice; it’s not visually confusing nor is it detrimental. But the unit frames look unbalanced with small text fields on the bottom and large text fields on the top.

  13. Comment by Duke | 06/11/09 at 1:20 pm

    Hi Rob,

    This is a nice and simple UI, i really like it.
    Just, i’m not fan of classcolor on grid :)

  14. Comment by OOMM | 06/11/09 at 8:00 pm

    You’ve given me some interesting ideas for my healer UI. Can’t wait to see the rest, grid & frames are the easy part.

  15. Comment by Bury | 06/11/09 at 8:01 pm

    Not cross-posting to EJ anymore? Your UI is pretty okay! :)

    -If only self-cast buffs are visible in the player auras area, how can you tell if you’re missing Fort or other raid buffs?
    -Player mana is pretty important, why no mana bar?
    -Why no ToTT frame? It’s a decent way to catch tank swaps and in situations like Patchwerk with more than one tank

  16. Comment by Led ++ | 06/11/09 at 8:31 pm

    @Bury:

    I think he only uses player buffs/debuffs on his target frame. He uses another buff addon for himself.
    He has a mana bar.
    I dont think ToTT is important, perhaps depended on your playstle.

  17. nin
    Comment by nin | 06/12/09 at 9:46 am

    Does max hp have any effect on how you heal? I haven’t really played a healer, but I’ve never understood why that was important information.

    As someone who uses a lot of mouseover macros, ToT frame is really nice. Why a ToT frame suddenly would be worse design than a focus frame or “less thought through” I guess would be one of those “less thought through” arguments. :p

  18. Comment by Morgan | 06/12/09 at 10:43 am

    Don’t know about you, but my tanks tend to use a macro to tell when to switch. Using /rw, it will tell everyone that they’re switching, thus ToTT is not needed. As Led said, I guess it depends on playstyle though.

  19. Rob
    Comment by Rob | 06/12/09 at 6:58 pm

    @nin I use it to gauge what heal to use mostly. It’s a replacement for -500 healing or something like that. It’s also another visual cue of what I’m targeting. Discussed.

    Your second argument lacks justification; as a healer you shouldn’t be using your ToT frame for anything other than quick information about who is being targeted. If you’re using mouseover macros, that doesn’t justify a health bar – it just justifies an interactive frame.

    Also, “less thought through” is a comparative statement and you lack a comparative object – if it’s implied then you should do a better job of clarifying the implied statement earlier. Also your use of quotes is inappropriate; you’re attempting a tongue-in-cheek refutation using my phrases, but I never used the phrase “less thought through.”

    Just sayin’

  20. Comment by Zjihan | 06/14/09 at 8:28 pm

    I’d like it just a bit bigger tbh, minimalistic sure. But I for one have a hard time healing with such small raid frames, when the cursor itself covers most of it. Being able to see how much HP the target has lost helps alot, and quite frankly. I think these raidframes (and unitframes even) are too small to be very efficient in my case. This coming from a PvP & PvE Priest / Druid PoV.

    How many Debuffs does the target frame show? And how about your own Debuffs / Buffs? Where are they?

    All in all, I really like the UI. The Font’s allright, the placing is good but I’d personally put the raidframe in a more central placing, as a healer I think it’s more important than Player / Target frame firsthand. A bit too small, I’d increase the UI scale to make it easier to see everything.

    How much memory does it use? Add-On list?

  21. Comment by Fain | 06/18/09 at 1:02 am

    I’d love to see a 25-man version of this in action.

    Do you have issues with Grid being so small and off to the side like that? I prefer to keep mine centered, with longer, taller boxes. Actually, most of the healers I talk to prefer to keep raid frames fairly central.

    I want to say I really like this UI, but since you’re showing it fairly stripped down it’s hard to make an accurate judgement call. I will say that I like your placement of player, target, ToT, and Focus bars, although as a fairly visual person I do actually enable the health bar of my ToT. It’s still small, but it works better for me than text and a percentage when I need a fast “read”.

  22. Comment by Jolty | 06/20/09 at 7:07 pm

    You mentioned a combat shot, which would be awesome to see. Right now, it feels… naked. We don’t get to see it in action. I have a difficult time deciding where to place action bars and was kind of hoping to gather some inspiration from you, but no such luck, I suppose. There are so many important elements missing from the screens you posted. I hope you bestow us with a combat shot soon!

    Also, you seem to have good design-related reasons for the choices you made with this UI. Even so, everything still feels a little too small and pushed together compared to all of the screen estate you have. It’s easy to see elements on a black background, but how does it fit together in the actual game? We want to see this in a functioning environment, where it can prove its use.

    I like Visitor too!

  23. Comment by Gvaz | 06/24/09 at 3:11 am

    Your font looks cool but is ultimately hard to read. You’re going for ultra minimalistic and sacrificing being able to tell things at a glance and frankly your interface pictures show very little of what it’s like in battle, and if it’s anything like what you showed, it’s not enough information.

  24. Rob
    Comment by Rob | 06/24/09 at 3:25 am

    Pixel fonts, and this one specifically, are by far the easiest numbers to read for me so. As for not having enough information…lol. You either didn’t read the post or just don’t know what constitutes important information. Tell me, as a healer, what I need to know beyond (a) what the boss is doing (environmental cues and boss mods tell me that) (b) who needs to be healed and for how much and (c) the health of the person I’m healing.

  25. Comment by Eyrika | 06/24/09 at 11:18 pm

    Do you have any plans to upload this? I want :P Your UIs are awesome, been a fan since I saw this one on EJ awhile back.

Trackbacks/Pingbacks »»>

  1. [...] is the second post about my current UI. In the last post, I went through some justifications for my unit frames, which I think are easily the most important [...]

  2. [...] [...]

  3. [...] Buffs: [M] Satrina’s Buff Frame, [T] Caith Boss Mod: [M] Deadly Boss Mods Explanation: omgphatloots.org – Clean. omgphatloots.org – Clean 2: Too Clean? omgphatloots.org – Clean: Raid [...]


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