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Reader UI of the Week: Foofy's UI


Each week, WoW.com brings you a fresh look at reader-submitted UIs. Have a screenshot of your UI you want to submit? Send your screenshots, along with info on what mods you're using and some background information, to readerui@wow.com.

My condolences to those of you on 24-hour downtime. I've been there, and I feel your pain. Hopefully, some Reader UI of the Week can cheer you up a little bit. We are taking a look at Foofy's UI, which is anything but, emphasizing good color contrast and an interface that is heavy on information, but not so busy that it's distracting. Everyone sit around the campfire, join hands and let me break out the ol' guitar for a little camp song I like to sing called Reader UI.

First off, let me get this one little bit of business out of the way. I've been typing Foofy, like, a million times, and it doesn't get old. So please, let me have this one little joy. Foofy, take it away:
Hey People,

Here are some screens of the tanking UI I've been working on this week. I basically redid the entire thing from scratch a few, using my former UI and many of your suggestions from "UI of the week" as inspiration.

My goals were to have the most important information directly in front of me at all times, without cluttering up the view window too much; to keep colors, fonts, and bars matching, and keeping things as symmetrical as possible; and finally, I wanted to use kgPanels to add borders and keep things separated.

I have Omen expand upwards in battle, directly over my target-of-target frame. Since being on top of threat doesn't always mean I'm the target's target, I like keeping these 2 frames close.

To the left of Omen I keep my focus and focus target frames, which is always the other tank while raiding. I have the debuffs enlarged on this frame to quickly track encounter related debuffs, so I know when to time taunts, etc. My own debuffs are also enlarged on the current target frame. I've got the primary buff frames in the default spot, but also use a small area to the right of my action bars to keep track of my own buffs, and a few important debuffs.

I'm pretty new to Grid, and am currently just using the base install with only a few changes to the defaults. I have Vigilance showing up in the frame centers so I can easily keep track of it (and to make sure I don't clear it from another War tank). I also use a Vig tracker ("Warrior Vigilance Tracker" -- on top of the debuff bars).

Finally, I prefer seeing cooldown text on the action bars to line mods, and I use OmniCC with Dominoes for that purpose. I also use a Dominoes plug in called "BuffTimes" to highlight the border of a button if that buff or debuff is applied to the current target.

Main Add-ons used:

Dominoes - Action Bars
X-Perl - Unit Frames
Grid - Raid Frames
Prat - Chat Frame
Titan Panel - Info Bar
Satrina Buff Frames - Buff Icons and Bars
Skada - Damage Meter
Omen - Threat Meter
SexyMap - MiniMap

To help everything look pretty, I used:

kgPanels - Borders/Panels
ColorTools - Adds copy/paste for easier coloring
Fountain - Fonts
eAlign - Adds a grid toggle to line things up
ButtonFacade - Button Skinner
Sunn Viewport Art - Bottom Panel Art

I'd appreciate any input, critism, etc. I will most likely be tweaking this a lot in the coming weeks anyway.

Thanks,

Foofy - Mug'thol US
Thanks for the submission, Foofy. Foofy's user interface follows some of the core principles I really like to stress about WoW UI design, which is why I chose to spotlight this particular setup. The three specific pieces of Foofy's UI that stood out to me were the contrast of colors, unit frame placement and something I am calling "not afraid to be thin." More on that in a moment.

Let's hit the obvious points first. One simple broker data bar? Check. Large field of view? Check. Inappropriate trade chat text I had to edit out? Double check. All right, on to the UI.


Contrast is key

One of the hardest aspects to grasp when choosing colors for a user interface is how colors interact. Color theory is an incredibly interesting aspect of art and design, and anyone interested in that type of thing should definitely do a little research on it. Hell, start with wikipedia. Suffice to say, you don't need a course in color theory to talk about the basic tenets of the science. At the end of the day, color theory is about choosing colors that are harmonious with each other, pleasing the brain and the eye and relieving visual strain for the viewer. This is something you want to strive for when choosing colors that sit on top of each other.

The right contrast is key. Foofy has chosen to contrast his user interface elements with a dark red and black Sunn Viewport panel. Black works, and the dark red complements by setting the things on top of the panel out from the background. By choosing a dark background, light colors can come through more easily and are more easily caught by the eye, especially the white trade text. In addition, most of the icons in WoW utilize a multitude of bright colors, so having those icons fitted over a dark background contrasts the icon better, or appears to, at least. Even the default colors on health and mana, a light green and a basic blue respectively, look good sitting on top of the dark red Sunn Art.

Colors are my biggest problem when designing a user interface. I get a certain color in my head, pick all the colors that go with it, and in the end, the whole thing just doesn't work. Are you ready for my incredible secret, though? I go to paint websites, like Benjamin Moore or Behr, and use their online color tools to design rooms with my proposed user interface colors. Not only do I get a sense for what goes well with other colors, but the websites can even recommend colors that go well with each other. Did I mention that I may have a problem?


Frame this one


Unit frames are always a tricky subject for people. Some people don't even use them, opting for a HUD approach. Frankly, unit frames can be clunky, but are totally manageable. The first thing you want to do when thinking about what to do with your unit frames is ask yourself what you want the unit frames to do for you or add to the interface. Foofy does what most people do -- he uses unit frames to show a target, a target of target and some debuffs above the unit frame. The smartest decision he made, though, was lining up the unit frames such that they don't take up too much space and align nicely with the rest of the UI. Everything matches, even the color borders around the unit frames. I like it.

Not afraid to be thin

Here is a concept that I've been toying with for awhile -- ever since I started to write this column, in fact. People are afraid to make certain addons, like DPS meters or threat bars, smaller than they are. A lot of the pertinent information of these bars comes from the positional nature of the bars, not the actual numbers for the most part. Much of the data's interpretation lies deeper in the addon. So, for purposes of in combat use, the addon's display does not really have to be that large.

Foofy isn't afraid to make his DPS meter smaller than most I've seen. In addition, the buffs cooldown bar on the right side of the screen is thinner than most I've seen, which gives him a lot more room to work with. Do not be afraid to slim down your addons to make some more room. I promise you that you will not need all of the information at every moment of every fight. There is plenty of time afterward to go deeper into Recount and see the logistics of your DPS. Before then, a thin slice of DPS might be the treat you need to free up some valuable space.

Bottom line: Great job, Foofy. I love the colors, don't mind the dark undertones and especially like the amount of information crammed into the bottom without being overwhelming. Good show.



Interested in getting the most out of your user interface? Come back once a week for more examples of reader UIs. For more details on individual addons, check out Addon Spotlight, your source for everything addon-related.

Filed under: Add-Ons, Reader UI of the Week

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