Inferno UI Design Ideas


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  • Plan 9 and Inferno user interface design was focused on 3-button mouse environments. The two button track pad presents a very different look and feel. How do we approach a new user interface based on the properties of the XO (trackpad, game-keys for tablet only operation, stylus?)
  • Build menu system based out of hub design in such a way that it can be operated on purely with tablet-mode accessible keys (game pad)
  • Keep task management and sharing as separate, omnipresent drop-down features
  • Make SVG icons and TTF first-class citizens within Inferno via built-in modules
  • Add transformation primatives to draw libraries (rotation, scaling, etc.)
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