Re: [HIG] Division Revision - First Part
- From: Seth Nickell <snickell stanford edu>
- To: hig gnome org
- Subject: Re: [HIG] Division Revision - First Part
- Date: 07 Nov 2001 13:02:14 -0800
I pretty much concur with everything Maciej said here.
On Wed, 2001-11-07 at 03:44, Maciej Stachowiak wrote:
> On 07Nov2001 03:43AM (-0600), Gregory Merchan wrote:
> > I'm doing this in parts because I haven't fully walked the tree yet.
> >
> > Current division:
> >
> > 1 Introduction
> > 2 Usability Principles
> > 3 Menus
> > 4 Toolbars and Palettes
> > 5 Dialogs
> > 6 Controls
> > 7 Layout and Appearance
> > 8 Designing Effective Icons
> > 9 Integrating Applications with the Desktop
> > 10 Mouse Interaction Basics
> > 11 Keyboard Interaction Basics
> > 12 Simple Reality Checks
> > 13 Terminology
> >
> > Proposed division:
> >
> > 1 Introduction
> > 2 Principles
> > 3 Presentation
> > 4 User Input
> > 5 Windows
> > 6 Controls
> > 7 Simple Reality Checks
> >
> > Explanation:
> >
> > The flow is from general to specific, explaining then applying. Exceptions
> > which will be found in later sections should be noted in prior sections, but
> > back references should not be necessary.
>
> I think a more pragmatic order would be to progress from larger
> interface elements to smaller ones contained therein; from the big
> picture to the details.
>
> An example order would be:
>
> Introduction
> Principles
> The Desktop (covers integration issues and desktop-wide UI)
> Windows
> Dialogs
> Menus
> Toolbars
> Controls
> Layout
> Icons
> User Input (combination of Mouse and Keyboard sections)
> Language
> Checklist
>
> The Language, User Input, Icons and Layout section all add detail to
> the Controls section and others. Also, we were thinking about a User
> Feedback chapter that would cover alerts, the status bar, and probably
> other stuff I'm not thinking of at the moment. That could reasonably
> go ritght after Dialogs.
>
>
> Overall, I would prefer more shorter chapters than fewer longer
> ones. It makes it easier to look for the specific concept you care
> about. I think 13-14 is better than 7. I expect the HIG will grow by
> adding detail to existing chapters rather than by adding chapters, so
> once it becomes full size (~200 pages, say) then a seven chapter
> organization will be unwieldy.
>
> Think of this, on some level, as a technical reference work.
>
> >
> > 1 Introduction
> > This is as before; an obvious first.
> >
> > 2 Principles
> > Again, this is as before.
> >
> > 3 Presentation
> > This will incorporate general presentation of data.
> > Fonts, colors, text, icons, et al. fall here.
>
> It sounds like this chapter will be too damn long. Split it up and put
> the items in their proper place in the order.
>
> > 4 User Input
> > This is a temporary name for the keyboard and pointer sections.
> > The name needs to be distinct from user feedback (e.g., bug reports,
> > user testing, surveys)
>
> This is a good name, but it should go after "Controls", as I said. You
> need to cover what the interface objects are before discussing how to
> manipulate them.
>
> > 5 Windows
> > The various sorts of root window children (top-level windows).
> > The main app window (and maybe menubars, toolbars, and statusbars),
> > and secondary windows such as toolboxes, palettes, dialogs, and alerts.
>
> I'd make Menus and Toolbars one or even two separate chapters, or this
> chapter will be too damn long. Dialogs should be a separate chapter
> too.
>
> > 6 Controls
> > This is existing widgets in detail, especially those not covered above.
>
> Should cover layout too.
>
> "Language" chapter (I'm sort of working on it) should go here.
>
> > 7 Simple Reality Checks
> > As above, though this should probably be renamed - it's condescending.
> > It's also perhaps too enticing to skip to. Maybe "Finishing" would
> > be appropriate and could incorporate or cite documents pertaining to
> > the system behind the desktop - e.g., mime and menu registry.
> >
>
>
> > Note:
> > I don't recall yet seeing a few very important points. These are:
> >
> > Don't fight the system -
> > e.g., it's multi-tasking, multi-user, remember that and expect that
> > your app is not the most important thing running.
> >
> > Don't fight the toolkit -
> > If it's not easy to do, you probably shouldn't be doing it.
> > e.g., In Gtk+ 1.2, it's not easy to change styles, colors, and fonts,
> > inside the program. This is by design. Apps which rely on this
> > kind of behavior typically don't fit or play nice with other
> > apps.
> >
> > Don't fight the window manager -
> > Simply put, this will anger users. It's not easy to do correctly anyway.
>
>
> Overall, these 3 points sound more like X/Unix religion than sound
> design principles for human interfaces.
>
> Some are even at times the wrong thing HI-wise. For example, if you
> need novel behavior that is not handled by any existing Gtk widget to
> express something clearly to the user, then you should write a custom
>
>
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