But that comes second to the microphone gain control, which Teams similarly exerts unilateral control over - only this time through an automated algorithm that for some microphone types just ends up muting them entirely. It's wild, you can go into the Windows gain control settings and see the slider wiggle around.
I could write a page of the issues like this. Maybe it would not be so bad if you only used Teams but when you use slack at the same time it is like someone is wacking you in the back of the head every few minutes.
This program used an SPA.
The core workflow is hidden and split over multiple "tabs". Tabs include: question, given answer, score awarded. That's right, none of those are available simultaneously. Yes, 70% of its window goes unused when full-screen.
Going through all students can be done in (at least) two ways. In the first, you can press a button to proceed to the next student, but you cannot go back a student. In the other, you click "save" after grading each answer. This returns you to the overview of students.
The overview displays 20 students per 'page' (tiny font, tiny rows), irrespective of your window size. There is no "next student" button, you have to click the student you want to grade. If you're grading past the first page (e.g., student #21): surprise! You're back on page 1. Clicking the student's tiny row requires more precision than you'll need the rest of your work week on modern desktops.
I could go on. I will, actually. Apparently, standard workflow is you can never go back to an already graded answer and points awarded become final; I accidentally used a workflow that didn't have this idiocy).
In short, there is no way this product's core functionality was tested. Any tester would have exclaimed "are you kidding me?!", and have walked out. Or inflict physical violence on their computer. Or whoever hired them.
In short: setting this product on fire is the best reason for bringing back floppies in 25 years.
So: maybe, but the back end is probably too flakey. Official recommendation is to use IE for grading and only one grader may be logged in at any time.
Really, fire is too good for this mess.
I feel like this used to work properly until a month or so ago.
The worst bug I've seen, and this is also something that only started happening in the last several months, is select messages simply not appearing!
So basically I open my computer in the morning and look at Teams and it'll have messages from overnight. EXCEPT some messages did not make it, like, at all. There was a whole thread that had replies that were simply not visible to me. I even replied to that thread and on my screen the reply appeared right after the last visible message whereas for everyone else it appeared after the 40 or so messages that came in overnight.
I haven't been the only one to run into that issue either. Restarting Teams is the only thing that brought the messages back.
Now that's what I call a critical bug! Who knows how many things I've missed.
MS in particular has the habit of actually introducing small bugs like this regularly through their usual updates. It's infuriating. One day something works the next it just doesn't. I know people who never update their machine because of this. Can't blame them. Once it works, why take the chance of breaking it with updates? It it is a certainty that at some point MS will break some functionality of your system with an update. It's just a matter of time. So turning off auto update is the most sane thing to do for most people. I recommend it myself, and if you update your Chrome or Firefox automatically it is safe enough to use an unpatched Windows for most people anyway.
Once MS started introducing new bugs rather than actually fixing old ones I knew the last MS machine I will service is a gaming machine for my family. As long as that needs to run, I will make it run. All my other systems are on linux now. Once the gaming craze is over I will ceremoniously burn the Windows license key that I used, and I will never, ever, run any software from Microsoft ever again.
Except at work of course, but I don't mind getting paid to be frustrated.
I was just testing a VR app that has a Windows component when things started failing in VR. I took off my headset and noticed my test machine going through power-on self test.
"Oh crap!", I thought, "a bug caused the system to reboot".
Nope. Just Microsoft deciding it's time to apply some updates. Doesn't matter that I scheduled for a time that I wouldn't be testing.
I've NEVER been able to successfully gain control of this, despite reading up on it and doing all the recommended things.
And now the expand/collapse UI pattern with right/down arrows or triangles is standard (e.g. https://developer.mozilla.org/en-US/docs/Web/HTML/Element/de...). Don't get me wrong, the example button is terrible UI, but an interesting example of how norms change.
On more than one occasion I have misinterpreted the upvote icon on HN to be "collapse thread".
To this day, I still am unsure if they were joking.
A day never goes by without a delight.
Edit: IBM Notes
Interactions still feel like your mouse pointer is moving through molasses. Notifications are misbehaved trash. Video calls make your CPU beg for mercy (useful if you want to fry eggs on your laptop though). Switching between multiple organisations is still miserable (although at least now you get notifications for other orgs instead of them just getting lost in the aether, never to be seen).
The funny thing is, none of these problems exist on the mobile apps, which are actually quite well-behaved. I guess that's because they have to use system APIs.
That's not my experience at all. It's not great, but it has improved a lot.
But the basics—the things that I mentioned in my previous comment—have remained all but unaddressed for the lifetime of the product so far, and it's utterly miserable to use because of it. They're just piling new features on. I understand why, it's just frustrating.
Teams started ok, but it has become worse than Skype, which is something I didn’t think was possible.
From the company that made MSN messenger it’s hard to believe they didn’t have any lessons learned
Honestly, the best UI Microsoft ever invented were always those inside their video games. I still think AoE2 is hard to beat.
I tend to just ignore the links and download everything because of this.
A small thing, but one that would annoy me almost every day...
The issue comes from my main language being French. And in French, for some reason, there has to be a space between the word and the colon.
But in Teams, and even Outlook Web, whenever I put a space and colon to introduce a list on the line below, so I type <space><colon><enter>, I end up with a freakin' smiley, so I have to go back, delete it, and put a colon in again.
Don’t worry guys, it’s on the roadmap for this month! https://www.microsoft.com/en-us/microsoft-365/roadmap?featur...
Next maybe we can fix issue where if you have the iOS app, you randomly appear available for hours?
- Apple is the designer: I want to make everything beautiful and perfect. Sometimes that pesky messiness of reality gets in the way, but if that's the case, it's reality which should change.
- Google is the engineer: Yeah cool this project sounds good, let's replace that old technology with this new thing that will be so much better! We'll release the prototype in a month, and six months from now we'll have the whole thing done. Hmmm 4 months later, some of those details that took years to refine in the old version are actually pretty tricky, and these weird users like actually want to keep them... Yeah details are hard, let's put this project on back burner because now I'm excited about new project!
- Microsoft is the MBA: Products don't matter! They're just interchangeable widgets the grunts working below me have to concern themselves with. The important thing is what I can sell to upper management with my power-point presentation. We're data-driven, so as long as my KPI's improve, that means I have made the morally correct decision. If I can leverage or trick users into using the product the way I want, it means I'm good at my job!
This is annoying.
On Mac, Teams does not honor system-level Do not Disturb. So when I turn off notifications during a presentation at work and my friend sends me snarky comments about our boss…
According to the Microsoft admin updates I’m subscribed to, native notifications on Mac have been in a beta channel for months, with a full rollout pushed back repeatedly for no reason that I can discern.
You should ONLY ever use your own engine for things like notifications if the particular OS doesn't support them (pre-10 Windows)
I’m on the beta where you can switch to native notifications, but they’ve only implemented that (poorly) for chat notifications. Calls still use their own notifications. Poorly you ask? Well the notification doesn’t show the sender when posting in a group channel; it uses the group name as the notification title.
My main question is, why are people still doing desktop apps in JS? (Yes, I know, cross-platform... There are other ways to do that.) They always end up breaking with the native UI conventions on the host OS, and they're stupidly resource hungry.
Breaking the native CMD-TAB shortcut is breathtaking…
(Workaround: switch to any other app in 1st space first, then switch to Teams…)
And when you use command-tab to delete search terms, i what it actually does is delete the highlighted email.
Electron must be the new embrace extend extinguish of macOS.
It can even be seen in Big Sur with the new playing media icon in the top bar. If I click that I can see that there's an item for my music, and an item for Teams sounds.
Projecting something onto the screen is done using Teams, so I can't disable Teams during the presentation. People often connect in from other conference rooms or their desks, by joining the call.
ICT probably wouldn't allow us to make another user account.
I agree that making a second user account is good practice for IoT meetups, church groups, or other presentations, but it might not actually work well in this company. Teams has plenty of other issues though, such as screen sharing in a group call after unplugging HDMI, or microphone input selection issues.
FWIW I turn off all contact apps (email, chat) entirely if it's important.
VS Code and Teams are at complete opposite ends of the spectrum for what an Electron app can be.
Firefox, either intentionally or unintentionally, does not let Meet do this. I say Meet, because none of the others work on Firefox anyway.
But the recent Meet update is broken on Firefox, so yeah, there goes that.
But yes, going to that kinda length to prevent those applications from messing with the gain control is absurd
In iOS I've never seen an in-app volume control (I assume its forbidden) and all volume adjustments affect the system volume.
Typically games will have them so you can balance out music and interface sounds relative to in-game sounds.
In my opinion a volume mixer is a requirement for a decent user experience. To reuse the game example: if I want to listen to a podcast while playing, I'd better be able to hear the podcast clearly while also hearing the important sounds from the game.
While I'm on the Silent gripe, mild tangent, but Facebook on Android refusing to follow the Notifications volume and instead following the Ringtone volume is one of the shittiest pieces of UX I have to deal with daily.
1. Upon first open of the game, turn the music volume to off or 10%.
2. Make any other game noise 30% max.
3. Enjoy being able to play and hear game, while also being able to hear friends on Mumble at reasonable volume.
Why isnt Teams open source. Microsoft supports open source, blah, blah.
Luckily it doesn't do anything bad, it just does nothing.
Audio settings in every app is it's own source of frustration for me. I pretty much test them each time I join a different conferencing or audio related app...
It's atrocious. No slider, clicking on it "blips" the speakers so you can hear how loud it is. You have to hover pointer on top of it which enlarges the green circle by about 10% to show "Hey, you're hovering me, in case you missed it!" and then scroll so the the tiny tiny dot gets slightly more enlarged (which clearly indicates new volume, duh). Then it shrinks to a smaller size back when stopping the hover.
Oh, the arrow to the right? Does that open the customary volume slider? No that's the sound device picker. Speaker to the left is the mute. To make matters worse it's in the same "group" as the network symbol is (although there's no network settings when clicking), and sometimes clicking the thing doesn't work at all, depends on how much explorer.exe decides to hang at the moment.
But surely I just got some broken alpha/beta version.
No need for any drama.
It's still frustrating though. I can't just click the volume icon and use the mouse scroller to change the volume. It takes two clicks now.
In some apps and sites with a specific purpose the wheel is often mapped more generally: e.g. to volume control in video players regardless of the position, unless it's over the time slider.
I'm not complaining but it was definitely unexpected for me despite being in the insiders program. Especially given that Windows 11 is being promoted as the "next version of Windows", not just another Windows 10 release.
FWIW my volume slider is still a slider. I have no idea what's going on in that screenshot but either they're A/B testing, this is a weird language-specific UI variant or there's a bug.
Everywhere I look: Windows, Android, websites, mobile apps... it's all so terrible. Confusing interfaces (indecipherable icons with no text), ridiculously small or ridiculously large text (either I can't read it without zooming or so large that it fits 3 lines in a 15" screen), endless whitespace, no visual feedback about how to interact with the interface, such as what is clickable or not, etc.
I chalk this up to designers not giving a rat's ass about actually designing their interfaces carefully and thoughtfully, and simply optimising for one things: looking good on screenshots. If you think about it it explains everything about this.
I’ll file a bug just in case it’s not already known.
Apple is slipping. (Probably an oversight because of Airpod-centric thinking.)
 "To change the volume, say 'Hey, Siri,' then say something like 'Turn down the volume.'" -- https://support.apple.com/en-us/HT212203
Not that I disagree with your main point; I refuse to use Siri in public, like you say, it’s humiliating.
I’m afraid the joyless Siri just ignores you when you say that.
The best part is that whereas with most commands, if Alexa has any doubt about what you said or you weren’t clear it always asks you to clarify or disambiguate, even various stop/pause/volume-down/mute commands - but when spoken with an angry tone or with an f-bomb or two then she defaults to stopping without question, even if she didn’t hear you clearly.
Like if you say "Alexa, please mute", you could unlock a new voice or a funny joke or something.
Parallel evidence: the Ring acquisition has aggressively integrated itself with police forces.
Partial evidence: some of the devices are known to retain data even after being reset to factory settings (I presume it's a bug).
It has to be listening all the time for its activation command and we have no idea what it's doing with the data that comes in and is determined not to be the activation command.
I do wish there was a way to do it by touching the headphones though. I held off on buying AirPods for a few years mostly for that reason.
Apple's ear buds are the only ones that fit comfortably in my ears so it's sorta my only choice. (The pros do not, which is unfortunate.)
I don't typically run with headphones in so that's not an issue, but even if I did, it's pretty easy to hit the volume button on my phone unless it's in a backpack or something.
iPhone has squeeze your pocket to change the volume adjustments.
Apple Watch has volume control just using a crown.
AirPods Pro too small to handle a moment or twist.
AirPods Max trials on-head crown and whole better than other product physical controls, quality fine physical gradient control on even a large mounted device is tricky.
I'm always a bit embarrassed when I'm in public and a buddy calls me over to look at something on a MacBook. Like - "No it wasn't me who fell for Apple marketing."
It’s in Settings > Sounds & Haptics > Change with Buttons.
I never want to change the ringer volume. I just set it to maximum in Settings and use the physical vibrate switch when I want silence.
likely 90% of people will not even have that option.
i see it on android11+ with the samsung UI extras. There's no such option in the other 12 devices i looked at just now.
cyanogen always had this as an option.
Similarly, most non-AAA game engines ignore the sRGB tone curve and treat all inputs and outputs as if they were linear, which results in unexpected brightness shifts in textures.
Up until very recently, Blender used linear light internally, but output that as sRGB without converting it to the appropriate gamma curve. There's guide after guide online on how to fix Blender by using "filmic" mode, which should be renamed to "not broken" mode.
Same thing as the colour picker in image editors like mspaint or Photoshop. They all have the same rainbow picker that has very visible discontinuities in the colour gradients, like a rippled curtain. It should be smooth, and it is, if using a perception-based colour model instead of linear light output straight to an sRGB monitor without any kind of colour correction.
This kind of thing has been going on for decades, and will continue for decades more. Programming is still a growth industry, so the average developer is inexperienced and doesn't know about these subtleties.
The best way to do that, if you are using shaders, is to have "fragColor.xyz = pow(col,vec3(1./2.2))"* on your last line. If it looks bad, look elsewhere, you are not allowed to touch that last line. The opposite should be done just after reading textures, if they aren't already linear.
*: sRGB actually has a weird transfer function, but it is closely approximated by a gamma of 2.2
Best is to properly declare the target framebuffer as sRGB (if it is) and output linear colors while letting the GPU deal with it.
Second, this will prevent HDR.
Most games render to a linear HDR target surface with a very wide dynamic range, and then will tonemap it to the display gamut as the final step. This was common as far back as Valve's Half Life game. I think even the first one did something along these lines!
This is especially important for modern engines that are used by AAA games. E.g. Unreal engine and all similar engines are commonly used for XBox and Playstation games where the output display is a wide-gamut HDR television, not an SDR sRGB computer monitor.
OKLAB is a perceptual colour space, which is really useful for things like colour-picker tools, image editor controls, web development, CSS styles, etc...
You can use this kind of colour space to make two colours that are equally bright and equally saturated, but exactly 180 degrees apart on the colour wheel. If you use this instead of RGB hex codes, you get much better looking results. It'll make your app or web page "pop" with minimal effort...
Wrong. Windows's volume output is the percentage squared, and Linux PulseAudio's volume output is the percentage cubed. Nonetheless I would prefer that the volume output was exponential (2^(slider position / constant)). This way, pressing the "volume up" key 3 times always increases the volume by a constant factor, regardless if you're on loud or quiet speaker/headphones. Additionally, on loud headphones, you won't have to fine-tune the volume in the very bottom of the slider (eg. 1 is too quiet, 2 is a bit loud, 3 is painfully loud).
On Windows, I hide the default volume control and instead use Volume2 set to exponential mode. On Linux, I haven't found a good solution for getting PulseAudio to use exponential volumes.
Is this due to linear vs logarithmic scaling? Or are people throwing wild parties where the iPad needs to fill a room with sound?
But I do really think a volume one half of the current lowest would be useful for me.
I’ll often use my iPad as a portable media player and max volume is nice for things like music while showering or cooking in the kitchen.
I'm sorry to whoever designed this control for this very useful Free OSS. But goddamn that is bad.
Firstly, you can place the applet at a corner of the panel, e.g. at the bottom right, such that you now have an infinitely large target  to hit.
Then, once you have the mouse pointer hovering above it, you can:
- scroll up/down to increase/decrease the volume
- middle click to toggle on/off the sound
For those who possess precise control of the mouse pointer, of course they can still click on an arbitrary spot on the knob to set the volume.
For bonus point, because it is a knob, you always know what is the current volume level. All that for maybe 40x40 pixels of screen real estate only.
Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Again, this was back in kde 3 days, where desktop usage was more prominent than laptop, and even on laptop, a mouse with a scroll wheel was still a common accessory since touchpad gesture wasn't really a thing yet.
> Knobs are great in the physical world, never met one on a screen that wasn’t hard to use.
Well, I just gave you a perfect example where a knob on the screen was immensely useful. Of course it will be silly to try copying the physical world as-is, but with a little bit of creativity, applied in the right context, a knob on the screen can absolutely be useful.
This is a bigger issue on synth VSTs that have tens or hundreds of controls. When screen resolutions were smaller it was a toss-up between hybrid vertical/rotational scrolling, horizontal/vertical window scrollbars to get the controls to appear at all, and multipage UIs.
Some designs, like Korg's MS20 VST, had all of the above.
Humans are terrible at reading angles quickly.
(oops, HN is not showing the unicode rectangles but you can imagine that they look like a barchart and you can easily spot the highest and lowest)
I imagine this was originally implemented just because they wanted the UI to be a 1-to-1 matching of a soundboard, but it actually has the advantage of what I mentioned (granularity), as well as being able to display the level within a circle, AND you can fit a ton of them on screen without taking up much space. They're actually very functional.
Yes, sliders are better, but if all the controls that should be sliders were sliders then I'd have so many I couldn't see shit. I agree that it's bad to not label controls and hide volume of all things behind a checkbox in a menu.
So yeah, it's not ideal, but that's actually the least worst way for it to work.