filling out some instructions for the binary releases. also writing down

some interview questions / actual tasks for a UX person I'd love to
hire. :)
This commit is contained in:
Dustin Carlino 2019-04-12 11:38:25 -07:00
parent a9afc3efdd
commit d542e6675f
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# A/B Street Instructions
...
General disclaimer: This is a very rough demo. The user interface and controls
are horrible. Don't expect things to work well, or at all. Please email
`dabreegster@gmail.com` or file a Github issue if you hit problems.
Start the game by running `run_montlake.sh` or `run_montlake.bat`. On Windows,
you'll probably get a warning about running software from an unknown publisher.
Two maps are included in this release -- `montlake` is a small slice around the
Montlake neighborhood, `23rd` is a larger slice around 23rd Ave.
General controls:
- Click and drag to move
- Scroll wheel or touchpad to zoom
- Hover over something and hold Control to examine it
- Select something and right click for a menu of relevant actions. The keyboard
shortcuts also work just by selecting that object.
- Explore the menu bar at the top.
Simulating traffic:
- Choose `seed the sim with agents` from the `Simulation` menu, or just press
`s` while nothing is selected. This will spawn a bunch of parked cars, buses,
and pedestrians leaving buildings. Some of the pedestrians will get into a
parked car and start driving somewhere.
- Press `space` to pause/resume the simulation. `]` speeds things up, and `[`
slows things down. You can find all of these in the `Simulation` menu.
- Spawn a single agent by selecting the starting building and pressing `F3` (or
right clicking the building and using the menu). Select the goal building and
confirm with `F3`. You can hover over any agent to see its route; press `r`
(or right-click the agent) to keep drawing the route.
- Hover over an intersection and press `z` to spawn a bunch of cars nearby.
Editing the map:
- You can only make edits when a simulation isn't running. If you already
started one, quit and start over.
- Select an intersection and press `e`. You can then select an individual turn
icon and press `space` to change its priority.
- Enable `edit roads` from the `Edit` menu, select a lane, and press `space` to
change its type.
- Save your changes using `manage map edits` in the `Edit` menu.
## Data source licensing

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## Features
demonstrate all of these things with before/after pictures or GIFs showing functionality
demonstrate all of these things with before/after pictures or GIFs showing
functionality
- Lanes
- show OSM way with metadata
- then multiple lane types, between two intersections. example with a curved road.
- then multiple lane types, between two intersections. example with a curved
road.
- individual parking spots modeled
- bus/bike lane restrictions modeled, with connecting turns that make sense (bus can go from restricted to general lane, but normal car cant enter a bus lane)
- bus/bike lane restrictions modeled, with connecting turns that make sense
(bus can go from restricted to general lane, but normal car cant enter a bus
lane)
- Intersections
- OSM model doesn't explicitly have these at all; just ways with shared nodes
- they have geometry; cars and peds stop and wait at the end of a lane, then cross through the intersection
- they have geometry; cars and peds stop and wait at the end of a lane, then
cross through the intersection
- crosswalks and sidewalk geometry continues
- turns connect lanes, the turns have a path. turns conflict or don't.
- stop signs (some directions stop and others dont), traffic signals with multiple phases
- stop signs (some directions stop and others dont), traffic signals with
multiple phases
- "reasonable" defaults inferred, editor for the rest
- WIP: small intersections, roundabouts merged
- Buildings
- classified by use, notion of residential density
- front path connecting to a sidewalk
- Clipping / borders (WIP)
- clipping polygon actually chops all geometry to fit -- doesnt just omit things that cross or leave dangling OOB stuff
- clipping polygon actually chops all geometry to fit -- doesnt just omit
things that cross or leave dangling OOB stuff
- cleans up areas (parks, bodies of water) nicely
- roads that cross the boundary have direction-aware 'border intersections' at the end, to model traffic flowing in or out of an area
- roads that cross the boundary have direction-aware 'border intersections' at
the end, to model traffic flowing in or out of an area
## Model

20
docs/project/team.md Normal file
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# Desired team
## UX
- How should compatible functionality (like following an agent and showing its
route) work simultaneously? What functions should remain mutually exclusive
(showing chokepoints and editing lanes)?
- How should the modal side menus, bottom status bar, right click menus, top
menu, etc be designed?
- Is it confusing to let people edit a map while a simulation is running?
- How should edits to a map be visualized?
- How should traffic be depicted when unzoomed?
- Please sketch how a traffic signal's current state be displayed. What about
editing a traffic signal?
- How to show A/B test results live as a simulation runs?
- Multiple overlapping pedestrians?
- Redesign how cars look, including turn signals
- How to depict demand data?
- What would you change about the way the map is currently displayed? (Building
types, front paths, intersection colors, stop signs, colors)

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@ -11,6 +11,11 @@ cp color_scheme INSTRUCTIONS.md $OUT
mkdir -p $OUT/data/maps
for map in montlake 23rd; do
cp -v data/maps/$map.abst $OUT/data/maps/
cat << EOF > $OUT/run_$map.sh
cd editor
./editor ../data/maps/$map.abst
EOF
chmod +x $OUT/run_$map.sh
done
mkdir $OUT/editor