Awesome Pairs

Aleix Pol aleixpol at
Fri May 25 11:49:49 UTC 2012

On Fri, May 25, 2012 at 1:09 PM, Aaron J. Seigo <aseigo at> wrote:
> On Wednesday, May 23, 2012 11:26:53 Aleix Pol wrote:
>> Anyhow, please report us the issues you've discovered (either here or
>> bko) and we'll manage to sort them out.
> they are mostly design principles, so i'm not sure if they would work well
> into individual bug reports just yet. here are the things i noticed:
> * it relies on mouse hover in certain places. for instance, to remove a player
> you need to hover the item and then hit the "X". this works really nicely with
> a mouse, but not with a touch screen where hover events just don't exist for
> practical reasons.
> * animation timing. the animation that starts the layout of the board is
> reallllly slllloooooow. in practice, very few transition animations should be
> longer than .5s, and most should be more on the order of 1/4 to 1/3s. this
> gives the application a much nicer user experience. don't worry that people
> won't notice the wonderful animations if they are shorter.. our eyes are
> amazing. unfortunately our patience is short. :)
> * hit areas should be bigger rather than smaller. on the game board, you have
> to touch the actual filled area of a piece. for pieces that are just outlines
> (such as in animal logic), this is hard even with a mouse. the hit area should
> be the entire space around the item to make it easily fingerable.
> * scalable UI. the graphics must always fit inside the window. the "New game"
> button will at times appear outside the window if it is not big enough. on
> devices where it will run full screen at native resolution, there is no answer
> to this other than "fit everything in the window, or make it scrollable". in
> this case, making it fit in the window is probably prefered (the new game
> button could perhaps appear on the left outside the playing area, where it
> normally is during a game? still, with more than one player's scores being
> shown, you'll want to make the scoring area scrollable.)
> * screen size may not be very big. this is the kind of game that should be
> playable on a phone, a tablet or a massive desktop. showing all the UI at
> once, with the left side, really takes away from the game play area. try it in
> an 800x480 window (Vivaldi's resolution) to see what it looks like. options
> include not showing the entire UI all at once (in Active apps, we often use a
> slide-in tray to hold things like "get themes" to keep them out of the way),
> making the game controls area on the left side use space more ergonomically to
> give more space to the play area ...
> the above may seem like a lot ... but i really do think pairs is already in a
> pretty good state, it just needs that last 5% to make it sing and shine on
> touch devices :)
> --
> Aaron J. Seigo
> _______________________________________________
> kde-edu mailing list
> kde-edu at

Hi Aaron!
Thanks for taking your time, I've already fixed some of those, others
will require a bit more time.

Most of the problems would be easily fixed with porting the board to
QML, we'll see.


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