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	<title>84 Bytes &#187; Design</title>
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	<link>http://www.84bytes.com</link>
	<description>A web development blog</description>
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		<title>10 Laws of Simplicity Developers should know</title>
		<link>http://www.84bytes.com/2008/09/08/10-laws-of-simplicity-developers-should-know/</link>
		<comments>http://www.84bytes.com/2008/09/08/10-laws-of-simplicity-developers-should-know/#comments</comments>
		<pubDate>Mon, 08 Sep 2008 10:54:02 +0000</pubDate>
		<dc:creator>Richard Wong</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[John Maeda]]></category>
		<category><![CDATA[Simplicity]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.84bytes.com/?p=68</guid>
		<description><![CDATA[Recently I revisited &#8220;The Law of Simplicity&#8221; by John Maeda. He is a graphic designer, visual artist, and computer scientist at the MIT Media Lab. In the book, John proposes 10 laws for simplifying complex systems in business and life. Although the book are mostly focused on product design, it could be applied to anything [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-78" title="simplicity-1" src="http://www.84bytes.com/media/2008/09/simplicity-1.jpg" alt="" width="500" height="252" /></p>
<p>Recently I revisited &#8220;<a href="http://www.amazon.com/Laws-Simplicity-Design-Technology-Business/dp/0262134721">The Law of Simplicity</a>&#8221; by<a href="http://plw.media.mit.edu/people/maeda/"> John Maeda</a>. He is a <span class="zem_slink">graphic designer</span>, <span class="zem_slink">visual artist</span>, and computer scientist at the <a href="http://www.media.mit.edu/">MIT Media Lab</a>. In the book, John proposes 10 laws for simplifying <span class="zem_slink">complex systems</span> in business and life.</p>
<p>Although the book are mostly focused on product design, it could be applied to anything especially <span class="zem_slink">software development</span>. It doesn&#8217;t matter whether you are coding or designing simplicity will always work and sale. Simpler code means less bug and less maintenance cost. Simpler interface means easier to learn and use.</p>
<p><span id="more-68"></span></p>
<p>The 10 laws are</p>
<blockquote><p><strong>Law 1: Reduce</strong><br />
The Simplest way to achieve simplicity is through thoughtful reduction</p>
<p><strong>Law 2: Organize</strong><br />
Organization makes a system of many appear fewer</p>
<p><strong>Law 3: Time</strong><br />
Savings in time feel like simplicity</p>
<p><strong>Law 4: Learn</strong><br />
Knowledge makes everything simpler</p>
<p><strong>Law 5: Differences</strong><br />
Simplicity and complexity need each other</p>
<p><strong>Law 6: Context</strong><br />
What lies in the periphery of simplicity is definitely not peripheral</p>
<p><strong>Law 7: Emotion</strong><br />
More emotions are better than less</p>
<p><strong>Law 8: Trust</strong><br />
In simplicity we trust</p>
<p><strong>Law 9: Failure</strong><br />
Some things can never be made simple</p>
<p><strong>Law 10: The One</strong><br />
Simplicity is about subtracting the obvious, and adding the meaningful</p></blockquote>
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		<title>8 Golden Rules of Interface Design</title>
		<link>http://www.84bytes.com/2008/08/20/8-golden-rules-of-interface-design/</link>
		<comments>http://www.84bytes.com/2008/08/20/8-golden-rules-of-interface-design/#comments</comments>
		<pubDate>Wed, 20 Aug 2008 20:09:32 +0000</pubDate>
		<dc:creator>Richard Wong</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[tips]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Web application]]></category>

		<guid isPermaLink="false">http://www.84bytes.com/?p=67</guid>
		<description><![CDATA[Considering the only way users can communicate with your application is through the interface, interface design then should be one of the most important part of any application. A good interface will enhance the experience, usability, effectiveness or even success of your system. From the book Designing the User Interface by Ben Shneiderman, he pointed [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-84" title="8 golden rules" src="http://www.84bytes.com/media/2008/09/2228077524_c8d92404b1.jpg" alt="" width="500" height="117" /></p>
<p>Considering the only way users can communicate with your application is through the interface, interface design then should be one of the most important part of any application. A good interface will enhance the experience, usability, effectiveness or even success of your system.</p>
<p>From the book<span class="regular_text"><em> <a href="http://www.amazon.com/Designing-User-Interface-Ben-Shneiderman/dp/0201694972">Designing      the User Interface</a></em> by <a href="http://en.wikipedia.org/wiki/Ben_Shneiderman">Ben Shneiderman</a>, he pointed out 8 rules to guide us to good interaction design.</span></p>
<p><span id="more-67"></span></p>
<blockquote><p><strong><span class="regular_text">1. Strive for consistency.</span></strong><br />
<span class="regular_text">Consistent sequences of actions should be required in similar situations;      identical terminology should be used in prompts, menus, and help screens;      and consistent commands should be employed throughout.</span><br />
<strong><span class="regular_text">2 Enable frequent users to use shortcuts.</span></strong><br />
<span class="regular_text"> As the frequency of use increases, so do the user&#8217;s desires to reduce the number    of interactions and to increase the pace of interaction. Abbreviations, function    keys, hidden commands, and macro facilities are very helpful to an expert user. </span></p>
<p><strong><span class="regular_text">3 Offer informative feedback.</span></strong><br />
<span class="regular_text"> For every operator action, there should be some system feedback. For frequent    and minor actions, the response can be modest, while for infrequent and major    actions, the response should be more substantial. </span></p>
<p><strong><span class="regular_text">4 Design dialog to yield closure.</span></strong><br />
<span class="regular_text"> Sequences of actions should be organized into groups with a beginning, middle,    and end. The informative feedback at the completion of a group of actions gives    the operators the satisfaction of accomplishment, a sense of relief, the signal    to drop contingency plans and options from their minds, and an indication that    the way is clear to prepare for the next group of actions. </span></p>
<p><strong><span class="regular_text">5 Offer simple error handling.</span></strong><br />
<span class="regular_text"> As much as possible, design the system so the user cannot make a serious error.    If an error is made, the system should be able to detect the error and offer    simple, comprehensible mechanisms for handling the error. </span></p>
<p><strong><span class="regular_text">6 Permit easy reversal of actions.</span></strong><br />
<span class="regular_text"> This feature relieves anxiety, since the user knows that errors can be undone;    it thus encourages exploration of unfamiliar options. The units of reversibility    may be a single action, a data entry, or a complete group of actions. </span></p>
<p><strong><span class="regular_text">7 Support internal locus of control.</span></strong><br />
<span class="regular_text">Experienced operators strongly desire the sense that they are in charge of the    system and that the system responds to their actions. Design the system to make    users the initiators of actions rather than the responders. </span></p>
<p><strong><span class="regular_text">8 Reduce short-term memory load.</span></strong><br />
<span class="regular_text"> The limitation of human information processing in short-term memory requires    that displays be kept simple, multiple page displays be consolidated, window-motion    frequency be reduced, and sufficient training time be allotted for codes, mnemonics,    and sequences of actions.</span></p></blockquote>
<p>I think it does not matter whether you are developing for the web or desktop. These rules should always help when making any design decision. But as web applications are becoming more and more interactive and complex, we need to make sure the experience of them are improving and not degrading.</p>
<p>Source from <a href="http://en.wikipedia.org/wiki/Shneiderman%27s_rules_for_design">Wikipedia</a></p>
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