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 ------------------------------------------------------------ http://www.weblayout.com/witness 'The Witnesses of TeachText are everywhere...' --- HELP SAVE HYPERCARD: --- Details at: http://www.hyperactivesw.com/SaveHC.html Sign: http://www.giguere.uqam.ca/petition/hcpetition.html
