Thank you for your detailed critique. Obviously, the concept indeed does need to be polished a bit more. I was just trying to get it out there that some sort of drag-around viewing experience would be much better than what currently stands.
It wasn't too long ago that they decided to change it again, making it even worse. Now instead of having the side-scroll bar conveniently fixed at the bottom of my screen, it's now pushed down all the way at the bottom of the image. When I want to scroll more to the right, I have to:
First scroll down -> put my cursor onto the bar -> drag it to the right a little -> then scroll all the way back up.
When I want to view the next batch of pixels, I have to repeat this process all over again. It's really a hassle. Why did they do this? Most likely they wanted to try to optimize it for touchscreens on tablet and mobile devices. They probably found that it made more sense to only scroll the viewpane of the image rather than the entire page itself. Unfortunately, this drastically hinders the user-experience for those not on mobile devices.
This is an art site, and so it should be tailored in a way that brings the best and most efficient user-experience in viewing both the overall image as a whole, as well as traversing its finer details; with the ability to effortlessly toggle/zoom back and forth. It's an important aspect of the site that shouldn't be skimped over.
I might do a second iteration of this to present a more polished & innovative concept. I really want to help this site improve just as it has served to improve me and my work. It pains me to see it getting harder to view artwork with each new "change" they implement to the deviation page.
Also, your last paragraph gave me a really interesting idea for art critiques. I might do one for that too along with a more polished viewing system.
If I can offer to shed some more light (as I'm just seeing this now), I design and build functional HUD and user-interface for gameplay, and don't really have much of a say in what's used for temporary cockpit "filler" or placeholder textures during the actual modeling phase of our pipeline. So I could really be just as surprised as anyone else whenever I plop in a freshly modeled ship into the editor for the first time.
Of course, you can expect to start seeing less "placeholder textures" being used as the new UI & switchology standards begin to come online for the ships... sorry g3x