Hey everyone! Thanks for participating in Canvas. I wanted to make a thread to collect together suggestions people have that can be worked on before the next Canvas.

Feel free to also throw in suggestions for future Events we can build and run for the fediverse.

Ill be collecting suggestions together and making issues for them in the repository for myself or some other contributors to work on (the projects open source so anyones free to contribute! https://git.sc07.company/sc07/canvas Feel free to reach out to me and I can help get you set up with the codebase)

28 points

Escalating timers are an antipattern. It punishes anyone who looks away for more than thirty seconds - and thirty seconds per click is not exactly a brisk pace for maintaining attention.

Other than that, good shit, well done. Undo was a welcome surprise. Ditto the repetition prevention.

No wait, one other thing. (Complaint sandwich!) Scaling should be in integer powers. Everything but fully-zoomed-out and extremely-blown-up looked lumpy and distracting. Especially with all the pixel art going on.

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I think it was 30s between every pixel at the start.

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4 points

It was sort of, but it was a bug. If you just left them, you’d get one every 33ish seconds until you had 6. But if you had 2 then used one, you’d have to wait 66 seconds until you got another, unless you used your last one then it was back to 33.

It was fixed partway through to be as originally intended.

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5 points

I think I agree on the cooldowns. Often times I wanted to step away and let the pixels accumulate, but it’s hard to resist when you realize you’d be missing out on double or triple the amount of pixels you could be placing. If the goal was to reward the player for actively placing pixels, all I can say is it didn’t feel very rewarding.

I kinda disagree about the integer scaling. 1x to 2x zoom is a very big shift without any in-between. It would also feel strange on pinch-to-zoom on mobile without in-between. I think instead it could snap to an integer scaling, or have a zoom slider that works to integer scaling. Overall though I agree, having a way to snap into integer scaling makes the pixel art look better

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2 points

Have whatever between 1x and 2x, but the desktop scroll-wheel options cannot be 1x, 1.6723x, πx, and so on.

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4 points

I like the escalating time, but the pacing issue is a fair point.

So perhaps the escalation could be delayed? Give it a tiny larger timer (let’s say, 40s?), and make the second pixel take as much time as the first. Like this:

  • current times - 30s, 60s, 90s, 120s, 150s, 180s; total 630s
  • my proposal - 40s, 40s, 80s, 120s, 160s, 200s; total 640s

This way you’d be only getting less pixels per minute after 80s of inactivity, not 30s.

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7 points
*

Longer waits would be worse.

It should be one every thirty seconds until you hit some limit. Do not incentivize continuously staring at a timer. Do not incentivize obsessively checking a timer. Just rate-limit people in the simplest way that could possibly work.

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4 points
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I get why you’re saying this, and I agree with base reason. However, I feel like fixing the problem by removing the feature is not the way to go, as I think that active playing should be rewarded.

Regarding the base time (30s vs. 40s): I proposed 40s because the total waiting time would be roughly the same. It could be also 20s, if necessary/desired, up to the devs.

Additionally it would be great if there was an audible “ping” once you get a new pixel. Then regardless of the timer or how it progresses people would feel freer to do other stuff while checking the canvas.

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3 points

One effect of this is that someone steadily editing got more pixels than someone editing in batches, which felt like a feature when defending against trolls.

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6 points

Except when the trolls have more free-time than oneself and so can place every 30s while oneself want to get other things done and so would prefer placing in batches.

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3 points
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Encouraging anyone to stare at a screen for two actions per minute is brutal. Especially when those actions, to be optimal, have to happen the moment the timer rolls over.

This is an addiction mechanic.

This is some free-to-play mobile-game nonsense.

No matter how good the motivations are, no matter what narratives we can build around casual versus attentive use, this is a bad decision for software. It is deliberate manipulation of the user’s incentives and habits for destructive patterns of behavior.

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2 points

I didn’t love it tbh. I had the canvas up in half of the screen and was doing something else but would look over too early then just be waiting for x seconds for my next pixel.

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1 point

Thank you, very clear! I suggest to add one pixel every 30 seconds, plain and simple. If a modifier to this timer is required for reasons, that could be based on the number of pixels placed during the past x minutes or so.

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2 points

thank you (and everyone else in this thread) for the constructive feedback!

i’ve added the timers as an issue in the tracker to help with keeping track of everything

i think i got the main points given in this thread, but if theres something you think is missing feel free to reply to this so i can add it 👍

i’ve also added the weird zooming issue also

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2 points

So much went right that all the negatives are nitpicky.

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2 points

i’m glad :) it was very fun to run after all

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20 points

On mobile I kept opening the whois pixel by accident when dragging. I often tap and hold to initiate a drag because I’m still looking at the art, but when i drag away and let go, it opens the whois thing. I think if you drag a certain screen-space distance away it should cancel the whois pixel lookup.

The heatmap I found too hard to tell where recent pixels were placed. I think at 100% opacity the “cold” pixels should be dark blue instead of their actual color.

A couple times I placed a dot, realized I actually didn’t want it there and ran out of time to undo, which felt bad having to wait 30s. I wish it was a bit longer.

When you try to place a pixel a few milliseconds too early I feel like it should queue it and wait the few milliseconds for you.

I’m not super sure on the canvas having transparency. Most people treated the canvas as white, not transparent. If you wanted a white-on-white drawing, people will just make an outline.

Maybe a concept worth testing: if you place a pixel next to your own pixels, you get a (slightly) reduced cooldown, that way you get an extra boost when completing your art. (At the same time, I think there is beauty in the canvas being as simple as possible:)

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3 points

+1 on the mobile draggging issue

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2 points
2 points

Happy to participate!

The one thing I wasn’t super sure on was the undo timer… was it really 30 seconds 😅? I thought it was 5-15s, but i didnt really time it. And I’ll be honest, I missed it maybe 3 times, so not much.

Besides just increasing the delay, there’s 2 other thoughts:

  • A bigger target takes less time to hit (tho making it bigger might bother some, as it obstructs the canvas)
  • Two times I missed were bc I failed to notice my mistake. Maybe some extra visual feedback when you place a pixel could help. For example: when the void made it to my art, I accidentally made a dark gray become black, so it was harder to notice the color change. i was too busy focusing where to place the next pixel

Overall if you feel that the undo time was fine as it was I could easily respect that decision :)

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13 points
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Thanks for making it open source! I’m curious how complex the authentication stuff was. I didn’t place many pixels but it was fun to peek in and see what changed every once in a while! Would definitely be a fan of more in the future, though I don’t have any ideas

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11 points

Have the cooldown time vary incrementally across the canvas—so there’s a “hot” end where people can make things quickly (and get overwritten quickly), and a “cool” end where designs take longer to draw but are more permanent.

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2 points

sounds like a very neat suggestion

i’ve added it to the issue tracker so i don’t lose it 😉

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2 points

A Deepness In The Place.

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11 points

First: Ta k you so much to grant and everyone else who made this project possible. I had a lot of fun, i think the problems made it even more sympathic.

One suggestion: maybe after expansion, the final canvas could be a 16:9 Format. This way its easier to find a frame for those who want to print it out. But maybe 2:1 like the actual canvas is fine too.

Im looking forward for next year :)

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2 points

i’m glad you enjoyed the event, it was really fun to run (even with the issues 😅)

i’ve added your suggestion to the issue tracker so i can keep track of it

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