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Website
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Original page
http://theappslab.com/2008/12/04/what-makes-ui-good/ -
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Any comments on the UI points?
You probably know what a pain it is to login to XP as "Administrator", at least on the Home Edition, hidden by default and all with a blank password if I remember correctly.
So, the logic is common: abstract the power stuff as much as possible so if need be, troubleshooters can use the uber account. Crappy thing is once default passwords get in the wild and you don't change the uber account's password, you're basically hoping for the best, not preparing for the worst.
As always an interesting read!
I would actually argue that the problem you faced in finding and using the power user features was due to dropping half of the user experience ball. Good UI is both art and science...Apple's got the art part for sure.
Based on the quote you provide above "Rather than survey a bunch of users on every decision..." ... sounds like the may have just skipped talking to a user constituency (this would be the science part) - power users.
It is completely possible to design both for novice or occasional users + power users at the same time. The profession calls is progressive disclosure - showing you only what you need to know, but allowing you to easily discover the power feature components.
That's just my $.02. (maybe that should Euros?)
- Misha
Which begs the question, if you're aiming for transformational, do you want input, or do you just go with your gut?
Design is hard because it is art, and as such, is based in opinion more than function. Plus, you can rarely throw away the old paradigms and start fresh, like the Mac team did.
I think aiming for the average user works pretty well b/c it's a larger addressable market, and average users are more likely to give up and dismiss what they perceive to be a poorly designed product. Power users will figure out stuff on their own; that's why they're power users.
I don't envy designers :)