|sounds good, i'd also accept something along the lines of don norman's latest argument in emotional design - an ugly interface isn't so usable after all :) -ellie|
|...any information needed should be visible at the time it is needed (not 2 screens before) -ellie|
|andrew sayman had a good answer before, i'll just copy and cite if that's ok -ellie:|
Just for clarity and completeness, here are the specific things from the slides these violate:
a) Designers vs. Users. Users are probably experts in their field, not yours, so you can't relate your experience to theirs.Specifically: Knowledge & Skills.
b) Know thy users! (For they are not you). Specifically: Physical and cognitive abilities.
c) Predictability first and foremost. This also violates Familiarity (When is the action not labelled in the real world?) and Generalizability (The knowledge gained from other systems is now useless here).
d) This is a repeat of Physical & cognitive abilities.
e) Observability. This sounds like Reachability firstly, because they can't navigate back. Because of that though, this also falls into Persistence because they shouldn't /have/ to navigate back and Browsability because they unable to look at a previous state without altering the current one (presumably).