Software Usability As A Technical Problem
An anonymous reader writes "Let's face it. Poor user interface design is a big problem in software today, particularly in the Open Source world. A recent article on NewsForge addresses this problem from the perspective that software usability is a technical issue that Open Source developers can and should face and conquer, just as we have conquered other technical problems that have stood in our way." (Slashdot and NewsForge are both part of OSDN.)
Windows has a rather counter intuitive interface, and I'm sure it is rather well funded. The menu is very slow to navigate, and can't really be customized. The desktop is clutter waiting to happen.
Isn't this synonymous for saying that the market for computer software has grown so much that all sorts of people are using it?
I are winner
Software should be designed, not just coded. And interface must be part of the design.
Personally, i like to ask the users what they want to see. Let *them* draw the screens, then merely implement it. A three-tiered approach is best, where called for. The backend should be design and implemented according toi a decent set of guidelines and rules, and the frontend should be completely designed by the user. The middle teir is where the magic should happen, even using a nasty hack here and there.
Ultimately the disparity between those who code software, and those who use software is a big problem. Perhaps a recognition of the separate group will go a long way.
Have you read my journal today?
All of the technical skills in the world are useless if the programmer doesn't understand what people want (or at least would like). ... machines that people use everyday, such as TV remotes and their "Recall" button (kinda like alt-tab), can teach us things).
However, it is very expensive and difficult to really understand how people use things. The solution, I think, starts with taking user-friendly interfaces from other products (and not just software
See KJofol/Winamp3, and Trillian among others. You've got dozens of very beautiful skins for your apps that are a bitch to actually use. Visual beauty while nice does not a usable app make.
What is needed is a consistent, predictable interface across all of a desktop's apps. In practice, this is a lot harder than just making it look pretty.
The author alludes to the real problem with usability and open source when he comment about egotistical mailings on the newsgroups.
Too many open source developpers think of themselves as GUI experts. Until developpers are prepared to give up their egos and admit that while they may be shit-hot kernel coders, they know jack-shit about GUI development, open source will be stuck with poor usability. Unfortunately everyone seems to have their opinion on GUI development, and somehow believe that their opinion is right, despite having no training whatsoever in usuability engineering (does this remind you of how everyone is a 'pop psychologist', and a 'pop computer language expert'? -- it should).
Until developpers understand that GUI development is hard, and that it's also a science with reputable metrics, and until GUI developpers are put on the same footing as other developpers in projects, open source will continue to have poor usability.
Apologies for being so harsh on the open source world, but that's the reality of it, and we need to face that fact.
one of the first things they teach you in usability classes: complete customization and skinning does not equal good usability and can confuse normal users. It's best to stay with the default look-and-feel of other common programs. "normal" users want a clear interface that works and looks as expected. (Note: you and your friends are not "normal" users).
Let's talk about applications. One glamourous example is GIMP.
In my job I do a lot of technical documentation and I like when my work is pretty and easy understood.
I know I can get almost any task done with Gimp, but I also know that if I use Gimp I dont get my work done - simply because the interface is too difficult.
There's nothing wrong with advanced interfaces but rocket scientists should not have to have the skills and experience of Technical witers in order to document their project.
Maybe I missed the point, but this seems to be an article that says, "This is the problem we all know about. The solution is to fix the problem."
Your average linux-using developer thinks that everyone else is as smart as he is, and that command line interfaces are a good thing. The GUI is seen as a fisher-price interface for retards.
We need to get rid of this way of thinking. Software should be like a vending machine. You press a button, and it does exactly what its supposed to.
Linix and Windoze have set back the cause of usable software about 20 years!
Bollocks.
Skinning has done more to ruin usability of applications than anything else the last 10 years. Skinning has absolutely nothing to do with usability, it's purely visual customization.
Throwing out the menu/window paradigm is a very bad idea, as you get rid of the only thing the user will be able to re-use from other applications in yours.
I haven't read the article yet (on my way there now), but the parent poster has no idea what constitutes good UI, and shouldn't be modded up. I assume the article has more sane advice.
And yes, IAAID (I am an interaction designer).
i speak this from experience: there are 2 kinds of good graphics designers: 1) those who have a real job; and 2) those who work a starbuck (or other coffee shops) Those who have a real job, make way too much money to care about OpenSource stuff. And those who work at coffee shops don't have enough time/money to spend on OpenSource stuff. Both of these types don't have time to write HOWTOs on good User Interface design.
Consensus is good, but informed dictatorship is better
Why? Because then to operate the machine, each of the users hands had to hold down a separate button making it nearly impossible for the user to inadvertently reach into the machine while it was running.
At first I thought it was a silly thing to do that would insult the operator's intelligence (who would be stupid enough to reach into a compactor while it was running?) But one of the operators confided that it was a great idea because after being burned out from working a couple of double shift days in a row, he didn't want to loose his hand from a simple operational oversight.
The operational interface was well recieved because we gave the users ownership in the design process. I think that the same should apply in designing software UIs.
No no no!
Artists give us interfaces like ATI's TV recording software. All flash and no function. The more artistic freedom an app gives to skin designers, the more time I have to spend squinting at the cryptic emblems and trying to click on the 3-pixel-wide "play" button. Look at an old version of Windows media player (before v6), and marvel at how much easier it is to use than WMP 9 or Winamp 5. It uses the same widgets as the rest of the desktop, so you don't have to spend any time at all trying to decide where to click to activate each button. Artists understand what looks good, but very few of them have a grasp of what's easy to use.
It's better to write everything for a standard set of GUI widgets, and provide a mechanism for theming those standard widgets to look cool. That way, all your apps look consistent, and you can change the look-and-feel without having to re-learn all the interfaces.
0 1 - just my two bits
I've tried to switch over several times, and I just can't do it. KDE and Gnome get better and better, but they are still so different from the Windows I've been using for the past 14 years. I always have the same problems: I can't find things, wizards don't work properly forcing me to go to HOWTOs and the command line/conf files, and theres not enough integration between the window managers and X. I'm quite technically competent and I get better and better with Linux everytime I try it, but for the average user or your mother/grandmother there is still so much work to be done.
Is it just me or are video games way ahead of other apps on user interface? These days most people can pick up a game and given the general type (fps, driving, rts, rpg) have a pretty damn good guess at the interface. It's not that the game authors have agreed on a standard interface for each genre, it's that they've figured out the things that frustrate new gamers the least so they enjoy the game more with less manual reading. When was the last time you had to read a game's manual to actually jump in and play it? I mean just the basic playing around, not the detailed stuff.
Why haven't desktops and apps incorporated advances from here? Let's take an old RTS, say Command and Conquer. The designers figured out how to make a USEABLE virual desktop that DOESN'T SUCK! You can navigate around this huge screenspace and the radar keeps track of where you are. Also, how do they handle things similar to launching apps? Well there's a sidebar full of big easy to distinguish one click icons, and a set of tabs at the top that switches what set of icons is displayed by type (units, buildings, etc). Seems pretty easy to figure out to me. Want to quickly get back to the thing you were last working on? You can designate hotkeys with ctrl+number an then pressing the number jumps back to it. Some RTS's have seperate select and change focus but all seem to use a similar hotkey system.
One of the things that keeps me happier with windows than linux is the at least moderate effort at standardized interfaces. Most apps of simlar types have similar interfaces and I don't have to relearn all the terms that someone decided to use THEIR names for. Every time I see a custom media player or something with this horrible neo-future interface on windows I cringe, because it's such a bad idea. I don't want to spend time relearning how to use a media player just so it can look cool, I want to watch media with it. On linux it seems every app suffers from this "I want to look unique" urge, or a complete lack of asthetic design whatsoever. So your choices are pretty and confusing or ugly and confusing.
Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!
Sort of responding to all the responses, not necessarily this post.
Usability is having the majority of features that normal (not programmers) use easily accessible. And then a layer below, have all of the power/complexity you want. Think of what the majority or normal users use the majority of the time. It's not that hard to do if you can just step back from yourself. Adding cool geek functions on the top level does not make the program better. It makes it more confusing.
When contemplating a paint or sculpture from Picasso, you may be there and think for minutes trying to understand what Picasso was thinking while doing this paint/sculpture.
So, I don't really think you really mean artists, but rather than designers. That's not quite the same.
Achille Talon
Hop!
Usable doesn't mean pretty. Pretty doesn't mean usable. Artists can add aesthetic polish, but if they don't know anything about usability, they'll just make the problem worse. Look at Kai's Power Tools or the various other applications that try to look happy or fun but end up being totally non-standard and difficult to use.
Skins are not a solution to usability. Skins are a punt. To me, skins represent everything that's wrong: the software developers doesn't feel like spending the effort to time on design and doing usability testing, so they throw on a skin system and let the user deal with it.
How many users actually go create their own customized skins? And most skins out there usually cater more to aesthetics than utility.
Plus, there's the perpetual problem where every application has its own skin, and nothing is consistent with anything else. If necessary, global themes should be used for personalization; per-application skins are a mess.
Good lord, no. Please, please don't reinvent GUI widgets. Lack of consistency is one of the problems, especially in the OSS world where there are a zillion and one widget toolkits. Do you want a dozen different textboxes where some of them allow copy/paste and some of them inexplicably don't? Or maybe some of them can't handle Unicode, or maybe some of them don't have keyboard shortcuts to select text, or who knows what else.
Standardize. Stop bickering, stop wasting time reinventing things, and then everyone can focus on real usability issues.
In an open source world everyone can customize the software to suite their needs so you sacrifice Consistency and Usability for Flexibility. Advanced users are happy but novices loose out.
If you want to improve usability in Linux or other open source projects you need to put someone in charge of the UI. Linus is the de-facto gatekeeper of the kernel but the UI seems to be fair game for just about anyone.
(A Former MS UI Guy)
The OSS community is fragmented, and values "do it yourself" too highly. Developers don't ASK for designs (other than skins and icons), and they ignore any interaction designs you offer them. I'd like to see that change, but honestly, I see little hope. There are very few people who can both design for the user AND implement the design.
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The real key to Good UI design is consistency. Many open source projects have unfinished features, differing UI conventions and throw the user curve balls. This can be expected for testing and non stable releases. However any release labled stable build or 1.0 and so on should have a clear consistent UI and NO I repeat NO unfinished features.
This alone would help greatly. When a user downloads a stable build binary he should never see a menu that doesn't work or a radically different approach to a task that doesn't fit with the rest of the app. CVS snapshot builds and testing builds are a different ballgame.
Also Stable builds need to be clearly marked as such and stressed as the "polished" version.
I'm a software developer, I work on commerical software. What you propose is great, lets fix the usability problems, and then worry about the technical 'behind the scenes' problems.
The problem is, that there are many cases where a seemingly minor UI change to the program would downright destroy the backend. For example (and it's a crappy one, I know, trying not to overcomplicate it...) Take a look at how the clipboard works. You can copy one item of infromation on it at once, and take one item off at once. As an end user, I don't understand why I can't copy text from notepad on it, then copy an image from paint, and then paste the text I had into Word, and paste the image I have back into paint. Obviously all the changes needed would be to know what I want to paste. Problem comes when as a programmer I now have to figure out what to paste where. Text into notepad, that's easy... but what about Word... now what, image or text? Okay, lets ask the user... oh wait, I can't, because I'm not able to do any UI in another program (hypothetically here...)
Yes it can be solved, but from a user point of view, it's minor, and from a programmers point of view it is damned complex and not worth the trouble. Let the user do two copy operations, instead of me having to write and debug thousands of lines of code that is trying to assume what the user wants (and the user will bitch about if I get it wrong anyways). Add to that most OSS developers are doing this for free, and are not going to want to rewrite their backend just for a seemingly minor UI change, which isn't going to make everyone happy, just a few people who complained.
What some people find intuitive is complex for others... there is no happy median... there will always be UI's that are not liked by some... there is no perfect UI design out there... and very few people willing to try and find it, especially for free.
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Programming is like sex... Make one mistake and support it the rest of your life.
The people who are involved in OSS have outright contempt for those who 'merely' use the software and think that everyone should want to type things like to do their job - and that if they don't they're mindless idiots that aren't worth considering the opinion of.
...before it can compete in usability with commercial software.
The company I work for, generally sees Open Source as a good thing. But very often we choose commercial solutions just because they offer as a far better usability than those available for free.
Few months ago we tested OpenOffice.org against MS Office. We found out that OO.org was significantly slower than MSO, when running on not-so-modern hardware. Our users also found many problems in normal day-to-day usage. For example creating a document with a working table of contents was quite difficult for many of our users. With only a few clicks they usually managed to totally screw up their document.
Also OO.org sucked really bad in compatibility with MS Office. Almost all Word and Excel-documents our clients sent to us during that testing period, were displayed wrong. Only those with no embedded objects, pictures and tables, were displayed correctly.
I'm not trying to bash OO.org here. I'm merely trying to point out that it still needs a lot of work to become as good as MS Office is.
It doesn't. I'm an architect and I regularly observe UIs that have no sense to them whatsoever. Open Source acts usually as a meritocracy and I've never found a coder who was willing to redesign his entire application because the UI sucked. It's not a chicken and egg problem (as other posts around seem to indicate) since the UI always comes last.
I once considered starting a project that designed application interfaces for tasks that were needed in hopes that some coder would come along behind and actually write them. (I had a great idea for a clock that doubled as a date/location/world time zone applet.) But we have no influence. UI is considered like the body molding tacked on to American cars half way through a model's life to re-energize sales. It's never considered as an integral part of the design the way someone Porsche does.
There is no need to use a SlashDot sig for SEO...
Exactly. Submit it as a bug. This is the first thing
OK, the problem is that your bug is probably going to land on the desk of the dork who thought that "smbUmount" was a good idea to begin with. Now, he might say "Duh! it was 3 in the morning, Sorry!", but he's more likely going to defend whatever perverse decision-making or technical constraints that went into this.
Any sane system would have identified the "smbUmount" thing as a problem to begin with, and wouldn't be waiting for some end user to wander in and say "Hey, umm, you know...".
At some point, it's like arguing with UFO Believers or Holocaust Deniers. Ultimately people either see things the "right" way, or they don't.
Make it easy to find out how to use the program. Intuitiveness is largely a myth, but discoverability isn't.
Here are my pet peeves:
(1) Context menus. Don't make entries disappear, dammit! Ghost them out. That way the user knows the thing is possible, even if it's not possible "right now". And you can learn their position.
(2) Icons (or 99% of all icons, anyway). Cryptic little pictures that might be meaningful to you, but mean jack shit to me half a world away. Except for _very_ well established standard pictures, you'd better put words next to the picture (and no, tooltips won't do). KDE menus and toolbars, at least with "text under icons" are _easy_. Humans invented language for a reason. Use it. GUI does not mean "no text". I prefer KDE to MacOS X mainly for this reason. Admittedly, I have a 1600x1200 display and don't have to worry much about real estate availability, but it is SO much easier to learn to use new KDE apps than Mac OS X apps because of this.
(4) Affordances. Make it clear that things are clickable. A simple bevel frame around a button might be ugly to you for some reason. But then make a prettier button, don't try and disguise the _fact_ it's a button and supposed to be clickable! This is the #1 sin of many a "skinnable" UI skin. Perhaps unlike many, I don't necessarily disagree with skinnable UIs. But then the skin needs to be designed for discoverability as well or better than an ordinary GUI!
(5) Undocumented "Registry" or text files for "advanced" configuration. The thing about such databases (_including_ plain text files, BTW), is that you lose discoverability. You don't know what strings are valid and what strings aren't as values. Editing text files is easy, and in some ways I like it, but NOT if it's not fully and clearly documented what values are valid and what they do.
Presentations went through a similar trend. Thanks to Powerpoint (mostly), the emphasis shifted from conveying the essence of your ideas simply and succinctly to making things pretty. It really was due to the laziness of audiences: if your slide had lots of colors, then it must be good -- they weren't really paying attention to it anyway.
My advisor got into that trend. It started when he told one of the grad students to add some color to the slide, which was a block diagram. "What color should I add?" was the somewhat sarcastic response. It didn't matter; any color would do, as long as it was exciting. (No, there were no differences between the blocks that could be expressed by color.) Then he had some of our undergrads do some presentations. One guy went wild, throwing in pointless animations and sound effects that did nothing except show off his Powerpoint skills. But then the advisor started encouraging this from everyone.
Fortunately, most people didn't go for the over-the-top stuff, but they still would do things like put shadows on boxes in block diagrams, even if that meant using smaller boxes, and therefore smaller fonts for the text. So who cares if the people in the back can't read your slide -- it's pretty!
Some of the best presentations I saw, BTW, were by someone who was giving an extemporaneous talk, and was drawing diagrams with a single marker on a clear sheet.
What apps and OSes need is scalable UIs - UIs that scale as the knowledge level of the user grows. A total novice, non-technical, casual users should be just as comfortable and productive as a hard-core, 80-hour-per-week developer. This has not happened yet because there are two distinct camps in UI development. Profits in the mass market drove closed source, mass-market software to create useability on the low-end. The natural interests and abilities of its contributors drove open-source to create useability at the high end.
The biggest challenge to scalability is creating inuitive metaphors or abstractions between the human interface (i/o modalities) and underlying digital constructs that does not get in the way of the power-user. Apple's early OS effort were great for the novice, but derided by more experienced users - the UI was not scalable in the upward direction. In contrast, Unix/DOS/CPM was fine for power-users, but it arcane command interface made it not scalable in the downward direction.
I suspect that the answer will be concepts like Mac OS X that combine GUI and CLI elements. But even OS X is not as scalable as one might like because it is really an intuitive Apple GUI grafted on to a separate powerful *nix CLI core. Although novice Mac users can "graduate" to the command line, the transition is not smooth -- using Finder does not teach one how to use ls, cd, mv, cp, rm, etc. Rather than being scalable in a continuous sense, Mac OS X offers interfaces at two different scales - the intuitive GUI and a separate power-user CLI.
Perhaps future OS/app UIs will be truely scalable -- early GUI use will seamlessly teach the user and help them slowly become more powerful users. Developign scalable UIs will require contributions from both novice-oriented usability experts and power-oriented developers. It will require forethought and coordination so that the disparate elements of the system are "consistent" without being inflexible.
Two wrongs don't make a right, but three lefts do.
Details such as good menu labels are just that, details. They have to be worked out, but first the structure of the program must support the goals.
Usability testing is a fairly good way to spot errors in desing, but tends to bring up problems in learning the program. It doesn't need to be fancy, get a user and ask him/her to accomplish some goals. We practived it with videotaped paper simulation. No large numbers of test users are needed. After 5-10 users (even less for small applications), the problems that are brought up start looking the same.
The are design patterns such as "give user an idea of the whole when looking at a part of a document (or whatever)", an example being the scrollbar that hints about the current position and the length of a document. A good book would cover these.
Designing good UI is not something that can be learned in 5 hours. I agree some good free (as in beer) book would be good. I think usability is a problem for open source, because even if an "expert" would give usability comments on a project, there is no guarantee anything significant will happen (and restructuring a program is significant). OSS people generally don't like to be told, "look, you have to code like this". I think the expert should be prepared to code himself, or better, that leading OSS developers would themselves be educated on usability and able to desing good software from the beginning.
Ten things you can do to make your program at least tolerable for end users:
Somebody mod this AC up, please. He is stating a simple fact, which most coders will admit - most coders can't design UI. Is there proof of this? Not exactly, I guess. But I know in my experience that I'm so into the architecture of most technology I use that I have very little idea anymore of what "hard" and "easy" are for a regular user. When a friend/coworker comes to me with a problem, I'm frequently surprised at the problem's existence at all. The solution to me seems intuitive. Yet at the same time, I'll see the same user perform other tasks that seem clunky to me without any issue. I'm happy to admit - I should not be designing a UI. I don't have the training, and the more I learn about everything else, the further I get from "normalcy".
The NewsForge article flatly contradicts my opinion, yet offers no evidence whatsoever. It's nothing but cheerleading. "They say we need experts to design usable interfaces! I say we just need to try harder!! Rah! Rah! Rah!" Go on, write some HowTo's, file some more bug reports. But the whole point of the AC's comment (and mine) is that you have no point of reference for your solutions. The FOSS model is powerful, but it needs to face up to its limitations as well as celebrate its strengths.
Perhaps there is an unspoken rule in the community that "easy user interfaces" = "simplistic programming" and perhaps that causes one to lose points in the open source "meritocracy"?
I really like your idea of designing interfaces for tasks and then developing the code to support the interface next. It implies that the user's need is defined first by the design of the interface. This locks the programmer into coding in a way that meets the user's need exactly as specified by the UI. It's a shame that didn't take off . . . But perhaps that doesn't leave enough creative freedom for the programmers to feel the project is "fun" enough to work on.
I will back my own post up :-)
:-)
I am the perfect example of what I am talking about. I can code mathematics algorithms really well. That's what I am trained to do. I used to think I knew how to make GUIs as well. Then I got over myself
Now I freely admit that I haven't got a clue about building good GUIs. As the parent to this says I have become so involved in the technical ideas of my discipline, that I have no real idea what is and is not normal/intuitive etc anymore.
I can no longer look at GUI design with "outside" eyes, only with the eyes of someone entrenched in my own way of doing things.
It is not just a problem in the OpenSource world.
Either the writer is ignorant of the proprietary software business, including windows, or intends to mislead the reader and reinforce the "Open Source Is Bad" propaganda.
Many windows apps, including those from Microsoft have terrible graphical front ends which frustrate the user's efforts to use the application and too often wastes time. Often the front end is so bad that I wonder whether it was deliberately designed that way to torment the user.
And many programmers arrogantly force users into doing things the programmers' way.
(And then there are the "smart apps" which do their damndest to second-guess the user and often do things wrong or alter data without notice. Those who produce such atrocities should be hung by their tongues and whipped with a very high quality SCSI cable--but that's another subject.)
Many open source apps are indeed designed the same way. The interface is poorly designed, incomplete, or just plain broken.
What makes open source different, though, is that one can use the source and make the interface better, unlike windows and other proprietary stuff.
And, unlike Windows, support--if it exists and you can get to it before you collect Social Security--is not going to tell you that the software you paid for is sold as-is and since you bought it, it's your problem and if you want it fixed, then buy the next version--if it ever comes out.
I stopped buying windows apps because of vendors' attitudes. The last crap software was from MIPS, the business forms company in California before their software division was spun off into a separate company, who told me flat out that it was my problem (and implied that it was my fault) that their check printing software only pretended to do anything. Thanks to that statement from both their support and sales people, we no longer have any business dealings with MIPS. And there are many others we no longer deal with because of the same attitudes--such as SCO!
I prefer open source free/shareware that I can try first to ensure it works, is not crap, and is not a pain to use. If it works, I pay for it. I have no problem at all paying for stuff that works.
You DO realize that the whole "clipboard problem" was solved, and solved in a very elegant and clever fashion?
When there are subsequent copy operations without pasting, move the buffer to a new file and display a UI to select items from it.
It's actually a great example. You don't give users what they want--you figure out their problem, and then come up with the best solution for it.
Everybody says how difficult it is to design the proper gui. I think that if a little common sense is applied, then guis can be functional and pretty at the same time. Here are some tips:
1) don't clutter things closely together; provide the proper spacing between elements of the gui. KDE/Gnome severely violates this rule.
2) use soft colors. Harsh colors make the user tired very soon.
3) Use bitmaps and labels that have a clear meaning to the user, not to the developer.
4) Be consistent with interfaces. The File menu should be there to open/close files; Ctrl+S must save the current document etc. There are lots of established conventions that work really well.
5) group similar things together (similar by concept).
There are really good sites with lots of examples of what or not what to do. But I don't think it is extremely difficult to make a GUI. All that is needed is plain common sense. I am a programmer, but people never complained about my GUIs.
True.
A way that software might support this behavior would be the ability to create "usability reports" and file them in Sourceforge or Bugzilla, and have bugs that simply refer to elements in them.
May we never see th
Open source is full of people that are completely out of touch with reality. The people who are involved in OSS have outright contempt for those who 'merely' use the software
This is insightful? It's pure crap. There are certainly people who wrote OSS who do have contempt for the "mere" users, just as there are plenty of people who write commercial software who have contempt for the users. In general, though, developers of end-user applications, whether OSS or commercial, feel no such thing. They want their apps to be usable, because it's really cool to have lots of people using your stuff. That doesn't mean they know how to make software usable, of course. Wanting to and knowing how are different things.
Very bad example, though. The above is fantastically usable... find me a GUI app that can accomplish the same purpose as quickly and easily. The above is an excellent demonstration of the difference between ease of learning and ease of use. The UNIX command shell is extremely powerful and easy to use, but it is not necessarily easy to learn.
An easy to use interface is one which makes it possible to accomplish the desired tasks quickly and easily, without unnecessary steps or wasted motion.
An easy to learn interface is one which allows the user to accomplish the desired tasks without training (or significant effort to figure out how). Note that this concept is fundamentally different from ease of use in that while ease of use is an absolute (for a given task set), ease of learning depends heavily upon the user's other experiences and is achieved mostly through similarity.
These two axes of ease are nearly orthogonal, although they often seem to be somewhat opposed to one another. There are plenty of examples of apps (particularly in the Windows world) that are easy to learn but hard to use, and lots (particularly in the UNIX world) that are hard to learn but easy to use, but there are also a precious few that are both easy to learn and easy to use (many of them in the Mac world, actually). And there are an unfortunate number that are both hard to learn _and_ hard to use (Easily found on any platform). I'm sure if you think about it for a moment, you can come up with examples in all four categories.
Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
I think there are plenty of people with those skills who would like to help out. The issue is that they would need to learn to code and become familiar with the internals of the project before they could actually change things as systems are done currently.
My feeling is that the useability issue will be solved once UI implementation doesn't require any significant coding. At that point, users with ideas about how UIs should be done will work on projects.
A) Gnome/KDE/Microsoft have HIGs as well.
Yes, and they may or may not be decent. No one knows, cause no one reads them. Apple's, on the other hand, are actually read.
B) You can go to a Mac board and find numerous places where Apple ignores/violates thier own HIG.
They are the Human Interface Guidelines, not Human Interface Laws. No one document can describe with absolute certainty how each situation must be handled. A good designer will take the guidelines as a starting point, and apply them to an overall vision as appropriate.
C) The "deep" problem is how to design an application around the tasks the user needs to accomplish. A HIG about button spacing, menu design, etc doesn't really help you there. iTunes, for example, is a lot more than MP3 + HIG.
And now your true colors show - you clearly have never even read Apple's HIG. The document does more than talk about button spacing (although that's there) - it also talks about the big picture. Now go read a bit and educate yourself before spouting off again.
Graphic designers generally suck at user interface design.
User interface design is wildly different from graphic design. As a matter of fact, there are probably more industrial designers that would do a better job of doing software user interface design than graphic designers.
I'd say that a lot of awful websites out there were due to people with traditional publishing and graphic design experience trying to apply old knowledge to the Web and failing.
May we never see th
The problem is, that there are many cases where a seemingly minor UI change to the program would downright destroy the backend.
And that's precisely why we usability folks advocate designing the UI at the *start* of the development process, so usability is there from the get go and programmers won't have to re-write zillions of lines of code.
Unfortunately, designing UI before writing code is seen as heresy by the Unix Culture that dominates Open Source, often being referred to as a "proprietary" development methodology. And this is one of the big reasons why Open Source usability sucks.
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Very bad example, though. The above is fantastically usable... find me a GUI app that can accomplish the same purpose as quickly and easily
It's a good example, but not for the reasons you are thinking. GUIs don't do this because it's a completely uncommon task. (If anyone actually cared, it would be easy to add a "save as text" button somewhere in a filemanager.)
However, the CLI Fanclub can't get past the the idea that a GUI is crippled because it can't do the stuff nobody really wants to do anyway. They are completely confused between the concept of a "user" interface (make everyday tasks easy) and a "programmatic" interface (be infinitely flexible).
(Now someone's might come at me about how they use grep/find 300 times a day, but do they really do that more than simple directory browsing or copying random files from point A to point B?)
I think the original poster was being a little extreme, but you do get the idea that Unix Filemanagers are developed for "other people" and not for "us" or "everyone".
Business. Numbers. Money. People. Computer World.
I just gave my father a Linux machine as a present. He is not a computer ignoramus. He's a lawyer, but he used CP/M for years, and is at least conversant with the idea of using a command line. The biggest problem he's running into is that I gave it to him configured for 8-bit color, and now he can't figure out how to get it to work with 16-bit color. I haven't been able to solve the problem for him over the phone, either. He doesn't need help using Mozilla; it's basically the same UI as IE. He doesn't need help with AbiWord; it's the same as every other word processor.
For me as a Linux user, the big frustrations are all things that are the fault of the system, not the fault of the person who wrote the end-user GUI apps. Some programs (e.g., Pan) only fully support the control-C/control-V style of cut and paste, while others (e.g., Emacs) only support the traditional X-Windows version. The lack of standardization of the interface is a system-level problem.
Another example is shared library hell. It's not the fault of the person who wrote a GUI app that the latest version of the Pango library wants its data files in a different place than the old one, and gives a misleading and worse-than-useless error message. Printing is another example. How many people do you know who boot into Windows every time they need to print, simply because setting up printing on Linux is too much of a hassle?
There are many layers of software below the application level (libraries, X, the kernel), and the problems are almost all down there, not at the app level. That shouldn't surprise anyone, either. There is no centralized authority to tell people how to write Linux apps according to certain guidelines, and the people writing libraries don't have a boss to tell them, "No, goddamn it, you are not allowed to break binary compatibility twice in a month!"
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I subscribe to the tenant, "Your application should look like the standard applications in your environment." If you are in windows, make your application menus like Microsoft Word as much as possible.
This sounds quite reasonable, and honestly, I probably would have tried something like this if I hadn't seen what it does.
It's actually quite a horrible idea.
The problem is that much of the time, very popular applications make interface mistakes that then get propagated.
For example, Microsoft regularly "beta tests" new interface elements for the next version of Windows in Office or MSIE. People consider that "since something is in Office, it's okay", they promptly duplicate it. This has led to duplication of a lot of interface mistakes on Windows. These include "smart menus" that reorder themselves, progress bars that move in non-minimum increments, animated icons to indicate ongoing tasks, rollover-highlighted toolbar buttons, wizards, multi-row tab bars, etc.
Also, many times behavior in one place is not appropriate in another. If you are using an interface guideline book instead of other software to help you choose what to do, at least the reasoning behind each decision can be included attached to the behavior to assist you in knowing when that behavior should *not* be used. For example, the classic MacOS flashes a menu item several times after it has been selected. This is not eye candy, but to help allow the user to determine which item has been selected, and to correct from errors in choosing the wrong item. If you simply saw this behavior, and were writing a game with custom widgets, you might think that *every* clickable item should flash several times after being clicked.
There should be a set of interface guidelines in place desktop-environment-wide that are sufficient to usually determine how to do something. This has worked well for Apple (who used to be King of User Interface), and is currently being used for GNOME and KDE.
May we never see th
Like they have enough money to keep up with Adobe and Apple? The designers I know are bummed out that they can't afford the software they were trained on in school. Introducing your favorite graphic designer to free software would be the biggest favor you could do for them.
Oh yeah, doing a little free design work is one way for an up and coming designer to get exposure. They don't need to write howtos for anyone.
Friends don't help friends install M$ junk.
I would like to throw out a couple of observations here:
I have found the very best programs are those built into two parts; namely, the command line part and the GUI wrapper part. Take a look at the SGI Indigo Magic desktop utilities and programs for very good examples of this. Of particular note is their software manager application. The command line is 'inst'. It is text based and can do everything from a terminal. The GUI portion is 'swmgr'. It simply wraps around 'inst' and presents a good interface.
The nice thing about this is the choice the user has. Running remote on low bandwidth, or want to script something? Use the text only portion. Perhaps a number of advanced operations need to be performed, such as new installations, or upgrades that break the GUI. Also use the text version.
Have a nicely running box and just want to organize and manage some software, perhaps install something new. Use the GUI and perform the task with ease.
Don't like the GUI? Well, write another one that does what you want in ways you want it to. Nothing breaks as a result and you don't have to talk with the people who wrote 'inst' in the first place.
Sure there are exceptions, like OpenOffice.org, so lets set those aside for a moment. I am not sure how well this approach would work for a large application like this.
However, most of the little programs people want to use are easily done in two parts. Doing this splits the work in that the geek developers can get the technical part done. Nothing really gets in the way of their innovation because they can leave the equaly hard GUI development to others.
Distributions, and corporations can build GUI interfaces that make sense without having to directly involve the core developers of the project.
Seems to me this fits in with both UNIX and FS/OSS core ideals.
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ls -la |grep foo > foo.txt
[...] The above is fantastically usable... find me a GUI app that can accomplish the same purpose as quickly and easily
Agreed, it's fantastically usable - if you know what the hell any of that means. Of course, that means that if you don't know the first thing about ls, it isn't particularly usable.
I've ranted before about trying to print double-sided from a Linux/KDE machine, spending half an hour reading man pages, and finally booting up a Windows box and clicking a radio button marked "Double Sided". All because someone thought that sticking a command line in a pretty box with an OK button makes it usable. No, dammit, give me radio buttons.
What I could never understand was why, for the love of $DEITY, couldn't we have both? You can go straight to a command line, and I can play with my pointy-clicky button things (and maybe watch the command change as I do it, and just maybe learn something about lpr...)
What you're commenting on is the Unix vs Microsoft way of handling files/folders. And if your argument is intiutivity: take a look at Mac OS X, it's also based on the / structure. Some things are just more easy with this way of working. Especially mixing rw an ro partitions, network partitions, ... transparent to the user/applications. If you log in to a *nix box with home directories which are actually located on some nfs server, you'll find them under /home/youruserame. If you look for a program, you'll find it under /usr/bin. It doesn't matter if it is a rw partition on your local harddisc, or a nfs partition on some server, or even a ro cd, it's in /usr, where you expect it to be. With windows its a lot less intuitive to find My Documents on C: at box A, on D: at box B, and maybe on Y: at your work. Even worse if you want to install a program on a network disc. If you want to install it on M:\program files\, but the windows dll's are on E:\windows, you're really fucked. And nowadays most computers have more than 1 harddrive partition. In the old days A: was the floppy, C: the harddrive, D: the cdrom. But today I find computers with C, D and E are harddrive partitions. F and G are cdrom and dvd. J and I are shared music and movie drives, and M some online webspace. You call that intuitive? With the "everything is in /" structure you can have a /usr on the local disc, /usr/bin on a ro local disc, /usr/lib on a nfs share, it's just more flexible.
And to find your files, just use common sense: most Linux user mount their cd's under /mnt/cdrom, or /mnt/dvd, a floppy is usually: /mnt/floppy. Install programs in /usr: the executable goes in /usr/bin, /usr/sbin if it's a static one. Shared objects go in /usr/lib. Files belonging to a particular user go in /home/username. In that directory you can create folders for you text documents, multimedia files, ... in whatever way you want. If you want to share those files with other users on the pc, create a directory like /public.
I agree that at first the structure on a unix system looks like chaos, you seem unable to find anything in it. But when you understand some of it's basics, you see how logical and powerful it is.
Manuals is another discussion, and for every project the documentation is different. But IMHO the Gimp documentation is good.
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Now you may want to call me a heretic, a troll, and a baiter of the flame, but listen my brothers and sisters to what I am about to speak none the less.
Many have you say, "Linux isn't any harder to use than windows/mac." That my friends is a lie. Still many more of you say, "Linux is almost there!" Again, I say that is a lie. I know! I have been using Linux since 1994. It has suckethed in the past, and it sucketh today. Has it improved, yes, but it is still quite bad. While I can only speak for the state of GNOME, I can say that it is actually becoming harder to use in the name of useability. How you ask? Why the file chooser dialog has no filename entry. Support for typing filename or URIs, things that have been included in everyone of the filechoosers ever developed is hidden under arcane keystrokes and even then lack the support of 2.4. Abilites that distinguished the GNOME desktop from others have been removed in recent years inorder to make it "more intuitive", which is merely a synonym for "poorly cloned in the broken in the way of Redmond".
The linux user experience is one of confusion and inconsistency. Applications don't look the same. Applications don't behave the same. Applications having improper interface criteria ("Edit|Preferences"? Why would I look for configuration details in the same menu that I use copy, paste, and search the text in?) Installing packages leaves them unconfigured, or configured with broken defaults. Too many times, the user is forced to enter commands at the terminal, or edit cryptic configuration files. Things that should be automatic aren't.
I postulate that this situation could be be resolved with a two pronged approach. First, a distribution that doesn't try be the One True distribution with every conceivable package in it. It should have one desktop environment, one office package, one media player, one emailer, et cetra. In short, one and only one of every software type. This simplifies package configuration, and enables almost complete autoconfiguration.
Secondly, all the user applications must be tightly integrated. There shouldn't be a mixture of say Gtk, GNOME, wxWindows, and Motif applications. All applications be of the same toolkit and of the same desktop enviroment. This will help make the user experience more cohessive. Unfortunately this isn't enough either. There has been developments in some of the required software that seem to be actually detremental to the user experience. Either a new enviroment will need to be developed (*bleh*) or perferably patches against an existing enviroment/applications developed. (Think Ximian, only not based on a cult personalities.)
Instead you need to understand that Feature requests are symptoms of goals. If you follow up a particular feature request or screen widget with 'Why' you'll be able to design a UI that actually meets their needs, instead of something that they think will meet their needs.
ps developers shouldn't design UI either. That's why we have user researchers, information architects, interaction designers, ui designers, etc. Even if someone is able to code and to design (very very rare) there is a significant conflict of interest between design and implementation.
What I could never understand was why, for the love of $DEITY, couldn't we have both? You can go straight to a command line, and I can play with my pointy-clicky button things
I think that's where we're headed. The trend with OSS stuff seems to be that every feature is provided at three levels: A CLI interface, for shell users, a GUI interface, for GUI users, and a library, for programmers (and, incidentally, used by both the CLI and the GUI interfaces).
We may not be getting there fast enough, but I think that's where we're going.
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You can't solve the problem, because you don't have the skills to do it.
It's NOT a technical problem. It's a problem of DESIGN, which is different. So OSS programmers can make some kick-*ss software, but most people are not going to be able to use it unless someone gets humble fast and says, "Oh f*ck, I don't know how to design ANYTHING because... I'M A PROGRAMMER! I need a DESIGNER!"
I know it's hard, and it takes a project leader with almost saint-like patience and humility to let his/her project be co-designed from conception to completion by someone who knows close to nothing about programming, but that's the only way. You're not a designer so just suck it up, and if you want your software to be popular, and useable by people, make sure a user interface designer is on your team and do what they tell you to do.
Also understand that you are going to have to do almost double the amount of work you would normaly have to do to get a good interface. Don't get mad at your designer... It takes a lot of work. You will have to grit your teeth and do strenuous amounts of work to get something that satisfies your designers' requirements. Don't bitch about it, just do it. That's how it works. It's hard, and yes, most of the work is going to fall on the programmer(s).
But in the end, the reason why Open Source hasn't taken over MS is because of the UI and the marketing. Linux? Most people can't use it. I mean, I've used *NIX, and I hate it. Most people do. In fact, most people don't even bother to learn it enough to hate it. What non-programmer is going to commit 300+ commands to memory just to search and type and use email. Uh, yeah.
So don't be so full of yourself. You can't do everything well. Beg, borrow, or pay a designer, do the work, and watch people actually start using your sh*t.
Then you can get an open source MARKETER and start REALLY doing some damage to MS.
This is because CTRL+C is passed as a "terminate application" signal. Some applications also override this for their own functionality. Keep in mind, this was BEFORE the so-called standard, and it's and accepted standard of it's own.
-Adam
People keep talking about 'intuitive' as if they knew what it was; and most of the time it turns out that it is just another word for 'cool'. A lot of things would be a lot better if application designers would concentrate a little less on making the 'perfect' Fisher-Price look or implementing their own, private 'vision' of how the world ought to function. We have enough primadonnas as it is.
To achieve usability, I find that it is much better to focus on a few things:
1. Simplicity. It helps a lot if the application simply does what it says on the packet. Please note that simple is not the same as 'not advanced' - it just means that it does what you expect it to do. An electric drill is simple, even though it is a complex piece of mechanics - a Swiss Army knife with toothpicks, saw blades, compass and that pointy thing you can't figure out what is, is not simple, even though it is just some bits of metal stuck together.
2. Extensibility. When you have learned the basics it should be possible to add things in one way or another. Again, the function of an electric drill can be extended little by little as the owner gets more competent and/or wants to do more.
3. Discoverability. It shouldn't be necessary to learn-by-guessing a new ideographic script in the form of icons. This means there has to be documentation and a help system - and preferably one that isn't limited to some moronic context sensitive help. It's amazing so often you need to do something out of the immediate context.
4. Configurability. Quite contrary to common belief, people actually want to be able to customize and configure far more than developers want to let them. Yes, in the first few hours too many options may be intimidating, but very soon people get over this and want to make changes. Some applications manage this by providing more than one configuration interface - one simple, where the system sets a lot of defaults, and another where you have full access.
Some might think that these things conflict with each other. Like, how can it be simple, if the user can configure a million parameters? Well, provide sensible defaults, of course, so people are not forced to learn everything at once - but another thing to remember is, that a simple tool is also one that is adequate for the task - if you have to configure something that by nature is complicated, then the tool has to give you access to that complexity. As Windows so abundantly illustrates, it can get very complicated if the configuration tool is inadequate; and in Windows you often come across the sort of tool that is too simple, but at the same time cumbersome to use, where it would have been so much easier if only the configuration has been kept in a simple text file, and you could use a simple editor.
Because Ctrl+C/X/V may interfere with the console app inside the terminal. Come on, is it that hard to understand?
This stuff about printer drivers being hard, blah, blah, is just a red herring, since the issue isnt about drivers.
Go sit down at Mac OS X and see what happens. You click print. A list of printers comes up. You chose one, and hit print. There are buttons to search for rendezvous enabled printers, and a few other bells and whistles, but it's basically, click and print.
If OS X can do it, Linux can do it. It's just a matter of mindset and effort on the developpers part.