ZH version is available. Content is displayed in original English for accuracy.
Advertisement
Advertisement
⚡ Community Insights
Discussion Sentiment
60% Positive
Analyzed from 797 words in the discussion.
Trending Topics
#mouse#cursor#move#screen#pointer#game#software#window#should#impossible

Discussion (15 Comments)Read Original on HackerNews
There are a lot of interactions on a PC where user inputs land in the wrong place.
Claude Code and Codex in their various avatars allow us to type the next prompt while the agent is still working and responding on the earlier one. But this constantly runs into a permission prompt from running session -- either interrupting or worse entering a response to the permission prompt unintentionally.
Even during normal prompting slash commands interfere annoyingly with normal use of the slash key (i use a slash to indicate a list of two or more choices sometimes when i write).
Permission popups and confirmation dialogs that appear unexpectedly and swallow our keystrokes, spacebar and enter key hits mid sentence have always annoyed me.
Laggy devices, and resource hungry sluggish UIs compound this problem.
> as a matter of fact, there is something really interesting about a mouse pointer feeling less like a deity floating above it all, and more like a regular in-game actor.
My counter-counter argument would be a general principle for UX designers: Are you designing a game or a tool? If you're designing a tool, don't put cutscenes in your software.
I think games are special, because their explicit purpose is to deliver an experience and often also tell a story. Within that context, I'm fine with having control restricted or yanked away if it's in service of something meaningful in the game.
The same is not true for tools (even in-game tools actually), where I want to complete some kind of task in the most efficient way possible - and often only I know the context of that task.
Unfortunately, that stuff has already seeped into UX design in a lot of forms, in particular as random "new feature" popups that usually appear at the worst possible moment and cannot be shown again. In situations like this, I'd value predictability much more than the coolness factor of a game-like UI.
Turns out it’s handy. After switching apps the cursor is in a defined location and closer to anything I want to click.
It’s weird but it works for me.
I worked on several apps for the visually impaired that automatically move the mouse cursor to different UI elements in the front-most application, regardless of the window state. It’s a good reminder that “impossible” often just means “I haven’t accounted for that use case yet.”
That is quite a different statement from "It should be impossible." What should be impossible is for the OS to prevent this type of usage when it is clearly useful. Outside of accessibility, I use these features to automate native macOS GUI app testing.
In 25 years of developing software for Windows and macOS, I cannot recall a single instance of the mouse cursor moving unexpectedly.
Saves you a bit of movement on large screens, but since it jumps it doesn’t lead the eyes which makes is disorienting.
i thought that was genius, until i upgraded to vim-motif, which would instead move the popup to where your mouse cursor is
But yeah, it feels like somebody physically grabbing your hand and moving it.
Even major features in Adobe apps the furthest they go is those video popups rendered using webviews so they glitch into existence as a white box.