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Contributor addiks on the Usability category

Setting window-focus drops the user-concentration.  
Written by addiks the 3 Apr 13 at 09:02. Related project: Unity. New
When switching the focus from one window to another by clicking on it, the user must always search for an area in the window which is save to not accidently trigger something, like hitting a button or moving a cursor.

I have made myself used to always set focus by clicking on the title-bar of a window (which is slow and requires precision) or using the keyboard-shortcut [Super]+[1-9] (which is also slow if not used to, forces your hand to be at the keyboard and sometimes requires multiple presses)

This is something that annoys me because it slows down my actions because i have always to focus where exactly i have to click to not accidently break something. This really has an impact on the user-experience.
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Solution #1: Dont pass click-events to unfocussed windows
Written by addiks the 3 Apr 13 at 09:02.
I have seen that in OS-X your first click to a not focussed window just gives the focus to that window and does NOT pass the click-event to that window. This really feels good and clean because you dont have to think anymore where to click to change the focus. You just click somewhere on the window and it gets focus, nothing else. It feels like you have way more control and precision in your workflow.

Of course this needs to be configurable/deactivatable because it is a big change in the feel of the whole system.
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Solution #2: Touchpad Gesture
Written by m5taha5m the 1 May 13 at 18:40.
In the name of God
Salaam,
We can set an ability to change focus to other windows without passing the click-event by settings like touchpad gestures. Forexample when we click on a window with 3-fingers, then we change focus to window without passing click-event.

See the 9 comments or propose a solution (latest comment the 27 Apr 13 at 14:31) >>

Run Command (Alt or Alt+f2) replaced with Unity Terminal  
Written by Akiva the 1 Mar 13 at 01:28. Related project: Unity. New

The basic problem with Run Command (Alt+F2) is that it can not take "sudo" commands; sudo requires a followup query to input a password. About 95% of the commands I use in terminal require a password, such as adding ppa's or installing software from a script. Thus, the alt shortcut is 95% of the time useless.

In my search for a solution, no lens appears to exist. I found two mockups of what this would look like. The one at this link is the nicer of the two:
http://askubuntu.com/questions/259234/where-do-i-find-a-terminal-lens-for-unity
In an answer to his query, "Teester" said this: "There is currently nothing that does exactly what it pictured above since, at the moment, a lens cannot define a content area like the one pictured in order to display (and update) the output of a command. "


The other mockup was given as a solution to another brainstorm idea (http://brainstorm.ubuntu.com/idea/28565/). That idea was resolved, however did not address the issue I am bringing forth. Anyways, here is his mockup:
http://people.ubuntu.com/~komputes/term_within_dash.png
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edit:
Disregard the "Alt or " in the title. I learned something new today, mainly, that the Alt button is program specific.
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Solution #1: Terminal within the dash
Written by Akiva the 1 Mar 13 at 01:28.
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Solution #2: Terminal Snapshots
Written by Akiva the 1 Mar 13 at 01:37.
Quote from http://askubuntu.com/questions/259234/where-do-i-find-a-terminal-lens-for-unity :
"""Which gives me the idea that sort of lens could fully replace the Alt+F2 functuonality. One could have one line of command history/search results (same style as currently displayed when pressing the key combination) and full blown terminal output a little bit below (as in my picture). – con-f-use Feb 21 at 17:01"""

From what I understand, he proposes a work around that would basically provide a snapshot of the output to display in the lens.
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Solution #3: Edit "sudo" command to prompt the "Authenticate" window for password input.
Written by Akiva the 6 Mar 13 at 15:07.
A partial solution as per the comment below:
"Personally, I'd like to see "sudo" modified to detect when it's being run in a context where there's no terminal to input the password, and to call up a GUI version in that context. But I'm not sure how plausible that is. "
-Aielyn

While not displaying the code, this would solve the issue with some sudo scripts, such as adding a ppa. Just to clarify, the "Authenticate" window is the password prompt which pops up when you run synaptic package manager.
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Solution #4: Use gksu
Written by addiks the 14 Mar 13 at 13:53.
If you want sudo rights within the Alt+F2 Unity Terminal, you can use the program gksu, which will create a popup window asking for the password.

Used like: "gksu apt-get update"

See the 6 comments or propose a solution (latest comment the 17 Mar 13 at 00:37) >>

Allow custom multitouch in unity.  
Written by addiks the 14 Jan 13 at 12:53. Related project: Unity. New
I personally hate the way multitouch is implemented in unity. The 3-finger drag window placement feels just wrong (when i want to move a window, i grab the title or hold [alt]; these 'handles' are just irretating and also feel very wrong) and the 4-Finger tap that gets the dash just gets in the way. (At most when the driver sometimes thinks that there are more fingers on the pad then there really are, but thats another story.)

What i want to get from multitouch which i currently dont get are switching workspace with a 4-finger swipe, copy&paste (like with the middle mouse button which is very useful in linux) with a 3-finger tap (which is also useful to create new app-windows by 3-finger-tapping on one of the unity-icons) and emulate the [hold middle mouse button and move] like it gets used in blender by using 3 fingers and move.
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Solution #1: Provide a configuration to disable unity multitouch
Written by addiks the 14 Jan 13 at 12:53.
What i currently do to achieve that goal is that i use the program 'ginn' with a custom 'whiches.xml' file. But ginn does not work with the vanilla (raw/untouched) version of unity, because unity grabs and locks the root multitouch handle(s) of the system. To resolve that i have written a script which downloads ('apt-get source unity') the unity sources, patches the sources to disable multitouch, build the packages and installs them. (I have also patched ginn, but that again is another story. I can provide the whole patcher-package if someone is interested.)

That process is very annoying because everytime unity gets updates i have to kill ginn (otherwise the updated/unpatched unity crashes after update because it cannot grab MT), update unity, run the patcher und do a 'unity --replace', all manually.

The cheapest solution would be to provide a configuration in a file or even a simple flag-file that disables multitouch in unity completely. You would create a file '~/.unity/disableMultitouch.flag' and the problem is gone, unity does not use multitouch anymore. You can run whatever multitouch program you want to.

This solution also would not interfere with beginners because they would never get the idea to create such a file. Its just a helper for developers who like to customize their system.

The file that needs to be patched for this to work is in the 'unity' package, in the sources the file '/plugins/unityshell/src/unityshell.cpp' in the method UnityScreen::InitGesturesSupport (currently line 3383-3407).
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Solution #2: Configuration in GUI system settings
Written by addiks the 21 Jan 13 at 18:10.
As an alternative to a text-file or flag-file configuration (which isn't very beginners-friendly), there could be a way to configure and/or disable multitouch in the GUI system-settings like with the current custom keyboard shortcuts and a simple switch (checkbox, button, slider, ...) to disable multitouch in unity completely so another multitouch-program like ginn can be used. This is not as cheap to implement as #1 but the result would be easier to use for everyone.

See the 6 comments or propose a solution (latest comment the 21 Jan 13 at 06:03) >>