Lea: The Unity design process (and how you can play a part in it)
Lea: The Unity design process (and how you can play a part in it)
Posted Feb 18, 2012 15:33 UTC (Sat) by khim (subscriber, #9252)In reply to: Lea: The Unity design process (and how you can play a part in it) by slashdot
Parent article: Lea: The Unity design process (and how you can play a part in it)
Oh, and for a good percentage of the users, there is NO WAY that you'll convince them that their opinion about font hinting, alt-tab behavior or a lot of other options is "wrong".
Citation needed™.
I don't have statistic for desktop UI, but I have access to the statistic of UI for web sites. Most users accept (or reject) UI "as is". Few change some trivial setting. And even users who are firmly convinced that some aspect of UI is "wrong" stay if the rest of the package looks good.
In fact, they'll initially think that even if the setting is present, and will then add "well at least I can change the idiotic setting" once they find it, so it's very important to make sure they can find it as soon as possible before they throw your software out of the window.
Surprisingly enough it's absolutely not important. Knobs create "I'm in control" felling, but that's it. Joel writes about it:
Vary the placement of some things, change the look and feel and fonts, move the logo and make it bigger or smaller. Let them feel important by giving them non-crucial lipstick-on-a-chicken stuff to muck around with. They can't do much damage to your schedule here. A good interior decorator is constantly bringing their client swatches and samples and stuff to choose from. But they would never discuss dishwasher placement with the client. It goes next to the sink, no matter what the client wants. There's no sense wasting time arguing about where the dishwasher goes, it has to go next to the sink, don't even bring it up; let the clients get their design kicks doing some harmless thing like changing their mind 200 times about whether to use Italian Granite or Mexican Tiles or Norwegian wood butcher-block for the countertops.
It's the same with UI (and this is where KDE4 fails utterly): you need a lot of options in "Preferences" dialog or else a lot of people will feel that they don't have enough control over situation. But these must be harmless, easy to implement options (distance between icons, color of elements, etc). What you should not do is to add options which are hard to implement and can destabilize the codebase.
