Yes, that looks important.
Just another idea i got: In the popup, change the “name” mentioned again into “profile”
Yes, that looks important.
Just another idea i got: In the popup, change the “name” mentioned again into “profile”
I almost suggested this myself, then I remembered the whole reason a name was added there in the first place was as a request from the AGA because some of their streamers shared accounts for the purposes of commentary, and they wanted a quick way of knowing if they were on their commentary account or their personal account.
Now, there may well be a better way to display that information, but until that better solution is thought of, the name in that specific location should still read as the user’s name.
Put name with no link, like a title and separate the link (profile)
Just make sure we still have a way to disqualify ourselves from our own tournaments!
(Seriously, I’m sure that could be accommodated some other way. But it’s interesting how much is crammed into that pop-up.)
I suppose there might be a reason to adjust points also
always learning new things with OGS 

On the chance that this is not an isolated incident, it’s probably safest to just go with benijto’s original suggestion ![]()
always a good strategy heh heh

Not sure why it’s there, but review has “Give Control” to name another profile card with a button
Oh, maybe that’s intended for others visiting your review, listed in the chat area?
Yeah possibly the names in chat, and giving back control to yourself after you give it away if it’s your review.
Yes, the current menu that draws a panel from the left is called a drawer. That menu will need slight rearrangements, and I think one or two dividers could be added to improve readability.
My sketch is just a sketch / brainstorm idea, not a final product, so maybe you could rearrange or change up a few things. For example maybe instead of an elaborate profile box you could add a small notification/news/devblog box underneath. It’s all up to whoever would want to implement an idea such as this.
I will just explain to you briefly. Each flex column (yellow line) has an order. When the flex row (green line, which consists of these 3 columns) will reach the wrap breakpoint, which I believe is 768px in the modern styling libraries (bootstrap, etc), these columns will wrap themselves given this order.
So currently it’s horizontal: 2 1 3,
and when the screen is smaller than 768px they will become vertical:
1
2
3
This is roughly how adaptive design works. There are many different ways of doing it, and alternatively you could just have a separate mobile design with a resolver at / serving a different path (e.g. /home and /homeMobile) based on the screen width. But the current website is made adaptive so I proposed an adaptive solution/idea in line with the existing coding style.
This is exactly why it’s the 2nd source of truth. For example if you’re a completely new user and is told to open the “ladders” menu, while already being aware of the existence of the drawer, you get an immediate question “wait, what’s the difference between this ladders button and that one?”. It doesn’t seem like much but the modern UX is all around building visual intuition and reducing the number of clicks/nested elements, so just having a confusion like this is a gigantic UX issue by the modern standards.
I don’t suppose there’s any chance that saintsomeone could be you? ![]()
/casually gestures vaguely towards the OGS GitHub
OGS will NEVER be welcoming to beginners - UNTIL and UNLESS audible & screen indicators for an ATARI.
Until that is implemented the most basic of all GO norms is observed OGS is a frustrating site for even advanced players.
What a surprising take.
Why would indicators for an atari be an important feature (especially for advanced players?). This sounds at most like some kind of training-wheels dedicated to real beginners.
I never even saw a Go server offering that (except for the Color Go Server I think), but perhaps I just never delved enough into the settings. In any case I certainly would never call it “the most basic of all Go norm” (or even a Go norm at all).

It would be silly to condition new players to respond to atari, considering it’s already hard enough to free DDKs from the need to try to save every stone.
I will keep it in mind but currently I work on my own go project (react native) on top of a full time job. I don’t think it’s difficult to implement, but typescript+react is boilerplate galore so moving things around is a major time sink which I wouldn’t want to commit to at the moment.
I admit that a more intuitive layout for the items in the hamburger menu would go a long way towards lessening my reliance on the nav bar. What if the hamburger menu was treated like the game tools (disable analysis, game info, fork game, &c.) and popped out on hover instead of requiring a more precise click in the upper left? I would set the delay to 0, just like I have for the game tools, and would then only be one click away from any of the items there, thereby completely obviating the navbar with a strictly better solution?
Pop ups (even if drawers) are usually reserved for quick actions, but navigating the website is a core feature rather than something auxiliary. One solution that many websites use is to have an expandable drawer that, when minimized, still stays on the side of the page, just with the icons visible. When expanded, elaborate labels for each navigation item appear.
Here’s an example

This is something @rottenhat mentioned above regarding enhancing visual memory using icons, because, as we’re all Go players here, we all know that visual memory is an extremely strong tool and our brains pick up on recurring imagery subconsciously and naturally. This is used a lot in modern UX.