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.
Palm OS User Interface Guidelines (2003) [pdf]
21–30 of 109 posts
Re: Palm OS User Interface Guidelines (2003) [pdf]
#22I'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…
Re: Palm OS User Interface Guidelines (2003) [pdf]
#23I still miss my palm treo, the stylus, and physical keyboard. 20 plus years later and I still cannot use an apple pencil on my iphone... >:(
It puzzles me why there is no proper stylus for an iPhone considering how big some versions are.
If I were to design a smartphone for stylus use, I think it'd look something like an iPad mini, with its squarish ratio and thicker bezels, shrunken down by ~20%.
Re: Palm OS User Interface Guidelines (2003) [pdf]
#24I'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.
I think emacs does a very good job at this. You can configure most of the settings people need to be productive in a text editor from the menu bar while leaving the extremely rich customization of emacs to the options menu and elisp config files
Re: Palm OS User Interface Guidelines (2003) [pdf]
#25I'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…
The best book I've ever read on the topic was the classic Mac OS Human Interface Guidelines. I still recommend them even though some of the specifics are out-of-date. https://dev.os9.ca/techpubs/mac/pdf/HIGuidelines.pdf
ETA: One thing I forgot to mention is how playful MacOS was (and to an extent still is). They recognised that the easiest way to learn something is by messing with it and seeing what happens. It also caused it to be very approachable through what I like to call 'professional unprofessionalism'. It wasn't afraid to use silly metaphors or graphics to get a point across without crossing the line into seeming out of place in a work environment or feeling infantilising
Re: Palm OS User Interface Guidelines (2003) [pdf]
#26I'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'll be keeping an eye out for your DE. For a long time now, the Linux desktop space as a whole has been rather uninspired in my opinion. A few interesting ideas have surfaced within it but failed to become popular for one reason or another, making for a rather stale environment. That's not to say that it needs to be in constant flux or to be full of radical ideas. If anything, it'd be nice to see more DEs settle int…
Re: Palm OS User Interface Guidelines (2003) [pdf]
#27I'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…
Re: Palm OS User Interface Guidelines (2003) [pdf]
#28I'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.
I remember spending hours customising the KDE 5 task bar clock, trying to correct the padding. Eventually I gave up customising it and switched to GNOME.
KDE app customisation is also a mess compared to something like foobar2000.
Re: Palm OS User Interface Guidelines (2003) [pdf]
#29https://albertosavoia.medium.com/the-palm-pilot-story-1a3424...
Re: Palm OS User Interface Guidelines (2003) [pdf]
#30I'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…