Eric,

  just as a suggestion, check out

http://www.xworlds.com/metacard/screenshots/

  That's Cross Worlds' GUI, which I think looks pretty neat. I don't 
want you to copy this (you being versed in the law surely already 
know that), but they've reminded me of some guidelines for a UI:

  - offer common recurring elements. E.g. items that do the same in 
object-info dialogs for different object types should be in the same 
places, under the same heading (tab). This includes grouping similar 
functionality together, but not necessarily means cramming everything 
referring to one object into a single window.

  - Arrange menus and menu items by how frequently they are used, and 
put stuff that is used rarely, or only in a special phase of 
development (i.e. when creating a stack, when saving a stack as a 
standalone etc.) in less convenient places, maybe hiding them in 
separate windows instead of menus, so they don't clutter menus. But 
don't hide anything away if you still have ample space.

  - Convenient features that are frequently used might be complemented 
by creating a palette (=floating window) with shortcuts to them.

  - Remember where default buttons go etc. A palette doesn't have an 
"OK" button that closes it, and buttons in dialogs are always in the 
lower right corner.

  - Don't make icons/buttons too small. About 30 x 20 pixels is a 
minimum under which it's getting hard to hit a button when you need 
to work fast.

  Not much, if I remember more I'll send it out. But this is what MC 
violates most.
Cheers,
-- M. Uli Kusterer

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