Re: UI Guidelines: Dialogs



>> I belive it is very important to defines rules for the UI that don't
break
>> if some vendor makes a funny UI.

>> Blad

> Sure, the guidelines need to be flexible up to a point, and in any
> styleguide there will typically be more 'guidelines' than 'rules'.  

> On the other hand the main aim of a styleguide is to enforce consistency
> between applications.  Any vendor who is making a 'funny UI' ought to be
> doing it for a good reason (e.g. a game), in which case they could
> reasonably expect to be exempt from following much of the styleguide
> anyway.  (But not all, e.g. the installation process, should we choose
> to cover that).  

> Cheeri,
> Calum.

I think you missed my point, I belive a style guide should say something
about
why and how and what unique properties some gadgets should have to be
recognized
as the right thing.

I belive dialog buttons now are recognized as dialog buttons by theire
placement
but what if some vendor choose to move them around? How could they be
"dialog
buttons". For example, in a dialog with tab's. If someone place a button on
the
lower part of a tab'ed container you will be more or less left on your own
when
you try to figure out what it is. It is a dialog button? Or is it just a
button
close to the bottom?

Nearly all style guides I have found is more about how to make the "right"
look than how to make something easy to use. 

Imagine cars all made according to the Motif style guide..

John Blad




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