On Mon, 14 Mar 2005 17:53:02 +1100, Geoff Bowers <[EMAIL PROTECTED]> wrote:
> --/ Mission Statement /--
> *Glamour* is all about the users. We must overhaul the UI of FarCry
> administration, and surface as much hidden functionality as possible.
> FarCry will become an elegant and beautiful thing to behold.

Sorry this post is tardy, I've been away a bit.  Generally speaking
(and wearing my User Experience/Usability hat) you'll be better off
*removing* elements from the UI and thus simplifying the number of
choices available in the interface.

So how do you decide what stays, what goes and what gets added?  You
need more context.  A couple of afternoons spent observing real users
using FarCry would identify several patterns you could use to make
improvements to the UI/workflow.

It is a constant struggle to fight against adding features and bells
and whistles and more checkboxes and radio buttons but in the end, the
simpler interface is usually more powerful (afterall, it's the program
that does all of the complex work based on few inputs!)

Perhaps a heuristic evaluation (a quick 'professional evaluation'
performed by a usability practicioner) would be valuable before
Glamour UI work gets too far underway?

I know there are a lot of developers in the community... how many
product managers or user experience folks? :)


Brian

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