| ▲ | crabbone 20 hours ago | |
I'll try with an example first, and then will try to extrapolate to something more general. I'm a longtime Emacs user and I detest tools like VSCode (VSCode in particular) because they aren't fully keyboard driven. "Fully" is the important part here. You can do a lot of things with keyboard in VSCode, but every now and then there isn't a way to do what you want without the mouse. And it screams "bad (no) design". For example, jumping between different panes in the editor is not always possible without a mouse, or the path to doing it is too long. Before my attempt at generalization, I also want to address these: > UIs like CLI or TUI suffer terrible discoverability They typically do, but they don't have to. The reason for making a CLI and, to a lesser extent, TUI is the development speed. A full graphical interface will take longer to develop. So, whoever ends up making a CLI or a TUI tends not to invest time into accessibility either, because their goal was to save time on the UI in the first place. Another aspect of this problem is the baseline knowledge. Users of graphical interfaces know how to discover functionality, they recognize familiar controls and patterns, they know that a cogwheel icon is likely to be a gateway to a program's settings, that if they want to make their changes persist, they need to look for something that looks like an open folder, or maybe a diskette icon... Emacs has absolutely amazing discoverability. No program with graphical interface ever made doesn't hold a candle to what Emacs can do. But the user needs to have the baseline knowledge to... ironically, discover the discoverability. And I don't think there's a way to bootstrap from this problem. The minimal knowledge necessary to discover Emacs' features must come from reading the manual or asking a friend etc. Just to give you a few examples: Emacs can easily display all, without exception, keys and associated functionality available in the current editor's layout. It can also display them per individual component (if you, for example, knew that a key was defined, but was missing from the aforementioned list). You could also use the function name, if known, to find what key it binds to in the current layout. You can easily discover what any key (combination) does in the current layout without actually trying it (rather reading its documentation). > can we have a keyboard-driven UI that is as intuitive as clicking with a mouse? Absolutely! If we commit to a general set of rules that allow bootstrapping. This would require a degree of uniformity between such tools and, perhaps, some visual or even physical aids in the computer periphery to make this work. Computer interfaces, both physical and on-screen, evolved to support mouse-first UIs. For example, the navigation arrows on the keyboard are virtually never drawn on jklm etc. The keyboard is presented to its users as a tool solely designed for entering text, not a tool to engage UI controls. Compare this to gamers' keyboards that often emphasize wasd keys (because they are often used for moving your character in games) or even more extreme designs like Nostromo that are geared towards typical game interface. * * * Being keyboard-driven isn't about, as you said, having a shortcut assigned to an action. This is not how good keyboard-driven programs work. This is the way of thinking if your baseline experience is a GUI, which must be somehow retrofitted into the world with the keyboard as a primary driver. Keyboard-driven, to me, means that the program has a systematic, hierarchical and consistent approach to deal with the keyboard input. Assigning keys to actions at random will quickly overload the user's ability to memorize such bindings. A keyboard-driven program is designed to have a system that the user can internalize and use to predict the right key for the desired action. Such a program should make no exceptions when binding actions to keys: any action should be accessible in a reasonable small number of keystrokes. | ||