Creating/Developing GUIs for beginners?
Aug 30, 2006 at 11:33am
Creating/Developing GUIs for beginners?
Can anyone offer some pointers on GUI development?
I’ve never tried it and i’m fairly new to Max/MSP, having only done a one year course using 4.3 which was mainly aimed at audio processing, and i’m completely new to Jitter.
I finally made the investment a couple of weeks ago, (i’m now the proud owner of Max/MSP 4.5 and Jitter 1.5, Hooray!), and would like to develop some GUIs, (using Win XP), for some of the patches i developed during my course…with a view to developing them into Pluggo plugs at a later stage.
Obviously i’ve got another massive learning curve ahead of me, (not to mention learning Jitter which at the moment seems overwhelming), but if anyone can point me in the right starting direction i’d massively appreciate it! I’m not looking to create anything of amazing quality, just the basics, but as i want to develop them as plugs, efficiency and compatibility are of prime importance.
In truth, i’m unsure where to even start and the glaringly obvious things will no doubt come as a revelation to me…so please don’t hold back from stating the obvious.
I have some experience with Java so maybe the Swing API might be the route to take?
Any suggestions or advice would be greatly appreciated, thanks in advance,
Aug 30, 2006 at 2:03pm
> I have some experience with Java so maybe the Swing API might be the route to take?
for most of my plug-ins i were okay using picture slider
later a learned a a bit of lcd but found it probelematic
some people just use panels and multisliders – it can look
Aug 30, 2006 at 2:08pm
“An interface is about hiding complexity from the user, It’s about
and… off the top of my head…..
function comes before pretty.
The most important part of UI development, for me, is to take a zero
the less text the better (within reason) in max/msp its tough
photoshop the entire thing first. if you have a custom widget you
a cliche around here: don’t forget LCD object.
include key commands and hint objects
visually separate related controls
make sure the is continuity through out your program so that the user
make important stuff big
3d looking beveled graphics aren’t the end all be all of UI design
Aug 30, 2006 at 8:09pm
|| important 110 announcement ||
110 changed his forum signature to:
“Volume is Always Green, Pan is Always the Same Knob.”
-110 (makes important signatures big)
Aug 31, 2006 at 12:24pm
john inder wrote:
First of all GUI design is design and not so much related to Max. But
I believe Max is the best environment to base you design desicions on
For GUI design there are two aspects. One is visual appearance, and one
Do not start to deal with apperance before the ergonomics are settled.
> I finally made the investment a couple of weeks ago, (i’m now the
Welcome on board…
> Obviously i’ve got another massive learning curve ahead of me,
For learning GUI design you’d better look for general purpose books, not
> but if anyone can point me in the right starting direction i’d
After the ergonomics part you can do anything for the appearance with
The best explanations for all the mentioned objects are their help files.
Aug 31, 2006 at 6:38pm
Look at his book “The Humane Interface”.
Sep 1, 2006 at 10:31am
Thanks to everyone who’s taken the time to reply.
Thanks especially for the pointers to the commonly used objects, (Matthew and Stefan), it was exactly what i needed and your advice on design considerations are also particularly useful.
I understand the need for ergonomics over aesthetics from my own experiences, although the engine underneath the GUI is of even more importance in my opinion, (it’s just a shame the rest of the world doesn’t see it that way).
I will certainly check out the book (recommended by Barry), along with any other web based sources of GUI design i can find. I understand the concepts of interface design but a bit of research never hurt anyone and can only improve the end product.
I have used the Max objects to create GUIs before, although as the remit of my course was Audio/MIDI composition using Max/MSP, the projects didn’t require extensive GUIs…in some cases just a simple start/stop button arrangement was necessary.
I’ve been priveliged to have worked under a very good tutor who taught me the importance of a DIY approach and not copying and pasting, (too often), which in hindsight has been invaluable.
Unfortunately i don’t own Photoshop, so scripting from there, (as Roman suggests), isn’t an option for now. It’s a program on my acquisitions list and that should provide more motivation to part with the cash…it’s just a matter of not indulging my addiction to buying hardware MIDI synthesisers for a while.
I’m a sucker for punishment so it looks like i’ll try JSUI, (problems and all), because i’ve had a couple of books on Java Script lying around unread for too long and that will hopefully give me the impetus to get stuck in to them.
Thanks again everyone, your help is gratefuly received
Sep 2, 2006 at 8:10am
john inder wrote:
The requirements for a painting program to create buttons and GUI
Especially if you are concerned about user interfaces, better invest in
Sep 3, 2006 at 11:52pm
On the GIMP/Photoshop debate, I’m pretty biased, being a CMYK print designer in real life, for which the GIMP just wouldn’t cut it. For screen-based stuff, it’s capable of course, although its GUI is certainly not a shining example of excellence in GUI design.
If you’d prefer to learn something of Photoshop – and knowing some Photoshop is a FAR more useful thing to have on your CV than the GIMP – then Photoshop Elements is cheap and basically the same thing minus the CMYK print-oriented features.
Sep 7, 2006 at 8:48am
John Pitcairn wrote:
Thats what I hear in general from professionals, but I know also that
Sep 7, 2006 at 11:02am
if anyone has links to any nice lcd (or any nice UI) patches post em up! i’m always looking for things like monophonic sequencers, and breakpoint curve editors….
Sep 7, 2006 at 11:12pm
Quote: Stefan Tiedje wrote on Thu, 07 September 2006 20:48
Sure. That’s not the issue for print designers though. The problem with the GIMP for print design is that its CMYK ability is very very limited – no concept of true CMYK separation spaces and setup specs, no decent colour calibration/management/workflow, no PANTONE libraries, no additional spot colour/varnish plates, no duo/tri/quadtones, very limited ability to work with clipping paths, etc. Its shortcomings in these areas are quite extensive and would prevent me from doing almost anything useful in my day-to-day work.
To be fair, it was probably never envisaged as a tool for print designers, which Photoshop always was, even way back at 1.0. And making it so would entail purchasing Pantone licenses and probably other stuff, which would be problematic for its open-source nature.
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