Interface Design Should Do What You Need It To
Second Life | (8)
I poked at the Sacred Cow of the interface design for the Second Life client but the following sums up the whole discussion far more clearly. (A picture is worth a 1,000 words, a world a billion of them).
The sum of the argument: sometimes you need an interface to be very simple and accomplish key tasks. And sometimes you WANT an interface to be a whole lot more. Neither is right or wrong, maybe, and in fact by adding features you can forget your core objective and need a manual to use it, but you can also elevate the mundane ...