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wongarsutoday at 10:32 AM1 replyview on HN

I know visualization is far from the most important goal here, but it really gets me how there's fairly elaborately rendered terrain, and then the units are just unnamed roombas with hard to read status indicators that have no intuitive meaning. Even in the match viewer I have no clue what's going on, there is no overlay or tooltip when you hover or click units either. There is a unit list that tries (and mostly fails) to give you some information, but because units don't have names you have to hover them in the list to have them highlighted in the field (the reverse does not work). Not exactly a spectator sport. Oh, but there is a way to switch from having all units in one sidebar to having one sidebar per player, as if that made a difference.

I find this pretty funny because it seems like a perfect representation of what's easy with today's tools and what isn't

Love the idea though


Replies

embedding-shapetoday at 10:34 AM

Yeah, it's all what you get when you basically ask an agent "Build X" without any constraints about how the UI and UX actually should work, and since the agents have about 0 expertise when it comes to "How would a human perceive and use this?", you end up with UIs that don't make much sense for humans unless you strictly steer them with what you know.

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