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 | :-)

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