Jacqueline, Per your request, here are some sources that say pretty much the same thing I've been saying:
WAI - Accessibility =================== WAI - Priority 1 ---------------- 14.1 Use the clearest and simplest language appropriate for a site's content. http://www.w3.org/TR/WCAG10-CORE-TECHS/#comprehension WAI - Priority 2-3 ------------------ 2.2 Ensure that foreground and background color combinations provide sufficient contrast when viewed by someone having color deficits or when viewed on a black and white screen. http://www.w3.org/TR/WAI-WEBCONTENT-TECHS/#tech-color-contrast Gnome Human Interface Guidelines -- Usability Principles ======================================================== Design for People ----------------- http://developer.gnome.org/projects/gup/hig/2.0/principles.html#principles-peop$ Remember that the purpose of any software application is to enable some group of people to accomplish a specific set of tasks. So, the first things to establish when designing your application are: 1. who your users are 2. what you want to enable them to do The important thing is that you know your audience, and you understand both their goals and the tasks necessary to achieve those goals. Accessibility ------------- http://developer.gnome.org/projects/gup/hig/2.0/principles-broad-userbase.html Accessibility (sometimes called a11y) means enabling people with disabilities of some kind to participate in life's activities: in this case, specifically to use your software. For example: * Color-blind users may not be able to use your application if you rely only on color-coding to distinguish different types of information * Users with hearing impairments may not be able to use your application if you rely on sounds to indicate critical information * Users with limited movement may not be able to use your application if you don't provide keyboard equivalents for commands Create a Match Between Your Application and the Real World ---------------------------------------------------------- http://developer.gnome.org/projects/gup/hig/2.0/principles-match.html Always use words, phrases, and concepts that are familiar to the user rather than terms from the underlying system. Use terms that relate to the user's knowledge of the tasks your application supports. Keep It Simple and Pretty ------------------------- http://developer.gnome.org/projects/gup/hig/2.0/principles-simplicity.html Your application should enable the user to concentrate on the task at hand. So, design your application to show only useful and relevant information and interface elements. Every extra piece of information or interface control competes with the truly relevant bits of information and distracts the user from important information. Hence, don't clutter your interface, and don't overload the user with buttons, menu options, icons, or irrelevant information. Instead, use progressive disclosure and other techniques to limit what the user sees at any given moment. Finally, present your information and interface elements in an aesthetically pleasing manner. A disorganized, cluttered-looking interface with a few elements can be just as distracting as an organized interface with too much information. Make sure that dialog elements are cleanly-aligned, and do not overuse or misuse color or graphics. If you know a graphic designer, seek their advice if possible? the guidelines in this document will help you with the basics, but there is no substitute for a trained eye. -- Daniel Carrera | I know everything, I just can't remember Join OOoAuthors today! | it all at once. http://www.oooauthors.org | :-) --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]
