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    copied!<p>I don't produce documentation for my client projects unless the client pays me big $$$ for it, as it's extremely difficult. I often guide users in producing in-house materials that document procedures and standards, but in general, I design my apps for EASE OF USE.</p> <p>That is in contrast to EASE OF LEARNING.</p> <p>EASE OF USE and EASE OF LEARNING often conflict with each other, as a UI design that makes it really easy to perform a task the first time often gets in the way once the user is accustomed to how things work.</p> <p>However, it's important to design the UI with two things in mind:</p> <ol> <li><p>things that are done on a daily basis don't need to be easy to learn -- they need to be really fast and friendly for the person who already knows how to use the app. I have a 10+20 rule -- 10 minutes of training and 20 minutes of use and the user will never forget how to use it.</p></li> <li><p>things that are done only very seldom should be designed with a UI that is transparent and easy and doesn't require the user to remember anything at all. These kinds of tasks are great candidates for wizard-style interfaces that step the user through the process and provide hints and tips as text along the way.</p></li> </ol> <p>I also have a number of UI design conventions that I implement throughout an app. The example that springs to mind is that any subform that is a datasheet or continuous form has a doubleclick event that when activated opens a popup form with the full details for the selected record. Once users grasp this convention, they will assume that any subform is doubleclickable in order to navigate to the detail.</p> <p>There are other such conventions, but that's the basic idea, i.e., to implement similar behaviors in similar contexts so that if a user learns to do something in one context, when she finds herself in a different place with a similar UI, the things learned in the original context are transferrable in terms of basic UI behavior.</p>
 

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