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Palm OS User Interface Guidelines (2003) [pdf]

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

#31
post #22

Earlier quoted context omitted.

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 I still recommend them even though some of the specifics are out-of-date.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

It's on my list as well. I really appreciate the MacOS handles progressive disclosure, something most environments either get wrong or misunderstand ( caugh caugh GNOME caugh caugh ) 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 thr…

Needs moar Copland (R.I.P.) https://bitsavers.org/pdf/apple/mac/developer/Copland/D11E4_...

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

#32
post #26

Earlier quoted context omitted.

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…

IMHO if you can afford some setup time just skipping the DE entirely is still the best option. My i3wm setup plus some scripts and services was super lean and efficient. Still buried it for reasons I can't remember, switched distro too, but when I find the time I'm eager to create a tiling WM, wayland native UI on NixOS again.

It's a decent option for those who lean technical and like minimal WMs, but none are really my cup of tea. I've played with several and probably the one I enjoyed most was OpenBox which is the least like a minimal WM and most like a traditional floating DE, but it still wasn't what I was looking for.

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

#33
I didn't know the impetus for the graffiti writing was actually hardware limitations, that's fascinating:

> Gaffiti power writing software was another design decision affected by the battery selection. During the design of the first Palm handhelds, users were clamoring for natural handwriting recognition. However, natural handwriting recognition would require a more powerful processor and more memory, which together required bigger batteries. Adding all these things to a handheld would have weighed it down and made it cost too much for the market. Instead, the Palm designers bet that users would settle for good-enough handwriting recognition if the result was long battery life.

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

#34

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…

If you want a photocopy of the Go Corp. PenPoint UI guidelines let me know and I'll see if I can dig out a copy from a binder which I got w/ an SDK I purchased years ago --- I really miss PenPoint, and always thought it was one of the better UI environments.

contact info is my user name here at aol.com

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

#35

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'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…

Please can we just have Windows 98 again. Not the kernel, kernels are better now, but UIs have only gone downhill from there. Win9x was peak "it just works" (as long as it doesn't crash so please, no win9x kernels)

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

#36
post #26

Earlier quoted context omitted.

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…

IMHO if you can afford some setup time just skipping the DE entirely is still the best option. My i3wm setup plus some scripts and services was super lean and efficient. Still buried it for reasons I can't remember, switched distro too, but when I find the time I'm eager to create a tiling WM, wayland native UI on NixOS again.

I definitely agree, but those are hard to approach for newcomers. GNU shouldn't just be usable by those willing to put in extensive time, it should be easy to grok for newcomers as well (how else would we spread free software?). There is of course an amount of learning that might be required, as with any system, but we should balance that with the power of the software. systems like GNOME balance it by making the software near useless in exchange for the ability to be used without needing to learn or challenge anything, adopting user interface patterns designed to restrict the user as it's easier for people to instantly know how to do something. That's like trying to make a house easier to live in by locking the doors and putting up barred windows to accommodate those previously living in prison

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

#37

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…

If you're looking at Windows peak was like Win2000

I agree to an extent. I have some problems with it but I appreciate the way it approached new users. Instead of instantly trying to accommodate them it instead presented itself to the user in ways that let the user learn, sometimes the hard way.

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

#38
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.

This is one of the reasons I hung onto my Treo for so long. It was so much faster to do... well, basically anything that the device was capable of. With the physical keyboard, you actually didn't need to take the stylus out very often, either.

Calling Mark: (power on) (phone key) M-A (send) - hitting the phone key automatically brought up the dialer, which did double duty as contact search.

Adding a new event to the calendar: (power on) (calendar key) (enter) - and just start typing; you could navigate the fields with the up and down arrows.

Opening the calculator: (power on) (home key) C-A (enter) - the launcher was filterable with the keyboard.

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

#39

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…

If you haven't already, check out Microsoft's "The Windows® 95 User Interface: A Case Study in Usability Engineering" report summarizing some of the Windows 95 designers' user research: https://dl.acm.org/doi/fullHtml/10.1145/238386.238611

I read it and it partially inspired the entire project. It made me realise how inaccessible modern design is despite being held up as best in class and easy to use

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

#40

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.

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

PalmOS designers & engs (along with MS WebTV / Danger Sidekick folks) ended up working on early Android (Astro Boy / Bender / Petit Four etc), and there's a lot of parallels between the two.

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