More reasons why you should not follow Human Interface Guidelines by Matthew R, in a comment on the post The Beauty Of 99¢ iPhone Apps, by Jens Alfke:

Problem with this “live by our rule or die” approach is the fact that many apps for the Mac, we love so, because they disobeyed the HIG. And I don’t necessarily mean extreme apps like Shapeshifter, but take for example the HIG saying “don’t create your own menu bar extras. That’s reserved for the System.” We completely shrugged that off and created our own menu bar extra-apps anyway. If there was (run with me on this) an App Store for the Mac; then apps like Quicksilver and Twitterrific would have been turned down.

Other apps which breaks the HIG in this manner are:

And this is only one way in which the HIG in not followed in these applications. I am sure there is a slew of other ways as well. Developers break these guidelines, sometimes for a reason, sometimes by mistake, sometimes because the HIG simply did not describe a specific use case.

This is when the HIG are getting dangerous: They have become not only law in the sense that virtually everyone and their blogospehere mother were screaming for Apple to follow their guidelines. Now the same guidelines are the arbitrer of good applications for the iPhone. It is law.

Not to mention games. They are their own mini-environments with custom user interfaces.

Link: Matthew’s comment →

Reading the documentation for the iPhone software development kit I found this in the iPhone SDK Agreement:

3.3.5 Applications must comply with the Human Interface Guidelines and other Documentation provided by Apple.

In other words: No new interaction concepts, no cool user interfaces, only the same that already is. Apple will decide based on flawed guidelines whether you spent weeks researching and testing your interface or not. Surprising move from a company so focused on being the leader of user interface design.

New photos

New in General Photography:

New in Architecture & Mechanics:

What he said:

Design is thinking made visual

My take:

Design is thinking about communication.

His position is excellent when applied to a static or at least linear medium like movies, not so with nonlinear, dynamic, interactive stuff. Oh, I also just happen to love how “design is thinking made visual” feels on your tongue.