Tool UI\UX priorities via Blender interface deconstruction

Interesting video critiques of what’s wrong with Blender UX. Application fanboy rage not withstanding, these two video present some really good basic UI\UX philosophy applied directly in the context of Art Tools. That makes this a sweet little gem for us Tech’arting folk. Enjoy…

http://www.blenderguru.com/fixing-blender-part-1-why-its-broken/

http://www.blenderguru.com/fixing-blender-part-2-going-deeper/

i saw these on cgtalk and immediately thought the same thing. It focuses on whats wrong with blender, but really could be useful for UI in general. Im glad he did it though, makes for a good resource.

Absolutely, they’re incredibly insightful and are absolutely relevant to all tool development. Aside from the content of the talks themselves, the presenter has done a really good job at approaching issues without being overly critical, which is a skill in itself!

It is indeed some very interesting talks, and here is the final video on what changes he proposes. http://www.youtube.com/watch?v=UWacQrEcMHk

Thoughts on it? Feels like some things are easy to change, but a lot of it would require a pretty big overhaul.
However a lot of things might be too much to implement in old programs like Blender, Maya and Max, but if we make our own editors we could probably take some inspiration from this video :), tabs are a really great concept for example.

And here is a blender conference talk by him to wrap it all up. The talk is about what he did not think about at first, this is however also something we can all think about before going on about massive changes “for the better” :). http://www.youtube.com/watch?v=6aIA2LaB2Iw

Here is the really interesting “podcast” talk with the UX designer https://soundcloud.com/andrew-price/episode-13-interview-with-ux I feel like this gave the most valuable information.