Re: Reasons of using Canvas for UI design

>>> 
>>> In your application, the placement of the materials are indeed based on spatial regions. They are path based.
>> No, they are not.  There are no regions with well-defined borders that contain only one active element. Every point in the space has a mix, and the proportions in the mix vary continuously over the space.  You can pick up from one place, add that mix to the mix in your pipette, and drop some of that mix somewhere else. Where is there a path with well-defined borders?
> 
> There are regions: your example is certainly distinct from the use cases that I'm actively working to solve, but it does not fall
> so far outside of existing accessibility APIs, and testing, as to be indescribable with the vocabulary we currently have access to.
> 
> Your pipette may be in a particular location, for you to grab in the first place.

The pointer ('mouse') is the pipette when it is over the canvas.

>  -- even if it just says "Bio-reactor with a large density of green sludge".

That's less than the sighted person can gain, and not enough to use the application.

> I drop the poison into the reactor, I'm informed that the poison has hit the reactor,
> I'm informed that the population count has started to drop. I know where I have
> dropped the poison, in the reactor. Perhaps I dropped it at the edge. I can hit pause
> on the simulation now. I can move over to the edge that I dropped it on. That's another defined region.

In a continuous area with no borders there are no regions. 

Look, you seem to be saying that all UIs have to fall into the DOM/region metaphor because that's all you have tools to handle. Every problem is a nail because I only have a hammer. I am trying to point out that one of the attractions of canvas to designers is the ability to do something else, outside the old models.

> 

Received on Friday, 29 July 2011 03:49:03 UTC