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MAST PORTAL GROUP
 Conti, Dower, Gaffney, Gillies, Rogers
Agenda

• Motivating Factors
• Definitions: Portal, Gadgets, UI Design
• What’s publicly available
• From Mockups to Recommendations
Motivating Factors

• Consolidate access to existing application
  functionality and look-and-feel
• Single Sign-on to existing and new applications
• Provide a vehicle to integrate new functionality
• Leverage existing programming expertise:
  python, php, .net, actionscript, javascript,….
all
all
all
all
What is a portal?
What is a portal?
•   A web portal is a framework for integrating
    information, people and processes across
    organizational boundaries
What is a portal?
•   A web portal is a framework for integrating
    information, people and processes across
    organizational boundaries

•   A web portal provides a secure unified access
    point, and is designed to aggregate and
    personalize information through application-
    specific “gadgets”
What is a portal?
•   A web portal is a framework for integrating
    information, people and processes across
    organizational boundaries

•   A web portal provides a secure unified access
    point, and is designed to aggregate and
    personalize information through application-
    specific “gadgets”

•   A web portal has de-centralized content
    contribution and content management, which
    keeps the information always updated.
What is a portal?
•   A web portal is a framework for integrating
            Framework
    information, people and processes across
    organizational boundaries

•   A web portal provides a secure unified access
               to Access
    point, and is designed to aggregate and
    personalize information through application-
    specific “gadgets”

•   A web portal has de-centralized content
                services
    contribution and content management, which
    keeps the information always updated.
What is a portal?
•   A web portal is a framework for integrating
    information, people and processes across
    organizational boundaries

•   A web portal provides a secure unified access
    point, and is designed to aggregate and
    personalize information through application-
    specific “gadgets”

•   A web portal has de-centralized content
    contribution and content management, which
    keeps the information always updated.
Key Features
Single Sign-On
Single Sign-On
Integration
Single Sign-On
Integration
Customization
Single Sign-On
Integration
Customization
Access Control
Single Sign-On
Integration
Customization
Access Control
Federation
What is a gadget?
What is a gadget?
•   A gadget is a portable chunk of code that can be
    installed and executed within any separate HTML-
    based container by an end user without requiring
    additional compilation
What is a gadget?
•   A gadget is a portable chunk of code that can be
    installed and executed within any separate HTML-
    based container by an end user without requiring
    additional compilation

•   A gadget runs in a “container” that manages
    multiple gadgets
What is a gadget?
•   A gadget is a portable chunk of code that can be
    installed and executed within any separate HTML-
    based container by an end user without requiring
    additional compilation

•   A gadget runs in a “container” that manages
    multiple gadgets

•   A gadget provides an interface to services
    without the need for an independent application 
What is a gadget?
•   A gadget is a portable chunk of code that can be
    installed and executed within any separate HTML-
    based container by an end user without requiring
    additional compilation

•   A gadget runs in a “container” that manages
    multiple gadgets

•   A gadget provides an interface to services
    without the need for an independent application 

•   A gadget can be developed in any technology
    that produces HTML + CSS + Javascript or Flash:
    PHP, .NET, Java, Flex/Actionscript, Python
UI Design Principles
Structure
Structure
Simplicity
Structure
Simplicity
Visibility
Structure
Simplicity
Visibility
Feedback
Structure
Simplicity
Visibility
Feedback
Tolerance
Structure
Simplicity
Visibility
Feedback
Tolerance
Reuse
Portal Features   User Login and Preference
SEARCH   CONTENT




                    FE
                    ED
                    BA
NE                  CK
WS
Credit: Antonio Volpicelli
advanced
advanced
advanced
advanced




Single Search Box
advanced
advanced
advanced



Content Type   Result Summary
advanced



Content Type   Result Summary
MOBILE
iOS and Android
MOBILE
iOS and Android
S T
              J W
         ks
   a   n
Th
RECOMMENDATIONS
RECOMMENDATIONS
1. Become a “gadget shop”:   API (iGoogle)
RECOMMENDATIONS
1. Become a “gadget shop”:                      API (iGoogle)
2. Deploy a portal with the following characteristics:
 •OpenSocial gadget container
 • Embedded Content Editor with Content Management
 • Single Signon
 • User Customizable Pages
 • Supports mobile browsing
RECOMMENDATIONS
1. Become a “gadget shop”:                      API (iGoogle)
2. Deploy a portal with the following characteristics:
 •OpenSocial gadget container
 • Embedded Content Editor with Content Management
 • Single Signon
 • User Customizable Pages
 • Supports mobile browsing
3. Make use of the same IDE: Eclipse + language plugins
RECOMMENDATIONS
1. Become a “gadget shop”:                      API (iGoogle)
2. Deploy a portal with the following characteristics:
 •OpenSocial gadget container
 • Embedded Content Editor with Content Management
 • Single Signon
 • User Customizable Pages
 • Supports mobile browsing
3. Make use of the same IDE: Eclipse + language plugins
4. Build a mobile app for iPhone OS and Android OS
RECOMMENDATIONS
RECOMMENDATIONS

•Use   Cases Group
RECOMMENDATIONS

•Use   Cases Group
•Client   Design Group
RECOMMENDATIONS

•Use   Cases Group
•Client   Design Group
•Data   Services Group
RECOMMENDATIONS

•Use   Cases Group
•Client   Design Group
•Data   Services Group
•Data   Model Group
Portal Definition Document

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MAST Portal: drivers and recommendations

  • 1. MAST PORTAL GROUP Conti, Dower, Gaffney, Gillies, Rogers
  • 2.
  • 3. Agenda • Motivating Factors • Definitions: Portal, Gadgets, UI Design • What’s publicly available • From Mockups to Recommendations
  • 4. Motivating Factors • Consolidate access to existing application functionality and look-and-feel • Single Sign-on to existing and new applications • Provide a vehicle to integrate new functionality • Leverage existing programming expertise: python, php, .net, actionscript, javascript,….
  • 5.
  • 6.
  • 7. all
  • 8. all
  • 9. all
  • 10. all
  • 11. What is a portal?
  • 12. What is a portal? • A web portal is a framework for integrating information, people and processes across organizational boundaries
  • 13. What is a portal? • A web portal is a framework for integrating information, people and processes across organizational boundaries • A web portal provides a secure unified access point, and is designed to aggregate and personalize information through application- specific “gadgets”
  • 14. What is a portal? • A web portal is a framework for integrating information, people and processes across organizational boundaries • A web portal provides a secure unified access point, and is designed to aggregate and personalize information through application- specific “gadgets” • A web portal has de-centralized content contribution and content management, which keeps the information always updated.
  • 15. What is a portal? • A web portal is a framework for integrating Framework information, people and processes across organizational boundaries • A web portal provides a secure unified access to Access point, and is designed to aggregate and personalize information through application- specific “gadgets” • A web portal has de-centralized content services contribution and content management, which keeps the information always updated.
  • 16. What is a portal? • A web portal is a framework for integrating information, people and processes across organizational boundaries • A web portal provides a secure unified access point, and is designed to aggregate and personalize information through application- specific “gadgets” • A web portal has de-centralized content contribution and content management, which keeps the information always updated.
  • 17.
  • 24. What is a gadget?
  • 25. What is a gadget? • A gadget is a portable chunk of code that can be installed and executed within any separate HTML- based container by an end user without requiring additional compilation
  • 26. What is a gadget? • A gadget is a portable chunk of code that can be installed and executed within any separate HTML- based container by an end user without requiring additional compilation • A gadget runs in a “container” that manages multiple gadgets
  • 27. What is a gadget? • A gadget is a portable chunk of code that can be installed and executed within any separate HTML- based container by an end user without requiring additional compilation • A gadget runs in a “container” that manages multiple gadgets • A gadget provides an interface to services without the need for an independent application 
  • 28. What is a gadget? • A gadget is a portable chunk of code that can be installed and executed within any separate HTML- based container by an end user without requiring additional compilation • A gadget runs in a “container” that manages multiple gadgets • A gadget provides an interface to services without the need for an independent application  • A gadget can be developed in any technology that produces HTML + CSS + Javascript or Flash: PHP, .NET, Java, Flex/Actionscript, Python
  • 36.
  • 37. Portal Features User Login and Preference
  • 38. SEARCH CONTENT FE ED BA NE CK WS
  • 39.
  • 40.
  • 41.
  • 42.
  • 44.
  • 51. advanced Content Type Result Summary
  • 52. advanced Content Type Result Summary
  • 53.
  • 54.
  • 57.
  • 58. S T J W ks a n Th
  • 59.
  • 60.
  • 62. RECOMMENDATIONS 1. Become a “gadget shop”: API (iGoogle)
  • 63. RECOMMENDATIONS 1. Become a “gadget shop”: API (iGoogle) 2. Deploy a portal with the following characteristics: •OpenSocial gadget container • Embedded Content Editor with Content Management • Single Signon • User Customizable Pages • Supports mobile browsing
  • 64. RECOMMENDATIONS 1. Become a “gadget shop”: API (iGoogle) 2. Deploy a portal with the following characteristics: •OpenSocial gadget container • Embedded Content Editor with Content Management • Single Signon • User Customizable Pages • Supports mobile browsing 3. Make use of the same IDE: Eclipse + language plugins
  • 65. RECOMMENDATIONS 1. Become a “gadget shop”: API (iGoogle) 2. Deploy a portal with the following characteristics: •OpenSocial gadget container • Embedded Content Editor with Content Management • Single Signon • User Customizable Pages • Supports mobile browsing 3. Make use of the same IDE: Eclipse + language plugins 4. Build a mobile app for iPhone OS and Android OS
  • 67. RECOMMENDATIONS •Use Cases Group
  • 68. RECOMMENDATIONS •Use Cases Group •Client Design Group
  • 69. RECOMMENDATIONS •Use Cases Group •Client Design Group •Data Services Group
  • 70. RECOMMENDATIONS •Use Cases Group •Client Design Group •Data Services Group •Data Model Group

Editor's Notes

  1. * the idea of searching "the archive" rather than individual missions - one can drill down to individual missions as needed the same look/feel for all missions -- I say this is different than current because the idea is to hide the differences of the missions unless necessary
  2. Gadgets – the New User Interface Gadgets and other influential consumer web technologies can dramatically improve enterprise applications. Unlike portlets, gadgets are client-side code that exchange structured data with the server using REST APIs that return JSON or xml objects. By leveraging JavaScript, HTML and CSS gadgets are not only easier to use and develop than portlets, they are also universal. Everyone can write a web app these days. The portlet container I built 8 years ago eventually led to me to found eXo, where we built a next-generation platform for Java with Google technologies like Gadgets, OpenSocial, GWT and Android. Our vision is simple: provide a platform for building applications with rich user experiences in the cloud. This means that the entire process of building an enterprise web application can be done online, from its development in a web IDE to its deployment and monitoring within a tenant of a cloud platform.
  3. Gadgets – the New User Interface Gadgets and other influential consumer web technologies can dramatically improve enterprise applications. Unlike portlets, gadgets are client-side code that exchange structured data with the server using REST APIs that return JSON or xml objects. By leveraging JavaScript, HTML and CSS gadgets are not only easier to use and develop than portlets, they are also universal. Everyone can write a web app these days. The portlet container I built 8 years ago eventually led to me to found eXo, where we built a next-generation platform for Java with Google technologies like Gadgets, OpenSocial, GWT and Android. Our vision is simple: provide a platform for building applications with rich user experiences in the cloud. This means that the entire process of building an enterprise web application can be done online, from its development in a web IDE to its deployment and monitoring within a tenant of a cloud platform.
  4. Gadgets – the New User Interface Gadgets and other influential consumer web technologies can dramatically improve enterprise applications. Unlike portlets, gadgets are client-side code that exchange structured data with the server using REST APIs that return JSON or xml objects. By leveraging JavaScript, HTML and CSS gadgets are not only easier to use and develop than portlets, they are also universal. Everyone can write a web app these days. The portlet container I built 8 years ago eventually led to me to found eXo, where we built a next-generation platform for Java with Google technologies like Gadgets, OpenSocial, GWT and Android. Our vision is simple: provide a platform for building applications with rich user experiences in the cloud. This means that the entire process of building an enterprise web application can be done online, from its development in a web IDE to its deployment and monitoring within a tenant of a cloud platform.
  5. Gadgets – the New User Interface Gadgets and other influential consumer web technologies can dramatically improve enterprise applications. Unlike portlets, gadgets are client-side code that exchange structured data with the server using REST APIs that return JSON or xml objects. By leveraging JavaScript, HTML and CSS gadgets are not only easier to use and develop than portlets, they are also universal. Everyone can write a web app these days. The portlet container I built 8 years ago eventually led to me to found eXo, where we built a next-generation platform for Java with Google technologies like Gadgets, OpenSocial, GWT and Android. Our vision is simple: provide a platform for building applications with rich user experiences in the cloud. This means that the entire process of building an enterprise web application can be done online, from its development in a web IDE to its deployment and monitoring within a tenant of a cloud platform.
  6. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  7. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  8. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  9. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  10. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  11. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  12. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  13. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  14. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  15. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  16. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  17. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  18. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  19. The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture. The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures. The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information. The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users. The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions. The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.
  20. Anyone with an open social container can drop MAST gadget. Web development is going in the direction of gadgets
  21. Anyone with an open social container can drop MAST gadget. Web development is going in the direction of gadgets
  22. Anyone with an open social container can drop MAST gadget. Web development is going in the direction of gadgets
  23. Anyone with an open social container can drop MAST gadget. Web development is going in the direction of gadgets
  24. Anyone with an open social container can drop MAST gadget. Web development is going in the direction of gadgets