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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.)

36 of 551 comments (clear)

  1. Expanding market? by LeahofRivendell · · Score: 5, Insightful

    Isn't this synonymous for saying that the market for computer software has grown so much that all sorts of people are using it?

    1. Re:Expanding market? by MasterVidBoi · · Score: 4, Insightful

      No. This was a problem even when only geeks used linux. Just because you are a 1337 h4x0r doesn't mean the interface doesn't matter.

      My most recent example? I decided on the advice of a friend to try Fluxbox a few days ago. In fluxbox, pretty much all configuration of happens inside a context menu. Fluxbox was definitly designed for technical users, but that doesn't change the fact that this is *terrible* UI design. Why? let me count the ways:

      - Error prone: if you move the mouse the wrong way, you have to drill through several levels of submenu to get back to where you want to be. Similarly, when you activate a menu item with a submenu, you have to drag the mouse straight across the current menu horizontally until it enters the submenu, then drag up or down to the item you want. If you do the natural motion (drag diagonally directly to the desired item), the mouse will almost invariably cross another submenu first, forcing you to go back and re-activate the menu you wanted.

      - Bad choice of widget for the type of action necessary: Incrementing or derementing transparency levels as a menu item!? It takes ~20 clicks to go all the way from opaque to fully transparent.

      - Slow: In keeping with the previous comments, actually making this menu system work takes time and concentration. Fluxbox devs and users may think they're cool for having 'every option at your fingertips', but actually getting to those fingertips takes longer than if they had brought up a conventional window with sliders and buttons.

      There are a set of utilities that provide conventional GUIs for configuring these things, but they are quite incomplete feature-wise, and suffer from their own ugly interface problems. In addition, you have to restart fluxbox to see the changes. Things done in a preferences panel should take effect instantly, which gives the user the ability to experement easily, giving them, in effect, more control.

      There's been a lot of research done on how menus should work, and submenus really slow users down. A lot. For this reason, Apple's UI guides recommend that under no circumstances should you ever have a submenu inside another submenu, to eliminate this nasty nesting.

      Just because you or I are technical users doesn't change the fact that there are other interfaces for this functionality that are faster and more forgiving.

  2. Moo by Chacham · · Score: 5, Insightful

    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.

    1. Re:Moo by Jerf · · Score: 4, Insightful

      Let *them* draw the screens, then merely implement it.

      You think developers know nothing about usability? That is nothing compared to users ignorance.

      Your suggestion, while noble sounding, is a recipe for a design where every whim a user ever had is encoded as a button that does just that, nothing more, resulting in a Million Buttons design.

      Users are moderately competent at designing an expert interface but utterly incompetent at designing a beginner interface. (So are most developers, so that's not a horribly user-hostile thing to say.) And note I mean moderately literally.

      The problem is, first and foremost, that people need to understand what usability is. Here you are with a +5 comment on Slashdot and you seem to think its just a matter of drawing screens. You evidently have no clue. It goes way beyond that. It is a matter of making software easy to use.

      What is Usability? "We Don't Need Usability, We Already Listen to Customer Feedback" (at the bottom).

  3. Re:not really by StateOfTheUnion · · Score: 4, Insightful
    But the windows interface is familiar . . . and that makes it useful to stay with the same conventions.

    Open Source stuff could leverage that familiarity by create exactly the same sort of interface with all the advantages and disadvantages it provides because that would at least be familiar to the Joe Average user.

  4. Re:not really by E-Lad · · Score: 5, Insightful

    So what you're saying is that because the Windows UI sucks, it is O.K. for anything else to suck as much, too?

    Why is it that the first reaction of some people here is to make an excuse?

    A UI that is intuitive to navigate is getting more and more important. The reason why Windows is and has been the way it has been since its conception is tha commercial companies don't like to rock the boat. I'm sure MS has come up with tons of ways to improve the Windows UI, but implementing these changes may in their eyes, upset too many customers who are used to it. I still remember certain people getting upitty when the taskbar and Start button were added in Windows 95.

    Free software, OTOH, has quite a bit more maneuvering room in this area.

    For GUI applications, the UI layout is can no-longer be considered by programmers as the sole kindom of the {Photoshop|GIMP} guy sitting over there and pass all worry of it on to him or her. Just as programmers want good APIs in their code, the Human -> Computer "API" is just as critical to good and satisfactory program and user function. /dale

  5. Artists aren't necessarily usability experts... by Anonymous Coward · · Score: 5, Insightful

    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.

  6. usability problems aren't just technical problems by Anonymous Coward · · Score: 4, Insightful

    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.

  7. Until people start taking human factors seriously by Anton+Anatopopov · · Score: 4, Insightful
    We will never get usable software. Very few CS courses make their students study cognitive psychology, or design, or anything else in the 'creative' area of science.

    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!

  8. Re:Evolve by dracvl · · Score: 4, Insightful

    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).

  9. We use the users in designing by StateOfTheUnion · · Score: 5, Insightful
    When we design systems for plants we typically involve the users . . . like for a compactor, the users demanded that two separate buttons be pressed to engage the machine and the buttons must be held down and must be located about 1 yard apart.

    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.

  10. Re:Evolve by Cid+Highwind · · Score: 5, Insightful

    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
  11. KDE, Gnome, Linux... by halo1982 · · Score: 3, Insightful

    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.

    1. Re:KDE, Gnome, Linux... by theCoder · · Score: 3, Insightful

      What you're talking about isn't a usability problem per se, but an interface difference. And you're right -- Linux and Linux programs are different from Windows. KDE is similar, but it's not the same. And it will never be. Some things will always be different -- either because of design differences or because Windows just does the wrong thing. And that's not a bad thing either.

      For me, the best way to really learn Linux is two get a second computer and put Linux on it (if you're really adventerous, put it on your only computer, but I wouldn't recommend that). Don't dual (or as I call it "duel") boot, because you'll always fall into the trap of "I know how to do this in Windows, so I'll just use that". There's still that temptation with two computers, but IMO, it's not as bad since you still have the Linux one up to use. Gradually, you'll learn more and more about Linux and how it operates (it actually is fairly logical and intuitive -- just not the same as Windows).

      You may want to use something like Putty to ssh to the Linux computer from Windows and use both at the same time. You'll learn about Linux while using the more comfortable (for you) Windows GUI.

      One other thing to remember -- you can't hurt the Linux computer while you're not root (unless, as root, you give your user account permission to hurt it). So don't be afraid to poke around (especially in places like /proc) to learn more.

      Personally, I don't think Linux has as many usability problems (at least not in general) as people claim. After all, most Linux softare is OSS, and most OSS developers actually use the software they're developing. So, the developers are the users. In that case there is tremendous user feedback and interaction in the development of OSS. It may not be usable for everyone (it may not even be usable for most people), but it is usable for someone. For example, gcc is a very difficult to use program. In fact, most developers rarely execute it directly, except for very simple compilations. Usually, the gcc command line is built by make through a Makefile (at work, we use imake to make exceedingly complex Makefiles from Imakefiles). Some compile command lines can be dozens of terminal lines long, and would be difficult to type in by hand. But gcc (and other compilers) are powerful tools intended only for experts. They really aren't intended for average users, and thus don't need to be usable for them. But they are usable (or usable enough) for developers, and work exactly as developers want.

      I think most of the perceived usability problems with Linux (and KDE/Gnome/etc) are because of different expectations by the users. KDE and Gnome are certainly very usable (I only run Linux at home now). But different expectations lead to this perceived "crisis" in usability that can apparently be fixed (I'm not sure it can ever be completely addressed). While some tools could use improvement (especially integrating with hardware), there are a lot of tools that do have good (or at least usable) interfaces.

      Anyway, sorry for the rant :)

      --
      "Save the whales, feed the hungry, free the mallocs" -- author unknown
  12. Re:not really by ZZeta · · Score: 5, Insightful

    No matter how shity Windows is, one thing you can't argue is it's ease of use.

    Anyone from a five-year-old to a WWI veteran can sit behing a Windows PC and be browsing the Internet and checking mails in no-time. (mind you, i'm not arguing the risks of this)

    That is what OSS should try to learn: simplicity. Average users like it simple and straight-forward, and IMHO that's *one* of the reasons for windows success.

    --Just as important, the average user is by now used to the Windows interface, and it wouldn't be that bad of an idea to give them the power and strength of OSS with a windows-like interface which they are more comfortable with.

  13. Maybe we should be taking hints from games. by Gldm · · Score: 4, Insightful

    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!

  14. Re:Evolve by AchilleTalon · · Score: 3, Insightful
    Do you really mean you'd like to see and use a GUI designed by Picasso?

    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!
  15. Re:Evolve by stickb0y · · Score: 5, Insightful
    Attract artists.

    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.

    Write your software so that it can be expanded with skins

    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.

    Write your own GUI widgets instead of dragging and dropping something from your existing library.

    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.

  16. Consistency vs. Flexibility by graiz · · Score: 4, Insightful
    There is no UI that will ever satisfy 100% of the people who use it. In a closed source OS you sacrifice UI flexibility for consistency. Not everyone is happy but the UI can be built consistently to satisfy novice users and intermediate users.

    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)

  17. Re:not really by Walt+Dismal · · Score: 5, Insightful
    The problem basically is a failure of vision by management.

    Most companies I work for as a contractor consider the UI design as an afterthought, an unwanted burden, or a mere exercise for the programmer who was assigned the interface screen. The development managers have been hardnosed pragmatic guys who see no sense in spending their budget on any 'needless' items like psychology and design of a proper UI. These clowns also see no sense in developing state diagrams for the control flow on interfaces. The result is often interfaces that have unlearnably convoluted navigation. This is just unforgivably bad design practice. Sometimes I have to state chart the UI to prove that the interface is broken and bad. I often see interfaces that dynamically change their functionality - same screen, but buttons and selectors come and go depending on the state, new navigational connectivities invisibly appear and disappear - all of which confuses the hell out of users.

    See, a user first encountering an interface has to build a mental model of meanings of objects, control flow/states, and navigation. Your goal as a designer or programmer is make the UI design easily learnable and usable. That's both a science and an art.

    I've also seen far too many UIs employing flashy objects that interfere with the readability. I don't care if a button looks like a 3D gem, if I can't read the friggin text label quickly and easily under the gloss, it's a failure. Yet I've seen $6 million corporate software with unreadable browser-based interfaces apparently designed by a 16 year old Web designer with attention-deficit disorder.

    Visual readability, learnability, ease of understanding navigation, three major rules.

  18. Consistency by zaphod_bee4 · · Score: 3, Insightful

    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.

  19. Re:not really by Prof.+Pi · · Score: 5, Insightful
    So what you're saying is that because the Windows UI sucks, it is O.K. for anything else to suck as much, too?

    No, I assume what he means is that if MS, with all its resources, has a hard time in the only area where they seem to make a serious effort, then it must be a difficult task.

    Another issue I think needs to be discussed is the way people's biases influence UI design. Some people, especially younger users, seem to think GUI==good automatically, and thus, the more eye candy a UI has, the better it must be. Conversely, they think that a less graphical interface is automatically primitive, and that anyone who criticizes excessively flashy interfaces must be an old fart pining for the days of punch cards. Such people will see lots of eye candy and get a warm fuzzy feeling, and will think that UI is "easier to use." Even though all the stuff just gets in the way, and he has to go down through 4 or 5 levels of menus and/or screens to do the simplest thing.

    Unfortunately, such people seem to dominate UI surveys, and UI designers get the message. The result, for me, is endless frustration as the UI keeps trying to "do things for me" and I keep having to hunt some setting down in the dungeons of the preferences editor somewhere to turn off yet another annoying feature.

    Speaking of which, does anyone know how to tell XP to stop rearranging menus and/or hiding half of the options? That's such a PITA -- who the hell thought of such a moronic thing?

  20. Re:Usability by Quasar1999 · · Score: 4, Insightful

    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.

    --

    ---
    Programming is like sex... Make one mistake and support it the rest of your life.
  21. Re:Yes a technical problem, but of different natur by digitect · · Score: 4, Insightful
    I'm not an active open source community person (just a user) . . . but I have to wonder if the open source community attracts the kind of people typically needed to create excellent interfaces.

    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...
  22. Re:Evolve by Prof.+Pi · · Score: 3, Insightful
    Artists give us interfaces like ATI's TV recording software. All flash and no function.

    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.

  23. We Need Scalable UIs by G4from128k · · Score: 5, Insightful

    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.
  24. D'oh - dumb article, solveable problem by Animats · · Score: 5, Insightful
    That's not an approach, that's a pep talk that says nothing. "Usability is a relatively new matter for us". Like, hello, Mac programmers have been doing this for two decades. We need to hit the "I am l33t because I can use a command line" people with a clue stick.

    Ten things you can do to make your program at least tolerable for end users:

    • No funny key combinations. Repeat, no funny key combinations. Everything must be accessable through the menus. Yeah, I know you want to be able to bind any control key combination to any function. Don't. It doesn't really speed up use anyway. Read Apple's old studies on this. People blank out on the 500ms they're thinking about the control key combo. And never, ever use keyboard toggles that don't have a permanently visible state on screen.
    • If it's undoable, you don't need a confirmation dialog. If it's not undoable, you need a confirmation dialog. Make it undoable if at all possible.
    • Distinguish clearly between severe and non-severe errors. "You are about to change your font to sans-serif" should look very different than "You are about to permanently delete all your files".
    • The user should never have to tell the computer something it already knows. This is basic, and routinely violated in the Open Source world. The user should never have to fill in a blank when the computer can find out what goes in that blank. Offer a choice if necessary. Yes, much of this comes from UNIX's crappy approach to system administration. Work on that.
    • If you need a database, use a real database. Flat files are so 1970s. Databases work today. The most troublesome apps in computing, BIND and Sendmail, are both database apps with a bad homebrew database. Provide for database validation and recovery.
    • Anything that can get itself into a bad state must be able to get itself out of that state. No more having to delete "XUL.mfl" every time Mozilla screws up. Anything with cached data must get this right.
    • If you try to be smart, make sure you're not being stupid. Try entering data into an OpenOffice spreadsheet. If you have something like "12 VDC" somewhere in your spreadsheet, and you type "1", it fills in "12 VDC". Which you have to erase. Every time. Now go try that in Microsoft Excel. Microsoft's wizards will fight you once, but if you override them, they give up.
    • Modal dialogs should be short and clear. They consist of a statement of the problem and a suggested corrective action.
    • Get the subtle stuff right. Grey out the options you can't use now. Show in the menus whether something is off or on.
    • Be rigorously consistent about how things appear to work, even when it's more work for some cases.
    1. Re:D'oh - dumb article, solveable problem by wirelessbuzzers · · Score: 3, Insightful

      I actually would like to add one more bullet point to this list, which Microsoft in particular seems to get wrong a lot.

      Have command buttons that describe an action, whenever possible! "Save" and "Don't Save" is one hell of a lot better than "OK" and "Cancel"! If you name the buttons after actions, the user doesn't even have to read the dialog most of the time.

      --
      I hereby place the above post in the public domain.
  25. Re:Yes a technical problem, but of different natur by StateOfTheUnion · · Score: 4, Insightful
    This is what I was afraid of when I posted the original post . . . Personally I get the impression that a lot of open source folks create great applications for themselves or their peers . . . few seem to want or to know how to write applications for the average joe.

    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.

  26. What about common sense in UI design ? by master_p · · Score: 3, Insightful

    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.

  27. Re:Until people start taking human factors serious by swillden · · Score: 4, Insightful

    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.

    ls -la |grep foo > foo.txt

    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.

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  28. Graphic designer != user interface designer by 0x0d0a · · Score: 4, Insightful

    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.

  29. Re:Usability by Ilan+Volow · · Score: 3, Insightful

    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.

    --
    Ergonomica Auctorita Illico!
  30. Re:Until people start taking human factors serious by IntlHarvester · · Score: 3, Insightful

    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.
  31. Re:The real issue at stake here? The File System. by Neduz · · Score: 3, Insightful
    I think you're comments on the "file system" are wrong. First of all, you're not talking about what "file system" technically means. Strictly filesystems are OS independent. Out of all OSes Linux can probably handle most of them. Of course there are some "typical linux filesystems" such as ext2, ext3, reiserfs, xfs.

    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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  32. Speaking Heresey by coaxial · · Score: 3, Insightful

    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.)