Heya Creators!
So, I’m working on a Booth-Style of game, and I got to the Edit Text and Images part. I’m concerned that my current way of editing TextLabels
and ImageLabels
might be too complicated.
Here’s the workflow:
Video of how it looks
Why This Method?
I want to tell you why I decided to go for this method instead of displaying all editable TextLabels
and ImageLabels
. The current idea is that Kiosks (Booths) are User-Generated, and that allows users to place multiple Labels
inside of their Kiosk (Booth) product. Displaying those Labels
, and telling users which Label
they’re editing without showing which one they’ve selected in the workspace
would lead to terrible UX all around.
Alternative Approach
An alternative approach I had in mind was to highlight the current Label
(In this case, the parent part) being edited. I decided to not opt for this approach because anyone with a small screen would have the UI take up the whole screen (I.E. Mobile Users), making the highlighter not even visible to them.
What Do You Think?
Do you think that I shouldn’t have gone for the Select-Part using a Selection-Tool approach? Any feedback is welcome!
- Yes, it’s bad UX
- Somewhat bad UX
- It’s alright UX
- Somewhat good UX
- Great UX
0 voters