The HX Stomp is a victim of its form factor. It would be a great unit if it was a bit larger with the full Helix UI. The Stomp is a no go for me because of its UI compromises. I'm of the mind that the more physical knobs you have the better. That's why I like the QC "tap a thing on screen, twist knobs" thing a lot.
Same with me - the QC here is definitely on the right track in that way.
The things I don't like about the full Helix UI are pretty small. The stock option of "turn joystick = change model" is an awful default but thankfully can be changed to "select a thing". Having buttons on both sides of the screen is a bit pointless as IMO there is no need for the dedicated presets knob. Everything could be on the right side just fine.
What makes the Helix UI work is the combination of hardware and software. The capacitive footswitches make it very fast to jump between blocks by simply touching a footswitch. Perhaps not as good on the rack unit but I haven't owned that. Assigning footswitches is super easy too. The joystick/knob also makes it pretty quick to move around as you can use the knob to move a lot and joystick to move a little.
Don't get me wrong - it definitely works, but so is the Fractal one. Both are quite arcane and fiddly though. So instead of arguing about "so good Helix ui" vs. "unusable Fractal" I would actually call that both soso bearable uis. I'm a software developer with mostly frontend stuff and just are puzzled any time someone argues for Helix being a role model here.
I preferred using the Helix from the front panel and did so most of the time. Don't love HX Edit with its fiddly sliders, bad scrolling behavior etc. Fractal on the other hand I mainly use via Axe-Edit because it's simply easier for nearly all tasks. I've gotten pretty adept at using the front panel but it's never really that great.
I also didn't like HX Edit for quite the same reasons I don't like the hardware units UI too. HX Edit doesn't makes good use of the platforms features.
Very much this. L6 evidently put a lot of work on designing Helix's UI, and it shows. The HX Stomp does a commendable job of condensing that experience to a stompbox format IMHO, but, like everything in life, it comes with compromises.
It is compromised yes - but I disagree here that they did a commendable job here. The first point is designing a hardware that simply is not capable of what it is asked for ui-wise. Its like putting a DAW in a wrist watch. Even then - they could have used a larger display, touch and more sane knob layout to call it a commendable job. This is a 2018 device! So we already had 11 years of modern small form factor UI design completely ignored.
Overall, i think most newcomers to Helix would need very little time to find their way around the UI - without ever needing a manual. This is simply not the case with FAS products.
For light tasks the Helix UI works without the manual. There are lots of things though, you would have to either look up in a manual or some video clip. Its far from an intuitive self documenting device. I only can see a arguably small insignificant edge here with Helix vs. FAS. Yes there are things that are easier to do in Helix in a holistic view - but it still is fiddly.
Yes thats true - and it is its biggest flaw actually. It is a good idea gone bad. They compromise the PC editor UI by choosing a design that draws that heavily from the hardware units. To me its not seamless integration, it is intentionally crippling the UI. The whole idea of UI design is adapting to the constraints of the human/machine interface. They are completely ignoring platform standards in UI concepts. Its a UI created by engineers... actually the same as FAS. Both vendors would profit from dedicated UX specialists.HX Edit is another interesting UI use case. The main reason it looks the way it looks is that it is designed to look and feel like its hardware counterpart. The goal is to have it seamlessly integrate with the rest of the Helix family, as much as humanly possible.