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Make it faster to answer the building levels quest #1772
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This should probably only be shown after x solved level quests. X == 10 or higher |
That's also an option. I'd put X==${numRequiredForAchievement} |
Hm to be honest I am not too convinced about this. It feels there is too much happening there (= layout changes) then. I know that just opening the keyboard can be very disruptive. Maybe there is another way to avoid the keyboard. |
Hmm, how about this: This comes with two problems:
This functionality must somehow be conveyed to the user. The current UI for this quest is nice and clear, also explaining the interpretation of difficult cases, when the ground floor isnt the ground floor on all sides. Adding arrows that indicate the proposed functionality can clog the whole UI. Is there a possibility for tutorial animation the first time a quest is used? |
Sounds good to me, but why don't they just auto-answer at that point, why the extra step? |
Because the very first time someone encounters the quest, they don't know what the two numbers mean. We need to make sure they see the additional descriptive text. However, I am agreeing with @westnordost here that there is probably a more elegant solution to avoid opening the keyboard, I just don't have the time to think deeply about it right now. |
But that goes away if you've completed the quest ten times or whatever.
This seems pretty good to me, most residential buildings that aren't some kind of tower block will be covered by those six answers in a lot of places and it's much faster than having to do any form of data entry in those cases. Although I'd probably agree there might be a more efficient means of data entry for other cases although I'm not convinced some kind of scroller/roller would actually be much faster than a numeric keypad for all other cases (e.g. 20 storey building). |
Some input: If the problem is to not confuse the beginners, maybe a little switch / shortcut icon could be made that switches to the shortcuts for the most common answers and stays that way for the default view for future quests until switched back (perhaps still with a manual entry button). That way it could even be reasonable to accept the answer with 1 click without another click on For every input method, there is the possibility to change the visuals of the displayed house to reflect the entered values, that could help depending on the rest of the design. I kind of like the idea with the slider and can see that as a quick input method that can fit in visually. |
I was completing a few of these quests last night and I thought simply remembering the last digits used would suffice, I can then click the number to change to any other number then that number will persist as the preselected option until I choose to click the digit again to change. |
Yes! I was thinking something similar. Remembering the last values would have made it much easier. |
Not quite what either of you asked for, but I thought I'd mention it as I'd missed it until very recently; there's a button on the bottom right hand side which lets you pre-fill the last entered height information in one go. |
That's why the issue is about adding more pre-fill options :) |
I hadn't spotted it. That will definitely make things easier. Thanks. Though does it raise another issue that the button was too subtle (or in the wrong place) for us to spot? If it was just me, I would ignore it, but I now wonder how many others have missed it. |
Yeah, possibly some animation of those values into the pre-fill for the first ten times would help or something, or a message for the first few. For me I guess the bottom RHS seemed quite busy with the roof levels tile and the ground profile. Or a pre-fill/"last used" label next to the button? I assume there's no logging of pre-fill versus custom entry in the stats? |
I think something like this is badly needed, I filled out some house heights yesterday and they constantly switched from 1/2 to 1/1 to 2/1. So the last used button didn't help at all. My Idea would be to either long press the last used button or pull it up, to reveal more buttons. |
Here is an idea for a possibly fun completely new interface : Drop the "last selected value" button, drop the description texts and drop the text inputs. Instead, you can stretch the building up and down like an accordeon, both for the building part and for the roof part.
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I hope you're joking! I find I miss pressing the correct number often enough without having to drag something to the right amount! I'd say most buildings I input are < 3 storeys, how does that scale to ones that are even ten, let alone more? |
So having just done a bunch of surveying in an area of terraced houses, I'm even more strongly in favour of this (or at least a couple) of pre-set answers. While SC was certainly faster than other means, the terraces had two storey buildings at either end and one storeys with dormer windows in the middle, along with more normal two storey terraces, I'm also tagging roof lights as being a level in the roof (but not otherwise), so I was using a combination of 1/1, 2/0 and 2/1 and switching between them was definitely the slowest bit. I kept pre-tagging the 2/0s to then go back to do all the 1/1s in the middle. |
For the custom entries there could be + and - buttons to increase or decrease the level number. I just wanted to say that I like the mock-up! |
I agree there should be the seven buttons that were originally proposed. Most residential houses have between 1-3 floors, and either 1 layer of roof or none. Already, entering housenumbers is tedious and slow, and that is only one number being entered. I can't imagine how tedious entering two numbers for every single house is. Taller buildings are more sparse, and you have to spend more time counting the number of floors, so effeciency isn't as important. Currently, you have to click on the quest, and then on the textbox to bw able to start entering. With the seven button system, the keyboard could automattically open when you oress the button on the far right, so either way you have to press twice to start entering numbers manually. Any updates on this? Will it be happening? |
No updates from my side. This ticket was created my @smichel17 |
Maybe one could make a setting somewhere to customise, in my neighbourhood a lot of houses have 2 floor roofs. |
Can you show me a house like this? How does a roof have two floors? |
Oh,ok. Thanks
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https://www.dach-holzbau.de/artikel/bhw_Dach_bis_zum_Boden_2562198.html has even images of buildings with |
Another option would be to add a plus and minus button somehow similiar like for house numbers |
It'd need to be 4 buttons then. There'd be enough space for it (on normal-sized phones) left and right of each input field but then the interface is really packed. Also, it works well for the housenumbers because the housenumber you are going to input is never the one you entered before but usually one or two up or down. This is not hte case for building levels. |
I would like input on the following from someone who lives/maps in a city.
What if there were only a + button? It would always start at 1 and count up. "Down" functionality can come from an undo (or clear) button in the center-ish. My main concern is that it may be too easy to accidentally hit OK when you mean to hit undo/clear. Edit: I guess putting it on top of the house image would fix that. It would also not be terribly useful in areas with high buildings… but in that case, how often are the building levels uniform enough that +/- buttons would be useful, anyway? At some point, the building is tall enough that it is faster to open the keyboard. The previous answer pre-fill can stay the same, or tapping it could show more options, like in my original mockup but with recent answers instead. |
I do some city stuff (e.g. townhouses) and the occasional more skyscraper type thing.
That wouldn't work for my town scenario here (there are terraces of 1/1 houses bookended with 2/0 at either end), so you'd have to keep resetting and starting over:
It depends what you mean by high buildings? Thinking of town houses near me say 4-6 floors high, there are often a number together that are the same height, but there will be some which are a bit, or a lot, lower or higher. That's probably different in a far more built up city. |
I think this might be a misunderstanding of the proposal, perhaps caused by my hasty mockup. Here's a slightly less hasty one (but still hasty — none of them should have the keyboard open and the bottom-right should have buttons like the bottom-left)
In other words, in the scenarios you describe,
I think that's a pretty reasonable compromise between number of taps, amount of buttons on screen, and how often you need to open the keyboard. The keyboard is the key (:roll_eyes:) consideration here, because it's only worth optimizing the interface if you can make it faster than the baseline of "just use the keyboard". This is faster (I think?) for buildings with few levels and for neighborhoods with 6 or fewer variations. I'm not sure it's possible to get faster for neighborhoods that are both tall and varied. |
Or maybe we're over-thinking this. What about a row of buttons with numbers (1-5) on them along the bottom? Pressing the button fills in that number for the selected field and swaps focus to the other field. If you need to go higher, use the keyboard. Alternatively, four buttons at the bottom (+1 / +2 / +3 / keyboard), a clear button next to each field that's filled in, and tapping on the field just selects it without opening the keyboard (which you'd do via the keyboard button instead). |
That makes sense now, although doesn't feel hugely intuitive to me personally as to how that button represents recent entries.
Maybe it's my fat fingers, or small screen, but I often seem to manage to miss-press stuff, especially if doing it while walking (e.g. selecting the surface type under the okay button, rather than okay). I think for me, the recents would be more accurate than having to keep double-tapping to get to 2 and 1. Also don't we need a zero for the roof otherwise I thought it just doesn't tag it?
I think this would need a 0 for the roof again? I guess potentially for the non-roof floors too.
You don't need a keyboard button do you, as you can tap in the field to enable the keyboard?
I think this is probably true. Any optimisation only really works for terraced/semi/detached houses. I guess the edge case is needing a recent for estates of likely low-rise tower blocks, which are all built to the same height. It's perhaps all missing the key thing, if you've got a 10 storey block, it already has a far greater population density so there are likely to be fewer of them (with a few notable international examples), the benefit to this optimisation is when you have many streets of identical or near-identical houses. Also the whole time to count floors versus enter data consideration. |
@smichel17 I agree it would be best not to over-engineer. IMHO, just a multi-choice for recent houses (instead of currently available single-last-recent choice) looking mostly like depicted in your top-right image would probably be good enough for me. In vast majority of cases where I go, there are 2-4 different types/heights of houses that repeat all over again. So multi-choice for several (6?) recent heights would solve 95% of annoying repetitive work that I had to do (before I disabled that quest as too unergonomic), and 5% that remains would be rare enough to be fine even if its UI is not perfect. |
Looks not bad actually, and clicking the middle number opens the keyboard |
While a spinner or similar might be quicker for data entry (especially for say the taller buildings). I think there is still some other optimisation possible for repetitious estates/roads of non-high-rise buildings as the other part of what we've been discussing. That almost feels like a separate enhancement to me (and it's already used on the lanes quest, so it has commonality there). |
All: Please check out @FloEdelmann 's pull request and let him know what you think. There are pictures too. |
@FloEdelmann I've finally gotten the chance to go mapping with this improvement and it makes a huge difference. 100% satisfied. Thanks! |
Use case
Building levels is a very common quest in residential neighborhoods, that could be faster.
Proposed Solution
Note: this is a rough mockup -- eg, I was just copy-pasting and the rows are not quite aligned.
Pressing any button switches to the current quest view.
Discussion
The slowest part of this quest is when you have to open the keyboard, since that introduces a delay. This solution gives more pre-fill options so you don't have to open the keyboard as often. You still go through the regular entry screen, so new mappers will still see the text, "regular levels (not counting the roof)" and "levels in the roof".
My original idea was to use have the same behavior as above, but show recently used heights instead of a static grid. I opted for this instead because it will be better (consistent positions) in rural, residential environments, where this quest is common. In urban environments with tall buildings, buildings are more varied and also larger, so this quest appears less frequently and recent options are less likely to be useful.
I think there may be room for improvement. For example, we could swap the axes of regular vs roof levels and allow scrolling, if 3 regular levels is not enough for common use cases.
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