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Access the detailed and dense list of order resolutions to the web client that you can find in diplicity (see attached comparison). The diplicity version provides more detail about why orders to do not succeed ("ErrBounce:den"). The diplicity version also allows you to see MANY more orders on one screen because it is denser--requiring MUCH less scrolling. Because on the web client this order list scroll bar is already inside a web page which may have its own scroll bar, scrolling is particularly challenging.
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A group of 7 of us did a live game yesterday around a physical board game map, where we used iphones, ipads, and android devices to play the same game--this is one of a series of issues we opened related to our experience. It was a great overall experience! I'm so impressed at this project's progress.
The text was updated successfully, but these errors were encountered:
Thanks for the positive thoughts! I have many hopes for this project, and stuff like this keeps me going.
In general I would rather stick with my current approach. Diplicity's comes across more as a raw log dump, whereas I'm seeking a human friendly interpretation. That said, there is room for improvement.
Squish orders a little tighter together. The current margins are Material Design compliant, but understandably tedious for scrolling.
Acknowledge successful orders as such, perhaps through a checkmark or something green.
You obviously noted the use of hovers to discover reasons for failure. This has a couple gaps:
Access the detailed and dense list of order resolutions to the web client that you can find in diplicity (see attached comparison). The diplicity version provides more detail about why orders to do not succeed ("ErrBounce:den"). The diplicity version also allows you to see MANY more orders on one screen because it is denser--requiring MUCH less scrolling. Because on the web client this order list scroll bar is already inside a web page which may have its own scroll bar, scrolling is particularly challenging.
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A group of 7 of us did a live game yesterday around a physical board game map, where we used iphones, ipads, and android devices to play the same game--this is one of a series of issues we opened related to our experience. It was a great overall experience! I'm so impressed at this project's progress.
The text was updated successfully, but these errors were encountered: