barmar, on 2010-September-22, 21:10, said:
It's a delicate balancing act -- power users want full customization, but casual users don't want to be confused.
Apologies for the necro-response, but as the thread has already been resuscitated anyway ...
It seems to me that for the most part both power users and casual users can be accommodated. At least, there is scope for applying intelligence to the design of the interface to accommodate both, acknowledging that there is no black and white, only degrees.
I can think of three key elements to a good design (there are bound to be others)
1) Attempt to identify settings that have no clear majority preference, or have significant minority preferences, and concentrate on providing choices for these settings.
2) Attempt to predict the most popular settings, where choices are to be provided, and make them defaults.
3) "Nest" the options so that the user is not presented with excessive detail unless deliberately chosen by the user.
As to the first item, it may not be obvious at the outset which settings would have diverse popularity. But at least given time you could gather data in retrospect based on actual settings chosen. But that of course requires you to provide the choice, so there may be an element of Catch 22 there, depending on how the choice is presented.
As to the second item, the problem here is that many users of the casual variety may never experiment with settings, so measuring their popularity could distort the impression as reinforcing the justification for the default settings. I, for example, have a lot of difficulty understanding why "pictures of cards" mode should be provided at all, let alone as the default, and yet if casual users never swap to diagram mode it will perpetuate the myth that there is merit in the pictures mode.
But the third item is the master key, and I think of relevance to this thread.
How much more "bloated" would the interface become if, on the question of autoplay singletons, the options were
(1) On
(2) Off
(3) Advanced (opens submenu)
than
(1) On
(2) Off
A casual user presented with either menu would probably choose between (1) and (2), and would not be bothered by the presence of (3)
BUT, if they choose to drill down to option (3), that in itself would be evidence that, even if casual users, in this case neither of options (1) and (2) "cut it" for them. That would justify the inclusion of option (3) however bloated you might predict it to be.
That would be an example of how to design an interface that caters for the power user without bloating it for the casual user.