ucim wrote:why did tablets completely give up on the title attribute (hovertext)[?]
Perhaps their designers realised that reliance on the user "seeing" something invisible is poor user-interface design. Hovertext (typically given in the title
attribute of an HTML
element) is a form of mystery meat
, and impairs any users who cannot read the designer's mind.
It also cannot be searched. At one point I called attention to the fact that @Kieryn
's index to the OTT (formerly here
) listed no more than three newwords per np. He pointed out
that the missing words are in mouseover text. That was the first I knew about it. His mouseover text was effectively wasted, because I couldn't see it. I was using the browser's "Find in page" command to look for words, but if the word squolpy
is in the mouseover text somewhere, "Find in page" will act like it isn't there.
Whatever those hovertexts are doing, needs to be provided in a different way, which is really obvious, actually visible, and clear and plain. For example, if you are using tooltips to explain how to use the website, then instead you should provide a long, well-written, thorough, and extremely detailed manual, linked from a couple obvious places by some obvious word(s) like "Help", "Instructions", or "Manual". Consider Q04B
: The game itself is one screen (about 600 pixels square, or smaller if you're on a tiny screen), but the documentation
is spread out across ten long scrolling web pages.