tomasp
09/25/2024, 9:45 PMMariano Guerra
Ivan Reese
I actually have a prototype where I can construct adding of new items to the list using PbD (you do a sequence of actions to create and add an item and then you can replay that), but other things are trickier - e.g. to count checked items or to remove items that are completed, there needs to be some way of parameterizing the actions (so that they can be applied to all items) and specifying pre-conditions (so that they only apply to certain items) - I'm really not quite sure how to best do those...What's the limiting factor? Is it, say, that you don't have a good UI to give people access to the programming model? Or do you not have a programming model that allows parameterization?
Ivan Reese
tomasp
09/25/2024, 10:17 PMtomasp
09/25/2024, 10:21 PMIvan Reese
The other thing I need is some kind of "apply these edits to all of these things".My thoughts on this, if it's helpful: You need an affordance on your action that allows you to say "I selected this concrete stuff because _it has these qualities_". If the qualities are visible / tangible things you can see and touch (eg: "I selected this object because it is red") then that lends itself quite naturally to PbD, because you don't need much additional representation beyond what's already on the canvas. But if you want to work with qualities that aren't visible / tangible (eg: "I selected this object because it has unsaved changes"), well you have two choices: 1. find a way to make those qualities visible/tangible on the canvas, 2. find a way to expose that stuff via some UI and be okay with the fact that it's a little more abstract.
Mariano Guerra
tomasp
09/25/2024, 10:31 PMJasmine Otto
09/26/2024, 12:03 AMJasmine Otto
09/26/2024, 12:03 AMJasmine Otto
09/26/2024, 12:07 AMJasmine Otto
09/26/2024, 12:07 AM