Recently I introduced a new player to 0 A.D. and got a fresh view of our user interface from his comments and behavior. I think there are a couple key issues that we should step back and think about: An often unintuitive user interface Option creep (read this for a great explanation of why that's bad)More specifically: The lobby user interface is confusing and ugly. (the following notes are taken from my observation of a first-time lobby user)The lobby is hard to find. What is a "Game Lobby" supposed to by anyway? Why do I need an account? (Fix: Renaming and better labeling. Change to "Play Online" and add some more information on hover in the login/signup dialog.)What any of the colors mean is unclear and they generally make the interface look bad as they are non-complementary. (Fix: Re-evaluate our use of the colors and potentially tone down their use some while making our color choices complementary to the modern design)The user list statuses are confusing. Why is "Online" a status? Isn't everyone online? (Fix: Turn the status column into a single yellow/green/red status and sort the list by status, then rank)The chat box starts empty on user join and (in my tests) no one even knew it was a chat box until I told them (Fix: Enable chat history by default)The chat text entry box looks more like a decorative feature than an input method (Fix: Placeholder text and a send button)The host/join game buttons are in a weird location. They should be near where you select games. (Fix: Maybe re-evaluate the layout?)Games in progress in the same pane as new games is confusing (Fix: Create two panes, one for games in setup and one for games in progress)The options dialog is oversaturated (my own observation). Fix: combine graphics options as possible (eg. combine gentangents with perferglsl), and simplify the number of overlays. (eg. always show ceasefire time in ceasefire games, combine gametime and realtime options/displays into one)The game setup options are getting confusing (my own observation). Do we really need both "Explored Map" and "Revealed Map"? What does "Disable Treasures" even mean? Who are "Late Observers" and why would I let them join? Fix: Not as easy, but we may want to reconsider what features players actually use and give better descriptions/titles to the options that we keep. An easy first step might be grouping the options better and renaming "Late Observer Joins" to something more accessible like "Enable Spectators". We also shouldn't add more options for things like #3546. Developer features should be disabled if cheats are disabled and vice-versa.I would love to hear other people's input. For the most part these are simple changes, but they can get political (resulting in a commit-revert loop, like with Yes/No ordering). Hopefully we can come to an agreement here and incorporate the resulting decisions into our design documentation. Thoughts?