UI: Hint about "Type to Search" in add menus #112584

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opened 2023-09-19 17:09:58 +02:00 by Dalai Felinto · 23 comments

In 3.6 the ability to search as a quick way to add a node was very discoverable:

image

In 4.0 this was removed in favour of supporting direct typing the node/primitive name. The only hint of this, however, is on the tatus bar:

image


The proposal is to improve the discoverability by adding the hint to "Type to search ..." faded out by the menu name:

image

In 3.6 the ability to search as a quick way to add a node was very discoverable: ![image](/attachments/ba5f6d66-ea12-4bac-b6eb-d345c7e508ad) In 4.0 this was removed in favour of supporting direct typing the node/primitive name. The only hint of this, however, is on the tatus bar: ![image](/attachments/3627020c-7e3a-483f-ba95-4c1c726bad19) ----- The proposal is to improve the discoverability by adding the hint to "Type to search ..." faded out by the menu name: ![image](/attachments/5cff9bd7-e6c7-41c7-b737-7ecfe0bfd95e)
Dalai Felinto added the
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labels 2023-09-19 17:09:59 +02:00
Dalai Felinto added this to the User Interface project 2023-09-19 17:10:03 +02:00
Member

This only works well with short titles. Even if we make it work for all default cases, it breaks easily with different languages (which may use a longer string or use wider characters) and font sizes.

This only works well with short titles. Even if we make it work for all default cases, it breaks easily with different languages (which may use a longer string or use wider characters) and font sizes.
Member

For example, just the object mode context menu doesn't give enough space for this hint, and this is a type of menu we discussed should have search instead of constantly changing accelerator keys:

For example, just the object mode context menu doesn't give enough space for this hint, and this is a type of menu we discussed should have search instead of constantly changing accelerator keys: <img src="/attachments/deb8729f-d40e-4354-bb77-59a432206808" width="300px"/>
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@JulianEisel Was there a plan to have the instant-search option for the non-add menus?

@JulianEisel Was there a plan to have the instant-search option for the non-add menus?
Member

Plan is a big word, but we discussed that this should be used in more places probably. This design would limit us in that.

Even if just the add menus, we can't just assume that the title would leave enough space. For example the German word for "Add" is "Hinzufügen", which uses quite a bit more space already.

Plan is a big word, but we discussed that this should be used in more places probably. This design would limit us in that. Even if just the add menus, we can't just assume that the title would leave enough space. For example the German word for "Add" is "Hinzufügen", which uses quite a bit more space already.
Member

Another suggestion was to bring back the operator, but with the text Type to search... and icon. Clicking on it would trigger the search dialog.

Type to search...

Regarding non-add menus, it won't happen soon since there's no consensus about introducing a preference or the rules on which to use action keys or search in all menus. So for the time being (for 4.0), going with the label/operator would be best.

Another suggestion was to bring back the operator, but with the text _Type to search..._ and icon. Clicking on it would trigger the search dialog. ![Type to search...](/attachments/3de16f4c-c865-4857-9118-7871b47681da) Regarding non-add menus, it won't happen soon since there's no consensus about introducing a preference or the rules on which to use action keys or search in all menus. So for the time being (for 4.0), going with the label/operator would be best.
Member

What I suggested in the UI meeting is showing just a search icon in the right side of the header, with a tooltip which says "Type to Search." I think it makes sense to avoid adding a separate line for the search, since the search isn't really an item in the menu.

I think that would be a nice compromise between hinting users in the right direction and overall UI cleanliness/consistency.

What I suggested in the UI meeting is showing _just_ a search icon in the right side of the header, with a tooltip which says "Type to Search." I think it makes sense to avoid adding a separate line for the search, since the search isn't really an item in the menu. I think that would be a nice compromise between hinting users in the right direction and overall UI cleanliness/consistency.
Member

Use the title as a placeholder?

image

Use the title as a placeholder? ![image](/attachments/8f148aa2-d621-4e79-98d4-31e5989518b2)
Member

For example, just the object mode context menu doesn't give enough space for this hint...

Or we could decide that a context menu doesn't need to have a title that says it is a "context menu".

image

The more I play with the idea, the more I like not having any titles on any context menus. They are user-initiated and context specific. Removing the titles makes me just feel that they get in the way.

image

> For example, just the object mode context menu doesn't give enough space for this hint... Or we could decide that a context menu doesn't need to have a title that says it is a "context menu". ![image](/attachments/40d57fba-10d1-407d-ba52-bce4a1dba752) The more I play with the idea, the more I like not having any titles on any context menus. They are user-initiated and context specific. Removing the titles makes me just feel that they get in the way. ![image](/attachments/f205df4e-db10-4f3f-a0da-e589197bad08)
Member

The more I play with the idea, the more I like not having any titles on any context menus. They are user-initiated and context specific. Removing the titles makes me just feel that they get in the way.

Funny that you mention that. The Object Context Menu title is exactly what gets on the way of having the Add menu contents as context menu in Object mode. I mentioned it a few hours before your comment.

> The more I play with the idea, the more I like not having any titles on any context menus. They are user-initiated and context specific. Removing the titles makes me just feel that they get in the way. Funny that you mention that. The `Object Context Menu` title is exactly what gets on the way of having the **Add** menu contents as context menu in Object mode. I [mentioned it a few hours](https://projects.blender.org/blender/blender/pulls/112112#issuecomment-1025976) before your comment.
Contributor

I imagine some people will miss the drag feature if titles are removed.

I imagine some people will miss the drag feature if titles are removed.
Member

I imagine some people will miss the drag feature if titles are removed.

That's a really good point. Even though it is invisible now (it should have the GRIP icon, or at least use the hand cursor on hover), it is super useful to be able to drag it. Especially when teaching or explaining, to make room for submenus.

> I imagine some people will miss the drag feature if titles are removed. That's a really good point. Even though it is invisible now (it should have the `GRIP` icon, or at least use the hand cursor on hover), it is super useful to be able to drag it. Especially when teaching or explaining, to make room for submenus.
Member

Okay, how about this:

Remove the title on Context and Add menus, and replace it with a search label/operator.

On non-searchable menus, the title area now shows a Search... entry that users can click to search, or press S (hence the underline) to start searching. Similar to the old search in the Node Editor.

Non-searchable menus

On searchable menus, the title area now shows a Type to search... entry that users can click to search (for consistency, since they also get the hint that they can start typing anyway).

Searchable menus

The title area always shows a GRIP icon on the right side, similar to panels, where users can click to drag the menu.

Okay, how about this: **Remove the title on Context and Add menus, and replace it with a search label/operator.** On **non-searchable** menus, the title area now shows a `Search...` entry that users can click to search, or press `S` (hence the underline) to start searching. Similar to the old search in the Node Editor. ![Non-searchable menus](/attachments/20c5abfd-5da3-42f2-b601-2763da776d0e) On **searchable** menus, the title area now shows a `Type to search...` entry that users can click to search (for consistency, since they also get the hint that they can start typing anyway). ![Searchable menus](/attachments/0bca19c1-0459-4627-b0f2-f26c25371402) The title area always shows a `GRIP` icon on the right side, similar to panels, where users can click to drag the menu.
Contributor

Why do we have two types of menu, with two types of search? The solution above is good for the current state of things, but what's the reason for current state of things to exist? I am asking because that's exactly what the average user is going to ask. Shouldn't it be just unified to one general search feature?

From the point of view of average user, it's just going to be frustration caused by both menus being searchable, some times requiring a mouse click or button press while others don't. The answer to this question is an internal, technical reason that the end user should never care about.

If you take a step back you will realize the ridiculousness of this situation. We have have a thing we call a "non-searchable" menu, which has an operator called "Search" as its very first entry.

Why do we have two types of menu, with two types of search? The solution above is good for the current state of things, but what's the reason for current state of things to exist? I am asking because that's exactly what the average user is going to ask. Shouldn't it be just unified to one general search feature? From the point of view of average user, it's just going to be frustration caused by both menus being searchable, some times requiring a mouse click or button press while others don't. The answer to this question is an internal, technical reason that the end user should never care about. If you take a step back you will realize the ridiculousness of this situation. We have have a thing we call a "non-searchable" menu, which has an operator called "Search" as its very first entry.
Contributor

Okay, how about this:

Remove the title on Context and Add menus, and replace it with a search label/operator.

On non-searchable menus, the title area now shows a Search... entry that users can click to search, or press S (hence the underline) to start searching. Similar to the old search in the Node Editor.

Non-searchable menus

On searchable menus, the title area now shows a Type to search... entry that users can click to search (for consistency, since they also get the hint that they can start typing anyway).

Searchable menus

The title area always shows a GRIP icon on the right side, similar to panels, where users can click to drag the menu.

This one is best, but instead of Search or Type to Search tooltip should be menu name. In Object Context Menu it isn't necessary, but in Edit Mode it tells you if you have Vertex, Edge, or Face Context, and it's useful. If you call menu in header area for example, sometimes you get Header context menu in 3D Viewport, sometimes Area context menu, sometimes you misclick on workspace context menu. Having names in those areas helps.

Also custom menus created by addons will need titles to differentiate from regular menus.

> Okay, how about this: > > **Remove the title on Context and Add menus, and replace it with a search label/operator.** > > On **non-searchable** menus, the title area now shows a `Search...` entry that users can click to search, or press `S` (hence the underline) to start searching. Similar to the old search in the Node Editor. > > ![Non-searchable menus](/attachments/20c5abfd-5da3-42f2-b601-2763da776d0e) > > > On **searchable** menus, the title area now shows a `Type to search...` entry that users can click to search (for consistency, since they also get the hint that they can start typing anyway). > > ![Searchable menus](/attachments/0bca19c1-0459-4627-b0f2-f26c25371402) > > > The title area always shows a `GRIP` icon on the right side, similar to panels, where users can click to drag the menu. > > This one is best, but instead of Search or Type to Search tooltip should be menu name. In Object Context Menu it isn't necessary, but in Edit Mode it tells you if you have Vertex, Edge, or Face Context, and it's useful. If you call menu in header area for example, sometimes you get Header context menu in 3D Viewport, sometimes Area context menu, sometimes you misclick on workspace context menu. Having names in those areas helps. Also custom menus created by addons will need titles to differentiate from regular menus.
Member

Type to search...

During yesterday's meeting it was agreed that for 4.0 this would be the easiest way (with the current bcon3 deadline) to give a hint about this new feature.

Later on we can explore ways to integrate it with the title.

> ![Type to search...](/attachments/3de16f4c-c865-4857-9118-7871b47681da) During yesterday's meeting it was agreed that for 4.0 this would be the easiest way (with the current bcon3 deadline) to give a hint about this new feature. Later on we can explore ways to integrate it with the title.
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For example, just the object mode context menu doesn't give enough space for this hint, and this is a type of menu we discussed should have search instead of constantly changing accelerator keys:

I don't want to get much into this here (it is a bit beyond the scope of the task). But I would expect the context menu to be a high-curated set of options. That would mean there is no need for search there.

I feel that this could benefit from a big picture design of how we are using search in Blender, and how the different searches relate to each other. For example:

Outliner: Hierarchy navigation
Properties Editor: Discoverability
Viewport: (F3) Quick Access + Discoverability (*)
Add menus: Quick Access
Context Menu: ?
...

(*) Which one is more important of those? Should we focus on them separately? e.g., leaving discoverability for F1 that could expand menus, while spacebar for quick access?

> For example, just the object mode context menu doesn't give enough space for this hint, and this is a type of menu we discussed should have search instead of constantly changing accelerator keys: > <img src="/attachments/deb8729f-d40e-4354-bb77-59a432206808" width="300px"/> I don't want to get much into this here (it is a bit beyond the scope of the task). But I would expect the context menu to be a high-curated set of options. That would mean there is no need for search there. I feel that this could benefit from a big picture design of how we are using search in Blender, and how the different searches relate to each other. For example: Outliner: Hierarchy navigation Properties Editor: Discoverability Viewport: (F3) Quick Access + Discoverability (*) Add menus: Quick Access Context Menu: ? ... (*) Which one is more important of those? Should we focus on them separately? e.g., leaving discoverability for F1 that could expand menus, while spacebar for quick access?
Contributor

Yes, exactly. There seem to be two types of menus in Blender. Those for which accelerator keys make sense and those for which search makes sense. Issue we have now is that both menu types use same code and style for drawing.

Things like add menus for objects and nodes should be searchable, but quick operation menus where people tend to use accelerator keys are almost used as a pie menu which is just not a pie. But like in the case of pie menu, it's still expected to execute the operation in as little time as possible.

What I'd be very afraid of is following:
If we have two types of menu, which are nearly identical in that they share UI style, and both of them start with a gray eyeglass icon and a text containing the word search, at a glance they are identical. The only difference is that one says type to search while other one says search. At a glance, no one will notice that, especially in Blender where consistency hasn't been historically very good.

Most end users will not know that the inconsistency here is intentional, unless they read some external documentation or stumble upon some forum thread. Instead, they will simply assume that the type to search feature doesn't work reliably, but works only sometimes.

So what users will likely end up doing is always just click the search button, to ensure that the search succeeds in 100% of cases, rather than having to pause and actually concentrate on which type of menu they just opened.

I agree with @dfelinto 's point and I'd simply suggest to:

  1. Make search unavailable in any menus that allow accelerator keys.
  2. Revise if too complex menus should really have accelerator keys, or if they should remove accelerator keys in favor of type to search. Good example is Object menu. Can you imagine using accelerator key which just opens a submenu, like it's the case for Rigid Body or Quick Effects?:
    image
  3. Revise if simple menus, which have accelerator keys shouldn't be simplified further, so that they are so concise that it'd never cross user's mind to actually search in them. If the menu in this category doesn't have every single operator mapped to accelerator key, then it's either a good candidate for simplification, or a good candidate for replacement of accelerator keys with type to search.

The general point is that both accelerator keys and search should not exist in the same menu, as they are solution to same problem, but optimized for a different scale of the problem.

Yes, exactly. There seem to be two types of menus in Blender. Those for which accelerator keys make sense and those for which search makes sense. Issue we have now is that both menu types use same code and style for drawing. Things like add menus for objects and nodes should be searchable, but quick operation menus where people tend to use accelerator keys are almost used as a pie menu which is just not a pie. But like in the case of pie menu, it's still expected to execute the operation in as little time as possible. What I'd be very afraid of is following: If we have two types of menu, which are nearly identical in that they share UI style, and both of them start with a gray eyeglass icon and a text containing the word search, at a glance they are identical. The only difference is that one says type to search while other one says search. At a glance, no one will notice that, especially in Blender where consistency hasn't been historically very good. Most end users will not know that the inconsistency here is intentional, unless they read some external documentation or stumble upon some forum thread. Instead, they will simply assume that the type to search feature doesn't work reliably, but works only sometimes. So what users will likely end up doing is always just click the search button, to ensure that the search succeeds in 100% of cases, rather than having to pause and actually concentrate on which type of menu they just opened. I agree with @dfelinto 's point and I'd simply suggest to: 1. Make search unavailable in any menus that allow accelerator keys. 2. Revise if too complex menus should really have accelerator keys, or if they should remove accelerator keys in favor of type to search. Good example is Object menu. Can you imagine using accelerator key which just opens a submenu, like it's the case for Rigid **B**ody or **Q**uick Effects?: ![image](/attachments/267b9f95-ae25-45d2-9cb4-6658c6bc54d1) 3. Revise if simple menus, which have accelerator keys shouldn't be simplified further, so that they are so concise that it'd never cross user's mind to actually search in them. If the menu in this category doesn't have every single operator mapped to accelerator key, then it's either a good candidate for simplification, or a good candidate for replacement of accelerator keys with type to search. The general point is that both accelerator keys and search should not exist in the same menu, as they are solution to same problem, but optimized for a different scale of the problem.

Is the 'add' text even that important? If you are opening the menu via header menu item the menu item itself presumably already features the text. And if someone invokes it via shortcut then presumably they are aware of which menu they invoked...

Is the 'add' text even that important? If you are opening the menu via header menu item the menu item itself presumably already features the text. And if someone invokes it via shortcut then presumably they are aware of which menu they invoked...
Member

@dfelinto

I'm still struggling with the inconsistencies with this menu search.

This document seems to only talk about the Shift-A "Add" context menu. But the "Add" menu on the 3DView header has the same new behavior. And I don't think you are advocating for adding a "Search" hint there, but why here and not there? And if not adding a hint to the dropdown "Add" menu, then how do we communicate that some menus act one way and not another?

If I'm not being clear, here is a capture of opening the "Select" menu, pressing "a" and all objects are selected, then opening the "Add" menu and pressing "a" to search. This difference, in the dropdown menus, can't be communicated with the proposed hint in this design document.

PressA.gif

@dfelinto I'm still struggling with the inconsistencies with this menu search. This document seems to only talk about the Shift-A "Add" context menu. But the "Add" menu on the 3DView header has the same new behavior. And I don't think you are advocating for adding a "Search" hint there, but why here and not there? And if not adding a hint to the dropdown "Add" menu, then how do we communicate that some menus act one way and not another? If I'm not being clear, here is a capture of opening the "Select" menu, pressing "a" and all objects are selected, then opening the "Add" menu and pressing "a" to search. This difference, in the dropdown menus, can't be communicated with the proposed hint in this design document. ![PressA.gif](/attachments/037167be-cfe0-45d0-9bff-da30befef58c)
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@Harley I would be totally fine having a different behaviour for the quick access (shift+a) - where speed is more important, and accessing the menu from the slow top-menu (where discoverability is more important.

I think once again this taps into defining (and mapping it) what we are trying to acchieve with "searching" in the different parts of Blender.

@Harley I would be totally fine having a different behaviour for the quick access (shift+a) - where speed is more important, and accessing the menu from the slow top-menu (where discoverability is more important. I think once again this taps into defining (and mapping it) what we are trying to acchieve with "searching" in the different parts of Blender.

I think clear signposting in the menu is important for discoverability. Also many users like to have a positive engagement with a tool (eg clicking on tool shelf icons rather than going straight to shortcuts). The small print in the lower window bar currently is not really visible enough / close enough to where your attention is to be useful.
I like Pablo's version here with the search instead of the title and the hint text in it: #112584 (comment)

I also think the search makes sense to implement in all menus as a standard behaviour - why shouldn't it also work in the file menu etc?

I think clear signposting in the menu is important for discoverability. Also many users like to have a positive engagement with a tool (eg clicking on tool shelf icons rather than going straight to shortcuts). The small print in the lower window bar currently is not really visible enough / close enough to where your attention is to be useful. I like Pablo's version here with the search instead of the title and the hint text in it: https://projects.blender.org/blender/blender/issues/112584#issuecomment-1026490 I also think the search makes sense to implement in all menus as a standard behaviour - why shouldn't it also work in the file menu etc?
Member

@Erindale - I also think the search makes sense to implement in all menus as a standard behaviour - why shouldn't it also work in the file menu etc?

That is what you get with the following PR if you want to try it: #112925

> @Erindale - I also think the search makes sense to implement in all menus as a standard behaviour - why shouldn't it also work in the file menu etc? That is what you get with the following PR if you want to try it: #112925
Member

Looks like this is already addressed in #113520 / b688414223 ("search" operator in "Add" menu)

@dfelinto I think we can close this task :)

Looks like this is already addressed in https://projects.blender.org/blender/blender/pulls/113520 / b688414223335deabe9ad2ad90c438b0957520c0 ("search" operator in "Add" menu) @dfelinto I think we can close this task :)
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