http://en.wikipedia.org/wiki/Princip...terface_design
"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."
Like not putting the Trust menu in the combat menu when they can't be called when in combat.
"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."
Oh like I don't know, not making me mess up when I'm selecting items and not making me do an extra keypress to go to items.
"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."
Like how Trusts can't be called in combat so they're unrelated but they're in the combat menu.
http://www.nngroup.com/articles/ten-...ty-heuristics/
"Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility."
Like how Trusts are irrelevant in the combat menu. It's an extra thing that actually doesn't need to be there and is added extra work to get to relevant information (the items menu.)
Would you like me to keep going?