Principles of UI design
bokardo.com
bokardo.com
It's got some horrible advice from the get-go: "One hundred clear screens is preferable to a single cluttered one." is terrible advice. One hundred screens for a task is an absolute disaster.
Of course "One hundred clear screens is preferable to a single cluttered one." should not be taken literally. The point is that clear screen is much better than cluttered screen.
2. Respect their time
3. Respect that they are different from you
If you find yourself thinking "now I have to change it so stupid people can use it" then you will never make a UI worth a damn.
http://www.hubspot.com/pricing/
This page, does not really follow "Conserve attention at all costs" when there's a 4x7 pricing grid with confusing information scattered about it. The rest of hubspot's design is equally banal, perhaps the author has some other role in the company than design?
I'm not a fan of complicated pricing schemes, but the existence of one has nothing to do with design in the vast majority of companies. That's a bizdev/sales/exec thing dumped on the designer. Assuming that what information has to be displayed there is immutable, I think the design you point to does it about as well as it could be done.
Having said that, I would agree with anyone who said that the site feels a bit too template-derived in the way that many startup sites post-twitter-bootstrap do, but OTOH it is a fairly well executed template design.
A Google image search for 'Performable' turns up lots of screenshots.
Having said that, HubSpot has spent a lot of time on designing our pricing model (vs. the pricing page).
For our first 2 years, HubSpot had a single price ($250/month). We've since run many, many pricing experiments and though the complexity bugs me sometimes, it's working.
But now that this thread is going, I think there are things we can do the improve the pricing page (even if we leave the pricing model the same).
As for the website, I really like it. I don't find the grid confusing at all. The pricing should be simpler but the designer is not responsible for that.
I like Jef Raskins 2 principles :
First Law: A computer shall not harm your work or, through inactivity, allow your work to come to harm.
Second Law: A computer shall not waste your time or require you to do more work than is strictly necessary.
IMO everything else follows from these
If anyone's interested, many of these ideas are derived from Nielsen's heuristics [1] as well as Tognazzini's [2].
[1] http://www.useit.com/papers/heuristic/heuristic_list.html
There are different kinds of UIs, some focus on productivity, some on specific goals, some on fleeting interactions; some for a general audience, others for people with very specific domain knowledge. These principles are far from general, naming it a more casual "20 rules for web design" would be more appropriate.
For all we know, despite not pretty this could be a very efficient interface: http://www.apcconsultants.com/TCAR%20Control%20Screen25.JPG
these sorts of lists drive me nuts because they merely serve to direct attention to the author instead of allowing the audience to find much more reputable and proven information (e.g., the raskin rules mentioned below)
i am happy to see the comments here indicating others agree.
I've found that pretty much all of these guides are extremely specific to blogs and the web in general (with good reason I realize). It would be nice to see more information about generalized interface design. For example, I work in home automation and a GUI can make or break the system. I know there have been books written on the subject. I'd really like to see contributions from contemporary designers that are useful enough to be employed in a variety of settings.
First you decide what the user should do - then you design around that. I know it sounds obvious and practical, but 9/10 companies I've worked for started designing the interface before they decided on what the interface should accomplish.
I feel like he contributed to the discussions.