Difference between revisions of "Agenda Next Meeting Deep Dive"

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(Created page with " Topic Suggestions for the next meeting: * "Selection User Experience" ** Please add "Selection User Experience" as a deep dive topic for a future meeting. I'd like to have ...")
 
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Topic Suggestions for the next meeting:
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=Ongoing Discussion=
  
* "Selection User Experience"
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==Handling Incompatible Change==
** Please add "Selection User Experience" as a deep dive topic for a future meeting.
 
  
I'd like to have a discussion about what the "appropriate" user experience is for selections.
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This is a discussion primarily rooted in replacing JEP as the formula system  The first discussion took place at [[Meeting 2014 06 06|The June 6th Meeting]].
  
While I'd like to keep the discussion away from data constructs, it's probably appropriate to point out that right now we have multiple methods of driving a selection (CHOOSE, ADD, Ability Pools, and a few others).  
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This is an ongoing discussion to be picked up at the next deep dive session.
  
I'd like to discuss how a user selection - of ANY form - "should" be done. Topics include:
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=Future Discussion Topics=
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==Selection User Experience==
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This is a strategy question for how we want users to make choices within PCGen.  Right now we have various constructs (popup windows, pools (some that require certain items to be selected - see spells).  While I'd like to keep the discussion away from data constructs, it's probably appropriate to point out that right now we have multiple methods of driving a selection (CHOOSE, ADD, Ability Pools, and a few others).  
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Especially for choices driven by the data, what is the user experience that we want?
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Specifically:
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* How are selections deferred, if at all
 
* What types of choices are there (e.g. Archetypes, selecting a skill for Skill Focus, etc - this is a RULES question not a data token question) and do they justify different behavior?
 
* What types of choices are there (e.g. Archetypes, selecting a skill for Skill Focus, etc - this is a RULES question not a data token question) and do they justify different behavior?
 
* Should the data EVER be able to enforce a popup?
 
* Should the data EVER be able to enforce a popup?
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* How can selections be done efficiently without forcing popups?
 
* How can selections be done efficiently without forcing popups?
 
* What specifically is the best user experience for a selection?
 
* What specifically is the best user experience for a selection?
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==Abstract Documentation==
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Requires: Eric
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This is a strategy question around our documentation.  We are getting to a point where there will be things transferred from code to data. 
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There are multiple examples of this situation:
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* We expect with the new variable system that there are no longer built in terms
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* The output system will be moving to Freemarker rather than the existing output tokens
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What is required to address this issue in terms of proper documentation when the data is controlling features and therefore features vary by game mode?
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Specifically:
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* Where are variable lists captured?
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* Are variable lists consolidated?
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* How does a user know what output functions are valid in Freemarker?

Revision as of 21:56, 16 June 2014

Ongoing Discussion

Handling Incompatible Change

This is a discussion primarily rooted in replacing JEP as the formula system The first discussion took place at The June 6th Meeting.

This is an ongoing discussion to be picked up at the next deep dive session.

Future Discussion Topics

Selection User Experience

This is a strategy question for how we want users to make choices within PCGen. Right now we have various constructs (popup windows, pools (some that require certain items to be selected - see spells). While I'd like to keep the discussion away from data constructs, it's probably appropriate to point out that right now we have multiple methods of driving a selection (CHOOSE, ADD, Ability Pools, and a few others).

Especially for choices driven by the data, what is the user experience that we want? Specifically:

  • How are selections deferred, if at all
  • What types of choices are there (e.g. Archetypes, selecting a skill for Skill Focus, etc - this is a RULES question not a data token question) and do they justify different behavior?
  • Should the data EVER be able to enforce a popup?
  • Should data be able to provide a default choice if no other choice is made?
  • How can selections be done efficiently without forcing popups?
  • What specifically is the best user experience for a selection?

Abstract Documentation

Requires: Eric

This is a strategy question around our documentation. We are getting to a point where there will be things transferred from code to data.

There are multiple examples of this situation:

  • We expect with the new variable system that there are no longer built in terms
  • The output system will be moving to Freemarker rather than the existing output tokens

What is required to address this issue in terms of proper documentation when the data is controlling features and therefore features vary by game mode? Specifically:

  • Where are variable lists captured?
  • Are variable lists consolidated?
  • How does a user know what output functions are valid in Freemarker?