Andrew Price Concedes Blender UI Flaws, Ends Tutorial Boycott

Andrew Price - Improving Blender's UI — Blender

Blender

Interface overhauls fail when superficial user polls prioritize beginner simplicity over the complex workflow flexibility required by production pipelines.

AI-assisted summary of Andrew Price - Improving Blender's UI — original source. Check the original for full context.

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Key ideas

  • Andrew Price walked back his publicized Blender UI proposal, admitting that his 8.7/10 community survey rating was an illusion because casual users favor immediate visual simplicity over production flexibility. (10:48)
  • Technical audits by professional UX designers revealed critical flaws in Price's redesign, including rigid top-level tabs that broke split-screen multitasking and predictive menus that disrupted muscle memory. (12:34)
  • Price proposed establishing an unbiased, dedicated UI team that tests low-fidelity wireframes to funnel community feedback into vetted developer specifications. (22:21)
  • Blender Foundation Chairman Ton Roosendaal pushed back against centralized UI control, defending the open movie model that pairs module developers directly with production artists. (37:16)
  • Price retracted his ultimatum to pause making Blender tutorials until the interface was overhauled, acknowledging his naivety regarding the pace and complexity of open-source development. (45:07)

Detailed notes

## Background Published on YouTube by the official Blender channel on October 25, 2013, this presentation features Andrew Price, owner of BlenderGuru.com and full-time 3D tutor, addressing the heated debate surrounding Blender's interface. According to the description, the session explores the problems, politics, and potential solutions of the UI debacle, concluding with an extensive audience Q&A.

## TL;DR Andrew Price candidly reflects on the controversy sparked by his radical Blender interface redesign proposal, acknowledging how consulting professional UX designers exposed critical structural flaws in his original mockups. He breaks down why popular user polls and visual mockups can mislead software development, demonstrating how rigid top-level tabs, predictive menus, and screen-pinching headers fail under production conditions. To chart a realistic path forward, Price proposes an unbiased, dedicated UI team that focuses on low-hanging usability fruit, consistent interaction standards, and standardized defaults like left-click select. The talk closes with an energetic, multifaceted debate with audience educators and Blender Foundation Chairman Ton Roosendaal over centralized interface governance versus real-world production needs.

## Atmosphere & style The presentation carries a candid, disarming tone, opening with self-deprecating humor as Price readily admits his early naivety in thinking he could single-handedly redesign Blender in Photoshop. As the session transitions into the open floor, the atmosphere shifts into a spirited, high-stakes town hall debate where power users, design teachers, and Ton Roosendaal passionately defend their ground. It feels refreshingly transparent, marked by genuine professional vulnerability, tension over open-source development philosophies, and an ultimately collaborative spirit that earns warm audience laughter and enthusiastic applause.

## Bulletin - [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) Andrew Price walked back his publicized Blender UI proposal, admitting that his 8.7/10 community survey rating was an illusion because casual users favor immediate visual simplicity over production flexibility. - [12:34](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=754s) Technical audits by professional UX designers revealed critical flaws in Price's redesign, including rigid top-level tabs that broke split-screen multitasking and predictive menus that disrupted muscle memory. - [22:21](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1341s) Price proposed establishing an unbiased, dedicated UI team that tests low-fidelity wireframes to funnel community feedback into vetted developer specifications. - [37:16](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2236s) Blender Foundation Chairman Ton Roosendaal pushed back against centralized UI control, defending the open movie model that pairs module developers directly with production artists. - [45:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2707s) Price retracted his ultimatum to pause making Blender tutorials until the interface was overhauled, acknowledging his naivety regarding the pace and complexity of open-source development.

## Key takeaways - [01:18](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=78s) Usability flaws carry a measurable business cost; lowering interface barriers expands the user base, driving long-term donations that fund full-time core developers. - [07:13](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=433s) Radical interface redesign proposals provoke intense backlash because existing power users perceive major changes as the destruction of their invested learning time. - [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) Public usability surveys generate misleading data because voters consistently favor uncluttered visual ease of use over the complex tool density required for real production. - [12:34](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=754s) Global top header tabs pinched vertical viewport space and made multitasking impossible by restricting artists from viewing two disparate toolsets simultaneously. - [14:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=882s) Predictive context menus that hide or reorder tools based on selection prevent users from achieving an autonomous state reliant on spatial muscle memory. - [16:30](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=990s) High-fidelity mockups are counterproductive in UI design discussions because stakeholders fixate on cosmetic aesthetics rather than evaluating structural workflow logic. - [20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) Contextual options should be grayed out rather than removed entirely, as vanishing elements disorient users and create cognitive friction. - [20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) Factory defaults should cater to newcomers by aligning with industry conventions like left-click select, while retaining legacy preferences for existing veterans. - [22:21](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1341s) Direct democracy fails in software development; an unbiased, UX-trained design team is required to translate disparate community feedback into cohesive technical specs. - [24:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1482s) UI initiatives should start with uncontroversial low-hanging fruit and low-fidelity wireframing tools like Balsamiq to build trust before tackling systemic overhauls. - [29:26](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1766s) Rigorous empirical usability testing with beginners exposes interface blind spots that experienced developers and power users fail to anticipate. - [30:19](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1819s) Simplifying software must not patronize beginners; users willingly embrace interface complexity as long as their learning effort yields immediate, noticeable progress. - [37:16](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2236s) Ton Roosendaal argued that UI cannot be governed centrally because specialized domains like rigging and shading require direct artist-developer collaboration within module teams. - [42:40](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2560s) Visual screen tools paired with hover tooltips provide an essential on-ramp, guiding beginners from mouse exploration into rapid, ergonomic two-handed keyboard workflows. - [45:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2707s) Andrew Price retracted his public pledge to halt tutorial production, acknowledging that underestimating software development timelines led to unrealistic expectations.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=0s) Introduction and Hindsight on the UI Proposal

Andrew Price introduces his talk on the hotly debated topic of improving Blender's interface. He begins by asking for a show of hands to see how many people in the audience watched his earlier proposal video, and nearly every hand in the room goes up. He admits that when that video first dropped, his confidence was through the roof: “At the time that the proposal went up, I thought it was the cat's pajamas, I thought it was amazing, I thought this is what Blender needs, we need this proposal, this is how Blender should look.”

Since releasing it, however, his perspective has shifted dramatically. By engaging directly with core developers, sifting through intense user feedback, and consulting with a professional UX software designer who readily dismantled some of the proposal's major structural flaws, he uncovered deep underlying problems with his original vision. This presentation serves as an open reflection on what worked, what failed, and how the community can practically chart a course forward.

[01:18](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=78s) Why Step into the UI Debate: The Business Cost of Bad Usability

Addressing the skepticism about why a tutorial creator with no prior software design background would jump into such a notorious hornet's nest, Price explains that his journey began when he read a book on user interface design and usability. He quickly devoured several more titles, discovering a recurring theme: tiny, overlooked usability flaws routinely destroy multi-million-dollar software investments. In the early days of internet banking, for instance, financial institutions lost massive swathes of customers simply because their web interfaces were too bewildering to navigate, driving users into the arms of competitors with intuitive portals.

Recognizing that Blender has long possessed an external reputation for being notoriously difficult to learn, Price wondered whether interface friction was quietly stunting Blender's own growth. To test this hypothesis against real-world feedback rather than internal assumptions, he launched a discussion thread on the CGTalk / CG Society forums titled *"Why don't you use Blender? A serious discussion."* His goal was to invite blunt rejections from artists working in other 3D applications, noting that while criticism stings, it inevitably exposes uncomfortable truths. Despite some defensive Blender community members jumping in, the thread exploded into a 20-page discussion highlighting identical pain points: steep learning curves, alien user experience conventions, and an overall environment that felt like an arbitrary hazing ritual.

```mermaid flowchart TD accTitle: The Open-Source Growth Cycle Driven by UI accDescr: A cyclical flowchart illustrating how an inviting user interface drives community growth, donations, developer funding, and software improvements.

A["More Inviting & Usable UI"] --> B["Broader Inflow of New Users"] B --> C["Increased Long-Term Donations"] C --> D["More Full-Time Developers Hired"] D --> E["Better Overall Blender Software"] E --> A ```

Price argues that this feedback chain forms the foundational lifeblood of open-source development. He summarizes the economic logic behind his intervention: “If we could create a better interface, one that was more inviting to new people, then as a result of that we could get more users overall, and then as a result of more users, you could get more donations in the future—not short term, but down the line, two or three years.” With double the user base and double the donations, the Blender Institute could hire more full-time developers, directly accelerating Blender's technological capability.

[05:02](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=302s) Drafting the Campaign and Developing the Proposal

Armed with his usability notes, Price initially began campaigning by recording two videos identifying Blender's violations of basic UI laws. He originally gave them the abrasive title *"Fixing Blender: Why It's Broken,"* a framing he now looks back on with regret: “In hindsight, realized that was a really mean title, one that really didn't start it off on the right foot with developers, that's for sure.” He subsequently softened the title to *"Improving Blender"* to spark a constructive forward-looking discussion rather than appearing purely destructive.

Determined not to remain a passive complainer who merely mocks the software without offering concrete solutions, Price began sketching layout concepts based on the design literature he had read. These sketches soon solidified into a comprehensive, radical mockup proposal that introduced sweeping visual and structural shifts: - A large top header accompanied by top-level tabs and a streamlined sidebar. - Simplified workflows for assigning materials, complete with built-in shader presets. - A redesigned rendering interface featuring dedicated progress bars and estimated completion timers. - A modular post-processing workspace with drop-down menus for common visual effects, aiming to provide an accessible ramp for incoming beginners.

[07:13](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=433s) The Community Backlash and the Nature of User Investment

Once the proposal reached the broader community, the response was swift, intense, and often venomous. Price recalls that the Blender Artists forums became essentially unapproachable for weeks. Out of curiosity, he audited the discussion across the web and tallied 7,015 total reactions:

- 856 posts on Blender Artists - 1,240 comments on BlenderGuru.com - 919 comments on BlenderNation - 3,913 comments on YouTube - 177 comments on secondary forums

The sheer volume of engagement—which included numerous personal insults directed at him—was not something he viewed with pride, but rather as proof of how protective users are of their software environment. Price realized that radical redesigns pose an existential threat to seasoned veterans: “When somebody has spent the time to learn a new piece of software, when somebody suggests a change and a complete rewrite of it—or not a rewrite, but a new skin for the interface, something like that—it's basically asking people to destroy their investment and start over, which of course nobody wants to do.” He highlights a humorous, exasperated tweet from developer Bastien Montagne to illustrate how chaotic the debate had become, pointing Bastien out in the back of the lecture room to share a laugh with the audience.

[09:25](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=565s) Gauging Sentiment: The User Survey and Initial Data

Recognizing that unmoderated forum comments devolved into endless contradictions—where every well-argued opinion was immediately cancelled out by an equally persuasive opposing comment—Price organized an objective survey to quantify sentiment across the community. The questionnaire asked respondents to specify which specific proposal elements they favored or disliked, as well as rank their overall impression on a scale from 1 (hating everything) to 10 (loving everything).

Early poll breakdowns revealed a clear hierarchy of preferences: - Highly favored features: A cleaner aesthetic, tabbed navigation, and dedicated layer management panels. - Highly disliked features: The oversized, mobile-style buttons, which suffered a steep drop in approval. Price acknowledged that he anticipated the backlash against the gigantic buttons even while designing them.

Despite the loud hostility on forum threads, the quantitative distribution of the 1-to-10 overall ratings leaned surprisingly positive, demonstrating a distinct disconnect between the vocal anger in comment sections and the broader community's appetite for interface refinement.

[10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) The Illusion of Usability Polls

Andrew Price recounts the initial validation he felt after polling the Blender community on his interface proposal. With roughly 2,000 votes cast, the proposal received an overwhelming mean rating of 8.7 out of 10. Everything seemed set to declare the design an absolute success—until three days prior to the talk, when Andrew recorded a two-hour podcast with Duncan McNeill, a UX software designer with seven years of industry experience auditing client workflows and re-architecting software usability.

The conversation completely overturned Andrew's confidence. Duncan highlighted fundamental structural problems in the proposal and challenged the premise of the community vote. As Andrew recalls, Duncan delivered a reality check that knocked the wind out of his sails: “Usability polls rarely represent accurate data as people will always favor vote in favor of ease of use over flexibility.” Novice and casual voters instinctively gravitate toward large, uncluttered buttons and visually clean layouts, cheering for immediate accessibility without factoring in whether that structure can scale to complex, flexible professional work. Andrew admits that the high poll numbers were essentially meaningless, taking a sheepish pause for a sip of water while acknowledging the wasted effort.

```mermaid flowchart TD accTitle: The Fallacy of Interface Polls accDescr: Diagram contrasting superficial poll results with the realities of professional software design. subgraph Poll["Superficial User Poll"] A["Clean, simple visual mockup"] --> B["Users vote for immediate ease of use"] B --> C["8.7 / 10 Approval Rating"] end subgraph Reality["Professional Reality"] D["Complex production pipeline"] --> E["Demands high flexibility & dense toolsets"] E --> F["Simple mockups break under production pressure"] end C -.->|"Contradicts"| F ```

[12:34](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=754s) Flaws in the Proposal: Tabs, Lost Vertical Space, and Tab Overkill

Dissecting the specific technical failures of his proposal, Andrew points first to inflexibility. His concept relied on a top header bar filled with task-specific tabs, which seemed practical when mocking up a simple default cube. In that isolated scenario, dragging down a sphere or picking modeling tools felt intuitive. However, the system collapsed when applied to production pipelines—such as character animation, where an artist simultaneously requires the video sequence editor for audio playback and dedicated animation toolsets. Because the proposal tied active tools to a single global tab bar, it made viewing two distinct toolsets at the same time impossible, even in split-screen arrangements.

The second and third major flaws were viewport real estate and tab clutter. Placing a dense, horizontal toolbar across the top consumed critical vertical screen space, pinching the 3D viewport into an awkward, ultra-wide aspect ratio. While horizontal arrangements eliminate the endless vertical scrolling introduced after Blender 2.4, they revive old layout crampedness. Furthermore, Andrew had succumbed to tab overkill by creating dedicated top-level tabs for minor subtasks like weight painting without any overarching hierarchy or grouping, cluttering the header with unmanageable noise.

- **Inflexible toolsets:** Grouping tools strictly into singular top tabs prevented artists from accessing multiple disparate toolsets (e.g., animation curves alongside sequencing tools) during complex multitasking. - **Aspect ratio pinch:** Thick horizontal toolbars rob artists of vertical viewport space, reintroducing the widescreen squishing Blender had spent years trying to move away from. - **Tab fragmentation:** Assigning dedicated top-level tabs to niche tasks like weight painting produced a sprawling, unstructured navigation bar.

[14:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=882s) The Failure of Predictive Menus and the Autonomous State

The proposal had also championed predictive context menus—such as automatically surfacing a "Bridge" command when right-clicking two selected edge loops with matching vertex counts. Andrew explains why this is deeply flawed in practice: if a user selects two edge loops where one loop has even a single vertex missing, the algorithm will not trigger the prediction. The user is left stranded and frustrated, wondering where the familiar command went, with no visual explanation or feedback indicating why the option failed to appear.

Beyond conditional edge cases, predictive menus disrupt muscle memory and destroy what UX professionals call the "autonomous state." In this state, an experienced artist executes commands entirely on instinct without reading UI labels. If an artist instinctively knows that the third entry down on a context menu is Subdivide, an unpredictable menu that rearranges or omits options based on selection context will cause misclicks and halt productivity. (Andrew's explanation is punctuated by a momentary live audio glitch on the conference microphone, prompting a quick "What was that? Hello?").

> “Once you've been using software for a long enough time you want to get to the stage where you're able to use it autonomously that's what um UX software designers say is like the ideal state where you can just sit there and without thinking about it just work work work work work and get the job done and finished.” — Andrew Price

[16:30](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=990s) Pitfalls of Full Mockups and Material Presets

Andrew also addresses omitted concepts and presentation blunders, noting that his mockups failed to illustrate split-screen capabilities or clarify that the sidebar could accommodate panels like the Outliner. He then examines material presets. While presets are a fixture in modern 3D suites, providing instant one-click materials (such as procedural wood) can become a pedagogical trap: “When users approach a software and they get hooked on presets if the presets don't explain clearly how that thing was created... over time that new user will not have learned how that wooden material was created so it's not good for learning.”

A deeper strategic mistake was creating polished, high-fidelity mockups in software like Photoshop. Highly finished renders actively distract stakeholders from foundational architectural issues. Rather than debating structural workflows, viewers fixate on trivial aesthetics: the specific shade of a button, its pixel dimensions, or why an icon is located in a particular corner. Andrew notes that professional UX designers avoid this trap by presenting rough, hand-drawn wireframe sketches, which force clients to evaluate spatial relationships and overall workflow logic rather than cosmetic styling.

[18:38](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1118s) Salvaging the Core Ideas

Despite the missteps, Andrew argues that several foundational principles from the proposal remain essential for modernizing Blender. First among these is interface consistency—the number one grievance echoed by artists across the conference. General usability standards must be applied universally across Blender's disparate editors and tools rather than treated as an afterthought.

Logical tool grouping also remains an urgent priority, even if top tabs were the wrong mechanism to achieve it. In standard Blender, sculpting and modeling controls are scattered randomly across multiple floating panels, toolbars, and menus, forcing users to constantly open and close panels and destroying their autonomous momentum. Other salvageable concepts include: - **Clean sidebar integration:** Moving notifications into a dedicated sidebar rather than relying on jarring pop-up dialogue boxes or fleeting status text attached to the cursor. - **History and layer management:** Implementing dedicated visual undo history lists to help new users comprehend the sequence of past operations. - **Immediate system feedback:** Ensuring responsive visual state changes when buttons are clicked, and automatically switching dense, high-poly geometry to low-poly bounding proxies during viewport transforms to eliminate cursor lag.

[20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) Context Menus, Right-Click Defaults, and Self-Critique of the Proposal

Andrew Price revisits the specifics of his interface mockup, particularly right-click context menus and mouse button bindings. While right-click menus can function well, their available options must remain strictly stable rather than shifting unpredictably based on predictive heuristics. Price cites an interaction design principle he encountered in literature after assembling his mockups: options unavailable for a given task must be grayed out rather than hidden, because when interface elements vanish, users become disoriented wondering where functionality went. On the matter of mouse behavior, he revisits the feedback from the CG Society survey, where Blender's nonstandard right-click select was a primary barrier to entry. Following advice from software designer Duncan, Price argues that Blender should adopt left-click select as its factory default to align with user experience conventions, while explicitly guiding existing users on how to revert to right-click selection via a legacy mode in User Preferences.

Reflecting on his earlier publicized redesign, Price admits it suffered from critical architectural flaws. It provided seductive visual polish—what he calls "eye candy"—that thrilled beginners on platforms like YouTube, but it was fundamentally inflexible for advanced workflows requiring simultaneous tasks. Furthermore, it was overly ambitious: features he had assumed were trivial turned out to represent several years of full-time developer labor. He acknowledges that pitching such massive, unvetted changes raised unrealistic expectations across the Blender community, even if a handful of the underlying ideas remain viable.

- Graying out inactive UI controls preserves spatial memory, whereas removing them outright creates cognitive friction. - Existing power users know how to navigate the User Preferences editor to toggle settings, while newcomers do not; hence, defaults should cater to newcomers. - “You should never ever make an option vanish from a user interface because when something vanishes it confuses users and they wonder where did that thing go so it should always gray out and never actually vanish,” Price explains regarding context menus.

[22:21](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1341s) The Case for a Dedicated UI Team

Turning to viable solutions, Price highlights Ton Roosendaal's prior mention of establishing an official UI team. Citing Duncan, Price stresses that direct democracy fails in software design; gathering disparate opinions from across the community without a cohesive vision yields muddled results. Instead, Blender requires a small, dedicated team with absolute authority over interface decisions to bridge the chasm between end users and core developers. Developers are overextended and focused on code architecture, while users understand day-to-day workflow pain points but lack technical implementation context.

Price emphasizes that such a team must possess UX experience and, above all, remain unbiased. Every faction in an open-source project holds inherent biases: beginners demand simplicity, advanced users demand infinite flexibility, and programmers prioritize clean code over ergonomic interaction. To illustrate this fundamental tension, Price quotes a UX design book: “The goals of the programmer and the goals of the user are dramatically different. The programmer wants the construction process to be smooth and easy. The user wants the interaction with the program to be smooth and easy. These two objectives almost never result in the same program.” Following an open inquiry on Facebook, Price noted numerous community members with professional UX backgrounds who could form this autonomous design layer.

```mermaid flowchart TD accTitle: Blender UI Team Communication Pipeline accDescr: Diagram showing user requests passing through a dedicated UI team to filter and validate before reaching core developers.

subgraph Community ["User Base"] U["End Users<br>(Feature requests & pain points)"] end

subgraph Bridge ["Interface Governance"] UI["Dedicated UI Team<br>(UX experienced & unbiased)"] end

subgraph Core ["Engineers"] DEV["Core Developers<br>(IRC & code construction)"] end

U -->|"Propose ideas / report friction"| UI UI -->|"Filter validity & prototype low-fidelity wireframes"| UI UI -->|"Deliver vetted, actionable specs"| DEV ```

[24:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1482s) Workflow for UI Governance: Low-Hanging Fruit, Wireframing, and Feedback Validity

Price details how an active UI team should operate in practice. At present, individual users have nowhere constructive to send interface critiques; an obscure workflow quirk—such as needing to hold Shift while deleting an image in the UV/Image Editor so it does not persist in the scene file—gets ignored when voiced on forums because developers cannot evaluate individual complaints amidst their development workload. A UI team provides a formal funnel to assess, prioritize, and translate these community observations.

The strategy should prioritize "low-hanging fruit"—small, uncontroversial friction points whose resolution immediately builds goodwill and proves the team's competence. When proposing new interfaces, the team should avoid high-fidelity renders and instead publish deliberately low-fidelity wireframes using tools like Balsamiq or Axure, which keep discussions focused on interaction flow rather than aesthetics. Furthermore, the team must evaluate community feedback through structured validity tiers:

| Feedback Validity Tier | Nature of Community Feedback | Recommended Response | |:--- |:--- |:--- | | **Face-Value Feedback** *(Lowest)* | Knee-jerk cosmetic reactions (e.g., "it looks like Modo," "it looks like 3ds Max," or disliking button colors). | Disregard entirely. | | **Content / Workflow Feedback** *(High)* | Concrete workflow critiques detailing practical operational bottlenecks and functional requirements. | Prioritize, synthesize, and format into developer-ready specifications. |

Price closes his formal talk by hoping that future contributors learn from his design mistakes, prompting applause from the conference hall before opening the floor to audience questions.

- High-fidelity visual mockups cause community debates to degenerate into cosmetic arguments over aesthetics instead of structural ergonomics. - Tools like Balsamiq and Axure enforce a hand-drawn aesthetic that directs feedback toward core usability. - “The low-hanging fruit, the easy stuff, should definitely be tackled first,” Price emphasizes, noting it establishes trust before major systemic changes are attempted.

[28:16](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1696s) Q&A: Beginner Realities and Formal Usability Testing

The session transitions into an open audience Q&A. An attendee (identified by Price as an Australian in the back row) takes the microphone to raise a question regarding empirical data on newcomers. The attendee observes that almost everyone attending the conference is an advanced power user making assumptions about beginners; in his own teaching practice, he encountered a student who could not even dismiss the Blender splash screen because they were unable to locate an "OK" button. He asks whether anyone has conducted structured empirical research into novice interaction.

Price responds by discussing formal usability testing as conducted by major corporate software developers. He describes the standard methodology: test subjects are placed in an isolated room with a proctor holding a clipboard instructing them to perform basic tasks, while developers observe behind two-way mirrored glass, often reacting in disbelief as users struggle with interfaces the engineers presumed were self-explanatory.

- “With everybody in this room I think is probably a pretty experienced Blender user and a lot of assumptions seem to be made about beginner Blender users. Has anyone done any research into that?” the audience member asks. - Price highlights that while commercial enterprises regularly employ two-way mirrors and observation protocols, rigorous usability testing is historically rare in open-source projects due to high costs.

[29:26](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1766s) The Need for Formal Usability Testing

When developers or power users design an interface, they rely heavily on internal assumptions—such as believing a new user will have no trouble dismissing a splash screen. In practice, observing a user encounter the software for the first time often exposes critical friction points that experienced users have become blind to. To bridge this blind spot, Andrew Price proposes investing in real empirical research. He points out that the community lacks hard data because Blender has never undergone structured usability testing. “If the Foundation was open to it, I'd gladly sponsor a usability company to actually do some usability testing on Blender; we could have a much better idea of the key problems with it,” Andrew offers to the room before opening the floor to audience questions.

---

[30:19](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1819s) "Dumbing Down" vs. The Reward of Complexity

An audience member with approximately twelve months of Blender experience challenges Andrew’s design philosophy, raising a concern about oversimplification. Drawing on his own experience learning software from YouTube tutorials, the attendee argues that modern beginners are neither helpless nor naive; if they encounter an obstacle, their immediate instinct is to search Google rather than abandon the software. The audience member fears that redesigning Blender to look excessively simple risks making it look like an amateur toy and patronizing the user base. “What worried me most about your proposal was the idea that you are treating the beginner as a dummy—they're ignorant, but they're not stupid,” the attendee stresses, arguing that users willingly tolerate complexity as long as the investment pays off.

```mermaid flowchart TD accTitle: User Behavior Hierarchy When Learning Software accDescr: How users approach unfamiliar software from self-discovery down to abandonment or search.

Start["Encounter New Software"] --> Step1["Tier 1: Independent Discovery<br>(Click around / explore directly)"] Step1 -->|"Success"| Continue["Productive Workflow"] Step1 -->|"Failure / Frustration"| Branch{"Support Path Available?"}

subgraph HelpPaths["Escalation Routes"] Branch -->|"In-person mentor present"| Step2["Tier 2: Direct Assistance<br>(Classroom teacher / peer)"] Branch -->|"Self-guided learning"| Step3["Tier 3: Online Search<br>(Google / tutorials)"] Branch -->|"Zero initial reward"| Abandon["Drop Software Entirely"] end

Step2 --> Continue Step3 --> Continue ```

Andrew responds by citing human-computer interaction studies that investigate how users actually learn applications. Users almost universally try to explore and figure things out on their own before turning to any other method. If they encounter immediate walls, they either drop out or seek help from an instructor, which is why structured classroom environments succeed so well. Searching online tutorials is only a third-tier fallback. If an interface makes even basic interactions incomprehensible from the outset, many prospective users conclude that the program is unnecessarily hostile. “A lot of new people do go to Google, and a lot of people do quit as well, but we don't know the statistics on that,” Andrew notes, emphasizing that early software feedback must validate the user's effort so they feel motivated to continue.

- The audience member emphasizes that beginners accept a steep learning curve: “I don't mind Blender looking complicated so long as there's reward for my effort in learning it.” - Computer science research shows the primary learning progression: direct self-guided exploration first, personal instruction second, and web search third. - Without an immediate sense of progress or clear feedback, many prospective users quit before ever attempting to search for solutions.

---

[33:55](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2035s) Classroom Insights, Eye-Tracking, and the Suzanne Monkey Trap

A teacher in the audience who instructs sixty students notes that beginners frequently identify low-hanging usability flaws that developers overlook. When watching a novice search for a tool in an unexpected location, it becomes immediately obvious where natural intuition expects that control to be. The instructor suggests running structured eye-tracking sessions with webcams to monitor gaze paths, search patterns, and pupil dilation as proxies for cognitive load and emotional tension during interface navigation.

Andrew agrees that direct observation disproves developers' comfortable assumptions about user behavior. To illustrate how unpredictable beginners can be, he recalls teaching his very first Blender class back in high school. He had instructed the room to press `Shift + A` and add a plane to build a basic particle firework system. Instead, the students saw the mesh menu entry for "Monkey" (Suzanne), and half the class immediately clicked it. Because the students did not know how to undo or delete the geometry, Andrew spent the entire lesson running from monitor to monitor just clearing monkey heads from their viewports. “Nobody made the actual finished result because I overestimated basically a beginner's ability to create something simple,” Andrew reflects.

---

[37:16](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2236s) Ton Roosendaal on Decentralized Development vs. Central UI Teams

Ton Roosendaal, Chairman of the Blender Foundation, steps up to strongly challenge Andrew's depiction of the development process. Ton expresses surprise at the suggestion that an invisible wall separates Blender’s coders from its artists. He explains that since the launch of the open movie projects in 2005, Blender’s development model has deliberately placed artists side-by-side with developers to stress-test tools under real production pressure—giving rise to Blender's animation, fluids, and Cycles rendering systems. Ton argues that Blender’s interface cannot be managed from an ivory tower or centralized UI committee, because the interface spans deep, specialized domains like rigging, motion tracking, node shading, and modeling (where community leaders like Jonathan Williamson coordinate directly with developers).

> “In my role as a chairman of the Blender Foundation and the way how I've been organizing the project, I've always and always try to get the user central—every developer gets kicked by me continuously if they do anything that even smells like making their lives easier and making users' life more difficult.” — Ton Roosendaal

Ton questions why Andrew felt disconnected from this workflow when hundreds of contributors already participate in these public channels. Andrew clarifies that his proposed UI team and mockups were not meant to discredit domain-specific module teams, but rather to address global, cross-cutting usability inconsistencies that slip between module boundaries. He gives the example of deleting datablocks—where hitting delete fails to purge an image unless the user knows to execute a `Shift + Delete` command. Furthermore, Andrew explains that ordinary users and third-party educators often feel intimidated reaching out directly to core developers out of fear of inconveniencing them or disrupting their technical workload.

[40:50](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2450s) Developer Communication and Interface Design Politics

Addressing the friction between community members and programmers, Andrew points out that everyday users hesitate to reach out directly to developers because they fear hostile responses or being dismissed to public forums. Many artists are intimidated by IRC or find developer mailing channels unapproachable, creating an ongoing disconnect between the community and core contributors. Ton Roosendaal responds from the floor, agreeing that communication pipelines must function smoothly and emphasizing that visibility matters. He recalls how Matt Ebb served as a dedicated, recognizable public face during the Blender 2.5 interface overhaul—writing usability articles, answering questions, and maintaining an open dialogue with artists. Ton stresses that Blender already possesses world-class talent and seasoned interface designers, but cautions that design cannot simply follow whatever external opinion shouts loudest.

Highlighting the subjective nature of user experience discussions, Ton argues that progress requires setting firm parameters before drawing wireframes. Because user interface debates invite endless contradictory suggestions, the development team must first establish concrete goals before committing to any layout. As Ton puts it, “Design is always based on first narrowing down and say this is what we want this is where we go to and this is what we try to do then you make an interace and forever you design you can make different ones.”

- Users often avoid contacting developers directly out of fear of being reprimanded or redirected to Blender Artists. - IRC remains an unfamiliar and awkward communication barrier for a substantial portion of the community. - Matt Ebb’s public-facing role during the Blender 2.5 redesign is cited as a successful model of transparent, trusted developer-to-artist communication.

---

[42:40](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2560s) Ergonomics, Beginners, and Mouse vs. Keyboard Interaction

A design educator in the audience steps forward to share experiences teaching Blender over two years to a wide demographic spectrum, ranging from university students and cross-training 3D professionals to young children and computer-illiterate seniors. The speaker observes that almost all newcomers naturally gravitate toward single-handed mouse navigation. However, the speaker cautions against Andrew's mockups leaning too heavily toward mouse-driven interactions on screen, arguing that working with both hands—left hand dedicated to the keyboard and right hand on the mouse—is far better for posture and motor engagement. While beginners experience a slight initial hurdle placing their left hand on the keyboard, by the second or third lecture they work significantly faster than single-handed mouse users. The speaker insists: “I think it's both healthier to use both hands because I will use the both brain hemispheres and also for the shoulders it's much more healthier.”

Andrew validates the observation that new users instinctively rely on the mouse, but clarifies that his proposed visual interface is meant to serve as an on-ramp rather than a permanent crutch. Drawing a comparison to Photoshop, Andrew explains that standard software makes core tools visually discoverable so novices can click them immediately; once a user hovers over an icon, a tooltip reveals the shortcut (such as the hotkey "M"), allowing them to internalize the keybindings organically. Through this gradual discovery model, users transition from visual searching into rapid two-handed keyboard workflows without being overwhelmed on day one.

```mermaid flowchart TD accTitle: Progressive Shortcut Learning Workflow accDescr: A diagram illustrating how visual interface elements guide novice users toward keyboard shortcut mastery.

subgraph Discovery ["Novice Phase: Visual Discovery"] A["New user explores screen UI"] --> B["Locates tool visually & clicks with mouse"] end

subgraph Reinforcement ["Transition Phase: Tooltip Reinforcement"] B --> C["Hover reveals tooltip showing hotkey"] C --> D["User repeatedly associates action with key"] end

subgraph Mastery ["Proficient Phase: Two-Handed Muscle Memory"] D --> E["Left hand stays on keyboard shortcut"] E --> F["Rapid dual-handed workflow established"] end ```

- Novices and cross-trainers from other 3D software commonly start by interacting almost exclusively with the mouse. - Ergonomic concerns favor dual-handed operation to reduce shoulder strain and distribute physical workload. - In educational settings, students typically overcome the keyboard hurdle after two to three classes and work much faster thereafter. - Andrew points to Photoshop's convention of pairing on-screen tools with hover hotkeys as the ideal bridge between visual discoverability and power-user speed.

---

[45:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2707s) Sebastian's Question and Andrew's Future Plans

With lunch having been ready for half an hour, the organizers attempt to wrap up the session with one final question. A brief comic moment ensues as an audience member claims the microphone from another attendee who had been waving persistently from the floor, only to hand it over to track artist Sebastian König. Sebastian addresses Andrew directly: “Andrew this is maybe a bit personal question but I would like to ask you what are your future plans what will be your your next step in this situation you created here?”

Andrew laughs and offers a candid, reflective answer about his motivations and missteps. Having produced Blender tutorials for four years at Blender Guru, he felt creative exhaustion and burnout from repeating the same instructional patterns. Wanting to step back and make a lasting, positive contribution to the software, he looked at Blender's usability challenges through the lens of a business owner whose livelihood depends on the application's long-term survival. He worried whether sticking with Blender over a ten-year horizon was viable if basic accessibility hurdles continued to constrain its user growth.

Reflecting on the controversy ignited by his earlier public proclamation that he would halt all tutorial production until Blender's UI was fixed, Andrew openly retracts the ultimatum. He acknowledges his own impatience and overestimation of how quickly open-source design changes can happen: “That was a very bold statement I think uh that's one of my again my shortsightedness and my naivity thinking that the interface could be fixed so simply and um I'd go back on that statement so I'm yeah I would go back to making tutorials.” He concludes by stating that while he will resume recording lessons, he remains eager to collaborate with the UI team on usability refinements if the community still welcomes his input, bringing the lively, passionate session to a close amidst enthusiastic applause.

## Notable quotes > [22:21](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1341s) The programmer wants the construction process to be smooth and easy. The user wants the interaction with the program to be smooth and easy. — Andrew Price

> [30:19](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1819s) I don't mind Blender looking complicated so long as there's reward for my effort in learning it. — Audience Member

## Mentioned Andrew Price, Blender, Blender Foundation, Blender Institute, BlenderGuru.com, Blender Artists, BlenderNation, CGTalk, CG Society, YouTube, 3D World Magazine, Duncan McNeill, Bastien Montagne, Ton Roosendaal, Jonathan Williamson, Matt Ebb, Sebastian König, Photoshop, Balsamiq, Axure, Modo, 3ds Max, Cycles, Suzanne, Google, Facebook

## Video description Is it time for an interface upgrade? This presentation covers the problems, politics and possible solutions to this UI debacle. Includes a full Q&A at the end.

About Andrew Price

Owner of BlenderGuru.com, and fulltime Blender tutor. I've written for 3D World Magazine and been featured in books, magazines and websites. My passion is artwork and teaching, but also marketing and problem solving.

[Source](https://www.youtube.com/watch?v=6aIA2LaB2Iw)

中文简报

Andrew Price承认Blender界面设计存在缺陷,终止教程抵制行动 当浮于表面的用户投票将初学者的简易性置于制作流程所需的复杂工作流灵活性之上时,界面大改注定会失败。 Andrew Price坦诚反思了他激进的Blender界面重新设计方案所引发的争议,承认咨询专业UX设计师让他看清了最初模型中存在的严重结构性缺陷。他深入剖析了为何大众用户投票和视觉模型会误导软件开发,指出死板的顶层标签页、预测性菜单以及挤占屏幕空间的顶栏在实际制作环境下均无法奏效。为了规划一条切合实际的前进道路,Price提议成立一个不带偏见的专属UI团队,专注于易于改进的可用性痛点、一致的交互规范以及诸如左键选择等标准化默认设置。演讲最后,他与现场的教育工作者以及Blender基金会主席Ton Roosendaal就集中化界面管理与实际制作需求展开了激烈而多维度的辩论。 Andrew Price收回了他之前高调宣传的Blender UI提案,承认社区调查中8.7/10的评分只是一种假象,因为普通用户往往偏好立竿见影的视觉简约性,而非制作流程所需的灵活性。 (10:48) 专业UX设计师的技术审查揭示了Price重构方案中的关键缺陷,包括破坏分屏多任务处理的死板顶层标签页,以及干扰肌肉记忆的预测性菜单。 (12:34) Price提议建立一个不带偏见的专属UI团队,通过测试低保真线框图,将社区反馈转化为经过严格审查的开发者技术规范。 (22:21) Blender基金会主席Ton Roosendaal对UI集中管控表示反对,极力捍卫将模块开发者与一线制作艺术家直接配对的开放电影模式。 (37:16) Price撤回了此前“在界面彻底重构前暂停制作Blender教程”的最后通牒,承认自己在开源开发的节奏与复杂性方面过于幼稚。 (45:07)

Detailed notes — zh

## Background 该视频由官方 Blender YouTube 频道于 2013 年 10 月 25 日发布。内容记录了 BlenderGuru 创始人兼知名全职导师 Andrew Price 在大会上的专题演讲,页面简介指出本场演讲旨在探讨 Blender 用户界面改进背后的问题、争议与潜在解法,并包含完整的现场问答。 ## TL;DR Andrew Price 回顾并反思了他此前在社区引发轩然大波的 Blender UI 激进重构提案,坦诚剖析了方案中过度偏向新手、破坏专业工作流灵活性以及高保真原型误导视听等重大缺陷。结合专业 UX 设计师的尖锐反馈,他指出依靠民意投票做软件设计的局限,提议成立由专人负责的独立 UI 团队,通过“低垂果实”策略与低保真线框图稳步推进全局可用性。在问答环节中,他与 Blender 创始人 Ton Roosendaal 及现场教育者就去中心化开发、新手认知测试和按键习惯展开激烈交锋,最终收回激进言论并重申致力于教程与社区建设的初心。 ## Atmosphere & style 整场演讲呈现出一种由锋芒毕露转向真诚谦逊的戏剧性张力。现场气氛既有坦白自我认知盲区时的自嘲与善意笑声,也有面对掌门人 Ton Roosendaal 犀利质询时的剑拔弩张与学术碰撞。随着关于商业生计、职业焦虑与开源理想的心扉袒露,全场最终在理解与热烈掌声中达成了共识,兼具专业探讨的硬度与人情味的温度。 ## Bulletin - [06:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=365s) Andrew Price 针对其在社区引发 7,000 多条讨论的激进 UI 提案进行反思,承认方案因过分追求易用性而牺牲了生产力灵活性,且高保真效果图严重误导了社区预期。 - [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) 专业 UX 专家 Duncan McNeel 指出,可用性民意调查往往失真,因为大众投票永远倾向于简单的表层操作而非复杂工作流所需的灵活性。 - [22:35](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1355s) Andrew 提议 Blender 应当设立拥有绝对主导权的独立 UI 团队,以此打破低效的“民主投票”议事模式,搭建用户痛点与核心开发者之间的过滤桥梁。 - [37:15](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2235s) Blender 基金会主席 Ton Roosendaal 在现场辩护称,Blender 始终坚持各模块专家与开发者协同打磨的去中心化研发模式,并强调对损害用户体验的编码妥协零容忍。 ## Key takeaways - [01:18](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=78s) 商业历史上因细微可用性设计失误导致企业破产的案例,促使 Andrew 开始反思 Blender 因界面陡峭阻碍外部用户进入的现实痛点。 - [03:00](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=180s) 行业外部论坛反馈显示,违背常规的非标准交互与极高的学习门槛,是专业从业者拒绝尝试 Blender 的核心原因。 - [04:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=247s) 通过降低界面门槛吸纳更多新用户,进而带动捐款资金翻倍并反哺雇佣全职开发团队,构成了开源项目的良性商业闭环假说。 - [06:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=365s) 最初提出的激进重构提案引发了全网逾 7,000 条反馈,老用户因高昂的学习沉没成本而对推倒重来的界面变更表现出强烈抵触。 - [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) 可用性民意调查具有欺骗性,即使用户评分高达 8.7 分,也往往只是大众在易用性偏好上对专业生产灵活性的遮蔽。 - [12:34](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=754s) 顶部横向标签页设计在复杂生产流程中崩溃,不仅剥夺了多视口协同的灵活性,还严重挤压了 3D 视口的纵向操作高度。 - [14:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=882s) 右键预测性菜单动态调整选项顺序的做法,会直接破坏高级用户凭借肌肉记忆进入的高效“自主工作状态”。 - [16:30](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=990s) 初期使用高保真原型渲染图容易将讨论引向按钮颜色、图标大小等细枝末节,专业 UX 流程应使用手绘草图或低保真线框图聚焦信息架构。 - [20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) 界面控件切忌随意消失,不可用选项应遵循置灰原则以避免用户认知困惑;同时左键默认选择势在必行,但需为老用户保留传统模式。 - [22:35](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1355s) 界面设计无法依赖民主投票收敛,应当建立专业的独立 UI 团队,充当程序员与用户思维鸿沟之间的理性过滤器。 - [25:44](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1544s) 改进落地应优先解决细小易修的“低垂果实”,并通过区分情绪化的表面吐槽与基于真实工作流的内容反馈来过滤社区杂音。 - [30:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1805s) 人类学习软件遵循自主探索、求助他人、在线检索的三层梯度,缺乏即时正向反馈会导致大量潜在新手在搜索教程前就彻底流失。 - [37:15](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2235s) Ton Roosendaal 维护开源项目的去中心化文化,强调各功能模块应由顶尖艺术家与对应模块开发者点对点协同打磨。 - [39:00](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2340s) Blender 缺乏统筹全域可用性与全局规范的顶层设计,加之邮件和 IRC 的高沟通门槛,容易让缺乏话语权的普通用户感到疏离。 - [42:40](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2560s) 鼠标与键盘并非对立,通过界面清晰展示工具并悬停提示快捷键,能引导依赖鼠标的新手平缓进阶为高效的双手协同工作流。 - [46:14](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2774s) Andrew 坦承自己对软件长期生态的生计焦虑,正式收回“不修好界面就不录教程”的盲目宣言,宣布重归教学原点。 ## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=0s) 提案初衷与认知转变 讲座伊始,Andrew Price 首先就这个在社区引发激烈争议的话题——改进 Blender 的用户界面(UI)向现场观众发问,询问有多少人看过他之前发布的提案视频。台下举手的人数极其可观,几乎涵盖了现场所有人。Andrew 回忆起视频刚上线时的心境,坦言自己当时觉得方案好极了,自信地认为“这正是 Blender 所需要的,这就是它应有的面貌”。 然而随着时间推移,他的认知发生了彻底逆转。在与多位开发者沟通、仔细研读普通用户的反馈,并与一位真正的专业 UX 软件设计师深入交流后,对方毫无保留地指出了该提案中存在的种种硬伤与设计缺陷。因此,他在本场 30 分钟演讲中的核心目的并非推销既有设计,而是针对最初的 UI 提案展开反思,客观剖析其中的利弊得失,并探讨社区未来究竟该如何推进。 - 提案发布初期:自视甚高,认定方案能彻底解决 Blender 的界面难题 - 认知转折节点:开发者交流、社区深度反馈、专业 UX 设计师的尖锐剖析 - 演讲主旨:深入反思提案的成功与失误,探索切实可行的改进路径 --- ### [01:18](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=78s) 跨界缘由:从商业痛点到 Blender 的现实困境 针对外界普遍好奇的“一个既无先例也无专业背景的人为何要涉足 UI 设计这摊浑水”,Andrew 给出了背后的思想脉络。这一切始于他读到的一本关于用户界面与可用性(Usability)的设计书籍。书中贯穿的核心案例让他深受震动:无数企业仅仅因为软件中极其微小的可用性设计失误便走向倒闭。比如在网络银行兴起初期,多家银行仓促上线了网银系统,但由于界面晦涩难用,客户大批流失并转投交互更顺畅的竞争对手;商业历史上因产品功能优秀但可用性崩溃而亏损数亿美元的例子屡见不鲜。 由此,他开始反思 Blender 的处境——Blender 在易用性方面的声誉向来不尽如人意。如果可用性缺陷能够让拥有海量资金的商业公司付出惨痛代价,那么对于 Blender 这样的开源项目而言,其造成的潜在伤害同样难以估量。为了验证外界真实从业者的看法,他在 CGTalk(CG Society)论坛发起了一个名为《你为什么不用 Blender?一场严肃探讨》(*Why don't you use blender? A serious discussion*)的讨论帖,主动敞开大门去收集外界的拒绝与差评。 “不管某些人的批评听起来多么刺耳,我发现这些拒绝声往往揭示了某种程度的真相;倾听这些声音虽然痛苦,但确实大有裨益,”Andrew Price 总结道。该帖迅速引爆,在短短时间内盖到了 20 页之多;尽管一些 Blender 忠实用户冲进帖子试图为软件辩护(这违背了他收集真实差评的初衷),但他依然提炼出了行业非用户群体的核心痛点: - 极其陡峭的学习曲线(Sharp learning curve) - 违背常规的非标准交互与 UX 习惯 - 用户戏称“学 Blender 就像是在经历大学兄弟会的霸凌整蛊入会仪式(hazing process)” - 软件功能确实强大,但新人往往被那道极其难用的“前门”直接劝退,根本无从深入体验 --- ### [04:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=247s) 开源项目的正向商业闭环假说 面对这些尖锐的行业反馈,Andrew 意识到必须采取大胆举措来破局。他梳理出了一个看似简单但符合捐款驱动型开源项目运作规律的发展逻辑链条:如果能打造一个更直观、对新手更友好的现代化界面,就能显著拓宽软件的“进门漏斗”,吸纳更多的新用户群体;在未来的两到三年内,用户基数的翻倍通常意味着捐赠收入的同步倍增。 ```mermaid flowchart LR accTitle: 开源软件用户增长与研发闭环 accDescr: 描述界面改良如何通过扩充用户规模带动资金并最终反哺软件研发的逻辑流程 A["优化 UI / 降低门槛"] --> B["吸引更多新用户"] B --> C["提升捐赠与资金收入"] C --> D["雇佣更多全职开发者"] D --> E["打造更强大的 Blender"] ``` 有了更多充沛的资金,Blender 基金会(Blender Institute)便有能力雇佣更多全职核心开发者,从而系统性地反哺底层功能研发,最终让所有用户受益。正是基于这套“通过界面改进撬动生态长期增长”的商业闭环逻辑,他决定将 UI 议题付诸实践。 - 开源闭环核心逻辑:更易用的界面 $\rightarrow$ 用户基数翻倍 $\rightarrow$ 捐赠资金倍增 $\rightarrow$ 更多全职开发人员 $\rightarrow$ 软件全面进化 - 最初的探索:大量阅读交互设计书籍并提炼笔记,对照 Blender 违背的人机交互基本定律 - 视频命名风波:最初制作的两个视频起名为《修复 Blender:它为何坏掉了》(*Fixing Blender: Why It's Broken*),事后意识到这个标题带有强烈的冒犯意味,“绝对没能在开发者面前开个好头”,随后紧急更名为更具建设性的《改进 Blender》(*Improving Blender*) --- ### [06:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=365s) 大胆的激进提案与其引发的社区风暴 在唤起公众对 UI 问题的关注后,Andrew 不愿做一个“只抱怨批判却拿不出建设性解决方案的人”,于是着手绘制原型草图,并最终整合发布了一份完整的界面重构提案。该提案包含了一系列大刀阔斧的颠覆性设计:在顶部引入显眼的超大页眉(Header)、整合标签页(Tabs)、新增侧边栏,并在流程中加入材质预设、带有进度条与预估剩余时间的全新渲染面板,以及在后期合成阶段提供可下拉的常用特效工具,旨在为新手铺设平缓的上手台阶。 然而,这套激进的方案一经推出便在社区引发了地震般的舆论风暴,Blender Artists 论坛在随后的数周内几乎彻底沦陷。为了量化这场风暴的规模,Andrew 亲自统计了各平台的讨论量: | 平台来源 | 讨论/评论数量 | |:--- |:--- | | Blender Artists 论坛 | 856 条贴文 | | Andrew 个人网站(Blender Guru) | 1,240 条评论 | | BlenderNation | 919 条评论 | | YouTube 视频评论区 | 3,913 条留言 | | 其他外部论坛 | 177 条讨论 | | **全网反应总计** | **7,105 条** | 伴随着台下的掌声,Andrew 苦笑表示这绝不是值得骄傲的勋章,因为在这 7,000 多条反馈中,至少有一半是激烈的反对声音,其中甚至夹杂着大量针对他个人的人身攻击。但他指出,这恰恰证明了社区对软件界面的关注程度超乎想象。 深层原因在于用户的时间沉没成本:当老用户花费成百上千个小时好不容易精通了一款复杂的专业工具时,任何推倒重来或重新披皮(New skin)的提议,在心理层面上都无异于“要求他们亲手毁掉自己的时间投资并从头学起”。现场他还展示了核心开发者 Bastien 的调侃推文,台下观众顺着他的视线找到了坐在后排的 Bastien,引发了全场的善意笑声。 --- ### [09:25](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=565s) 舆论迷雾中的量化调研数据 面对论坛里观点截然对立、吵得不可开交的海量留言,Andrew 意识到单看文字讨论根本无法看清全局——一条听起来很有道理的反对意见往往会被另一条同样有理的正面反驳所抵消。为了穿透这种充满噪声的舆论迷雾,他设计并分发了一份针对性问卷,要求受访者指出他们对提案中各项具体特性的态度,并对整套方案进行综合打分。 调研结果呈现出极其鲜明的分化走势: 1. **备受好评的特性**:排在顶端、最受欢迎的包括更清爽干净的视觉观感(Cleaner look)、标签页设计(Tabs)以及整合的图层控制面板等经典 UI 构件。 2. **断崖式反感的特性**:越往下满意度越低,在触及“巨大尺寸按钮”(Big buttons)的设计时出现了断崖式暴跌(Cliff drop)。Andrew 自嘲承认,专业 3D 软件用户普遍反感那些侵占视口空间的巨大按钮,尽管自己当初明知这一点却依然执意画了上去。 3. **综合打分分布**:在 1 到 10 分(1 分代表“完全厌恶每一处修改”,10 分代表“全盘彻底喜爱”)的总体评价中,出乎意料的是,打分曲线整体明显偏向积极区间,绝大多数人给出了较高的分数。这表明用户并非全盘抵触界面的现代化改造,而是在具体控件尺寸和操作密度上有其明确的专业底线。 ### [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) UX 设计师的一盆冷水:民意调查为何靠不住 在发起提案后,Andrew Price 收集到了约 2,000 名用户的投票,打出的平均分高达 8.7 分(满分 10 分)。当时他以为大获全胜,“大家都喜欢这个提案,这就是未来的方向”。然而就在演讲的三天前,他与拥有七年软件界面设计经验的 UX 设计师 Duncan McNeel 进行了一场长达两小时的深入长谈。这场对话宛如当头棒喝,直接击碎了他的乐观预期。Duncan 指出了方案中多项致命的结构性缺陷,并道破了一个关于用户调查的残酷现实。 正如 Andrew Price 转述 Duncan 的核心论点时所言:“Usability polls rarely represent accurate data as people will always vote in favor of ease of use over flexibility.”(可用性民意调查很少能代表准确的数据,因为人们总是会把票投给易用性,而不是灵活性。)普通用户看到干净的大图标和直观的操作界面时,本能反应都是“这用起来太简单了,我投赞成票”,却不会深思真实高阶生产力场景下的灵活性需求。这场对话让 Andrew 意识到,先前的投票结果在专业设计层面毫无参考价值,甚至可以说是在浪费时间。 ```mermaid flowchart LR accTitle: 用户投票假象与专业UX现实对比 accDescr: 流程展示从表面高分到UX专家指出灵活度缺失的过程 subgraph Poll["表面民意调查"] A["2000人投票 / 均分 8.7"] --> B["用户偏好直观大按钮与'易用'"] end subgraph Reality["UX 专业反思"] C["忽视专业生产力的'灵活性'"] --> D["提案隐藏严重缺陷"] end Poll -->|"Duncan McNeel 介入分析"| Reality ``` --- ### [12:34](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=754s) 提案的核心缺陷:灵活性受限与空间挤压 深入复盘后,Andrew 承认了自己的提案存在巨大的不可行性,首当其冲的就是“缺乏灵活性”。提案最初设想通过顶部标签页(Tabs)把所有工具平铺在上方,针对特定任务提供固定工具。这个设想在示例中操作单个简单立方体时显得非常利落,但在复杂生产流中彻底崩溃:比如在角色动画制作中,用户往往需要同时打开视频序列编辑器(VSE)核对音频,并同时使用 3D 动画工具集。原有提案虽然声称支持分屏,却无法让两个完全不同的工作流工具集在同一时间并存展现,直接宣告了顶部标签页方案的破产。 随之而来的还有屏幕空间与组织维度的灾难: - **纵向空间匮乏**:顶部巨大的水平工具栏严重挤压了 3D 视口的纵向高度,让操作视野变成了扁平的带状。虽然横向排布消除了滚动条,但也重蹈了 Blender 2.4 时代横向界面的覆辙。 - **标签页泛滥(Tab Overkill)**:提案为每一个细小操作都设置了独立标签,甚至连“权重绘制(Weight Painting)”这类极细碎的任务也独占一个标签,导致整个顶部栏被填满且杂乱无章,严重缺乏层级分组。 --- ### [14:42](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=882s) 预测性菜单的隐患与“自主工作状态” 提案中另一个看似聪明的设想是“预测性菜单(Predictive Menus)”。例如:当用户选中两条顶点数相同的循环边(Edge Loops)并点击右键时,软件预测用户想要执行“桥接(Bridge)”操作并将该选项置顶。然而 Duncan McNeel 指出,一旦两条循环边其中一条少了一个顶点,右键菜单中的“桥接”选项就会突然蒸发;普通用户只会困惑焦躁地抱怨“之前一直在那里的选项怎么不见了”,系统却给不出任何解释。 更深层的认知科学原因在于破坏了高手的“肌肉记忆”。专业软件设计追求让用户进入无需思考的“自主状态(Autonomous State)”,凭本能飞速作业。如果右键菜单第三项原本永远是“细分(Subdivide)”,用户根本不需要阅读文字,盲按即可完成;预测性菜单会动态打乱菜单排序,导致熟练工频频误触,彻底摧毁专业工作流的节奏。 --- ### [16:30](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=990s) 概念说明不足、预设陷阱与高保真原型误区 Andrew 进一步检讨了提案在呈现与理念上的其它硬伤: - **概念表达不全**:提案漏掉了分屏逻辑的展示,也未说明侧边栏其实可以整合大纲视图(Outliner),导致社群产生许多不必要的误解。 - **材质预设(Presets)的学习障碍**:虽然一键赋予木纹材质非常讨好新手,但如果预设黑盒化、没有清晰展示该材质是如何由节点搭建而成的,新手就会产生依赖,阻碍对底层原理的学习。 - **高保真原型(Full Mockup)反成干扰**:Andrew 痛陈用 Photoshop 做出精致完整界面的做法其实是错误的。高保真视觉会让所有人的注意力偏离全局架构,转而去争论诸如“按钮颜色对不对”、“图标大小如何”、“这个小图标为什么摆在这”等细枝末节。专业的 UX 设计师在初期提案时普遍使用手绘草图(Hand-drawn Sketches),正是为了强迫大家聚焦于软件的整体骨架与信息层级。 --- ### [18:40](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1120s) 提案中仍有价值的保留概念 尽管宏观方案遭遇挫折,Andrew 认为提案中仍有若干符合通用可用性标准的核心概念值得 Blender 保留和采纳: - **界面一致性(Consistency)**:这是在与多位开发者及用户交流中被提及最多、呼声最高的问题,必须在全软件内贯彻统一规范。 - **工具分组(Tool Grouping)**:尽管顶部标签页机制行不通,但改善目前雕刻等模式下工具四处散落、窗口层层挤占屏幕空间的现状依然势在必行。 - **侧边栏实用功能**:引入非侵入式的状态通知系统(替代频繁弹出的阻塞式对话框或光标闪烁提示)、图层管理面板,以及帮助新手理清操作脉络的历史记录管理器。 - **即时反馈(Feedback)**:改进界面的响应机制,例如点击后的明确视觉反馈、高面数模型拖动时自动降为低面数以杜绝光标延迟拖拽感,以及底层鼠标交互逻辑的重新梳理。 ### [20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) 右键菜单、置灰原则与左键默认选择的权衡 关于右键上下文菜单的设计,Andrew Price 指出这些菜单完全可行,但其菜单项必须保持绝对稳定,绝不能根据所谓的“预测算法”随意变动或位移。如果某项功能在当前操作上下文中不可用,界面应当将其置灰(grayed out),而不是直接隐藏。Andrew 坦言自己在做最初提案时忽略了这一点,但他后来在一本书中读到了至关重要的界面设计铁律:“你永远不应该让任何选项从用户界面中彻底消失,因为一旦某样东西消失了,用户就会陷入困惑,纳闷‘那个东西跑哪儿去了?’”(“you should never ever make an option vanish from a user interface because when something vanishes it confuses users and they wonder where did that thing go”)。因此,不可用的选项必须置灰保留,切忌凭空消失。 与此同时,关于将鼠标左键作为默认选择键的提议,这符合绝大多数人习以为常的现代 UX 标准与操作习惯,也是 CG Society 论坛反馈中最集中的诉求。软件设计师 Duncan 明确支持将左键设为默认值,但他同时提出了一条关键补充:必须向老用户提供极其清晰的指引,告诉他们如何在偏好设置中一键切回传统的右键选择模式。这种模式可以命名为“传统模式”(Legacy mode)。老用户非常熟悉用户偏好设置面板(User Preferences),知道去哪里翻找微调选项;而新用户对此一无所知。为了降低门槛、吸纳更多新人上手,将左键设为默认选择是必然之举,但前提是必须兼顾老用户的使用习惯。 ### [21:29](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1289s) 提案复盘:新手偏向、缺乏灵活性与过度野心 Andrew 对自己之前轰动一时的 UI 提案进行了坦诚且严厉的自我剖析。他承认,那份提案确实包含了大量的“视觉糖果”(eye candy),视觉效果光鲜亮丽,让大家看得很开心;同时它的设计严重向新手倾斜(beginner-heavy),这也正是 YouTube 上众多初学者疯狂追捧的原因。然而,从专业生产力的角度来看,该提案存在严重缺陷: - **极度缺乏灵活性**:当专业用户需要同时并行处理多项任务时,整套界面逻辑会暴露出极大的阻碍。 - **过度野心(Overly ambitious)**:提案中充斥着许多听起来轻巧直观、实则极难落地的想法。在与核心开发者深入沟通后,Andrew 才意识到,其中一些改动可能需要好几个全职开发人员埋头苦干整整两年才能实现。 - **脱离实际的误导效应**:抛出这些大而无当的设想显得目光短浅(shortsighted),甚至在 Blender 社区中制造了不切实际的高预期,让人们误以为这些功能很快就会上线,这反而带来了负面影响。 Andrew 总结道,虽然提案中有少数切实可行的点子,但整体而言是失败的。不过,社区各方如今达成了一个基本共识:Blender 的用户界面与易用性确实存在巨大且亟待解决的改进空间。 ### [22:35](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1355s) 组建独立 UI 团队:打破“民主体制”,弥合用户与开发者的鸿沟 针对如何推进实质性改良,Ton Roosendaal 之前提议过成立专门的 UI 团队。Duncan 同样向 Andrew 强调,对于大型软件设计而言,拥有一个对用户界面享有绝对主导权的核心团队是至关重要的。依赖“民主投票”式的决策机制几乎从未在软件设计中取得过成功:每个人都在各抒己见,开发者疲于应付百家争鸣的声音,最后往往一事无成。因此,必须由一个训练有素、具备高度专业素养的 UI 团队全权接管,取代松散的社区议事模式。 这个团队的核心价值在于充当普通用户与底层开发者之间的桥梁。用户和开发者在思维模式上存在着不可调和的天生鸿沟,正如 Andrew 引用的一段经典名言所指出的:“程序员的目标与用户的目标有着天壤之别:程序员希望软件的构建过程顺畅轻松,而用户希望与软件的交互过程顺畅轻松。这两个目标几乎从未导向过同一个程序”(“The goals of the programmer and the goals of the user are dramatically different. The programmer wants the construction process to be smooth and easy. The user wants the interaction with the program to be smooth and easy. These two objectives almost never result in the same program”)。 ```mermaid flowchart TD accTitle: UI Team Bridging Users and Developers accDescr: 展现 UI 团队如何作为无偏见的中介,连接普通用户与核心开发者并过滤反馈 subgraph UsersGroup["用户生态 (Users)"] U1["新手用户 (追求简单)"] U2["资深用户 (追求灵活)"] end subgraph UITeamGroup["独立 UI 团队 (UI Team)"] direction TB T1["具备专业 UX 经验"] T2["保持客观、无利益偏见"] T3["有效评估与过滤社区诉求"] T1 --- T2 --- T3 end subgraph DevsGroup["开发生态 (Developers)"] D1["IRC 频道 / 核心开发"] D2["专注于代码架构与程序构建"] end UsersGroup -->|"提出杂乱需求与痛点"| UITeamGroup UITeamGroup -->|"输出清晰规范与原型"| DevsGroup ``` 现实中,用户生活在自己的世界,而忙碌的开发者则聚集在 IRC 频道中。举例来说,前一天晚宴上大家还在讨论:在 UV/图像编辑器(UV/Image Editor)里直接删掉一张贴图,其实并没有真正将其从工程场景中清除,用户必须反直觉地按住 `Shift` 键再点击删除,但根本没几个人知道这种隐藏逻辑。如果一个没有任何声望的普通用户试图将这种痛点反映给 IRC 里埋头写代码的开发者,往往石沉大海,因为开发者精力极其有限,根本无从分辨某个零星建议是否合理。而一个兼具 UX 经验、保持无偏见的 UI 团队,就能系统性地接纳用户想法、深入研判,再转化为规范的开发需求递交给开发者。 ### [25:44](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1544s) 推进策略:低垂果实、线框原型与反馈过滤机制 在具体落地实施上,Andrew 结合 Duncan 的指导,为未来的 UI 团队提出了清晰的推进路径: 首先,必须“先摘低垂的果实”(tackle the low-hanging fruit first)。Blender 中存在大量琐碎、细小且极易修复的交互硬伤。团队应当优先解决这些易于处理的痛点。这一方面能迅速提升易用性,另一方面也能让社区直观地看到成效,建立起对 UI 团队专业能力的信任,为后续可能涉及的大规模架构调整奠定群众基础。 其次,在向社区公布设计方案时,UI 团队应当发布手绘草图风格的原型线框图,严禁直接丢出精细完整的高保真渲染效果图(full mockups)。华丽的视觉效果会分散大家的注意力,引发关于审美细节的无休止争论。业界现有的线框图工具如 Balsamiq 或 Axure 能完美呈现低保真草图质感,非常适合用于前期的概念沟通。 最后,团队必须倾听社区反馈,但绝不能被杂音牵着鼻子走,而是要建立一套基于效度(validity)的过滤机制: - **表面效度(Face Value,层级最低)**:诸如“这看起来太像 Modo 了”、“这长得像 3ds Max”或者“我不喜欢这个按钮的颜色”等情绪化、膝跳反应式的吐槽,应当直接予以忽略。 - **内容效度(Content-based,层级较高)**:用户基于自身真实工作流(Workflow)提出的具体反对理由和逻辑漏洞,属于高价值内容,团队必须严肃对待并提取其核心思想。 在演讲尾声,Andrew 表示希望大家能吸取他在上一次提议中犯下的诸多错误教训,以更加理性和成熟的方式推动 Blender 前进,台下随即响起了热烈的掌声。 ### [28:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1685s) 问答环节:对新手的假设与严酷的可用性测试 演讲结束后进入现场提问环节。台下一位澳大利亚同行接过麦克风率先发问。他指出,在座的听众基本上都是非常资深的 Blender 熟练用户,而大家在讨论界面时,往往对“新手用户到底会遇到什么问题”做出了主观假设。他好奇是否有人针对新手做过严肃的用户研究,并举了一个身边的真实案例:“根据我的经验,我曾带过一个学生,他甚至连软件的启动画面(Splash screen)都关不掉,因为他在上面根本找不到‘OK’确认按钮。” Andrew 随即确认了开展可用性测试(Usability testing)的必要性与残酷现实。他解释道,大型商业软件公司经常投入巨资进行这种测试:他们把受试新手关进一间测试室,产品经理和开发者则隐藏在单向透视玻璃窗(two-way mirror glass)后面暗中观察。房间里会有一名记录员拿着写字夹,向受试者下达指令说“请执行这项操作”。而站在玻璃背后的开发者们往往会看得痛苦万分,抓耳挠腮地哀叹:“他到底为什么会去点那个地方?!” ### [29:26](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1766s) 提议出资赞助专业可用性测试 针对开发者往往无法客观感知软件使用难点的问题,Andrew Price 强调了直接观察真实用户行为的必要性。无论是编写代码的开发者还是对软件烂熟于心的资深用户,都极易陷入主观假设,例如想当然地认为“任何人都能轻松点过启动画面(Splash screen)”。然而,一旦在旁观察真实的新手操作,就会发现大量被熟手忽略的核心症结,而这些问题之所以长期隐形,是因为 Blender 社区此前从未做过严肃的可用性测试(Usability Testing)。 为了打破这种盲区,Andrew 向在场的社区管理者和开发者直接提出了一项具体的资金援助方案。他公开表示:“If the foundation was open to it I'd gladly sponsor a usability company to actually do some usability testing on blender we could have a much better idea of the key problems with it.”(如果基金会持开放态度,我非常乐意出资赞助一家可用性研究公司来对 Blender 进行实际测试,这样我们就能更清晰地把握软件的核心硬伤)。他希望通过引入第三方的专业测试,用客观的用户交互数据代替主观的隔空猜测。 ### [30:05](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1805s) 初学者是无知还是愚蠢?软件学习的三层路径 现场一名有一年使用经验的台下观众接过话筒提出了尖锐质疑。该观众表示自己是通过 YouTube 视频教程入门 Blender 的,他认为现代初学者在遇到困难时第一反应就是去 Google 搜索,并不会因为界面复杂就被吓退。该观众对将界面过度简化的主张表达了深切的忧虑:“What worried me most about your proposal was the idea that you are treating the beginner as a dummy they're ignorant but they're not stupid and I think the consistency model you've got is exactly right but I think you would actually put off most beginners who go that this looks like a toy application I don't mind blender looking complicated so long as there's reward for my effort in learning it.”(我最担心的是你的提案把初学者当成了傻瓜。他们只是缺乏知识,并不是智力低下。我认为你提出的界面一致性模型完全正确,但过度简化反而会劝退大多数初学者,让他们觉得这只是个玩具软件。只要付出的学习努力能得到回报,我根本不在乎 Blender 看起来有多复杂)。 ```mermaid flowchart TD accTitle: User Software Learning Progression accDescr: Three progressive stages users take when learning new software before abandoning it. subgraph S1["第一阶段:自主摸索"] A["首次打开软件:尝试自行点击探索"] B{"是否有即时正向反馈?"} A --> B end subgraph S2["第二阶段与退出"] C["获得信心并继续探索"] D["受挫放弃软件(流失)"] E["向身边的人求助(如课堂教师)"] B -->|"是"| C B -->|"否"| D B -->|"受挫但不轻言放弃"| E end subgraph S3["第三阶段:外部求助"] F["求助于在线搜索与教程(如 Google / YouTube)"] E -->|"无人可问"| F end ``` Andrew 针对“软件是否会被改得太傻瓜化(Dumbed down)”做出了详细辩护。他引用了一项关于人类学习软件行为的计算机科学研究:当接触一款新软件时,绝大多数人的第一直觉是直接跳进去自己探索,而不是立即查阅教程。如果在这一步软件完全不给任何正向反馈——比如点击和拖拽都落在错误的面板上,连最基础的交互都无法推进——许多人甚至根本走不到去 Google 搜索的阶段,而是得出“这款软件不适合我”的结论并立即彻底放弃。只有当自己摸索失败后,用户才会转向第二步向身边的人求助(这也是为何有导师答疑的线下课堂成效极佳);当现实中无人可问时,他们才会退守到第三步:上网 Google。许多初学者并不会像那位观众一样执着地去搜教程,大量的潜在用户在碰壁的第一分钟就悄无声息地流失了。 - 学习软件的行为梯度:自主探索(首要途径) $\rightarrow$ 询问身边的人/老师(第二途径) $\rightarrow$ 检索在线教程与 Google(第三途径)。 - 即时反馈对新手至关重要:完全缺乏正向交互反馈的软件会导致大量用户在搜索帮助前就直接流失。 ### [33:57](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2037s) 课堂眼动追踪与高中“删猴头”闹剧 随后,另一位兼职培训 60 名学生的教育者分享了自己的实操体会。他指出新手有时非常敏锐,能一眼挑出那些对开发者而言举手之劳即可修复的“低垂果实(Low-hanging fruits)”。针对界面改进,他提出了两条具体建议:一是直接系统性记录新手课程中的卡点,二是通过摄像头眼动追踪(Eye-tracking)甚至瞳孔放大测试,量化分析用户在寻找工具时的注意力分布与情绪投入。 Andrew 对此深表赞同,并感叹开发者对新手的行为预测几乎总是错的:“When users approach piece of software by themselves with no help, they start doing crazy things.”(当用户在毫无指导的情况下独自使用软件时,他们会做出各种匪夷所思的操作)。为了说明这种认知偏差,Andrew 幽默地分享了自己在高中第一次教 Blender 的滑稽经历。当时他给全班演示如何制作烟花系统,指令十分简单:按下 `Shift + A`,然后添加一个平面(Plane)。然而现实完全脱轨: “The problem was is that when people hit shift a they saw the option for monkey half the class clicked monkey and they didn't know how to get rid of it they didn't know how to go back and so I had to go around individually to each computer delete their monkey delete delete the monkey delete the monkey we didn't get anywhere.”(问题在于,当大家按下 Shift + A 时,列表里出现了‘猴头(Monkey/Suzanne)’的选项,半个班的学生全都忍不住点了猴头!然后他们既不知道怎么撤销,也不知道怎么删掉它。结果我不得不逐个走到每台电脑前,手动帮他们‘删猴头、删猴头、删猴头’。那堂课我们寸步未进)。 Andrew 总结道,由于严重高估了新手在面对诱惑时的专注度与基础控制力,整堂课最后一个人都没能做完烟花。 ### [37:15](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2235s) Ton Roosendaal 的激烈交锋:去中心化开发与全域可用性之辩 问答环节的高潮到来,Blender 基金会主席 Ton Roosendaal 亲自接过话筒,就演讲幻灯片中对开发者与用户关系的呈现表达了强烈不满。Ton 指出,演讲中那张被开发者 Thomas 称为“刻薄图表(Mean graphic)”的插图,将核心开发者描绘成躲在象牙塔中不与外界对话的孤立群体,这完全背离了 Blender 社区的运转现实。Ton 语气坚决地维护着开源项目的去中心化文化: “Every developer gets kicked by me continuously if they do anything that even smells like making their lives easier and making users life more difficult.”(任何开发者只要做出一丁点哪怕只是疑似‘图自己编码省事却让用户更难用’的举措,都会被我毫不留情地连续狠踢)。 Ton 回顾了自 2005 年启动的开源电影项目(Open Movie Projects),指出正是通过将最优秀的动画师、特效师与程序员关在同一个工作室协同打磨,Blender 才诞生了世界顶级的动画与流体系统。他强调 Blender 的交互设计必须是去中心化的: - 绑定(Rigging)界面的问题由绑定师与绑定开发人员直接对话; - 建模(Modeling)界面有社区领袖如 Jonathan Williamson 与建模开发者无缝协作; - 摄像机运动追踪(Motion tracking)、着色器(Shading)节点系统等也无不如此。 Ton 质问 Andrew 为何会有“开发者难以接触”的疏离感,因为整个项目一直以来都是完全开放且已有数百人深度参与的。 面对 Ton 的当面质询,现场气氛紧张而微妙。Andrew 迅速做出澄清,表示自己完全清楚 Jonathan Williamson 等人所参与的模块开发组(Module teams),但他认为当前的协作模式存在一个关键的结构性漏洞:缺乏一个关注**全域可用性(Global Usability)**的顶层团队。例如,在 Blender 某些模块中直接按 `Delete` 无法删除图像,必须反直觉地按下 `Shift + Delete`,这类跨模块的基础可用性设计目前没有任何专职模块在统筹负责。此外,对于绝大多数普通用户而言,他们缺乏进入核心开发圈层的渠道与底气,甚至常常因为“害怕打扰开发者繁重的编码工作”而对提出界面修改意见望而却步。 ### [40:50](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2450s) 开发者沟通渠道与 UI 团队的信任机制 在讨论用户与开发者的沟通鸿沟时,Andrew Price 指出,直接向开发者发送个人电子邮件会让普通用户感到巨大压力,毕竟没有人希望收到一封语气生硬的邮件,被斥责说“别给我发邮件,去 Blender 论坛发帖去”,大家都不想平白给人添麻烦;同时,IRC 这类老旧的即时通讯协议对绝大多数普通人而言门槛极高,他们既不熟悉也不愿使用,这也是社区与核心团队之间产生脱节的重要原因。台下核心成员(Ton Roosendaal)对此表示赞同,强调团队不仅必须确保沟通渠道畅通,更应树立 UI 团队的公开形象。他举例回顾了 2.5 版本的 UI 重构历程,当时有 Matt Ebb 这样公开活跃在网络上、持续与艺术家交流、在网站撰写大量优质可用性文章的知名设计师牵头负责,与社区的沟通就非常顺畅。 该发言者进一步强调,社区应当给予 Blender 内部核心团队更多信任,因为团队中不乏世界顶尖的开发人员,也有深耕界面设计多年的专业资深人士。界面设计在某种程度上就像政治,每个人都有自己的观点与偏好,但真正的设计必须先聚焦目标、明确愿景,而后才能着手构建方案。针对同一个问题,设计永远可以衍生出无数种不同的解法,因此建立在信任与清晰目标之上的内部协作至关重要。 - “Interface design is like politics you can find opinions so design is always based on first narrowing down and say this is what we want this is where we go to and this is what we try to do then you make an interface and for every design you can make different ones.” —— 核心开发团队代表阐述界面设计与共识收敛的本质。 ```mermaid flowchart TD accTitle: 用户反馈与界面设计协作路径 accDescr: 对比传统直接邮件和IRC的沟通弊端与理想的UI设计流程 subgraph PainPoints["传统沟通痛点"] A["普通用户反馈"] -->|"门槛过高 / 不愿使用"| B["IRC 频道"] A -->|"担心被开发者训斥"| C["个人直接邮件"] B -.->|"信息脱节"| D["核心开发"] C -.->|"造成打扰"| D end subgraph IdealFlow["理想设计演进路径"] E["公开知名负责人 (如 Matt Ebb)"] --> F["与艺术家公开对话 & 可用性文章"] F --> G["收敛需求: 明确'我们要什么'"] G --> H["基于资深设计经验落地界面方案"] end ``` ### [42:40](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2560s) 双手工作流与“鼠标优先”入门路径的辩论 随后,一位已有两年 Blender 使用经验的大学讲师提问。他不仅在高校任教,还面向儿童以及仅接触过基本网络的老年人授课。他观察发现,无论是使用过其他 3D 软件的专业学生,还是完全没有计算机经验的初学者,几乎所有人在刚起步时都习惯只用单手操作鼠标。他质疑 Andrew 提案中的界面过于偏向鼠标交互,假定使用鼠标就是唯一的简便方式;而从健康和效率角度来看,同时调动左右手不仅有利于双脑协调,对肩颈负担也更小。该讲师指出,虽然初学者把左手搭在键盘上存在一定心理门槛,但只要经过两到三次课的适应,每个人都能熟练运用快捷键,操作速度也远超单手鼠标操作,因此 Blender 应该尽量减少界面在屏幕上占据的空间。 Andrew Price 对这一现象表示认同,但他澄清了自己的设计逻辑:初学者开局确实依赖鼠标,而众多成熟行业软件(如 Photoshop)的成功做法是将主要核心工具清晰展示在界面上。当用户鼠标悬停在某个工具上时,不仅可以直接点击使用,悬浮提示还会明确标出该工具的快捷键(例如按键 `M`)。用户在反复点击、不断看到快捷键提示的过程中,会潜移默化地记住按键操作,进而自然而然地过渡到键盘双手协作。这并不是要剥夺高级键盘流的高效,而是为依赖鼠标的新手铺设一条平缓的学习进阶阶梯。 - “The big thing that a lot of other software applications do though is that they have the main tools on display like as an example Photoshop if you hover over a tool you know you can click on the tool and that's great but you also if you use that tool many times you might go and click on that tool a lot hover over it and it says hotkey is M and that's gradually over time you learn how to get faster with the software because you learn the key presses and the little key functions and things like that and that's when you start to use the keyboard.” —— Andrew Price 阐释如何通过可视工具逐步引导用户习得键盘快捷键。 ### [45:07](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2707s) 午餐延误的插曲与“你制造的这场风波该如何收场” 讨论气氛异常热烈,主持人不得不提醒全场,午餐早在 30 分钟前就已经备好,接下来的提问将是全场最后一个机会,其余未尽的话题可以在整个大会期间边吃边聊。现场发生了一段幽默的抢麦插曲:一名手持麦克风的参会者开玩笑说,自己是从台下一位一直拼命挥手的人手里“抢”过来的,而且绝不打算还回去。不过在一阵善意的哄笑中,他最终还是把提问权转交给了前面那位挥手已久的参会者 Sebastian。 Sebastian 接过麦克风后,直截了当地向台上的 Andrew 抛出了一个既私人又极具分量的问题:在通过这次极具争议与冲击力的提案制造了眼下这场全场瞩目的“风波局面”之后,他的下一步计划究竟是什么? - “Andrew this is maybe a bit personal question but I would like to ask you what are your future plans what will be your next step in this situation you created here?” —— 参会者 Sebastian 在最后提问环节向 Andrew 发问。 ### [46:14](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2774s) 商业生计、反思盲目宣言与重归教学的原点 面对这一提问,Andrew Price 打开心扉,坦诚回顾了自己制作 Blender 教程这四年来的心路历程。他坦言,长年累月录制教程难免会陷入重复感与倦怠,他渴望换一个方向,做一些真正能在长远维度上对 Blender 产生积极影响的事情。作为一个全职经营教学业务的商业个体,他的生计完全依附于 Blender 的生存与发展;正因如此,当他看到那么多新手和外部用户因为界面问题望而却步时,他内心深处开始产生巨大的焦虑——十年之后,继续押注 Blender 到底还是不是一条值得走下去的道路?Blender 到底有没有走在正确的方向上? 这种焦虑驱使他想要在这款软件的发展方向上发声并施加引导。但他非常诚恳地进行了自我检讨,承认自己此前在网络上宣称“在修复 Blender 界面之前再也不录教程”的言论极其盲目与幼稚,严重低估了重构专业软件界面的复杂性。他当场收回了这一激进表态,宣布自己会重新回归 Blender 教程的录制工作;同时,如果社区和 UI 核心团队仍然愿意接纳他,他依然十分渴望能在可用性探讨中贡献微薄之力。他在全场热烈的掌声与善意的笑声中结束了这场轰动一时的演讲。 - “Is sticking with blender the best solution long term like in 10 years from now is it actually a worthwhile endeavor to stay with blender?” —— Andrew Price 表达对自己依附 Blender 发展前景的长期担忧。 - “As opposed to my earliest statement where I said that I wasn't going to do any more tutorials until I fixed this interface that was a very bold statement I think that's one of my again my shortsightedness and my naivety thinking that the interface could be fixed so simply and I'd go back on that statement so I'm yeah I would go back to making tutorials.” —— Andrew Price 坦承当年的鲁莽并正式收回停更教程的言论。 ## Notable quotes > [37:15](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2235s) Every developer gets kicked by me continuously if they do anything that even smells like making their lives easier and making users life more difficult. — Ton Roosendaal > [10:48](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=648s) Usability polls rarely represent accurate data as people will always vote in favor of ease of use over flexibility. — Duncan McNeel > [20:10](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=1210s) you should never ever make an option vanish from a user interface because when something vanishes it confuses users and they wonder where did that thing go — Andrew Price > [33:57](https://www.youtube.com/watch?v=6aIA2LaB2Iw&t=2037s) When users approach piece of software by themselves with no help, they start doing crazy things. — Andrew Price ## Mentioned Andrew Price, Blender, Blender Foundation, Blender Institute, Blender Guru, Blender Artists, BlenderNation, Ton Roosendaal, Duncan McNeel, Bastien Montagne, Matt Ebb, Jonathan Williamson, Thomas Dinges, Sebastian, CGTalk, YouTube, Photoshop, Modo, 3ds Max, Balsamiq, Axure ## Video description Is it time for an interface upgrade? This presentation covers the problems, politics and possible solutions to this UI debacle. Includes a full Q&A at the end. About Andrew Price Owner of BlenderGuru.com, and fulltime Blender tutor. I've written for 3D World Magazine and been featured in books, magazines and websites. My passion is artwork and teaching, but also marketing and problem solving. [Source](https://www.youtube.com/watch?v=6aIA2LaB2Iw)

Source quotes

[37:15] Ton Roosendaal: Every developer gets kicked by me continuously if they do anything that even smells like making their lives easier and making users life more difficult. [10:48] Duncan McNeel: Usability polls rarely represent accurate data as people will always vote in favor of ease of use over flexibility. [20:10] Andrew Price: you should never ever make an option vanish from a user interface because when something vanishes it confuses users and they wonder where did that thing go [33:57] Andrew Price: When users approach piece of software by themselves with no help, they start doing crazy things.

Source quotes

[22:21] Andrew Price: The programmer wants the construction process to be smooth and easy. The user wants the interaction with the program to be smooth and easy. [30:19] Audience Member: I don't mind Blender looking complicated so long as there's reward for my effort in learning it.

Original transcript

[0:00] all right hello [0:02] everyone um yes so the next 30 minutes [0:06] I'm going to be talking about hotly [0:08] debated topic uh improving blender [0:11] interface so shelf hands who saw my [0:14] proposal video that went up yeah wow [0:17] that's almost everyone okay fantastic [0:19] all right well um at the time that the [0:24] uh uh the time that the proposal went up [0:27] I thought it was the cats paj I thought [0:30] it was amazing I thought this is what [0:32] blender needs we need this proposal this [0:34] is how blender should look um and uh [0:37] since then I've learned uh many new [0:39] things and I've learned some of the [0:41] problems the key um key problems with [0:45] the proposal I've spoken with some [0:47] developers I've spoken read some of the [0:49] feedback from the users and I've also [0:51] spoken with a real ux software designer [0:54] who happily pointed out some of the [0:56] flaws in The Proposal so this [0:59] presentation over the next 30 minutes is [1:00] going to be a reflection on the proposal [1:04] of the good and the bad and uh are ways [1:07] that we can move forward so just grab [1:10] the [1:16] mouse love to use [1:18] this okay so first thing a lot of people [1:22] ask me is why why did I bother stepping [1:25] into this whole mess um it's not [1:27] something that I've ever done before [1:28] it's not something that I'm really even [1:30] experienced in so why on Earth did I [1:32] ever get started in it well it the [1:34] reason I got started in it was um I got [1:36] hooked on a book started reading a um [1:40] user design book um talking about [1:42] usability and things like that and I got [1:44] really interested in it I started [1:45] reading a bunch more and one of the key [1:48] themes of these books was that [1:50] businesses have failed due to Tiny [1:53] usability errors in their software um [1:55] when internet banking first came out [1:57] there were um a whole bunch of of banks [2:00] that introduced this new internet [2:02] banking infrastructure into their system [2:04] and they lost heaps of customers due to [2:07] the fact that people could not use the [2:09] internet banking and so they switched to [2:11] somebody who had a more usable interface [2:13] for them to work with um that's just one [2:16] example there's been countless others um [2:18] companies losing hundreds and hundreds [2:20] of millions of dollars on an idea that [2:22] worked out well but then usability it [2:24] just failed so I started to think what [2:28] about blender blender reputation for its [2:30] usability is famously not that great I [2:33] think we can all agree we've read some [2:35] things from other users that don't use [2:37] it and uh you know it's a little hard to [2:40] wrap your head around it and so I [2:41] thought how does this apply to blender [2:43] because if if this is costing companies [2:46] dearly um then it could also do the same [2:49] thing for blender um and to check up on [2:52] this I uh started a thread on CG Society [2:56] I'm not sure if any of you actually read [2:57] it uh but it was called called why don't [3:00] you use blender a serious discussion and [3:02] I wanted to open the floor to rejections [3:05] I wanted to see why people weren't using [3:08] blender um because regardless of how [3:11] critical some people can be I find that [3:13] rejections always reveal some form of [3:15] Truth and um listening to them although [3:18] it's painful uh it can actually be [3:21] beneficial so I launched the thread um [3:24] it blew up to be 20 pages long and uh I [3:27] think a few blender users found it and [3:29] they uh tried to go in there and defend [3:30] it which was not what I planned but [3:32] anyways um and these are some of the [3:34] reasons I'm going to show you them now [3:36] they're not pleasant but these are some [3:38] of the real reasons actual quotes from [3:40] people as to why they're not using [3:43] blender so as a uh sort of a summary [3:48] sharp learning curve anux [3:51] conventions um learning blender feels [3:53] like a hazing process and people aren't [3:56] able to get in the front door to [3:58] discover how good its functionality is [4:00] because it's too hard to use so [4:03] something big and bold needs to happen [4:04] if it wants to step up in a major way so [4:07] this really SP sparked my attention and [4:09] um I came up well I thought to myself if [4:12] we could create a better interface one [4:14] that was more inviting to new people [4:17] then as a result of that we could get [4:19] more users overall and then as a result [4:22] of more users you could get more [4:24] donations in the future not short term [4:26] but down the line two or 3 years you [4:28] know if we had double user base you [4:30] could imagine roughly speaking it'll be [4:32] double the donations roughly right and [4:36] then as a result of that you could get [4:38] more development more full-time [4:39] developers that are actually working for [4:41] the blender Institute and then as a [4:43] result of that you get a better blender [4:45] so sounds like a really oversimplified [4:48] process but that's essentially the [4:49] business model for most open- Source [4:51] projects that rely on donations so that [4:54] is why I thought this idea of improving [4:56] the blender interface was a worthwhile [4:59] while Endeavor so I decided to get [5:02] serious about it so this is where I [5:04] started to write notes as I was reading [5:07] these books I started to jot down notes [5:08] on things that apply to blender some of [5:11] the things that are really a problem [5:13] some of the things that you know the [5:15] basic laws of usability and how blender [5:17] is um breaking these laws and then from [5:20] there I put them down into two videos [5:23] which started the campaign so I [5:27] originally called these videos fixing [5:29] blank [5:30] why it's broken and then hindsight [5:31] realized that was a really mean title [5:34] one that uh really didn't start it off [5:35] on the right foot with developers that's [5:37] for sure and so I renamed it improving [5:40] blender and um and so that was to [5:43] started off really to get sort of [5:45] awareness sort of to sort of ask people [5:47] to think about how blender could be [5:49] improved overall into the future so then [5:52] after that I started to write down some [5:55] Concepts sketching out some ideas on how [5:58] um you know how the inter face could [6:00] look how it could be improved according [6:01] to the uh the ideas and you know the [6:03] things that I'd read in books this was [6:05] just sort of sketching things out and [6:07] then from there since I didn't want to [6:08] be one of those people that just sat [6:10] there and just mocked blender and then [6:12] didn't come up with any solution as to [6:13] you know how to fix this I decided to [6:17] create a [6:18] proposal and that's where the problem [6:22] started so the proposal video that [6:25] you've all seen basically introduced a [6:27] whole bunch of new Concepts big header [6:29] at the top tabs a sidebar um and uh very [6:35] overall big shock to the system but I [6:38] thought this would be great for new [6:39] users you know and it introduced uh new [6:41] ways of doing things such as um how to [6:43] add materials you could have presets you [6:45] could do all this cool stuff um you know [6:47] the rendering process having a progress [6:49] bar and a approximate time remaining [6:52] little ideas like this and then of [6:54] course the uh postprocessing stage you [6:56] could have like drag down little like [6:58] common special effects you you'd be [6:59] adding and just to overall make the [7:01] Stepping Stones to get into blender um [7:05] more um more inviting and uh eventually [7:08] get people more hooked on blender in the [7:09] long run so problem with that [7:13] is is that over [7:15] time the blender Community caught on and [7:19] uh there was quite a lot to say um [7:23] pretty much the blender artist forums [7:26] have been pretty much unapproachable for [7:28] the last [7:30] last couple of weeks I would say I went [7:32] and had a look at through look through [7:34] them before coming here and uh was not [7:37] pretty um I actually just as a uh for [7:40] the sake of curiosity decided to do a [7:43] count on all the threads there's 856 [7:46] posts on blender artists uh 1,240 on my [7:50] site 919 on blender Nation 3,913 on [7:54] YouTube and then 177 on other forums [7:58] coming down to a grand total of 7,15 [8:03] [Applause] [8:08] reactions now this isn't anything to be [8:10] impressed about I'm not saying this as [8:11] like a badge of honor especially seeing [8:13] as probably about half of those were [8:15] people that were against it some of [8:18] those were personal insults directed at [8:20] me [8:22] so so it's not a badge of honor but I [8:25] say this to point out to the fact that [8:27] what we already know is that the BL [8:29] Community really does care about its [8:31] interface and I learned later on that [8:33] the reason for that and this is the [8:34] reason for pretty much any software uh [8:36] when somebody has spent the time to [8:38] learn a new piece of software when [8:40] somebody suggests a change and a [8:43] complete rewrite of it or not not a [8:44] rewrite but a new skin for the interface [8:47] something like that it's basically [8:49] asking people to destroy their [8:50] investment and start over which of [8:52] course nobody wants to do they spent [8:54] time hours learning a new piece of [8:55] software so introducing a new thing [8:58] obviously results in a lot of uh [9:00] feedback [9:02] so I think uh oh hang [9:05] on Bastion sort of summed it up quite [9:08] well with this uh tweet that's pretty [9:10] much how I felt over it as [9:15] well is Sebastian here is Sebastian here [9:20] yeah yeah there he is way the back yeah [9:22] that was a good [9:25] one okay so I predicted this would [9:27] happen I knew there would be a huge [9:29] amount of comments and no clear voice [9:32] nobody to actually listen to you know [9:34] you scroll through the comments and you [9:35] listen to one person you go oh that [9:37] guy's got some good points and then the [9:38] next guy and you go that guy's got some [9:40] good points to conflict with the other [9:41] guy and it just goes on and on and on [9:43] and on and there's no way to actually [9:45] figure out you know what's the overall [9:47] impression of something so I put [9:49] together a survey thought a survey would [9:50] be a novel idea and so uh one of the [9:53] points of the survey was to ask um [9:57] basically what parts of the proposal did [9:59] you like and which parts didn't you like [10:01] just to get a sort of overall impression [10:03] and um these were the results of [10:06] that so starting from the top the most [10:08] liked and then down to the bottom with [10:10] the least lik so you've got the top um [10:13] cleaner look tabs layer panels typical [10:16] stuff and then of course a cliff down to [10:19] the big buttons which of course makes [10:21] sense everybody likes those huge [10:22] gigantic buttons and I knew that when I [10:24] made it but I did anyway so uh another [10:28] question that I asked was to get the [10:30] overall feel what did you think of it on [10:33] a scale of 1 to 10 one being I hate [10:35] absolutely everything and 10 being I [10:38] absolutely love everything and these [10:40] were the results surprisingly enough it [10:42] was quite positive and overall if you [10:45] got the mean average of that oh this was [10:48] out of 2,000 um votes by the way 2,000 [10:50] people um the mean average of those [10:53] votes was 8.7 out of 10 so I thought [10:56] this is great everybody loves it this is [10:58] the way do it this is how we go ahead [11:01] until about 3 days ago I spoke with a ux [11:06] software designer uh called Duncan [11:08] mcneel so he has seven years experience [11:10] doing exactly this designing interfaces [11:13] for software companies so he goes in [11:14] there talks to the client finds out what [11:16] the software is used for and then tries [11:18] to come up with a concept to improve the [11:19] usability of that software and so I had [11:22] the pleasure of talking with him for two [11:23] hours um has anyone listening to that [11:25] podcast by the way yeah few people cool [11:28] um really insightful stuff and it [11:30] basically knocked the wind out of my [11:32] sales because um he made a lot of sense [11:35] and he pointed out some key flaws with [11:37] the proposal and as well as that he [11:39] mentioned something which uh really [11:41] kicked me [11:42] back usability polls rarely represent [11:45] accurate [11:46] data as people will always favor vote in [11:49] favor of ease of use over flexibility [11:53] and of course when you think about it [11:54] makes perfect sense because when you see [11:57] a user interface you look at all the [11:59] easiness of it you see the big clean [12:01] buttons and you go wow wouldn't that be [12:03] just easy to use I vote Yes and that is [12:06] a problem because they do not think [12:08] about the flexibility [12:11] so that means all of this wasted time [12:14] doesn't mean [12:25] anything just get a drink [12:27] sorry [12:30] so yeah so that was a big waste of time [12:32] and um wasn't good [12:34] so as well as that I learned from [12:37] talking with various people as well as [12:39] talking to Duncan I learned uh some of [12:41] the key proposal problems biggest one is [12:45] inflexibility so I introduced the [12:47] concept of tabs and um having your tools [12:50] all along the top that was the main [12:52] point of it so that when you're working [12:53] on a task you can have all the tools [12:54] that you want available for that task [12:57] sounds great um but the problem is is [12:59] that it's not as simple as that so in my [13:02] examples I showed really basic scenes so [13:04] when you look at this you go yeah if I [13:05] was working on that Cube pretty cool if [13:08] I could just uh you know drag down some [13:10] of those things I want a sphere that'd [13:11] be kind of cool you know but then you [13:13] don't think about in the future you [13:15] might be working on a character [13:16] animation where you have uh an audio [13:19] track and then you also have an [13:20] animation so you might want to have the [13:22] video sequencer over there with all your [13:24] audio and then you might want to also [13:26] have you know the animation tools as [13:28] well and with my current design even [13:30] though it allowed for split screens I [13:32] didn't show that in the proposal but [13:33] that was the plan you wouldn't be able [13:35] to have two tool sets shown at the exact [13:37] same time so huge problem with the [13:39] proposal and basically means the tabs [13:42] aren't really going to work so another [13:44] proposal lack of vertical space um [13:47] mainly due to that gigantic toolbar at [13:48] the top there um having horizontal um [13:52] layouts they do work good because it [13:54] reduces the need for scrolling basically [13:56] cuts that out entirely so that's a good [13:58] good thing um but as a result of that [14:01] you get an extremely widescreen view of [14:04] your scene um which I guess we all [14:06] learned from 2.4 right which is why we [14:08] went with the vertical layout but as a [14:11] result of that we now have a lot of [14:12] scrolling so what do we do I decided to [14:14] go for the header but something else to [14:16] think about the lack of vertical space [14:18] tab Overkill um basically I made a tab [14:21] for every single task there was tabs in [14:23] there for weight painting and all sorts [14:25] of different things like that little [14:26] tiny task having a tab and having that [14:28] all laid out across your uh your header [14:30] there would be problematic because uh [14:33] it's just going to fill up the whole [14:34] thing and there's no real structure to [14:35] it so having some sort of grouping that [14:38] would have been a lot better um but that [14:40] obviously wasn't in the proposal other [14:42] problems the predictive menus this one [14:44] was really interesting to hear about so [14:46] uh as you might remember in The Proposal [14:48] I suggested um the concept of so say you [14:51] have two Edge Loops selected and they [14:54] both have equal amount of vertices if [14:56] you right clicked you could have blender [14:58] prict that you want to create a bridge [15:00] because that's the common function that [15:01] you would do if you selected those two [15:03] Edge Loops but the problem with that is [15:05] that what if you had two Edge Loops [15:06] selected and one of them had one less [15:08] verticy than the other you click right [15:10] click that option is not there so to the [15:13] user you'll be jumping up and down going [15:15] where is that option that I've always [15:16] seen there before and there will be no [15:19] uh help for them there will be no uh [15:20] sort of idea as to why that menu hasn't [15:23] appeared so predictive menus um wouldn't [15:26] work the other reason it wouldn't work [15:28] is that when people are working um in an [15:30] autonomous environment basically once [15:32] you've been using software what [15:35] the what was that [15:38] hello okay once you've been using [15:40] software for a long enough time you want [15:42] to get to the stage where you're able to [15:44] use it autonomously that's what um ux [15:46] software designers say is like the ideal [15:49] state where you can just sit there and [15:50] without thinking about it just work work [15:52] work work work and get the job done and [15:54] finished so the autonomous state is a [15:56] great uh is what you should be pursuing [15:57] having predictive menus would um [15:59] actually cause problems with that [16:01] because when you're working autonomously [16:03] um and let's say you have a rightclick [16:05] menu that drops down and there's like a [16:06] subdivide something like that you would [16:08] know in your head that the third option [16:10] down is subdivide you wouldn't actually [16:12] be reading it after you've been using [16:13] the software for long enough you know [16:15] that the third one down from the top is [16:16] subdivide if you suddenly introduce [16:18] predictive menus for that suddenly you'd [16:21] be clicking on the wrong thing because [16:22] the orders would change so a predictive [16:24] menu in that sense would not work so [16:27] that's something I did not consider but [16:28] it makes a lot of sense now there was [16:30] also a lot of poorly explained Concepts [16:31] I never introduced um never talked about [16:33] split screening um I didn't talk about a [16:36] lot of different things I didn't mention [16:37] the fact that the sidebar um could [16:40] include an outliner A lot of people said [16:41] why isn't the outliner in the sidebar I [16:43] thought well you could do it I just [16:45] didn't put it in the proposal but so [16:46] some poorly explained Concepts um preset [16:49] problems presets are great material [16:51] presets in particular pretty much every [16:53] 3D software today has them um but when [16:56] talking about presets you also need to [16:58] consider consider the fact that um when [17:01] you users approach a software and they [17:02] get hooked on presets if the presets [17:05] don't explain clearly how that thing was [17:07] created so in the case of a wooden [17:10] material um if the preset basically just [17:13] you know you click it wooden material [17:14] appears and you're all happy that's [17:15] great for the new user but over time [17:17] that new user will not have learned how [17:20] that wooden material was created so it's [17:22] not good for learning which is a very [17:24] critical point so presets can be done [17:26] but it needs careful consideration as to [17:28] uh how to implement that another one was [17:32] that I presented a full mockup and this [17:34] is not a good idea believe it or not [17:36] full mockups distract people from the [17:38] overall big picture because when you're [17:41] having a full mockup people get [17:42] distracted by little tiny things they [17:45] get distracted by the color of a button [17:47] they get distracted by how big a button [17:49] is they get distracted by uh you know [17:51] why is that icon up there why is this [17:52] there why is that there um so it's [17:54] actually bad full mockups aren't good I [17:57] thought it'd be great that's what [17:58] everybody needs you want you know [17:59] Photoshop open that up and get started [18:01] that's how you do it um but it doesn't [18:04] give people a good idea of the big [18:05] picture which is why actual ux software [18:08] designers when they're designing [18:09] interfaces and they're showing them to [18:11] clients they actually use handdrawn [18:14] sketches because handr sketches gives [18:16] people a much better idea of the overall [18:18] structure and layout of the software and [18:20] they don't have to rely on um uh [18:23] actually what I going to say can't [18:25] remember but anyways it just gives [18:26] people a better idea of of the overall [18:28] Ware so full mockups actually not a good [18:30] idea so those are the six is it six or [18:35] seven seven big problems with my [18:37] proposal um out of that though there was [18:40] a few salvageable Concepts something [18:42] that could possibly work um so the [18:45] usability standards that I um mentioned [18:47] in the uh part one and part two those [18:50] stand for pretty much every single [18:51] software out there so um consistency [18:54] that's one that I mean I've spoken with [18:56] numerous people um yesterday and today [18:59] and pretty much every single person said [19:00] consistency that's something they really [19:02] want fixed um those Concepts apply to [19:05] everything and they definitely should [19:06] apply to blender as well um as well as [19:08] that tool grouping so tool grouping is [19:11] very important um I presented it with [19:13] tabs um but tabs may not necessarily be [19:16] the best solution but um tool grouping [19:19] should happen because as I demonstrated [19:21] you know if you're working on sculpting [19:23] you've got all the different tools [19:24] spread out all over the place and it's [19:26] very difficult to work autonomous ly [19:28] because you have to open up this open up [19:30] that you're losing screen space and it's [19:31] closing in and it becomes [19:34] problematic uh the sidebar features they [19:36] can work um you know the notifications [19:39] thing like that as as opposed to the [19:40] dialogue boxes or uh the little things [19:42] flashing up onto the cursor some things [19:44] like that uh layer layer panels um as [19:47] well as a history manager to uh also [19:49] helps new users to understand the past [19:51] actions that they've taken which is very [19:53] good and then as well as that uh [19:55] feedback so General overall feedback of [19:56] the software when you click something [19:58] that actually feeds back that you've [19:59] clicked it when you're dragging [20:01] something it doesn't lag behind the [20:02] cursor when it's too high poly you can [20:04] make it so that it's low poly as you [20:06] drag it little things like that that can [20:08] be applied and mouse functionality uh [20:10] rightclick menus could work um but they [20:13] obviously all the options there need to [20:15] remain exactly as they are they can't [20:17] shift or change depending on you know a [20:19] predictive you know whatever you're [20:21] doing um so if something is not [20:24] available for the task that you're doing [20:25] it should be grayed out um something I [20:27] read in a book but I didn't think about [20:28] when I was making this is that um they [20:30] say that um you should never ever make [20:32] an option vanish from a user interface [20:34] because when something vanishes it [20:36] confuses users and they wonder where did [20:38] that thing go so it should always uh [20:40] gray out and never actually vanish um [20:43] and then as well as that there is the [20:45] possible option of a left click default [20:48] um going by the ux standards and [20:50] conventions that people are used to um [20:52] remembering of course the uh feedback [20:54] from the CD society that was of course [20:56] the big one that people said um however [20:58] Duncan mentioned that if we go with the [21:00] left click default which he recommends [21:02] um that the current users be given the [21:06] explicit instructions on how to change [21:08] it back to the rightclick menu if they [21:10] want it so you could call it like legacy [21:11] mode or something like that because [21:14] existing users know about the user [21:15] preferences panel they know how to [21:17] access little settings like that but new [21:19] users don't so in favor of new users in [21:22] favor of getting new people on board a [21:23] left click would definitely be a good [21:25] idea but existing users need to know how [21:27] to change it back they like [21:29] it so to summarize um the proposal had [21:32] lots of eye candy made everybody very [21:34] happy it was beginner heavy which is [21:37] good for beginners which is why a lot of [21:39] people on YouTube and things like that [21:41] loved it because they're [21:42] beginners and um it was inflexible so [21:46] serious problems when you want to do [21:48] multiple tasks at the exact same time um [21:50] it was overly ambitious so I mentioned a [21:52] lot of things which I thought would [21:53] sound very simple to do but then after [21:55] talking with developers find out it's [21:57] probably going to take like couple of [21:58] years you know couple of developers [21:59] working full-time it's going to add up [22:01] you know so very overly ambitious um [22:04] very shortsighted of me to make these [22:06] huge suggestions because now the blender [22:07] Community is expecting them to happen um [22:09] which is not [22:10] good um and overall there's a couple of [22:13] doable ideas um so that was the big [22:17] problem with the proposal and that's why [22:18] I didn't really work but talking about [22:21] moving forward so a lot of people agree [22:24] um that I think pretty much everybody [22:26] would agree that the U UI and the [22:29] usability of blender could improve in [22:31] some way some form or fashion um so how [22:35] can that be done well something that ton [22:37] has already mentioned a UI team hey hey [22:40] so this is something that um after [22:42] talking with uh Duncan the software [22:43] designer he said this is Paramount to [22:46] designing software that you have a team [22:49] of people that has absolute control over [22:51] the user interface democracy based [22:54] systems very very rarely ever work well [22:58] because everybody giving their opinions [22:59] and everybody you know developers [23:01] listening to those opinions very very [23:03] rarely ever works out well so a fully [23:06] educated um UI team that has full [23:09] control is much better than it is [23:11] currently where you know it's Community [23:13] Based sort of things like that so having [23:14] a close-nit team with full control they [23:17] can bridge the gap between users and [23:19] developers um and that's basically one [23:21] of the uh things that needs to happen um [23:24] in that there's a lot of users with a [23:26] couple of ideas but understanding L [23:28] developers are very busy if you had a UI [23:30] team that could understand the developer [23:32] side as well as the user side they can [23:34] bridge that Gap uh somewhat ux [23:37] experienced ideally um this is just um [23:40] stuff that I learned from talking with [23:41] Duncan and things like that having [23:43] somewhat uux experience would definitely [23:45] help for this UI team and a big one they [23:48] should be unbiased um and this is a [23:50] really big one because pretty much [23:52] everybody has a bias um a beginner has a [23:55] bias because they want things to be easy [23:56] an advanced user has a bi because they [23:58] want things to be flexible everybody has [24:00] a bias as well as that developers have a [24:02] bias um this is a quote from a book [24:05] which I think is very Paramount the [24:07] goals of the programmer and the goals of [24:09] the user are dramatically different the [24:11] programmer wants the construction [24:12] process to be smooth and easy the user [24:14] wants the interaction with the program [24:16] to be smooth and easy these two [24:18] objectives almost never result in the [24:20] same program hence why having a UI team [24:22] which is separate to both the user group [24:24] as well as the developer group is key so [24:27] we have a large community and I'm sure [24:28] that there are people out there with ux [24:30] experience after I put out a call on [24:32] Facebook I got numerous emails coming [24:33] back from people that have ux experience [24:35] and I'm sure if we gave them the [24:36] opportunity they could possibly help out [24:38] with this and um basically the idea [24:42] being that currently we have users on [24:44] one side in their separate world and [24:45] then we have developers on their side in [24:47] IRC in their separate world and um [24:50] basically at the moment if a user has an [24:51] idea like uh for example we're talking [24:53] over dinner yesterday the fact that you [24:55] know deleting an image in the UV image [24:57] editor doesn't actually delete it from [24:59] your scene you know you have to hold [25:01] down shift and delete which of course [25:02] nobody really knows but that's how it [25:04] works and so if somebody had this idea [25:06] and they wanted to tell it to a [25:07] developer if you're a nobody then if [25:10] you're try and send it to a developer [25:11] doesn't work because understandably [25:13] developers are very very busy people and [25:15] they're already working hard on things [25:17] and having one idea sent from one user I [25:19] mean who's to know if that user is [25:20] actually making any sense or not so the [25:22] point of a UI team basically is to [25:25] bridge the gap users can approach the UI [25:28] team with ideas and the UI team can [25:29] assess those ideas um and Talk Amongst [25:32] them themselves and then pass that on to [25:33] the developers so this is ideas of [25:35] course um and of course not to tell [25:37] anybody how to suck eggs but this is [25:39] ideas for the future on how the UI team [25:41] could be assembled and how they could [25:42] work um this is based on feedback from [25:44] uh Duncan and things like that uh to [25:46] tackle the lwh hanging fruit first [25:48] there's a lot of tiny little things in [25:49] blender which could be handled and um [25:52] approached and they would basically get [25:54] the community on board with hey this [25:56] team actually knows what they're doing [25:57] and look at all these little [25:58] improvements that they're making and now [25:59] blender is easier to use so that low [26:01] hanging fruit is actually really [26:03] fundamental before any big change ever [26:05] happens if it does um the low hanging [26:07] fruit the easy stuff should definitely [26:09] be tackled first um then uh they would [26:12] basically the idea is they should be [26:14] posting handdrawn UI designs to the [26:16] community of course going back to what I [26:18] said before full mockups not being a [26:20] good idea as they distract people from [26:21] the overall view there's actually um uh [26:24] software and websites out there that [26:25] will actually do this for you um you can [26:28] you know draw out something like that [26:29] and it'll make it look handdrawn um [26:30] there's one called balsamic and another [26:32] one called aou which are very good so [26:34] they could be used as that um and listen [26:36] to feedback from the community and this [26:38] is very important as well you'd think [26:39] that listening to feedback is a really [26:41] bad idea because the amount of comments [26:43] but it's actually really fundamental [26:45] users are the ones that are going to be [26:47] using this software so of course we need [26:49] to listen to those users because they're [26:51] the ones that are using it so listening [26:53] to the feedback and then being able to [26:55] filter the feedback based on his [26:57] validity so basically there are seven [27:00] different types of validity the lowest [27:02] one being being face value so if [27:04] somebody says like I don't like that [27:05] because it looks too much like Moto or I [27:08] don't like that it looks like 3D Max or [27:09] I don't like the color of that button [27:11] that sort of comment can be ignored [27:13] pretty much because all of this is based [27:15] off face value somebody coming in there [27:17] it's like a knee-jerk reaction like I [27:19] don't like it you know it's it's [27:20] terrible so you can just ignore stuff [27:22] like that but then going down content [27:24] wise um uh if somebody has an um an [27:27] objection into something based on their [27:29] workflow and they're talking about the [27:30] content of that um then that should be [27:32] higher up and people should be able to [27:34] filter out that feedback to find the uh [27:35] the key idea and then of course they [27:38] could send those ideas um to the [27:40] developers down the line and that is it [27:42] so that's imposs ideas for the future so [27:45] I wanted to sort of eyon out the uh the [27:47] key concerns that a lot of people here [27:48] had um and as well as address the people [27:51] that were in favor of the proposal and [27:52] those that are against it and um yeah [27:55] and as well as that to anybody that's [27:57] going forward um they can learn from my [27:59] numerous mistakes and hopefully go about [28:01] it in a better manner so thank you very [28:04] much for [28:05] [Applause] [28:08] [Music] [28:11] [Applause] [28:12] [Music] [28:16] listening so um we have a few minutes [28:19] for questions so if anybody has some [28:22] questions or ideas that they want to [28:24] raise we have a man the Aussie in the [28:26] back there um do we have another [28:28] microphone so that it's on the camera [28:32] or oh I can go and [28:41] the all right Andrew buty go ahead thank [28:44] you hello cool um with everybody in this [28:49] room I think is probably a pretty [28:50] experienced blender user and a lot of [28:53] assumptions seem to be made about [28:54] beginner blender users has anyone done [28:57] any Research into that because from my [29:00] experience I had one student who [29:01] couldn't get past the splash grid [29:03] because they couldn't find the okay [29:04] button yeah usability testing um is very [29:10] it's something that um big software [29:12] companies do it's expensive to do [29:14] basically they put this subject in a [29:16] room and they stand behind this two-way [29:18] mirrored glass and they watch the [29:19] subject somebody stands behind them with [29:20] a clipboard and says do this thing and [29:23] then the developers sit behind the glass [29:24] and they just sit there and go why are [29:26] they doing that why are they behaving [29:27] like this because from somebody who's [29:29] developed the software or somebody [29:30] that's used to the software you can have [29:32] an assumption like the user they can get [29:35] p a splash screen it's no problem but [29:37] then when you watch a user do it they [29:38] can often highlight a lot of really key [29:40] areas um which we just don't know about [29:42] because we've never done usability [29:44] testing before um which is something I [29:46] wanted to bring up if um if the [29:48] foundation was open to it I'd gladly [29:50] sponsor a um a usability um uh what is [29:54] it company to actually do some usability [29:56] testing on blender we could have a much [29:57] better idea of the key problems with it [30:00] um but it's open of course right anyone [30:03] else with another [30:05] question man down here in the [30:19] front thank you I don't know if I count [30:21] as a newbie or not i' only got about 12 [30:24] months elapsed time experience with [30:26] blender my experience as a beginner [30:30] wasn't that blender was difficult I mean [30:33] I I grew up doing YouTube tutorials [30:37] that's where I started and I think it's [30:39] it's unreasonable to assume that [30:41] somebody is going to sit down in front [30:43] of blender thinking oh that's pretty [30:46] what do I do now I mean the beginners [30:49] these days understand the idea of look [30:51] if I don't know how to start I'll Google [30:53] it that's the beginner mindset that was [30:57] my beginner mindset and what worried me [31:00] most about your proposal was the idea [31:03] that you are treating the beginner as a [31:06] dummy they're ignorant but they're not [31:10] stupid and I think the consistency model [31:14] you've got is exactly right but I think [31:16] you would actually put off most [31:18] beginners who go that this looks like a [31:21] toy application I don't mind blender [31:24] looking complicated so long as there's [31:27] reward for my effort in learning [31:36] it so the concern being of course that [31:39] yeah it's a too dumb down um I did some [31:43] research on that on how many people [31:45] actually um you know when they're [31:47] learning a piece of software there was a [31:49] computer science company that [31:50] investigated you know how dumb are users [31:53] really no they investigated how how [31:55] people actually learn software and and [31:57] um the the first thing that people do [32:00] when they're coming to a new piece of [32:01] software is they try to figure it out [32:02] themselves they try to dive in and try [32:04] to figure it out um that is the number [32:06] one way that people approach a problem [32:08] um the if they don't get past that they [32:11] either quit or they go to number two [32:13] which is to ask somebody else which is [32:15] why um classroom environments work very [32:17] well if you have a teacher standing [32:18] there physically in front of the [32:19] classroom um students very rarely feel [32:23] like fearful and unated with all this [32:24] new stuff because there's a teacher [32:26] right there you can just ask teacher um [32:28] and then the third way after that down [32:29] the line is to then ask for online help [32:32] which is when you go to Google um so [32:34] that's the third option down there and [32:36] um it is true that um you know um a lot [32:39] of new people do go to Google but then [32:41] there's a lot of new people as well that [32:43] um if they can't get anywhere with the [32:45] software and they find that they just [32:47] can't make any progress at all then they [32:48] might think it's not really worth my [32:50] time um I spoke with one person who said [32:52] that you know if um if there's I already [32:56] am I can't click on on anything then how [32:57] much harder is everything else going to [32:59] be this software just isn't for me um [33:01] and I'm sure we've all encountered that [33:03] as well um if you've ever downloaded any [33:04] other uh minor software 3D software [33:07] applications and things like that some [33:09] of them have completely crazy interfaces [33:11] where you see something in front of you [33:13] and you try and click and drag it around [33:14] or something but it's like the wrong [33:16] panel you're supposed to be clicking on [33:17] and it's one over here and so you would [33:19] think that person obviously goes to [33:21] Google to figure out how to use that [33:22] program um I didn't I uh just because [33:27] the software didn't give me any I you [33:29] know reward to start off with to say [33:31] that you're making progress this is [33:33] something that you should continue to do [33:34] um it just wasn't making any progress at [33:36] all and then people give up so yes a lot [33:39] of people do go to Google and a lot of [33:40] people do quit as well but we don't know [33:42] the statistics on that um so that's [33:45] basically it so [33:55] yeah [33:57] uh sometimes new users are incredibly [34:01] smart in point out the little fruits [34:06] that can be taken with uh no um uh [34:11] effort by developers I mean uh some uh [34:15] questions of the students I have 60 [34:18] students that I'm teaching right click [34:21] left click some or rotate and some [34:24] students point out user [34:27] um interface problems that are so easy [34:31] to solve and when you see he that he [34:33] looking something there you you open [34:37] your mind you say yeah this is obvious [34:40] that it should be there so I think that [34:42] uh one thing that can be used to analyze [34:47] the the current user interface is these [34:52] uh teaching uh newbie lessons and uh [34:56] another cool stuff that can be done is [35:00] ey tracking [35:02] um um ey tracking session so you put a [35:06] user and you say you have to do this and [35:08] there is a little webcam that points out [35:11] uh where you are looking and where you [35:13] are searching the tools in the interface [35:17] is uh it's quite expensive to do this [35:20] test but um you also can uh look how the [35:25] concentration of the people is and how [35:29] emotionally is involved about the how [35:32] much is Big the pupil when while while [35:36] you are working so this can be done and [35:40] um stop this [35:43] is so the you're saying um basically [35:47] with that usability testing we could [35:49] find out where the the new users are [35:51] actually looking and figuring out how [35:53] they behave that's the it's one way it's [35:56] one way yeah that's right yeah so that [35:58] is yeah that's definitely an option and [36:00] it's it's those sort of things that we [36:01] just don't know um we all have [36:03] assumptions on how new users will [36:05] approach a piece of software um and [36:08] often as basically every usability book [36:11] that I've read um pretty much everybody [36:13] gets it wrong uh when you users approach [36:15] piece of software by themselves with no [36:17] help um they start doing crazy things I [36:20] remember once my first time I ever [36:22] actually taught somebody to use blender [36:24] was back in high school I'd only been [36:26] using blend for a couple of years and I [36:27] had a classroom of people there and I [36:29] was giving them a tutorial on how to [36:30] create a fireworks you know system or [36:32] something and the first thing I wanted [36:34] them to do was to hit shift a and then [36:36] add in a plane and the problem was is [36:39] that when people hit shift a they saw [36:41] the option for [36:44] monkey half the class clicked [36:48] monkey and they didn't know how to get [36:49] rid of it they didn't know how to go [36:51] back and so I had to go around [36:53] individually to each computer delete [36:55] their monkey delete delete the monkey [36:57] delete the monkey we didn't get anywhere [36:59] nobody made the actual finished result [37:01] because I overestimated um basically a [37:04] beginner's ability to um create [37:07] something simple and um so that's an [37:09] example you know we think that people [37:11] would do what you'd say but monkey get [37:13] to click it all right next question I [37:16] think we've got time for about three or [37:17] four more yeah um my my my topic um the [37:22] the thing that surprises me most [37:25] although I know it's a little bit [37:27] I think because we are growing probably [37:29] is the perception that there is some [37:31] kind of separation between the users on [37:35] one hand and the people are making [37:36] blender there on some kind of invisible [37:39] place where you can't talk to them and [37:43] in my role as a chairman of the blender [37:45] foundation and the way how I've been [37:47] organizing the project I've always and [37:51] always try to get the user Central every [37:55] developer gets kicked by me continuously [37:58] if they do anything that even smells [38:00] like making their lives easier and [38:03] making users life more difficult since [38:06] 2005 we do open movie Project always [38:09] getting the the best of the uses there [38:12] and make them work together together [38:15] with the developers to make something [38:17] and that's how we did animation stuff [38:18] that's how we got the fluid stuff how we [38:20] get rendering stuff there's a load of [38:23] advanced features in blender that are [38:26] not not added only by techn technical [38:30] people but it have been shaped by the [38:32] users that's why the animation system [38:35] lenda is so good it's not a coders thing [38:38] it has been worked on with coders [38:41] working together with the animat so your [38:44] drawing of the UI team it it is suggest [38:48] as if we need a communication and I [38:51] would totally object against that we we [38:54] don't need to do that kind of central [38:57] Communication I want to have it [38:59] decentralized the riggers have to talk [39:01] to the rigging an uh coders with the uh [39:05] the interface design is of course we [39:07] need them but they talk about layout [39:10] configuring the interface uh panels [39:12] buttons that kind of stuff but you also [39:14] have modeling we have game making [39:17] blender we have so many things in [39:18] blender and at every level is interface [39:21] the modeling like Jonathan Williamson is [39:24] working with model encoders uh motion [39:27] tracking we have users working with the [39:29] motion tracking in Blendon for rendering [39:32] shading note systems Etc we have all [39:35] these communications going on so why did [39:38] you not feel that you don't feel like as [39:41] if it was available for you to connect [39:44] or so I think it was on a [39:48] distance uh because I thought we had [39:51] like hundreds of people involved and it [39:53] was quite open for people to get access [39:57] I guess talking about that [40:00] one yeah that's one Thomas said was a [40:03] mean graphic [40:05] um basically um yes the I I'm aware of [40:09] the the module teams that are happening [40:11] and Jonathan Williamson working with the [40:13] modelings and things like that um this [40:15] was just in regards to um you know a UI [40:18] team and something like that um just [40:20] usability wise so if somebody had a [40:22] problem with as I mentioned before the [40:25] fact that when you click on the delete [40:26] Del button it doesn't delete an actual [40:27] image it actually you have to hit shift [40:30] delete that's a usability central [40:31] problem which I think we currently don't [40:33] have any modules for um and also in [40:36] regards to the users not being able to [40:38] reach the developers that's more um it's [40:41] it's reflective I think on the fact that [40:44] um personally I found it difficult to [40:47] get in contact with developers because I [40:48] don't want to inconvenience them by [40:50] sending them a direct email and I think [40:51] we can all agree with that like nobody [40:53] wants to get an angry email back from a [40:55] developer saying [40:57] post this on blender eyes or something [40:58] like that I don't want to inconvenience [40:59] somebody um and IRC is a very um it's a [41:04] very sort of it's It's a concept that a [41:06] lot of people aren't really I think up [41:08] to and they're not really into so I find [41:10] that uh yeah that's the reason there's a [41:13] bit of a disconnect I think um I agree [41:17] we have to be uh ensuring that this [41:19] communication works and also that the [41:21] team's profile but you said the UI team [41:25] if you have people who have a known name [41:29] like we had M app on interface he was [41:32] available online he was talking to [41:33] artist we doing website stuff great [41:37] articles about usability that person is [41:39] in charge of blender interface stuff [41:42] which which he was for 2.5 then it [41:44] communicates well yeah we need to find [41:46] those people I know but still it would [41:49] be good to emphasize that trust level [41:52] because we do have really good people in [41:56] board working on blender they are World [41:58] Class People we also have people who [42:01] understand interface design there's [42:03] people with many years of interface [42:06] design experience on board which you [42:09] could also ask and so going to other [42:12] people I mean interface design is like [42:14] politics you can find opinions so design [42:19] is always based on first narrowing down [42:21] and say this is what we want this is [42:24] where we go to and this is what we try [42:26] to do then you make an interace and [42:29] forever you design you can make [42:31] different ones MH so [42:40] anyway um I'm using blender for for now [42:43] for two years and I'm teaching uh at the [42:46] University for for the students but [42:48] besides also for children and for [42:50] seniors like really old people who [42:53] who just only use the computer for [42:55] intern but they want to use blender and [42:58] I saw that most people both [43:00] professionals are students who are used [43:03] for with other 3D programs uh but and [43:06] also the people who don't work [43:08] professional at all uh are used to work [43:11] with one hand just with the mouse and I [43:14] saw the the interface you propose is L [43:16] mostly focused on Mouse interaction like [43:19] taking this pre assumes pre Assumption [43:22] of using the mouse is easier but I think [43:25] it's it's both healthier to use both [43:27] hands um I because I will use the both [43:31] brain Hees and also for the shoulders [43:34] it's much more healthier I will I will [43:37] really to keep that from beginning on [43:40] just it's not kind of forcing the uh [43:43] starters to use both hands but it's it's [43:46] easier if if the hurdle I I noticed also [43:48] by the beginners there's a small hurdle [43:51] uh to put the left hand on the keyboard [43:54] that it stays there uh um but it's in [43:58] after the second or third lection [44:00] lecture it's it's everybody's used and [44:03] everybody's really working faster than [44:06] like using oneand and yes I will I will [44:09] I think the interfac is on the table [44:12] when the blender like on the keyboard [44:14] and on the mouse that it should maybe [44:17] don't take much place on the screen [44:19] that's my so you're saying that the [44:21] keyboard um a lot of new users aren't [44:24] used to using the keyboard and they're [44:26] stuck with the mouse yeah I think that's [44:28] that's fairly common for again [44:30] assumption fairly common for a lot of um [44:32] software applications the big thing that [44:34] a lot of other software applications do [44:36] though is that they have the main tools [44:38] on display like as an example Photoshop [44:40] if you hover over a tool um you know you [44:43] can click on the tool and that's great [44:44] um but you also if you use that tool [44:46] many times you might go and click on [44:48] that tool a lot hover over it and it [44:49] says hotkey is M and that's gradually [44:52] over time you learn how to get faster [44:54] with the software because you learn [44:55] learn the key presses and the little key [44:57] functions and things like that and [44:59] that's when you start to use the [45:00] keyboard but I agree when new new users [45:02] start out it's mainly ma uh Mouse based [45:05] functions I think we that's agreeable [45:07] yeah uh the last one because the lunch [45:10] has been served 30 minutes ago and then [45:12] we can have food and this discussion can [45:15] go on all [45:16] conference thanks um I think I've took [45:20] away the microphone one from one person [45:22] down there who's waving all the time [45:24] already um [45:27] but now I have it and I won't give it [45:29] back I just wanted [45:31] to okay I will I I will talk to you [45:34] later [45:37] anyway the waving guy okay the [45:42] W oh thank you that's very nice [45:45] Sebastian Sebastian thank you I would [45:48] like Al to ask you you what you have a [45:51] question what what question do you have [45:53] for and you but next time maybe Andrew [45:57] this is maybe a bit personal question [45:59] but I would like to ask you what are [46:00] your future plans what will be your your [46:03] next step in this situation you created [46:05] here okay that's [46:14] all um Next plan uh well I mean I've [46:20] been doing the tutorials for four years [46:21] and stuff and after a while it does sort [46:24] of feel like just doing the same [46:26] tutorials over and over again you know [46:28] and I I really wanted to try to uh have [46:32] a break and try and do something [46:33] positive that would affect blender long [46:35] term um because I mean ideally I mean I [46:38] am a businessman I running a business [46:41] and basically my livelihood survives off [46:43] blender really it does and so um let's [46:46] get rid of that [46:48] graphic um so uh so I really wanted to [46:52] you know um when I discovered that you [46:55] know the these these glaring issues that [46:57] you know a lot of people have with [46:58] blender and things like that I started [47:00] to wonder is sticking with blender the [47:02] best solution long term like in 10 years [47:04] from now is it actually a worthwhile [47:06] Endeavor to stay with blender and so I [47:09] basically that's when I started to think [47:11] about the usability and thinking you [47:12] know is blender going to be successful [47:14] in the future is it going to you know [47:15] etc etc and I think the user base is [47:18] slowly going up but I began to wonder [47:20] you know is it you know are we going in [47:22] the the right direction so I really [47:24] wanted to have a a sort of [47:26] a say in that some sort of way to guide [47:29] it or something like that um as opposed [47:31] to my earliest statement where I said [47:33] that I wasn't going to do any more [47:34] tutorials until I fixed his interface [47:37] that was a very bold statement I think [47:39] uh that's one of my again my [47:41] shortsightedness and my naivity thinking [47:44] that the interface could be fixed so [47:45] simply um and um I'd go back on that [47:49] statement so I'm yeah I would go back to [47:51] making tutorials um but ideally I would [47:54] like to I mean if anybody was interested [47:57] of course like talking more about the [47:58] usability and you know talking with the [48:00] UI team about various little things but [48:03] I don't know if people want me anymore [48:04] to beat this horse enough uh so yeah [48:08] that was basically why I did it but [48:11] [Applause] [48:24] yeah [48:37] you