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UI overview
Initial target audience is first-time OSM mappers. In time, its capabilities should extend towards the intermediate sector currently occupied by P2, so that there's a UI that stays with you from your first steps to becoming a dedicated mapper. (JOSM can keep the "industrial mapping" space!)
Compared to Potlatch 2, iD should offer more modal, hand-holding operation. A small number of obvious "click here to do this" buttons should lead to clear walk-throughs of the most commonly used tasks: add a POI, draw a building or way.
A "step-by-step" walk-through palette is a good way to achieve this ("1. do this, 2. now do this, 3. now do this").
Where possible, other common operations should be achieved either by universally understood customs - click and drag to move, click and press Delete to delete - or by contextual menus/popups and help.
As the user becomes more confident, they'll want to carry out operations quickly without going through every walk-through; P2-style mouse/modifier combinations (e.g. shift-click to insert node) should be retained for this. Analogue: a word-processor allows you to print with a toolbar icon or menu command, but the more experienced user knows to press command-P.
Initial target platform is modern desktop browsers. However, even though OSM mobile editing needs are probably better served by a native app, people will inevitably want to use this on tablets and phones.
The UI should therefore be mobile-tolerant from the start. For example, on placing/moving a node, the position should be settled on touch-up rather than touch-down, so that the user has an opportunity to refine their original location.
The "feel" should be snappy, avoiding the load time associated with a heavy app such as P2: users should feel confident to regularly switch between View and Edit tabs with no great time penalty.