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Palm OS User Interface Guidelines (2003) [pdf]

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Re: Palm OS User Interface Guidelines (2003) [pdf]

#11

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

great idea! would love to star a repo or otherwise follow the project.

Re: Palm OS User Interface Guidelines (2003) [pdf]

#12
I still remember using Palm OS for the first time and having my little mind blown away because there was no save buttons (at least in the version and apps I was using). You edited a document and that's it, it was saved. Like writing on paper.

Nowadays a lot of applications behave like this but back then it was a very different from everything I had ever used.

Re: Palm OS User Interface Guidelines (2003) [pdf]

#13
post #7

To me the best thing about Palm OS was the rule that you’re never more than two taps or a button press away from where you want to be. (I think that’s how I remember it). The beloved early GUIs were all on machines that didn’t do much, comparatively speaking. The problem with modern GUIs is that there’s just too much to learn and remember if it’s presented as symbols rather than text.

Perhaps it's natural then that when Palm went on to make WebOS they included the cards system for quick accessibility.

Re: Palm OS User Interface Guidelines (2003) [pdf]

#14

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

I wouldn't use modern Windows as a good reference in user interface and user experience. If anything, is an experiment in user hostility.

Re: Palm OS User Interface Guidelines (2003) [pdf]

#15
post #11

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

great idea! would love to star a repo or otherwise follow the project.

Still in the planning phases. I've had many ideas and am excited to share them

Re: Palm OS User Interface Guidelines (2003) [pdf]

#16

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

How is KDE like that? If you don't go out of your way to change options, you aren't "bombarded" with anything, it just works.

Re: Palm OS User Interface Guidelines (2003) [pdf]

#17
post #7

To me the best thing about Palm OS was the rule that you’re never more than two taps or a button press away from where you want to be. (I think that’s how I remember it). The beloved early GUIs were all on machines that didn’t do much, comparatively speaking. The problem with modern GUIs is that there’s just too much to learn and remember if it’s presented as symbols rather than text.

FTA:

“Minimize Taps

Most information about that data should be accessible in a minimal number of taps of the stylus — one or two.

Desktop user interfaces are typically designed to display commands as if they were used equally. In reality, some commands are used very frequently while most are used only rarely. Similarly, some settings are more likely to be used than others. On Palm Powered handhelds, more frequently used commands and settings should be easier to find and faster to execute.

• Frequently executed software commands should be accessible by one tap.

• Infrequently used or dangerous commands may require more user action.”

Re: Palm OS User Interface Guidelines (2003) [pdf]

#19
post #6

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

would you mind sharing your library of HIGs?

I can give a list of ones I'm studying CUA (87 and 91 versions) Awaita Breeze Material (primarily 3, but also 2 and 1) Apples HIG Microsofts HIG and Motifs HIG Some of these aren't technically HIGs and are rather "design-systems" but they all contain the commonality of trying to set up a consistent model for user-interaction in their environment

Re: Palm OS User Interface Guidelines (2003) [pdf]

#20

I'm adding this to my repertoire of HIGs to study for a new desktop environment project I'm working on. I'm trying to synthesize the best parts of every computer interaction method, primarily focusing on desktops but looking at mobile designs as well. There are 2 principle reasons for this project: 1. UNIX desktops objectively suck compared to their Mac and Windows cousins, either being too complex to learn and bomba…

I wouldn't use modern Windows as a good reference in user interface and user experience. If anything, is an experiment in user hostility.

Certainly not a reference, rather I'm looking at what each platform does good and trying to combine them in a way that empowers the user rather than fearing them
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