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User-centric GUI Design Explained to All

TuringTest writes "The webzine User Instinct carries an article on Usable GUI Design showing that good user interfaces are not beyond the means of free and open software development: 'This article presents five key points of user interface design [...] that any software developer should be able to use.' In related news, The Economist writes against software complexity in an interview to MIT's John Maeda, PhD in interface design. See also OpenUsability, a project for testing user interfaces in a bazaar-like model. The specifics of UI design in Open Source projects has been previously debated on Slashdot."

355 comments

  1. I have doubts... by gowen · · Score: 5, Insightful

    ... about User Interface research. My DVD, VCR, TV, CD, CD-writer, portable mindisc player are all laid out completely differently, and -- despite similarities -- behaved subtley differently from one another (If I hit Pause-record, what do I press to recommence recording? Is it Pause or REC?)

    My car has a completely different set of layout for dash controls from my girlfriends. The gears are in different places on the stick, and the feel of the clutch is completely different.

    And yet, after a short period of familarisation, I find I can cope pretty well with all of these things, as can everyone else I know.

    --
    Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    1. Re:I have doubts... by nomadic · · Score: 5, Funny

      My car has a completely different set of layout for dash controls from my girlfriends.

      Wow, multiple girlfriends? One disqualifies you from slashdot, with more than one you should hand in your UID.

      And yet, after a short period of familarisation, I find I can cope pretty well with all of these things, as can everyone else I know.

      Go try Blender, then come back and tell us that...

    2. Re:I have doubts... by curne · · Score: 2, Insightful

      My car has a completely different set of layout for dash controls from my girlfriends...

      Would you not say, though, that the two cars have equivalent interfaces? What if you had to reach under the passenger seat to push the brakes? Would that not be a difference in design, possibly worse?

      That is what interface design is about, IMO.

      --
      All interpreted languages are abstractions over Lisp
    3. Re:I have doubts... by rainman_bc · · Score: 1

      Yeah, and yet you figured them all out. Imagine that!

      I recall the windows 95 design flaw - the ability to accidentally reduce your taskbar to 0 so you couldn't see the start button any more. Boy did I get a lot of calls from friends and family about disappearing start button. XP finally solved that with the locking taskbar.

      Windows has come a long way since win95 in usability. UI is not an absolute; it's an evolution.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    4. Re:I have doubts... by kaleco · · Score: 2, Interesting
      Actaully, computer GUI design seems to follow conventions a lot better than consumer electronics. With consumer electronics I always have to fall back to RTFM in order to determine what the product is capable of and how to do it. Also, there are a large number of functions which are only available on the remote control only, the actual unit only or the on-screen menu only, which is very frustrating.

      I regularly use KDE, OS X and Windows XP (my ecclectic home network) and find that a brief period of stumbing about is all that is necessary to aquaint the user with basic filesystem functions and get using apps.

      Consistancy is more important than simplicity imo, although simplicity really helps first time users.

      --
      Prosperity is only an instrument to be used, not a deity to be worshipped. Calvin Coolidge
    5. Re:I have doubts... by Genesys1 · · Score: 1

      Your girlfriend has dash controls, gears, clutch, and a stick? I don't think I fair so well adapting to that....

    6. Re:I have doubts... by innerweb · · Score: 1
      Okay, lets move the clutch, the brakes and the accelerator out of order, and to different locations. Cope with that.

      User interfaces must have certain aspects similar or they are confusing. The very fact that you use stickshift puts you far ahead of most drivers who can barely (if they actually do) cope with automatic.

      InnerWeb

      --
      Freud might say that Intelligent Design is religion's ID.
    7. Re:I have doubts... by WebCrapper · · Score: 2, Funny

      Na, my favorite 95 flaw was the ability to close the start button... Toolbar is there, but no start button. It took all kinds of teachers to figure out how it to fix that!

    8. Re:I have doubts... by gowen · · Score: 1
      Would you not say, though, that the two cars have equivalent interfaces? What if you had to reach under the passenger seat to push the brakes?
      I'm not saying there is no such thing as bad interface design. I've used vi... and your example would be another case. But beyond the most important features : steering wheel, pedals and indicators, they're actually more disimilar than similar.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    9. Re:I have doubts... by gowen · · Score: 1
      I regularly use KDE, OS X and Windows XP (my ecclectic home network) and find that a brief period of stumbing about is all that is necessary to aquaint the user with basic filesystem functions and get using apps.
      Right, me too. By basic point, which I expressed pretty badly[0], was that -- as long as there was some superficial similarity (menus/buttons/WIMP paradigm), I'm gonna be able to cope, and the rest is just window dressing.

      [0] But hey, I get to write another post explaining myself = more karma! points! (Laughs evily)...
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    10. Re:I have doubts... by tlhIngan · · Score: 1

      Ideally, hitting either Pause or Rec would unpause the recording, similar to how hitting Play or Pause would unpause playback. Some people treat Pause as a toggle operation (because it's On or Off, and since there's only one button for it...), others treat it as a task (you pause, then you hit what you want the VCR to do next). But in that example, there's nothing really preventing one from supporting *both* options, making it intuitive to everyone.

      As for dash controls, you'll find that the iconic interface is relatively standard among all vehicles - the rear-window defogger has the same icon in all cars these days, no matter where it's positioned, the hazard indicator switch is usually red with the "alert" icon, etc. The layout and positioning is different, but the general operation stays the same (just like programs - the "Play" button is the right-pointing equilateral triangle, and may be located in different positions on the screen, but it's intuitive what the icon means and what ought to happen when pushed/clicked/tapped/etc).

      And you mention after a short period of familiarization, you can cope with those differences. Guess what? That's from UI design and research! If you can grasp the basic elements of an interface, be it GUI, car, VCR, airplane, whatever, it adds to intuitiveness immediately. Going back to the VCR example, you'll note that the Rewind button is always to the left of Fast Forward (whether the Play button is in the middle, or on one side (typically left) is debateable) because it's intuitive to think directionally like that (a timeline).

      There's no ideal interface, but there are interface elements that, through either cultural influence or experience, belong or look in a certain way. A car with text labels would be immediately unintuitive (if not provided with icons) because we've all grown up with cars that have iconic labels (though, you can't get rid of text completely - "Check Engine" being one whose icon isn't well known and needs to be explained).

    11. Re:I have doubts... by gowen · · Score: 1
      User interfaces must have certain aspects similar or they are confusing.
      I agree. But after that, if you throw anything vaguely sane at me, I'll cope.

      But modern UI research goes far beyond those truisms, and tells me that if everything doesn't have an utterly consistent look and feel between apps, it will confuse my poor addled brain.

      Which is just patronising.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    12. Re:I have doubts... by gowen · · Score: 0, Redundant
      Wow, multiple girlfriends?
      Oops... Reasons why punctuation matters : #1073
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    13. Re:I have doubts... by Eric604 · · Score: 1
      XP finally solved that with the locking taskbar.

      Well, 98SE doesn't have that problem either

    14. Re:I have doubts... by znu · · Score: 2, Insightful

      You might be able to cope, but how efficient will you be? It drives me nuts when I'm on a Windows machine that, for instance, the usual OS X shortcuts for navigating within a text field don't work. They're totally ingrained in my muscle memory.If I used multiple systems on a daily basis, I rather suspect I'd have trained myself by now to just not use those shortcuts, which wouldn't be a good thing for my productivity.

      Of course, you have to expect some of this going between operating systems. But it definitely should never be true when going between different apps on the same desktop... which is one of the problems with the proliferation of widget toolkits in the open source world.

      --
      This space unintentionally left unblank.
    15. Re:I have doubts... by Anonymous Coward · · Score: 0

      And yet, after a short period of familarisation, I find I can cope pretty well with all of these things, as can everyone else I know.

      The key here is use.
      A TV, car, CD player - common appliances we use a lot so we have to become familiar or risk accident if not looking a fool. Computer use is more singular - we're not in front of others as prominently as with the devices mentioned - so the social impact of running DOS these days isn't like not knowing how to drive stick, or not know how to change the channel.

    16. Re:I have doubts... by gowen · · Score: 1
      Going back to the VCR example, you'll note that the Rewind button is always to the left of Fast Forward (whether the Play button is in the middle, or on one side (typically left) is debateable) because it's intuitive to think directionally like that (a timeline).
      But that's not user interface design, as the modern UI designers choose to use the term. That's been well understood from the early days of cassette decks, and is now, surely, a truism. And you can bet that it wasn't a UI designer who thought of it, but one of the early engineers. Why? Because, as you say, its completely intuitive (i.e. blindingly obvious).

      If something is thatintuitive, it doesn't need a UI designer to design it. If it's not that intuitive, it is not, IMHO, going to be all that much of a help.

      Your point about uniform icons is true, and I accept it completely (also a great help for operating machines in foreign languages).
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    17. Re:I have doubts... by Bob+Bobbinson · · Score: 1

      But surely you're missing the point, which you're proving quite well.

      It's not necessarily a point to make everything the same so as to ease the migrating from one interface to another, but to make sure that even if the interfaces are different that it is still relatively easy to pick a new one up.

      Interestingly your point proves just that, that a good UI design is easy to familiarise with even if it is different. If you suddenly got into a car with rudder sticks you'd have difficulties driving it, but all cars have a steering wheel albeit of different sizes, shapes, and with different knobs and buttons on.

      A good UI outline would say, "the best way to drive a car is with a steering wheel", not "a steering wheel should be x width, with the indicator switch on the left etc.".

    18. Re:I have doubts... by gowen · · Score: 1

      It depends. If I have to use a Windows machine do a few short tasks, and I haven't had to do them for a while. I'm pretty inefficient (keep trying to use the emacs keys in Word... grrr). But, in the grand scheme of things, that doesn't matter, because I'm only inefficient for a little while, and then I'm either finished, or my muscle memory is temporarily retuned. I probably have to concentrate a little more.

      My work and home computers use different keyboard layouts (US and UK) and I find I can flick between them with little concious thought. Psychologically, it's quite interesting.

      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    19. Re:I have doubts... by wiresquire · · Score: 1
      My car has a completely different set of layout for dash controls from my girlfriends. The gears are in different places on the stick, and the feel of the clutch is completely different.

      Well, it's not always that simple. Tried driving a left hand drive *and* right hand drive car ?

      Fortunately, the pedals are in the same position otherwise I would have had a lot of accidents.Also the gear layouts for manuals are in the same position too - at least in the cars I've been in. Otherwise I would have been starting out in reverse a fair bit.

      But there is one thing that catches me out until I re-familiarize myself with the 'interface'. I do have a tendency to turn on the wipers when I'm making a turn for a while. The clusters on the columns are reversed! ws

      --

      So does Anonymous Coward have good karma?

    20. Re:I have doubts... by Anonymous Coward · · Score: 0

      Must have been a typo or he's Chinese; I'm sure he meant 'crutch'.

    21. Re:I have doubts... by Loacher · · Score: 1

      What if I have read from righ to left al my time? as several cultures do?

    22. Re:I have doubts... by hummassa · · Score: 1

      "Okay, lets move the clutch, the brakes and the accelerator out of order, and to different locations. Cope with that"

      Simple solution: I kart and ride a motorcycle every weekend or so. Now I can switch easily. If you switch the accel and the brakes I'll enter "kart mode" and voila.

      --
      It's better to be the foot on the boot than the face on the pavement. ~~ tkx Kadin2048
    23. Re:I have doubts... by dacaldar · · Score: 3, Funny
      My car has a completely different set of layout for dash controls from my girlfriends.

      Wow, multiple girlfriends? One disqualifies you from slashdot, with more than one you should hand in your UID.

      I'm just impressed that he's so familiar with the "dash controls" of all his girlfriends. Please post links to any good manuals!

    24. Re:I have doubts... by tuba_dude · · Score: 1

      I use both windows and gnome/linux almost equally. There are times when I try shortcuts for one on the other, but for the most part, I can use each one as if I only used one. It's like driving your car to work, then using the company van at work every day. You get to know the layouts, tricks, and caveats of both setups.

      --
      "The government of the United States is not, in any sense, founded on the Christian religion."
    25. Re:I have doubts... by Anonymous Coward · · Score: 0

      The reverse on manual transmissions varies quite a bit, as do the tricks you have to do to select it.

      What I notice the most while getting used to a different car is just the feel of the controls, i.e. how hard to push the turn signal for it to not lock, the point of connection on the clutch, the stiffness of the steering, and the general handling of the car.

      The only time I had a genuine UI problem with a car was when I drove a Saab, but didn't know that I had to put it in reverse in order to get the key out of the ignition (it's an anti-theft feature). Now that's non-intuitive user interface design.

    26. Re:I have doubts... by Anonymous Coward · · Score: 0

      If you think your girlfriend and your car dash are suppose to have similar 'controls' I think you are probably doing something wrong.

    27. Re:I have doubts... by Hognoxious · · Score: 1
      steering wheel, pedals and indicators, they're actually more disimilar than similar.
      Indicators maybe - I learned to drive in the UK with them on the right of the wheel, but for some reason most modern cars in the UK have them on the left now. South Africa - who drive on the left like the UK - has them the old (and IMHO better) UK way, or did until fairly recently.

      But unless the steering wheel on some cars works backwards, or is arranged to turn fore-and-aft, I call BS on them being "more disimilar[sic] than similar". Likewise the pedals - you get 2 or 3, that's the difference.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    28. Re:I have doubts... by gowen · · Score: 1
      I said
      beyond the most important features : steering wheel, pedals and indicators.
      I was explicitly excluding those three things. They're fixed, except for which side the indicators are on. (And rightly so -- if I have to think about them, even for a second, I'm going to kill someone. That's not true for the vast, vast majority of software interfaces).

      Everything else can be changed.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    29. Re:I have doubts... by wiresquire · · Score: 1

      The only time I had a genuine UI problem with a car was when I drove a Saab, but didn't know that I had to put it in reverse in order to get the key out of the ignition (it's an anti-theft feature). Now that's non-intuitive user interface design.

      Security by obscurity?

      --

      So does Anonymous Coward have good karma?

    30. Re:I have doubts... by Anonymous Coward · · Score: 0

      Gnome/KDE shortcuts and metaphors are much closer to Windows than the Mac is to either.

      The historical reason for this is that the MS/IBM CUI spec was promoted as a industry standard for a while. The Motif/CDE HIG was actually written by Microsoft, and Gnome in particular was designed for/by Motif users.

    31. Re:I have doubts... by fireman+sam · · Score: 2, Funny

      "if I have to think about them, even for a second, I'm going to kill someone."

      I feel the same way about end users.

      --
      it is only after a long journey that you know the strength of the horse.
    32. Re:I have doubts... by fireman+sam · · Score: 2, Insightful

      How about this:

      Let's remove the clutch and double the width of the brake.

      Now, put a person who has always driven a manual (US: stick) into an automatic and unless they are concentrating all the time, they will still check to see if the car is in neutral by trying to move the shifter left and right. Another one (my favourite) is when they go to press the clutch to change gears and press the brake.

      For those who only drive automatics: Pressing the clutch is a natural action and that action is to press it quickly and to the floor. What happens when you press the brake quickly and to the floor when you are doing about 30 to 40 Km (~19 to ~15 mph)?

      BTW, I have done both the above.

      --
      it is only after a long journey that you know the strength of the horse.
    33. Re:I have doubts... by tawhaki · · Score: 1

      KDE has no hardcoded shortcuts. When you run it for the first time, it will ask you whether you want the default behavior or want settings close to UNIX, Windows or MacOS.

    34. Re:I have doubts... by Anonymous Coward · · Score: 0

      You baffoon, your cars gear shift isn't designed for ease of use to that degree; they put gears in different spots because you have a TOTALLY DIFFERENT GEAR BOX.
      And his girlfriend's (I assume he meant posessive not plural, slashdot readers are as illiterate as they are stupid) car is obviously a stick shift, so she's geek enough not to disqualify him.

    35. Re:I have doubts... by toddestan · · Score: 1

      My favorite after getting a second car with an automatic (after driving a stickshift car for over 6 years), was my tendency to mash the brake with both feet whenever I needed to stop quickly. But after driving the automatic for a while, now I can hop into either car and just go without any mishaps.

    36. Re:I have doubts... by Anonymous Coward · · Score: 0

      Haha... no kidding.

      I remember the day when I tried to learn how to use Blender... ick

    37. Re:I have doubts... by NateTech · · Score: 1

      Well there's a "vi-mode" for Word out... someone could do an "emacs-mode". :-)

      http://dready.org/blog/section/viword/

      Clunky but fun.

      --
      +++OK ATH
    38. Re:I have doubts... by NateTech · · Score: 1

      Heh... if the car has ABS, your natural reaction wasn't so bad, really. ;-)

      --
      +++OK ATH
    39. Re:I have doubts... by Raffaello · · Score: 1

      "if I have to think about them, even for a second, I'm going to kill someone."

      I feel the same way about end users.


      Though modded as Funny, your post explains why Linux desktop software (as opposed to server software) will continue to suck loudly long into the future.

      To make Apple quality desktop software, you need to actually like and care about end users.

    40. Re:I have doubts... by Sj0 · · Score: 1

      slashdot readers are as illiterate as they are stupid

      Oh the horrible, horrible irony!

      --
      It's been a long time.
    41. Re:I have doubts... by gowen · · Score: 1
      they put gears in different spots because you have a TOTALLY DIFFERENT GEAR BOX.
      I know that. The point is, UI designers would tell you this is the wrong way to design things -- you start with the consistent interface (all gears in the same place on the stick), and engineer the gearbox backwards from that.

      I think thats silly. Evidently, you do to.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    42. Re:I have doubts... by TuringTest · · Score: 1

      Have you ever read something about UI research? 'cos that's not what they say. A real UI designer will tell you that you actually can make unconsistent looks, but that it better be for a very, very good reason and that you should only do it if it's better for the user (not for the programmer).

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    43. Re:I have doubts... by TuringTest · · Score: 1

      Of course it's blindingly obvious, we have seen it for 50 years. The question is, was that interface obvious before it got invented? Remember the golden rule that intuitive == familiar.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    44. Re:I have doubts... by gowen · · Score: 1
      Of course it's blindingly obvious, we have seen it for 50 years.
      It was blindingly obvious 50 years ago. Look at the designs of reel-to-reel tape recorders. Once it was realised that consumer models didn't require dial-controlled variable speed the moved immediately to the present layout : for example.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    45. Re:I have doubts... by Hognoxious · · Score: 1
      steering wheel, pedals and indicators
      Those are objects, not features. They may have features, but that doesn't mean they are features - hence I thought you were speaking of the features of said controls.

      Keep your hair on.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    46. Re:I have doubts... by gowen · · Score: 1
      Keep your hair on.
      I'm bald, you insensitive clod.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    47. Re:I have doubts... by rk87 · · Score: 1

      His girlfriend has a "stick"? o.O

      --
      I'M NOT ANGRY!
    48. Re:I have doubts... by yorkpaddy · · Score: 1

      I learned to drive on a stick, and took my drivers ED on an automatic. The driving instructor said that she could tell that I normally drive stick because I would come into turns faster than most people. I was used to the Friction/Suction braking of an engine having its full effect (it is friction/suction braking, not compression, the energy stroed in the compression stroke is returned in the power stroke). I love driving stick. I toe and heel downshift almost all the time. Thats in a 2500 diesel pickup truck. It saves wear and tear on the synchros you know. I have also bump started my vehicles from time to time.

      --
      "brxref .k.p ,.by xprt. gbe.p.oycmaycbi yd. cby.nci.bj. ru yd. am.pcjab lgxlcj" don'
  2. Jokes aside by Ninjy · · Score: 5, Insightful

    I've said time to time again that a lot of free/open source software suffers from not having an ease to use interface. One can argue that functionality is more important than the presentation/interface layer, but seriously, users are more attracted to pretty pictures.

    But it's not just the subject of pretty pictures. Professional software companies may actually spend several subsequent dollar signs into providing a consistent, easy-to-navigate user interface. The trick isn't to show all functionality. The trick is to present the functionality the user needs, in a logical grouping as the users expect it.

    1. Re:Jokes aside by rainman_bc · · Score: 1

      I'm with you sort of. KDE -> yes - totally too much going on to be a good UI for all but the power user. GNOME is a bit cleaner in that sense. Sit an end user down in front of each computer and they'll figure both out eventually though... Although KDE will take a bit more time to explain.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    2. Re:Jokes aside by ConfusedVorlon · · Score: 1

      good looks are vital.

      You only have to see the huge popularity of skins for all sorts of apps to believe this.

      They typically add no functionality - but are extremely popular.

      If functionality was everything - noone would ever download a skin

    3. Re:Jokes aside by Anonymous Coward · · Score: 0
      They typically add no functionality - but are extremely popular.

      If functionality was everything - noone would ever download a skin


      And shit is hugely popular among flies. Application-specific skinning is one of the most harmful things happening to GUI design nowadays.
    4. Re:Jokes aside by Eric604 · · Score: 1

      skins... 1. Spend hours searching for a few likable skins (99% is shit) 2. Spend a hour to decide which one to use 3. Spend more time on switching between skins 4. Become frustated of the obscure interface (what's that? *click* Oh, that's the close button) 5. Upgrade memory I am running zero skinable applications, they suck.

    5. Re:Jokes aside by Eric604 · · Score: 1

      i also don't like formatting but i am in a good mood today:

      skins...
      1. Spend hours searching for a few likable skins (99% is shit)
      2. Spend a hour to decide which one to use
      3. Spend more time on switching between skins
      4. Become frustated of the obscure interface (what's that? *click* Oh, that's the close button)
      5. Upgrade memory

      I am running zero skinable applications, they suck.

    6. Re:Jokes aside by tylernt · · Score: 1

      "If functionality was everything - noone would ever download a skin"

      Yep. I run Winamp with the default skin, Firefox with the default theme, Windows 2k with the default settings, and I change XP to Classic Theme and Classic Start Menu. I had to disable the stupid skin on WMP and get back to the 'boring' mode, and disabling 'visualizaions' was the second thing I did. No wallpaper on any of my desktops, just the default blue.

      No software I own is skinned for looks. ...except Blackbox on Linux, but if you've ever used Blackbox, that's not saying much.

      --
      DRM 'manages access' in the same way that a prison 'manages freedom'
    7. Re:Jokes aside by dfn5 · · Score: 1
      I've said time to time again that a lot of free/open source software suffers from not having an ease to use interface. One can argue that functionality is more important than the presentation/interface layer, but seriously, users are more attracted to pretty pictures.

      There is a difference between functionality and efficiency. Making an app with an interface that is common to every other app may make for a small learning curve, but in the long wrong it may be less efficient. Look at commercial apps like Light Wave that have custom designed interfaces. They are hard to learn, but once learned work can be done very quickly.

      --
      -- Thou hast strayed far from the path of the Avatar.
    8. Re:Jokes aside by mydigitalself · · Score: 2, Insightful

      your point on cost is very valid. although it can be done for cheaper, we just spent short of £10, 000 doing an intensive 18-user usability testing study on our software.

      one thing that is important here is that you do need a usnability expert to coduct the review. of course if you can find one that's willing to work for free for the sake of the open source movement, that's just great.

      another thing is that you generally do have to incentivise the candidates with somewhere around £50.

      outside of usability testing we do a lot of goal-orientated design, prototyping (paper -> photoshop -> powerpoint -> code). we have 2 graphic designers that we share with the marketing department who do all of our icon work and rich dialog work and at least two of our developers are very UI-focused. so it's not a light investment that we've made...

      and even then we don't get it 100% perfect (is there a 100% perfect UI? don't say the iPod, it is not). investing in usability is something that we have taken seriously and have seen the positive affects on the sales of our products. it's not just making it look pretty, it's making it NOT look scary, making training costs for your client minimal and making it a pleasure to use for our end-users to use.

      my tip of the day on usability: considering "personas" and always referring back to them when designing your product is a good place to start. think of their goals, not what features they want.

    9. Re:Jokes aside by kfg · · Score: 2, Insightful

      One can argue that functionality is more important than the presentation/interface layer, but seriously, users are more attracted to pretty pictures.

      But it's not just the subject of pretty pictures.


      Because the command line is an interface.

      Ok, this is actually semi-offtopic, given the nature of the story, but I get a bit tired now and again with the word "interface" being used as a synonym for "GUI," and thus all interface usability research and guidelines being GUI centric.

      User interface 'friendliness' should span the spectrum of interface types, including at the command line. This doesn't necessarily mean dumbing down the command line for "granny," because even the uber kernel hacker is a user when he sits down to do some work and wants, what for him/her, is a "smart" interface.

      There are multiple kinds of user, and the 'friendliest' interface is often going to be different for each type. We need to understand usability issues for all of the types, not just the commodity GUI.

      Professional software companies may actually spend several subsequent dollar signs into providing a consistent, easy-to-navigate user interface.

      Like the totally braindead "start" menu instead of drop down menus? Even professional software companies can spend all of that money and research to create a monster.

      Simply having done research doesn't mean that your research was any good, although most companies seem to fall into this fallacy, at least now and again. You have to test your research methods and assumptions as well, and most 'professional' software companies skip that part, since they don't see the application to a real world product.

      The trick isn't to show all functionality. The trick is to present the functionality the user needs, in a logical grouping as the users expect it.

      Here I'll agree with you, with this caveat, sometimes what's needed is to train the user in logic, because their expectations may be damnably illogical.

      Interfaces should adapt to people, but any particular person may still find himself in need of adapting to the interface. The idea that any user should be able to sit down at any particular interface and just start using it without any training is a flawed assumption in the first place. They've got the axioms wrong. This idea ultimately leads to the "here, just suck on this nipple" interface, which we are (sic) assymptotically approaching.

      Now for some users that interface might well be valid (like two year olds), but it will never be terribly friendly (although it might well be fun) to even a casually advanced user. Having to dive through too many layers to find the function you want in the interest of presenting a 'clean' GUI interface isn't any more friendly than having all possible functions presented to you in a mish-mash switch board (the traditional failing of OS GUIs, which is often combined with hiding some key funcitonality someplace where you couldn't possibly ever find it on purpose, or even stumble across it accidentally).

      For every complicated issue there is a simple answer that is wrong. Interfaces are a complicated issue. Searching for the simple answer is inherently the wrong approach. It will always take a combination of simple answers (which will sometimes be at odds with each other) tuned to the function and user at hand to create a great GUI.

      KFG

    10. Re:Jokes aside by Anonymous Coward · · Score: 0

      Yeah, thank God for the /. edit button.

    11. Re:Jokes aside by Anonymous Coward · · Score: 0

      Skinning is useful if it's for an application with very few functions that you use very often. Typical candidates are instant messenging clients, mediaplayers and webbrowsers. Then skins can help visually separating the applications. The programs which you look at a lot should fit your taste. Since you're using them often, a little inconsistency doesn't hurt.

    12. Re:Jokes aside by Mr+Z · · Score: 1

      Yeah... Usually the first thing I do when I run an app that's skinnable/themeable (e.g. Mozilla, Firefox, etc.) I go look for the "Classic", "Plain", "Boring", "Native" or "I just work here, I'm not Gonzo" theme--whatever it might be called. If I can't find such a theme, I'm not likely to use the application much.

      WinAmp is my favorite app to hate, with its micro-sized inscrutible icons. What, do its developers still run at 640x480 or 320x240?

      --Joe
    13. Re:Jokes aside by Tim+C · · Score: 1

      Well, that's nice, but you are not representative of every user.

      I sit staring at my screen for upwards of 14 hours a day; it had better be pleasing to my eyes, as well as functional.

      I realise that I'm not necessarily representative of every user either :-)

    14. Re:Jokes aside by Tim+C · · Score: 1

      Heh; my sequence:

      1. Spend a few minutes browsing for a decent theme (agreed, 99% are - subjectively speaking - horrible)
      2. Spend a few minutes choosing which of the perhaps two or three I like to use
      3. Done

      I run a number of skinnable apps. Some I've not bothered skinning, some (eg Firefox) I have. To me, making my working environment more aesthetically pleasing is worth the couple of dozen minutes to find a theme I like and install it. YM, obviously, V.

    15. Re:Jokes aside by tylernt · · Score: 1

      "it had better be pleasing to my eyes"

      Well, to be precise, skins are displaeasing and plain is pleasing to my eyes. ;)

      --
      DRM 'manages access' in the same way that a prison 'manages freedom'
    16. Re:Jokes aside by ErichTheWebGuy · · Score: 1

      So, what you're saying is that Gnome is for the fucktards and KDE is for people who can do more than wipe the drool off of their chins? If so, then I agree completely :)

      --
      bash: rtfm: command not found
    17. Re:Jokes aside by rainman_bc · · Score: 1

      lol pretty much!

      And if you're from the uber-elite you change the wm to something like enlightenment or something...

      =D

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    18. Re:Jokes aside by antiMStroll · · Score: 1
      "The trick is to present the functionality the user needs, in a logical grouping as the users expect it."

      Unfortunately the two aren't logically tied. To my mind there's no justification for wasting such a powerful 'UI slot' like right-clicking the desktop on changing screen resolution for example. It's just not something done with sufficient frequency to warrant this position. Yet suggestions to change it will result in howls of protest from those only familiar with the Windows desktop.

  3. dead already??? by Anonymous Coward · · Score: 2, Informative

    google's cache right here

    1. Re:dead already??? by Alien54 · · Score: 1

      I hope they are not hosting on a dialup [smile]

      --
      "It is a greater offense to steal men's labor, than their clothes"
  4. iPod and iTunes Complexity by xanderwilson · · Score: 4, Insightful

    This is probably why the iPod has been so successful. It doesn't have all the features you could hope for (FM tuner, voice recorder built in, Ogg Vorbis support, etc), but it does what it does so well that even technophobes can "get it."

    Part of the Audion Story from Panic software details how iTunes didn't have all the features of Audion, but how they (Panic) had a breakthrough realization that they didn't NEED to have all these great features (that only few people would use) to make a great app.

    Alex.

    1. Re:iPod and iTunes Complexity by pandrijeczko · · Score: 5, Insightful

      Why do iPod owners use every Slashdot story then can to let us know they own iPods?

      --
      Gentoo Linux - another day, another USE flag.
    2. Re:iPod and iTunes Complexity by Anonymous Coward · · Score: 0

      Why do Slashdot users use every iPod reference they can to let us know they don't like iPod users?

    3. Re:iPod and iTunes Complexity by gowen · · Score: 1
      It doesn't have all the features you could hope for (FM tuner, voice recorder built in, Ogg Vorbis support, etc), but it does what it does so well that even technophobes can "get it."
      I find that if something has a lot of features, all that happens is that technophobes don't use them. My dad's DVD player plays MP3 CDs, PhotoCDs, audio CDs, VCDs, and has any number of memory, access and replay settings.

      I don't think anything beyond Play, Pause and Eject for DVDs have ever been touched.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    4. Re:iPod and iTunes Complexity by xanderwilson · · Score: 1

      I didn't say I owned an iPod. But since you asked...

      Alex.

    5. Re:iPod and iTunes Complexity by mm0mm · · Score: 1
      I don't think the lack of extra features on iPod has much to do with its success in the market. Fewer features don't necessarily mean less complexity for users to operate. If anything, the simplicity of its interface (wheel + button) and eye-catching design have contributed to its success. Personally I want to see more variations with different features(e.g. w/FM tuner) instead of mere cosmetic make-over like "U2 Special Edition." If Apple is so confident about iPod's current feature sets, why are they introducing iPod photo?

      If extra features are not necessary to attract technophobes, why are there so many "camera phones" and PDA phones available in the market? iPod has done well because it was new and unique in the market, not because Apple didn't bother to include extra features. If there are enough competitions, we'll probably see more features added to iPod sooner or later.

    6. Re:iPod and iTunes Complexity by FortranDragon · · Score: 1

      Because they are in a friendly competition to see if the iPod can be mentioned more times than Gentoo+Portage ? ;-)

      --
      "All the darkness in the world can not quench the light of one small candle."
    7. Re:iPod and iTunes Complexity by ThousandStars · · Score: 1
      Why do iPod owners use every Slashdot story then can to let us know they own iPods?

      Because the iPod's excellent design shows the kind of attention to detail and innovation (in the sense of putting previous ideas together in the right way) that many FOSS projects lack.

      The iPod + iTunes combo is a poster child for design and functionality done right. I'll take this opportunity, however, to say that I don't own one and don't particularly want one. But if I were in the market for a portable music device/small backup HD, there would be only one player on my list -- and it isn't a Nomad.

    8. Re:iPod and iTunes Complexity by Bullet-Dodger · · Score: 1

      Well, if you compile Gentoo on the iPod firmware you can play MP3s 4.21337e-12 times faster... 16 months from now.

    9. Re:iPod and iTunes Complexity by mrchaotica · · Score: 1

      Quick question: how would Ogg (Vorbis and FLAC) support add complexity to the user interface? It's not as if you have to select which decoder you want to use just to play a song!

      The only place where the user would even notice would be an extra entry or so in the "Import Using:" drop-down box.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    10. Re:iPod and iTunes Complexity by j.blechert · · Score: 1

      I don't think ogg vorbis support would hurt the usability at all

    11. Re:iPod and iTunes Complexity by Anonymous Coward · · Score: 0
      "Why do iPod owners use every Slashdot story then can to let us know they own iPods?"

      cognitive dissonance

    12. Re:iPod and iTunes Complexity by xanderwilson · · Score: 1

      It wouldn't, really. But the lack of features even where it WOULDN'T clutter the design still hasn't hurt its success. Alex.

    13. Re:iPod and iTunes Complexity by CableModemSniper · · Score: 1

      New contender:
      I have a DS.

      --
      Why not fork?
  5. "providing a consistent" by Sai+Babu · · Score: 1



    Consistancy is the KEY and has been since the early days of cobol when report and screen generators were designed with consistancy in mind. IMO Apple does a pretty good job with this. It's a big part of what makes an intuitive system intuitive and needs to be approached from the lowest levels (naming and structure within the source) through presentation and the UI.

    1. Re:"providing a consistent" by scotty777 · · Score: 2, Insightful
      exactly right

      If, for example, the window frame doesn't look familiar, and doesn't have Help in the upper right, and File Save is renamed Keep This...

      Then most people will spend some time wondering whether they are about to get unexpected results. The purpose of using the device (hw/sw) is to accomplish some mundane task (99% of the time anyway). Some UI designers can't resist the urge to show the world how clever they are by doing interfaces in an innovative and new way. WAY bad!

    2. Re:"providing a consistent" by Anonymous Coward · · Score: 0

      No content, ignore me.

  6. Take a lesson from microsoft, the king of GUI by sholde4 · · Score: 0

    MS Bob for the win.

    1. Re:Take a lesson from microsoft, the king of GUI by Anonymous Coward · · Score: 0

      the Windoze GUI sucks and is primitave compared to Linux's desktops, only one main desktop, with Linux (KDE or Xfce4) i can have as many virtual desktops as i want, and switching between desktops is as easy as moving the mouse/curser to either the left edge or right edge of the screen and whatever application i have open in any of these virtual desktops is allready focused and ready for use...

      with windoze what do you get?!! one desktop, and switching between applications is a mouse click on the taskbar, which can sometimes be a messy inconvienence with several applications open...

    2. Re:Take a lesson from microsoft, the king of GUI by schuster · · Score: 1

      that's great but try explaining the concept of multiple desktops to a novice. Maybe you can demo it if you're directly teaching them yourself, but try documenting an idea like that in the manual that came with the software in a simple way that a technophobe can understand. Good UI design has absolutely nothing to do with features. You can have all the features you want but if they aren't implemented in a simple way that's easy to understand and use, you haven't really done a good job with your UI.

      --
      --- Don't ever trust a woman until she's dead- B.B. King
    3. Re:Take a lesson from microsoft, the king of GUI by lukew · · Score: 1

      Microsoft have a powertoy for XP to provide you with multiple desktops. It's very pretty. http://www.microsoft.com/windowsxp/downloads/power toys/xppowertoys.mspx

    4. Re:Take a lesson from microsoft, the king of GUI by maxwell+demon · · Score: 1
      try documenting an idea like that in the manual that came with the software in a simple way that a technophobe can understand.

      Ok, I'll try (using an imaginary product FooDesktop, but for real desktops, just the keys/mouse movements part has to be adapted):

      FooDesktop supports multiple desktops. That is, it works as if you had several screens where you can put your applications on, except that only one of them is displayed at your physical screen at any given time. To switch between desktops, use Ctrl+Alt+Left and Ctrl+Alt+Right, or move your mouse to the left or right border of your screen. The latter behaviour can be switched off using the ScrollLock key.
      --
      The Tao of math: The numbers you can count are not the real numbers.
  7. Site seems unreachable, so.... by seanfuller · · Score: 1, Informative

    Usable GUI Design: A Quick Guide for F/OSS Developers

    Update: I have read many comments on this article and have written an FAQ responding to some of them
    Introduction

    The Open Source software world is full of excellent software. High-quality F/OSS software is available for virtually any task a computer user could want to do, from word-processing to web-serving. There is one small problem with much of this huge array of software: it is often far more difficult to use than it could be. Professional UI designers tell us that user interfaces should be the first thing designed when we come to develop an application, and that programmers are incapable of doing this kind of design. They say it can only be done by the professional UI experts; OSS projects don't have access to these kind of people, and therefore can never be truly usable.

    This doesn't mean we should just give up on UI design. From the quality of many commercial applications' UIs, having usability experts on staff doesn't guarantee a good interface either. Effort, knowledge and thought by any developer can improve the usability of an application greatly. We may only find a local optimum rather than the global, but even that is a step in the right direction.

    After years of struggling with these problems, I thought I would write down a short list of five things that we OSS developers should consider when designing our application's GUI. These are drawn from my experience in using and writing OSS software and my reading of a few very interesting books and web sites on the subject. These works are listed in the references -- they are all excellent reading for any developer interested in usability issues.

    I have intentionally only mentioned points here which do not require major amounts of work to implement, and about which there is little controversy. Larger "whole-application" issues are beyond the scope of this article. None of these ideas is new or particularly complex, but their effect can be very great. I should also note here that in several of the examples I use, it is possible to fix the problem by changing the application's settings. I have decided to only consider the default settings: presumably, the defaults represent the developer's idea of the most usable design for their application.

    Before I start, I should probably make one more point in order to at least mitigate the flames I will receive: although I may sound quite harsh on some applications below, this is in no way meant as anything but constructive criticism. I use most of these applications every day and they are fantastic pieces of work, the product of years of hard work by dedicated developers. I am merely making suggestions of potential improvements; no offence is intended to anybody.
    The Points
    0) The user is not using your application

    The most basic point in all computer UI design is that the user does not want to use your application. They want to get their work done as quickly and easily as possible, and the application is simply a tool aiding that. The more you can keep your application out of the way of the user, the better. Effort spent on using your application is effort not spent on the work the user is trying to do. Two key quotes from Alan Cooper's second book, About Face 2.0, summarise this very well:

    1. "Imagine users as very intelligent but very busy"
    2. "No matter how cool your interface is, less of it would be better"

    Points 1 to 4 in this article are really just special cases of this rule.
    1) Fitt's Law

    This is the most basic and well known of UI design laws. It states that the larger and nearer to the mouse pointer an on-screen object is, the easier it is to click on. That's common sense, yet it is often completely ignored in UI design.
    Firefox toolbar

    Figure 1: Firefox toolbar

    Consider, for example, the default Firefox button bar (Figure 1). When web browsing, by far the most common button anyone hits is the Back button. The Back button should therefore

    --
    Sean Lane Fuller - The truth is out there!
  8. Damn you all! by BenjyD · · Score: 5, Informative

    Hi, I'm the guy who wrote the article.

    Yes, it's hosted on my 256k upstream ADSL line, which is why I said "Use the Coral cache" in all the story postings!

    Slashdot would also choose the day when I switch to my back up server (K6-2 233), in order to fix my main server, to post this on the front page. I was wondering why it was making that funny noise when I loaded the Slashdot front page...

    Please use the Coral Cache!

    1. Re:Damn you all! by Kingpin · · Score: 1

      Anyone know if the coracl cache is accessible from within the US only? I've never managed to connect to it (times out) from Europe.

      --
      Unable to read configuration file '/bigassraid/htdig//conf/14229.conf'
      Geocrawler error message.
    2. Re:Damn you all! by BenjyD · · Score: 1

      Works for me from the UK. I guess that's kind of Europe...

      It's often quite slow, though.

      I'm amazed I can still post to slashdot. I didn't know modem lights could blink that fast.

    3. Re:Damn you all! by oexeo · · Score: 1

      I'm in the UK, it works for me usually.

    4. Re:Damn you all! by Nicolay77 · · Score: 1

      It reads fast and nice in Colombia

      --
      We are Turing O-Machines. The Oracle is out there.
    5. Re:Damn you all! by innerweb · · Score: 1
      ...lol...

      You should know better than to give /.ers any kind of reference to your real server. If they get an itch, like lemmings they will follow each other until you fall. Why, that would be like giving your teenage son a house to stay in for a week with stocked cupboards and no adult supervision. Good luck on what you come back to.

      Though I am very sorry to hear that you were sunk.

      InnerWeb

      --
      Freud might say that Intelligent Design is religion's ID.
    6. Re:Damn you all! by TheRaven64 · · Score: 1
      Interesting article. While I agree with many of your points, several of them do seem to assume that the user is going to be running applications maximised. I am almost always using more than one application at once (e.g. writing code in and IDE, reading documentation in a web browser. Reading Slashdot in a browser, chatting using a Jabber client. Writing something in a text editor, reading from sources somewhere else), so maximising an application isn't very useful. The maximise button is one of the biggest UI disasters on most desktops. A document window should be large enough to display the entire document and no larger. Filling up your screen for no reason is very poor UI design indeed, not to mention the modal nature of maximised applications.

      Secondly, even when you have an application maximised, the top is not usually against the edge of the screen. This makes Fitt's law inapplicable when placing buttons on the top of a window.

      A couple of additional points I would like to make to anyone doing OSS UI design (not directly connected to your article):

      1. Put the menu bar in the right place. Apple doesn't put it at the top just to be different, they do it because Fitt's law means that the effective size of a menu item at the top of the screen is twice the size of one tied to the window (not to mention the screen space saved by having only one menu bar for the entire desktop - it's not like you're going to need to click on menu items for two apps at once, so don't waste space).
      2. Look at every user interaction. If it is not really needed, remove it. If it doesn't affect the user's work, remove it.
      --
      I am TheRaven on Soylent News
    7. Re:Damn you all! by pedestrian+crossing · · Score: 1

      Just got there fine from Germany, more than I can say for Google cache!!!

      --
      A house divided against itself cannot stand.
    8. Re:Damn you all! by BenjyD · · Score: 1

      You think I posted this here! I don't know who did, but a bit of warning would have been nice.

      It survived the combined attacked of osnews and gnomedesktop, but clearly slashdot is too much.

    9. Re:Damn you all! by roman_mir · · Score: 1

      I don't believe that there was an assumption that the user will maximize the apps, there was a point that the GUI should remember its latest state and restart from that state. The browser's back button size example is just an example, I don't think it's a guidline to building browsers.

    10. Re:Damn you all! by Anonymous Coward · · Score: 1, Interesting

      When a menu bar is attached to the window, its context is always obvious. The targets are always on the screen, even if the window isn't active. If there's a target that is harder to hit than a small target, then it's one that you can't see until you do something else. If you have the screen real estate, wasting it on multiple menu bars is reasonable because you will most likely have more windows from different applications which you use concurrently. The effective target size is not that important to regular computer users with normal mouse aim if it means they don't have to travel to the window to activate it and then move the mouse to the menu. Besides, menus are relatively slow interfaces regardless of the position of the menubar: There are many options, they're nested at least 2 levels deep (menu bar, menu items) and only one level is initially visible. If you use menu items so often that you wish you could just fling the mouse to the top of the screen, there is probably a better user interface for that function.

      On the other hand, scrollbars in maximized windows should always be flush right. Even after the invention of the scroll mouse, scroll bars are one of the most used widgets, so they need to be easy to hit. I disagree with the author on the placement of window close buttons. A target should be easy to hit if it is used often and the border targets should be reserved for non-destructive actions, because they will be used blindly. Closing windows is very often destructive, so the close button should not be placed flush top-right.

    11. Re:Damn you all! by seney · · Score: 1
    12. Re:Damn you all! by innerweb · · Score: 1
      Sorry, when I saw Hi, I'm the guy who wrote the article. I assumed (ya I know, never assume) you posted the article (wrote the slashdot article). Do I get a Duh! award?

      A bit of warning would have been a good thing. I wonder if netiquette could be taught here?

      InnerWeb

      --
      Freud might say that Intelligent Design is religion's ID.
    13. Re:Damn you all! by areve · · Score: 1

      I've had this argument with a Mac user before... On the contrary I hardly ever use the minimize or maximize buttons. double click on the title bar maximizes and I don't need to minimize windows because I have a taskbar so I can click directly to them. The close button on the other hand I use all the time. I'm always opening and closing windows. That's my job I think!? I think I only ever use the minimise all windows button in my quicklaunch and it drives me nuts when I end up using a machine that doesn't have it. (I wish it wasn't red in XP though!)

    14. Re:Damn you all! by Anonymous Coward · · Score: 0

      You're right. The UK is quite slow.

  9. Overabundance of links by Anonymous Coward · · Score: 0

    How Sbout slashdot cut down on the amount of links per news story? That would be a nice GUI design. I like to RTFA, but half the time I don't know which link it is. In this case I do though, but it's dead.

  10. grouping as the users expect... by scotty777 · · Score: 3, Insightful
    The trick isn't to show all functionality. The trick is to present the functionality the user needs, in a logical grouping as the users expect it.

    The trick is to balance a few things: Ease of learning for infrequent users, ease of use for heavy users, easy to customize to meet particular user's needs.

    Predictability is the key.

    1. Re:grouping as the users expect... by tylernt · · Score: 1

      "Ease of learning for infrequent users, ease of use for heavy users, easy to customize to meet particular user's needs."

      Which is why I think computers should know the experience level of the user, and adjust accordingly. Have an OS-wide setting "Newbie, Amateur, Expert". In Newbie mode, OS and applications (who read this environment variable) have Clippy, wizards, balloons, popups, confirmation dialogs, and that other crap. In Expert mode, all the fluff is turned off and your computer no longer treats you like a half-wit, brain-damaged, retarded imbecile. Amateur mode is some happy medium.

      Of course, there are some people like Korn shell, vi, or emacs users that would also need a 'Masochist' mode.

      --
      DRM 'manages access' in the same way that a prison 'manages freedom'
    2. Re:grouping as the users expect... by scotty777 · · Score: 1
      interesting idea!

      I see a minor problem, in that sections of a program may be heavily used, whereas other areas are used little or not at all. Ideally, I'd like to have shortcut ways of doing things in those areas that I use heavily. Nonetheless, when I try new (to me) features, I'd like to be in the "easy to learn" mode.

      I see the need for a very high degree of consistancy in the presentation layer. Without exception.

      On the other hand, the underlying functionality layer is the one that needs to have some knowledge of my level of familiarity, and the shortcuts that are available.

      I suggest this: apparent hierarchical functionality organization as a default, with networked (shortcutted) organization for heavy use sections.

    3. Re:grouping as the users expect... by grumbel · · Score: 1

      While the idea is tempting, so far I have never seen it done right and don't really believe its possible to get them right. The problem is that such a feature completly lacks predictability. Questions about how much an expert must I be to use 'expert mode', will it probally hide features that I really need when I switch to newbie and such?

      Debian XFree86 Configtool for example has Expert, Medium and Newbie modes, one lets one go through every detail of setting up monitor refresh rates, resolution and such, the other gives you more or less usefull defaults to select from. However none of them is really useable, Expert requires me to input stuff I have no idea about, Medium gives me shiny 75Hz at max and Newbie gives some even worse settings. A good way would be to let the user go through ALL of these settings at once, start with quite generic 'newbie' default, then finetune where needed, its however not possible with the Debian tool.

      If an app is so full of features that you can't stuck them all in the GUI at once provide a command-line-like way to reach functions and only hook up the frequently used stuff in the GUI (Emacs-like) or provide 'Advanced' buttons in the dialogs that unhide some more settings. Most importantly however make the application configurable, when I need stuff frequently that other peoples might not, I should be able to create shortcuts and menu buttons for it.

    4. Re:grouping as the users expect... by Anonymous Coward · · Score: 0

      no, expert mode requires you to read the screens that tell you that most of the things that it asks for you can leave blank. All the extra screens expert mode show default to whatever normal mode would have used without asking you.

      furthermore, if you reconfigure X a second time in expert mode, all the defaults are taken from your current config letting you "fine tune" the settings.

  11. User feedback by Anonymous Coward · · Score: 2, Interesting

    Part of every software project should be to analyze how the users interact with the software. Using that information, the interface can be tweaked to provide more efficiency and reduce errors. Of course, the customer would have to pay for this but it would probably pay for itself. For example, if a clerk takes two seconds less to input a transaction and there are 100 clerks doing 200 transactions per day, then the company saves 20,000 seconds per day. That's about five hours per day or say $50. That times 200 days per year is about $10,000. So, if the company spends 10k, they get their investment back in a year. That's pretty good roi.

    There should also be a mechanism whereby the end user (clerks in this case) can provide feedback to the developer. I'm sick of hearing: "We can't do that because the computer won't let us." This way, annoyances like that could be flagged as they happen.

    1. Re:User feedback by Slack3r78 · · Score: 1

      Absolutely. A book I highly recommend any programmer read is User Interface Design for Programmers. It's only about 150 pages in length, well illustrated, and easy to understand.

      One thing the author (Joel Spolsky of Joel on Software recommends is conducting "hallway usability tests." Basically, as you work on a program, pull a non-geek to the side, and have them try to use the software while watching how they try to accomplish a given task. This can be done in 5 minutes, is practically free, and (depending on the project) you can use almost anyone - the office receptionist, a visiting friend, it doesn't matter. This is a great way to spot usability problems early on when they're still easy to fix.

      Anyway, excellent book, it's centered around concepts like this with simple mantra to keep in mind. IE: Users don't read, Users are impatient, etc. It really makes to step back and take a look at how an every day person is going to attempt to use a computer, and I feel you'll be a better coder for it.

      Let me just throw in a disclaimer here that I have nothing to do with the book or the author, I was just incredibly impressed with a book I picked up essentially as an impulse buy. It's earned its place as one of my favorite books in my programming library, and was worth every penny I spent on it.

  12. False universals & the inevitability of compro by G4from128k · · Score: 5, Insightful

    Some people love GUIs for the same reason (ease & hand-holding) that others hate them. Some people love CLIs for the same reason (succinct power) that others hate them . Although people like to think there are universal design principles, and there are some, most real world designs require compromises based on the needs and proclivities of a diverse user population.

    The challenge for OSS is that its developers tend create the kind of software that they themselves want. It does not have many developers creating software for a non-developing/non-geek user populations. Thus, OSS will invariably create software in its own image. This is not a "bad thing" unless the only true goal is universal adoption of OSS at the expense of OSS geek-usability.

    The point: you can't please all of the people all of the time. And given the model underlying OSS, it is unlikely to focus on pleasing non-programmers.

    --
    Two wrongs don't make a right, but three lefts do.
  13. heh... by templest · · Score: 0

    The only problem is that the simpler interfaces get for complex apps, the more intricate the code has to get.

    --
    I'm a signature virus. Please copy me to your signature so I can replicate.
    1. Re:heh... by Anonymous Coward · · Score: 1, Interesting
      I don't see why this should necessarily be the case. Could you elaborate your point.

      I'd say if your UI design invades your code, it's a sign of a flawed software design.

    2. Re:heh... by templest · · Score: 1, Insightful

      What I mean is that you have, let's say, you want to make a word processor. You know how most of them have about 200+ different buttons and functions to choose from on 2 - 4 toolbars at the top? Try condensing those into 1 toolbar with 6 buttons. If I recall correctly, there's TextEdit(?) in the Mac OSX that looks pretty sexy, and has almost nothing on the word-processor exept the sheer minimum (Which is what is recommended by this article, no?).

      But now they need to spend a lot more time fiuring out how they're going to put all the features of a Word-Processor in to a much smaller/cleaner design. It's a lot easier to just make a bunch of buttons on the main screen toolbars, each pointing to it's indipendant function, than it is to organize everything into more specific sub-categories and simplified menus.

      The code needs to be tweaked out a bit to accomodate a more complex design (ie: To save a file: File -> Save As.. -> 'Pop-Up Menu', instead of: 'Save Icon' -> 'Type Name'. I know this isn't that complex to begin with, there's bound to be more highly contrasting examples).
      Not just that, but a lot more time has to be invested into the development of the app, because of the more detailed work that has to be done.

      I'm not saying it's a bad thing to make apps with these guidelines. Hell, I've been making my programs with over-simplified UIs for as long as I can remember, because people tend to enjoy the less clutter. All I'm saying is that, a lot more effort has to be put into an app. And OSS dev's might not want to spend more time tweaking a UI, and instead focus on the product's ability (PearPC doesn't even have a UI, aside from third party ones).

      Heh, I think my first post was too over-simplified. ;P

      --
      I'm a signature virus. Please copy me to your signature so I can replicate.
  14. Google cache ... by proxy2 · · Score: 0, Redundant
  15. Amen. by Anonymous Coward · · Score: 0

    Gnome is proof positive that lipstick on a pig is exactly what it sounds like. That a few hearty souls can learn to love it is a cause for lamentation.

    I would say, the object of the UI is to present the minimum number of tools for the maximum functionality, in a layout that requires a minimum amount of explaination based on information it's already collected from the user.

    This is not the linux way, and there are probably a phallanx of penguins carrying torches over to my house right now.

    1. Re:Amen. by scotty777 · · Score: 1
      that seems the most perjorative way of looking at it...

      I think that adhereing to some (any) old UI standard is probably all that's really needed for improved user experiences. two come to mind: The original mac style guide, and the windows 3.1 style guide.

      It is certainly possible to have a "UI Mode" dropdown on the menu bar. This would allow for a "dolled up pig" mode, a Mac mode, a W31 mode, and a "user customized" mode.

      The key is this: everyone should always be able to get back to some "pure vanilla" mode, so that the experience becomes entirely predictable.

      "pigs with lipstick"? They're fine, as long as the user can also go "pure vanilla".

    2. Re:Amen. by bentcd · · Score: 1

      What really amuses me is when you have this super-clever mega-skinnable way-stylish-looking ultracool app with a million themes and skins ... except, of course, a vanilla Windows UI skin :-)
      Some applications just beg to be uninstalled ...

      --
      sigs are hazardous to your health
    3. Re:Amen. by LegendLength · · Score: 1

      I have a similar problem with ringtones, and it drives me crazy. Seems all phones these days come with every type of ringtone other than a standard sounding one.

      After searching through the web for several days looking for a standard ring tone for my current phone I have given up. I am going to have to edit a midi file to beep or something minimal.

  16. One Word... by johansalk · · Score: 2, Insightful


    showing that good user interfaces are not beyond the means of free and open software development

    Firefox

    1. Re:One Word... by MyLongNickName · · Score: 3, Insightful

      Actually, if you read the article, he has a few nits to pick with Firefox.

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    2. Re:One Word... by porneL · · Score: 1

      Firefox was in one of the examples of BAD design.

      Current browser GUI layout is crazy when you think about it:

      Back button = top left
      Close button = top right
      plus typical IE usage:
      Switch between windows = bottom
      Scroll = right

      That is worst Fitts' nightmare! Mouse goes all over the screen!

      In this case mouse gestures are ideal solution, but unfortunately most users are too stupid to help themselves use the software.

    3. Re:One Word... by Anonymous Coward · · Score: 0

      I regularly stumble across annoying Firefox behaviors that could easily have been better. Here's an example from a few minutes ago:

      If you block cookies, it's difficult to locate which sites you've previously blocked/allowed and modify those settings. You should be able to search for domain names and even modify settings for the domain of the website you're currently looking at without going into the options menu (for those sites that yell at you for blocking cookies!).

      I agree that Firefox is one of the most usable open source programs, but it's not perfect by any stretch of the imagination.

    4. Re:One Word... by grumbel · · Score: 1

      I don't really get all the fuzz about Firefox. I mean its ok, it provides the basic stuff and has some additional features for blocking some of the more common kinds of junk on the net and it finally has type-ahead search. But thats really not that much more from the interface point of view then Netscape provided half a decade ago or what the original Mosaic provide, sure rendering engine and such might be a bit better, but interface is mostly still the same.

      What about a browser history that actually shows me what I browsed in some thumbnailed linked graph, showing me from which pages I went to which and such? Might be extremly usefull in some situations and for sure a lot more usefull then a simple list of urls, even a list of thumbnails + urls would already help a lot.

      Another issue, why can't I configure the toolbar freely? I am only allowed to drag&drop a handfull of functions in there, while the menu provides much more, why can't I drag&drop them too?

      How about resuming downloads? Is that finally possible? I mean I could do it with wget since some long long time ago, why do browsers still not support that or why did it take so long in the first place?

      There are a whole bunch of other major or minor issues I have with Firefox. Especially compared to Galeon1.2 or Opera from a few years ago the visible progress seems rather minor if at all.

    5. Re:One Word... by JoshKyle00 · · Score: 1

      None of these really break the rules... Fitts law states that, among other things, the size of the target influences the time it takes to click on something. The smaller (or bigger) something is, the longer (or quicker) it takes to move the mouse there.

      Each one of these things is at the edges/corners of the screen, so the actual size of these things extend infinetly off the screen. Their effective size is really big, making their time to move to very small. The article calls this "throwing" the cursor.

      Now if the button isn't at the actual edge, then yes your point is valid because the size of the thing no longer benifits of that psuedo-infinite width.

      The Back button, the most used button is at the upper left because, at least for Westerners, the upper left corner of a page is the first thing the eyes are drawn to when scanning.

      To understand why scrollbars are on the right, picture a right handed person scanning a real life piece of paper with a pen in their hand. Where's the pen? Usually along the right, moving down the side as they read down the page.

  17. Mirrors by Card · · Score: 4, Informative

    The Mirrordot version and Google cache are also available.

  18. User Interface Design for Programmers by Twylite · · Score: 3, Insightful

    An article with noble intentions, but it falls far short.

    To begin with, anyone involved in UI development needs to read Joel Spolsky's User Interface Design for Programmers .

    From Roe's article:

    Professional UI designers tell us that user interfaces should be the first thing designed when we come to develop an application, and that programmers are incapable of doing this kind of design. They say it can only be done by the professional UI experts; OSS projects don't have access to these kind of people, and therefore can never be truly usable.

    This is like saying all developers care only about performance, and all manager care only about impossible schedules. There are a number of books out there that aim to give developers the skills to design usable interfaces -- in fact some are on Roe's reference list!

    Fitt's law is not the "most basic ... of UI design". Fitt's law has become unreasonably important because UI designers stopped giving users visual cues about keyboard shortcuts. Even my Dad uses the backspace key rather than the back button! Its so much easier. Mouse gestures will also dramatically change the effect of Fitt's law.

    In my experience, the weaknesses of open source UI design are also its strengths: (1) the ability to experiment with new interface metaphores; and (2) the flexibility of the software.

    The more you conform to established metaphores, the more easily you can make your product usable. Creating new metaphores is difficult, and getting them accepted is even more difficult.

    Flexible software typically has a lot of functions and options. The capacity of short term memory is important here: a person at random can remember or concentrate on 7 +/- 2 items at once. At no point should a person be presented with more than 9 items in a selection when one has to be chosen. So there should be at most 9 menus, 9 items per menu, etc. Any more than that and people are operating at less than peak efficiency in order to find the functionality they want.

    --
    i-name =twylite [http://public.xdi.org/=twylite], see idcommons.net
    1. Re:User Interface Design for Programmers by Anonymous Coward · · Score: 0

      To begin with, anyone involved in UI development needs to read Joel Spolsky's User Interface Design for Programmers .

      Did you ever try Joel's software "City Desk". Not exactly the epitome of UI design IMHO. After seeing that, I wasn't interested in paying for his book.

    2. Re:User Interface Design for Programmers by Jameth · · Score: 2, Informative
      Fitt's law is not the "most basic ... of UI design". Fitt's law has become unreasonably important because UI designers stopped giving users visual cues about keyboard shortcuts. Even my Dad uses the backspace key rather than the back button! Its so much easier. Mouse gestures will also dramatically change the effect of Fitt's law.
      Exactly. Of course, KDE Usability had a big argument about doing exactly that so that people wouldn't have to try so hard to learn short-cut keys.

      What was the proposed solution? Place Shortcuts in Tooltips.

      So, when you hover over the refresh button, it doesn't say ' Refresh ' it says ' Refresh (F5) '. Imagine that.

      So, if you're among the camp that feels that the fact that, over a year after the wishlist item was posted, this still is marked as 'New' and nobody has even attempted to impliment it, vote for bug 67178 and try to convince them that such a minor change could make a world of differnce for the K Desktop Environment's usability quotient.

      That's http://bugs.kde.org/show_bug.cgi?id=67178 and click vote and you could help revolutionise the Linux desktop!
    3. Re:User Interface Design for Programmers by Anonymous Coward · · Score: 1, Interesting

      The 7+/- 2 items rule is incorrectly applied here - trust me, this is from some of my colleagues researching short term memory and HCI.

      First of all, memory has to hold a number of things, not just the items in a presented list. For example, what it is that the user is trying to do. Forgetting the immediate subtask is a bad idea (see research on task interruptions). Secondly, presenting a user with a list doesn't mean that they have to "memorise" each item to process it: by way of example, giving someone a list of 10 items should clear their memory of what's in their before they see the list.

      Memory just doesn't work like that. Read up about chunking and the plethora of HCI research into menu design (Google for Howes for an example). People can adequately (and without penalty) be presented with more than 7+/-2 items easily. The important bit is what is in the menu - it should be obvious (therefore not imposing too much cognitive load to detract away from current tasks; and also subject to recognition memory rather than inference or recall), and easy to view, preferably with an "intuitive" position (among other factors, such as not being similar to other items - confusion requiring discrimination). The ideal menu item should be subject to pre-attentional processing (you can see it in proficient users who move their pointer to exactly where a menu item will be before it appears) which doesn't impose any penalty upon a users cognitive capacity.

      And yes, I code FOSS.

    4. Re:User Interface Design for Programmers by TheRaven64 · · Score: 1

      A good start, but then the question becomes `why is the user hovering the mouse over the refresh button?' The answer is probably `to find out what it does.' Why do they have to do this? Because the icon doesn't make it obvious. Raskin makes a good case for replacing a lot of icons with textual equivalents in `The Humane Interface,' a book that should be required reading for anyone designing something humans have to use.

      --
      I am TheRaven on Soylent News
    5. Re:User Interface Design for Programmers by Jameth · · Score: 1
      Flexible software typically has a lot of functions and options. The capacity of short term memory is important here: a person at random can remember or concentrate on 7 +/- 2 items at once. At no point should a person be presented with more than 9 items in a selection when one has to be chosen. So there should be at most 9 menus, 9 items per menu, etc. Any more than that and people are operating at less than peak efficiency in order to find the functionality they want.
      I've always found this particular problem to be extremely troublesome. One solution I have seen is the MicroSoft Office one where menus are self-shortening, which has overall just meant that people have an easier time doing things they found easy anyway and a near-to-impossible time doing things that were once only complex.

      Another solution is the Maya3D one, where what menus exist are context sensitive and the program has three contexts. As an end result, you are essentially using three programs which you can swap between very swiftly. There, the menus are far too long still, but it is a pro tool so some different rules apply.

      The last solution is the Apple solution which is to just remove options which are not needed. This definitely makes for easy to use software, but it also often makes for weak software. For some programs, it is the perfect solution, as those programs are extremely single-purpose (Safari, Preview, iTunes). However, the specification of a single application results in a prolification of applications, which is a whole different problem.

      In general, I've been thinking recently that the proper solution is often the Maya3D solution, a solution that is basically unused. An office suite could have a solid separation between the input of the basic data and the presentation aspects, leaving each section fairly simple. That way, the editing interface would essentially enter data into a template, but you could swiftly switch to the layout interface to change the template itself.

      Of course, that doesn't apply for every program and it introduces the problem that some programs (Konqueror) that try that get of having an inconsistent toolbar set.
    6. Re:User Interface Design for Programmers by Jameth · · Score: 1

      If the argument is that textual equivalents should replace the icons, that just means that the setting in Preferences -> Appearance & Themes -> Style -> Miscellaneous should have 'Text by Application' in addition to 'Icons Only', 'Text Only', and 'Text Under Icons' so that the icons which need it can have it when the others do not.

    7. Re:User Interface Design for Programmers by MullaH · · Score: 1

      Nine items in a selection as a rule falls short when you have to choose from a list of cities, states or even countries...

      The 7 +/- 2 items probably comes from a test where 7 unrelated things are tested, for example pictures shown in succession: tennisball, turkey, car, house, waterfall, calculator and pretty girl.
      After the picture of the pretty girl most guys memories break down and forget the rest.

      But if you need a certain phonenumber you can happilly search for the one entry you need among the thousands that are available in the directory.

    8. Re:User Interface Design for Programmers by ubernostrum · · Score: 1

      The capacity of short term memory is important here: a person at random can remember or concentrate on 7 +/- 2 items at once.

      Actually, these days the IA and usability folks are telling us (web designers, at least) to take Miller's rule of seven with a grain of salt.

    9. Re:User Interface Design for Programmers by Wavicle · · Score: 1

      Okay, I read Spolsky's book on user interface, and this article... I don't find them contradictory. And I don't see why Fitt's law is unreasonably important. If your hand is on the mouse, it will be easier to move the mouse than to hit a key, and the five easiest spots to put the cursor are the four corners of the screen and the spot the it is currently on.

      The more you conform to established metaphores, the more easily you can make your product usable. Creating new metaphores is difficult, and getting them accepted is even more difficult.

      Apple has been wildly successful at creating new metaphors and getting them used. Nobody complained when buttons suddenly changed from "OK" and "Cancel" to "Save" and "Don't Save", even though the metaphor of buttons-as-verbs was pretty non-standard.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    10. Re:User Interface Design for Programmers by fcw · · Score: 1
      The capacity of short term memory is important here: a person at random can remember or concentrate on 7 +/- 2 items at once.

      This is a myth, often attached to bogus claims about the length of phone numbers. Other posters are already providing links to articles that put Miller's research in its proper perspective, but statements about being able to concentrate on at most 7-plus-or-minus-2 items are just wrong.

      Cognitive psychologists don't even recognize the term "short-term memory" any more; they've preferred the term "working memory" since the 1970s.

      At no point should a person be presented with more than 9 items in a selection when one has to be chosen. So there should be at most 9 menus, 9 items per menu, etc. Any more than that and people are operating at less than peak efficiency in order to find the functionality they want.

      This is a wholly mistaken deduction from Miller's work, and should not be used in user interface design. Your working memory capacity, by definition, limits what you can remember, not what you can see or read from what's right in front of you. There are many reasons to consider limiting the size of menus, but working memory capacity isn't one of them. If anything, by artifically restricting the view of a necessarily large number of choices, you're actually burdening the user by forcing them to remember what they could just read off the screen, if only the options were all presented at once.

  19. Blame the egg heads by Anonymous Coward · · Score: 2, Informative

    "Usable GUI Design showing that good user interfaces are not beyond the means of free and open software development:"

    The problem is that open source is dominated by the uber-geeks, and not enough people who specialize in user experience. So obviously, if more GUI specialists got involved in open source, the better the user experience of open source software. (Need I add a "duh" to this?)

    1. Re:Blame the egg heads by ilyanep · · Score: 0

      Let's put it this way, the more users program, the more user-friendly it is.

      I know a little tiny bit of C++, but I don't pursue it because 1 I'm 13 and have no attention span and 2 it's hard to create nice programs with nice UI's IMHO.

      --
      ~Ilyanep
      To get message, take amount of carrier pigeons at each stage mod 2. Then decode binary.
    2. Re:Blame the egg heads by l0b0 · · Score: 1

      You don't need to be a usability "GUI specialist" to get good user interfaces. All you need is a community of creative users interested in the mainstream adoption of the software in question. They will file improvement requests, and the developers can take it from there.

      OT: While I've seen people lamenting the use of Bugzilla to file usability issues, I think it's a great idea. Improvement requests are not bug reports, but should be treated as such, when time allows.

  20. Date with a Macintosh GUI, and simler eXplanations by aLe-ph-1(sh) · · Score: 2, Interesting

    Well, first thing I thought when I saw this was this previous article that was listed on ./. the link is here. It's really a rather good read, especially if your a big fan of Apple like myself. I found a lot of his suggestions to be good guides toward a better GUI, but a few were also a bit flaming. I do like the idea of simplicity, but I also like to be able to delve as deep as possible, when I can, and understand as much as I can shove into this tiny planet-sized brain of mine. I think that after using a lot of different products, and quite a few OS's, well, I can't settle on the perfect list, but this comes close.

    --
    sig!wind down the juuice, let the tubes roar with the glow of alternative powers, not they that be." me, today...
  21. Self-fixing Problem by zx75 · · Score: 4, Insightful

    I wasn't able to get to the GUI Design article, but I read The Economist's one. One telling point I thought was referring to people as Analogues, Digital Immigrants, and Natives. These being people who are unfamiliar with new technology and ignorant of how to use it (note, not 'ignorant' in general, just the classification of the lowest-skill computer user if at all), then those that came to technology and adapted to it, and finally people who grew up in the digital world.

    I think most of this problem is simply the rapid pace of change. We're in the first era that has seen a revolutionary invention go from non-existant to an everyday fact of life in such a short span of time that most people were not only alive when it was something rare and required special talent, but they are still working! The change has simply outpaced a lot of people's ability to adapt to it, so much so that it is shocking to those of us in the 'next' generation that the previous one could be so clueless.

    Its not that they are clueless users, its that they have been thrown head-first into a pond that they vaguely knew existed, let alone how to swim. But the upside is that the problems we agonize over, the clueless user, tech support pains, is for the most part a self-fixing problem. In 30 years the older generation will have retired and moved on, while those of us who will take over for the most part are native users, we grew up immersed in technology and rapid change. Thus in another couple of decades, the problems of technological ignorance and inability to use modern systems will dwindle away. Not that it will ever disappear, there will always be people unable to grasp these things, but the fact that everyone has grown up with this knowledge will all but eliminate a lot of the problems we're dealing with today.

    There will always be bad interfaces, unusable technology, its a given. But if this rate of rapid change continues, in a generation's time everyone will have been born and raised in an environment of rapid change and cutting edge technology. It will be commonplace, and I think that the issue of entire segments of the population being unable to adapt will no longer exist.

    --
    This is not a sig.
    1. Re:Self-fixing Problem by Anonymous Coward · · Score: 0

      So what you're saying then, effectively, is:

      1. Write app with shitty interface
      2. Wait 30 years
      3. ???
      4. Profit!

      Sorry.

  22. Slashdot vs K6-233 by tonywestonuk · · Score: 2, Funny

    IN THE RED CORNER
    we have a trembling k6-233, never done any harm to anyone, never let you down since the day you purchased it, but worked away slowly processing any task thrown at it.

    IN THE BLUE CORNER
    We have the Might of a front page Slashdot Effect

    Secounds out, Round 1. Ding Ding......

    .....

    Will there be a burial at dawn?

    1. Re:Slashdot vs K6-233 by BenjyD · · Score: 2, Interesting
      bdr@trillian:~ $ uptime
      17:47:03 up 5:14, 2 users, load average: 0.07, 0.09, 0.06

      Hah! My feeble pipe means my 233Mhz laughs at the Slashdot effect. I'm going to stop posting now and save some bandwidth for readers.

    2. Re:Slashdot vs K6-233 by Anonymous Coward · · Score: 0

      they have a fight, slashdot wins. slashdot man.

  23. back button left/ scroll bar right by clickety6 · · Score: 1

    The article gives an example of enlarging the back button as this is most used by users. I think a better improvment would be move the buttons to the right hand side of the screen (you can do this in Firefox!) so they are near the sroll bar which is the widget that I probablyu used second-most-of-all ! In fact, just drag the back button over and it's easy to hit as nothing else is there!

    --
    ----------------------------------- My Other Sig Is Hilarious -----------------------------------
    1. Re:back button left/ scroll bar right by SirTalon42 · · Score: 1

      I never touch the scroll bar because I got a mouse w/ a scroll wheel. Also in my browser (Konqueror) if I want to go back I just right mouse click and bring it down a little and to the right (just a few pixels) and release and I will go back (cause that triggers the 'Back' entry in the right mouse context menu ;-)).

      This just shows that one UI isn't suitable for everyone.

    2. Re:back button left/ scroll bar right by Anonymous Coward · · Score: 0

      I think a better improvment would be move the buttons to the right hand side of the screen (you can do this in Firefox!) so they are near the sroll bar which is the widget that I probablyu used second-most-of-all ! In fact, just drag the back button over and it's easy to hit as nothing else is there!
      ---

      Which is fine if you use scrollbars (I prefer the mouse wheel or page down if I'm using a keyboard). I often wonder where a lot of interface designers are coming from - their suggestions seem to force changes for novices users onto the power users. I have a real problem with Fitt's law: that it requires excessive movement of the mouse.

      If we want to make user interaction useful then the user should not be forced to move their pointer too far away from their work.

      It is possible to get very usable interfaces that are perfect for power users and speed up work time by totally dropping most of the 'useless' novice features of the interface:
      1) Button bars - mouse gestures are quicker and more powerful.
      2) Pull down menus - these are pure evil and have no place in a modern GUI. The pop-up menu is faster and more context sensitive.

      The other advantage to removing button bars and menus means that the users gains more application work space - for the *important* stuff.

    3. Re:back button left/ scroll bar right by mrchaotica · · Score: 1

      And I (almost) never touch the scroll bar because I have a (smaller size) laptop and it's easier to hit the arrow keys to scroll, and Fn + arrow keys for page down, etc.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    4. Re:back button left/ scroll bar right by maxwell+demon · · Score: 1

      But then it's probably easier to hit Alt+Left than to hit the back button, too?

      --
      The Tao of math: The numbers you can count are not the real numbers.
    5. Re:back button left/ scroll bar right by mrchaotica · · Score: 1

      Actually, no. My keyboard has an option key -- I would have to hit fn + option + left. (I have an iBook)

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  24. flying colors by Doc+Ruby · · Score: 2, Insightful

    UI-centric design makes sense for the UI layer. For the logic and data layers, the equivalent design consideration is API design, which is not as compelling as functional design, including maintenance features. Dictating the whole application's design by the UI is like flying not just on one wing, but on no wings, or engine, just the cockpit dashboard. This balance is one reason to have one UI-centric person develop the UI, a data person develop the data layer, and someone with knowledge of the actual business executed by the application designing the logic layer that ties them together. We don't make one engineer design all the devices in a 747 or F16 - they'd crash, even if they looked great going down.

    --

    --
    make install -not war

    1. Re:flying colors by MikeBabcock · · Score: 2, Interesting

      There was a really good (TLC?) episode about designing modern jet fighter aircraft. They spoke of two things: making it fly, and making pilots able to fly it.

      It seemed that with all the control surfaces necessary to make this plane (new F-16?) fly, it would be impossible for the pilot to successfully fly the plane in combat (or at all?).

      Instead, they engineered the plane the way they wanted, essentially ignoring the pilot's limitations and then wrote a software interface between the pilot's usual tools (pedals, joystick, etc.) and the plane's mechanics. They ran top gun pilots through flight simulators while listening to their comments ... "it should have banked harder to the left" or "why did it stall? I increased power ..." After much tweaking, they had a software system that "understood" what the pilot expected to have happen from their control of the plane and the plane could be made to do those things (within its limits) by the software.

      Designing UIs should be similar. Where I work we design database systems that are used, in part, at both POS and for data-entry clerks. The UIs for each are quite different but related. The POS worker shouldn't have to navigate menus, etc. to get a sale completed; the system simply runs through the normal questions one after the next with "ENTER" alone doing the right thing most of the time.

      Data entry clerks are asked for several starting pieces of information (type of customer/transaction, etc.) and then presented with a form that allows them to simply keep typing without moving their hands almost at all.

      In cases where redundancy sets in (entering 50 of something slightly different), filling in the fields automatically is also possible.

      I shouldn't have to navigate a word processor's menus to spell-check my document, or to change the margins, or to move text around, etc. And for the most part, modern word processors are fairly well-designed beasts (being heavily used by many people).

      Good UI design takes a lot of thought, and user testing, and ignoring your "instincts" as a programmer sometimes -- your users probably aren't programmers.

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:flying colors by Simon · · Score: 1
      UI-centric design makes sense for the UI layer. For the logic and data layers, the equivalent design consideration is API design, which is not as compelling as functional design, including maintenance features. Dictating the whole application's design by the UI is like flying not just on one wing, but on no wings, or engine, just the cockpit dashboard.
      That's absurd. If you don't know what the UI is going to be then how the hell do you know what the logic and data layer must support in order so that you can build the UI on top???

      And of course the UI designer doesn't design the software under the UI, that's the job of a Software Engineer. The UI designer creates the specification for UI and then gives it to the SE who takes it plus any other technical specs (such as which CPU/OS) and then designs and implements software itself. That is UI-centric design. Everything is directed toward supporting the user and UI, and that is where you begin.

      And as for the other poster and designing the F-16. Computer applications and fighter jets are totally different situations when it comes to design.

      --
      Simon

    3. Re:flying colors by Doc+Ruby · · Score: 1

      I don't know how many actual systems you've built, or how good they are, but I'd say "not much". There are already a lot of important systems already working, to which we interface - especially on networks, and not just the Internet. Reusing those resources is required, and that means some further requirements that have little to do with the end user, though there's not necessarily a conflict. That's why n-tier development is the proper model for managing projects that can prioritize the user, partly by keeping them out of the cycles that don't directly affect them. Lots of times we're improving existing software by adding a new UI to it. That's important, but it doesn't mean redesigning the legacy system. And practically every system becomes a legacy system. So the same design principles apply.

      --

      --
      make install -not war

  25. Eats, shoots and leaves... by mgkimsal2 · · Score: 0, Offtopic

    Go read Eats, shoots and leaves for even more.

  26. it's all good by roman_mir · · Score: 1

    and the links on the bottom lead to all the right places, so how come there are still so many bad GUIs around? My last project involved building a GUI except for other things, and I can tell you, a shift in paradigm in the right direction can really do wonders. You can have a bunch of text boxes with pixel offsets, if you want to allow user to do layout of some graphical box with some text on top of the screen (text overlay on a video output,) or you can give the user a scaled representation of the screen and let him(her) move the graphical box around that screen, while watching how the real box moves across the real video screen, and then allow the user to do precise positionning by 1 pixel with the arrow keys. That's a paradigm shift and it is both visually pleasing and more functional than typing in precise coordinates (especially if the precise coordinates do not really matter, but you have to realise that they don't matter and often we don't think like that, we think - the user wants to do precisely this, but the user does not know and/or care about precision, (s)he only cares about approximation that gets the job done.) So it is hard to realize such things and it is kind of counter intuitive to people who think in precise terms. How do you teach that? You go over many variations of interfaces on the same idea and you show different possibilities. I discovered this through trying to think like my user, and it's not obvious. Maybe my university HCI courses paid off after all? :)

  27. Article completely forgets about active boarders by djcapelis · · Score: 1

    Personally, when I hit the edge of the screen it changes to the next active desktop. It's a very useable setup and I personally think that once we finally get people to realize the power of virtual desktops then that's the future of minipulating them.

    So his statement that it's easy to hit a 1-pixel button on the edge of the screen is very inaccurate. In fact, please keep the scrollbars 1 pixel away so we don't constantly have people ramming their pointer into the sides of the screen, it will be damaging for future usablity if we all do decide that active boarders is the way to go.

    --
    I touch computers in naughty places
  28. Trival widget issues by bburdette · · Score: 3, Informative

    I think most of the issues the author raises are pretty minor. Saving a mouse click here or there is convenient, yes, but its trivial compared to real usability issues like how do I use this application without reading a manual? Large, well placed, and convenient buttons are useless if the user doesn't know what to do with them. Having a good help system that explains the purpose of the different elements of an app is essential. There's nothing worse that being stuck in a completely opaque application with no clue as to how to proceed, and the help system has no answers. For me this kind of program is CAD or (at first) the GIMP. For some users this opaque program is mozilla or outlook. From what I've seen these programs don't really cater to the beginning user that well, there's nothing to really explain the basics like what is email, the difference bewteen a browser and the internet, what is a scroll bar, etc.

    Which brings me to the topic of widgets. Why can't you help-click on anything in your gui and have it explain itself? One obvious problem with such an elaborate help system like that is that the infrastructure for it is a lot of work to build. Why should I have to explain what a scroll bar is to some noob, I'm trying to write an email client here! That's why the widgets should have help built in to them.

    The other thing is that a lot of the author's issues are with widgets, like scroll bars that don't go to the edge of the screen. Like most developers have control over that! 99% of developers will never bother to develop their own scroll bars to get that extra pixel. And if they did, every application would have different widgets, and that would suck too.

    All that said, I do like the point about only showing the user what is really needed. Lately as the app I've been working on has grown, the menus and toolbars have begun to look more and more intimidating. Its much better to keep what the user can see down to a small set of frequently used items, and tuck the esoterica away. Otherwise they end up having to ask themselves whether they are supposed to know what every obscure menu item does, and its a lot of work to know what is important and what may be safely ignored. And that's what I want to minimize: the amount of knowledge the user needs to know to get the job done.

    1. Re:Trival widget issues by MikeBabcock · · Score: 1

      Oooh, scroll bars. I hate scroll bars. That is to say, I love them telling me where I am in a document and how big the document is compared to what I'm looking at (thank-you Microsoft for the variable-sized scroll region), but most people don't even know how it works (really).

      I know, I know, scroll mouse.

      Here's an idea: the user moves their cursor near the bottom of the screen and *isn't* highlighting, etc. and doesn't jerk the mouse back up (indicating the following wasn't what they expected), scroll down for them to see more document ... slowly. And while you're at it, highlight the scrollbar with a little question-mark bubble next to it that they can click to find out "hey, I'm scrolling for you, wanna learn how this thingy works?"

      Just an idea -- lots of things can do this.

      PS, yes, I know, its like clippy in MS Office. You know what? People love the help if its useful. Non-experts hated clippy because it was annoying to be told things you didn't want to know or need to know right then ... but once they knew how it worked, they used it.

      --
      - Michael T. Babcock (Yes, I blog)
    2. Re:Trival widget issues by Anonymous Coward · · Score: 0

      These widget issues are not trivial. Saving a mouse click here and there adds up to a lot of mouse clicks after using an application for an hour or more. The annoying dialog boxes which simply get in your way are also an issue. Without those 'minor' problems the user is actually able to USE the application instead of having to break his concentration and FIGHT the dialog boxes or carefully pilot his mouse to the buttons and scrollbars.

      Without the above issues, the application becomes a bit less-hated and more useful, a huge leap forward for OSS.

    3. Re:Trival widget issues by zx75 · · Score: 1

      One of my big beefs with a lot of 'user-friendly' design is the very tucking away of esoterica, mostly because its done so badly.

      A clean, easy-to use, visible options design shouldn't do its best to hide the advanced functionality from ever being seen. Too often I have spent looking for a piece of functionality that I know exists in a program, only to spend 20 minutes clicking through dozens of Options, Advanced Options, Preferences, Other Preferences, Misc.. etc menus before I find what I'm looking for (if I do at all).

      Good UI design should make it easy to use for a novice to access its basic functionality, but if its going to tuck away its advanced uses, they need to be layed out logically enough that they can be found easily *for someone who is looking for them*.

      --
      This is not a sig.
  29. My pet UI peeve by LarsWestergren · · Score: 2, Insightful

    The UI design failure that annoys me the most is media players that the developers obviously have spent a long time getting the user interface to look like a panel for an expensive car stereo or DVD player.

    Why tiny little buttons jammed close together that are hard to see and click correctly? Sure, in a car dashboard space is expensive, but when you are looking at a film on your computer screen you are going to use fullscreen and have the controls hidden most of the time, so when the users wants to see them, why not make them big with clear lables?

    Especially gratuitous is when a player has new controls that are specific to a DVD player, such as a subtitle/audio selector or a click/draggable progress bar. The developers often don't integrate this with the main controller (cause there is no analogy in a car radio, which appearently makes them confused) but instead the player opens other windows with a totally different look and feel. Or if they DO include it, it is often also tiny, squeezed in between the play button and the usually useless "eject" button for instance. This is especially bad with the progress bar or volume bar where you might want to have fine selection resolution. Why not put these controls along the lower edge of the film screen where they can be stretched out? (I think Quicktime and *yech* Windows Media Player gets this right. Haven't used them in a while though, I might be wrong.)

    Xine, mplayer to mention two have this problem of suffering from the Car Stereo look for controllers. Lots of mp3 players the same. Ok, they can be skinned differently... but why such as bad default, and why do all have to have their own format for skins?

    (On a related topic, while I'm stil whining, I have yet to find a media player under Linux that allows you to select smoothly with a scrollbar where in the film you want to jump down to seconds. Xine for instance jumps 1 minute back or forth when you use the arrow keys to skip. When you drag the scrollbar it doesn't show where in the film you are, and it has a minimum resolution of something like 30 seconds, so it snaps to the closest 30 second segment start when you let go. I think mplayer is similar.)

    Now, all this said, I do appreciate the great work people put in in making open source players that I can enjoy. If you are one of these developers, feel free to flame me for complaining instead of contributing.

    --

    Being bitter is drinking poison and hoping someone else will die

    1. Re:My pet UI peeve by Anonymous Coward · · Score: 0

      "The UI design failure that annoys me the most is media players that the developers obviously have spent a long time getting the user interface to look like a panel for an expensive car stereo or DVD player."

      Indeed. While scrollwheels might be the best invention ever on video-players (which ironically are still notorious for being confusing to use), the worst has to be the smooth circle that every software DVD player has put on the screen. What're we supposed to do with that? Where's the play button? Why is there an "eject" button that closes the program? mplayer was one of the worst - I closed the control panel and the video I was watching disappeared. That doesn't normally happen when you put down the remote-control on a physical object.

      How hard can it be? Start, stop, rewind. Windows Media Player 3 had it about right. DVD software could learn a lot from Audacity in terms of usability (not that any developers care, as far as open-source media players go)

    2. Re:My pet UI peeve by maxwell+demon · · Score: 1

      That minimum resolution part may well be due to the MPEG stream. MPEG stores only some of the frames completely (called I frames or keyframes), the rest contains just the difference to the previous frame (actually it's even more complicated). Therefore jumping to a position where there is no keyframe isn't that easy (you'd have to go to the keyframe, and then step by step move through the frames to the destination frame). I don't know how far apart the keyframes are, but I can imagine that those ~30s might be just that.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    3. Re:My pet UI peeve by LarsWestergren · · Score: 1

      Ahh, I see. Thanks for clearing that up.

      --

      Being bitter is drinking poison and hoping someone else will die

    4. Re:My pet UI peeve by grumbel · · Score: 1

      While its true that those keyframes make it more difficult to jump forward and backward in a MPEG stream they by far don't make it impossible, they just require a little bit more work on the programmer side, a bit buffering here, a bit load-ahead there and predictable and preciese forward and backward shouldn't be much of a problem. This is actually one example that shows pretty good that usability is not just about the user interface, but also about the features that the underlying code can support. A video library that can only decode a MPEG stream in one direction and only jump across keyframes, simply makes it almost impossible to implement a proper UI on top of it, since the library simple can't do what a good UI would require.

      After all one of the reasons I like Alsaplayer so much is that it supports freely seeking forward and backward in an MP3 streams, it even allows playing the backwards and at different speed, don't know any other player that can do that. Alsaplayer is however just a music player, not a video one, which there would be video players just as easy to use as alsaplayer.

  30. on the contrary by scotty777 · · Score: 1, Informative
    The gas pedal is on the right, and the brake is to its immediate left.

    The automatic transmission shifter sequence is Park, Reverse, Neutral, Drive, Low, [Lower, [Lowest]]

    Th automatic transmission gear slector must be labled as Park, Reverse, Neutral, Drive, Low ... or with the letters P, N, D, L ...

    The car turns toward the right when the stearing wheel is rotated clockwise.

    These standardizations are mandated by law, and have been in the USA since the 1960's. Prior to that time, shifters had various orders, and there was lots of discussion about which was best. Accidents happened when folks picked the wrong gear inadvertently. The popular public demands for safety that resulted in mandated seatbelts also resulted in automobile UI standardization of gearshifts...

    1. Re:on the contrary by chrisbtoo · · Score: 4, Informative

      The automatic transmission shifter sequence is Park, Reverse, Neutral, Drive, Low, [Lower, [Lowest]]

      But the parent was talking about a manual gearbox. Maybe the positioning of those is mandated by US law too, but I've certainly driven manual cars where the reverse gear has been in the top-left (left of 1st) and the bottom-right (below 5th, right of 4th) and, I think, bottom-left (left of 2nd). Additionally, sometimes you have to pull/raise some sort of flangey thing and others you push the entire stick downwards in order to change to reverse.

      Plus, there's always the differences between indicators and wipers (sometimes they're switched).

      Without doubt, though, the biggest problem that comes through lack of standardisation is the position of the damned fuel tank filler. If I had a dollar for every time I'd had to get out of a rental car to figure out where the hell it is, I'd have... like... $10.

      --
      Registering accounts later than some other chrisb since 1997
    2. Re:on the contrary by Anonymous Coward · · Score: 0
      Are drivers of cars with automatic transmission assumed to be less capable of adapting than drivers of cars with manual transmission?

      While it's standard in cars with manual transmission that gears increase from front to back and left to right, the placement of reverse varies, and that's the most likely gear people would have problems with.

      Mine has:
      R 1 3 5
      2 4 6
      But variations such as
      1 3 5
      2 4 R
      are common.
    3. Re:on the contrary by Hognoxious · · Score: 1
      I've certainly driven manual cars where the reverse gear has been in the top-left (left of 1st) [...] Additionally, sometimes you have to pull/raise some sort of flangey thing and others you push the entire stick downwards in order to change to reverse.
      You should try a Citroen 2CV! The lever doesn't move in a plane, it goes in and out (of the dashboard - pretty much horizontally) and rotates. Takes a while to not hit reverse instead of 2nd/3rd.
      Without doubt, though, the biggest problem that comes through lack of standardisation is the position of the damned fuel tank filler. If I had a dollar for every time I'd had to get out of a rental car to figure out where the hell it is, I'd have... like... $10.
      Which one was it that had the cap hidden by the rear numberplate - a Chrysler? Of course if the hoses were three feet longer (and I'm sure they used to be) at least it wouldn't matter which side they were. Presumably some pointy-haired MBA came up with the idea of saving $£ by making them shorter.
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    4. Re:on the contrary by gowen · · Score: 1
      You should try a Citroen 2CV! The lever doesn't move in a plane, it goes in and out (of the dashboard - pretty much horizontally) and rotates.
      Citroen Dianes are like that too. Urrghhh. And I remember something weird about Fiat 126s, too, but that was my mum's car, and I've never driven one.
      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    5. Re:on the contrary by toddestan · · Score: 1

      Let me guess, you drive a German car? Every American and Japanese car I can think of does:

      1 3 5
      2 4 R

      Unless it's a six speed, then it's:

      1 3 5
      2 4 6 R

      It's only the German cars which like to constantly switch the locations around for reasons I don't understand.

    6. Re:on the contrary by jfanning · · Score: 1

      What do you mean about the fuel filler?

      Japanese cars have it on the left, European cars on the right. What more do you need to know? :-)

    7. Re:on the contrary by DaemonDazz · · Score: 1

      Not true. I have a Japanese car (Subaru) and it's on the right.

    8. Re:on the contrary by Hognoxious · · Score: 1
      Citroen Dianes are like that too.
      They're basically the same as a 2CV but with less interesting headlights.
      Urrghhh.
      Seconded.
      And I remember something weird about Fiat 126s
      There was a car that had a "cartesian" gear-lever that stuck out of the dash, but I thought that was a Renault 5 (of course, there could be more than one. You'd hope not, but there could be).
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    9. Re:on the contrary by jfanning · · Score: 1

      Its always the exception that makes the rule :-).

    10. Re:on the contrary by yakovlev · · Score: 1
      The automatic transmission shifter sequence is Park, Reverse, Neutral, Drive, Low, [Lower, [Lowest]]

      This was a stupid decision. I don't know how many times I've gotten in an automatic and thought: DRIVE SHOULD BE LAST!!!! That way there would be no more futzing around trying to find it every time I want the vehicle to go forward. Drive and Park are the two that get used the most, and as such should be on the ends. Reverse is the next most used, and it goes best next to Park, where it is as far away from Drive as possible, but is still relatively easy to find.

      Putting Low on the end was a stupid user interface decision that went so far as to be codified as law. This is actually one of the few truly bad user interfaces found in cars, which are usually the model of usability.

  31. Be glad you're name isn't Mike..... by BorisSkratchunkov · · Score: 1

    I just noticed that the URL has the name "Ben Roe" in it....strangely enough, this reminds me that we should all be thankful, this Thanksgiving season, that the URL was not http://www.mikeroe.com/, for if it were, Microsoft could've sued! The horror!

  32. TFA misses some key points by RealProgrammer · · Score: 1

    The Fine Article, in its point 0, says that the user isn't trying to use the program, they're trying to get their work done. That's correct. Think of your program as a screwdriver. What's the user interface on a screwdriver? A handle. When's the last time you had to think about the handle on a screwdriver? That's a good interface.

    (I don't want to get sidetracked with tool analogies, so I won't talk about why a Leatherman is good while a Swiss Army Knife is bad. Ok, I will: it's easy to access all of the functions of a Leatherman, because of the way the blades and such are arranged, but it always takes me fumbling and cursing of fingernails to get at the right part of a Swiss Army Knife.)

    But TFA is mistaken to say that Ficks Law dictates placement of controls in a GUI. There are othe factors at work.

    English-speaking readers (and anyone else who reads left-to-right) have been trained to read left to right, top to bottom (LTRTTB). Therefore the most important spot on the screen is the upper-left corner. Since 'Back' is the most oft-used function, its control should be in the upper-left corner.

    In general, location should be sorted by relevance, since you really don't know where the mouse pointer will be. Vision is random-access, but search patterns for a person's focus are dictated by the LTRTTB training. Developers targeting, e.g., East Asian or Semitic readers (who may read in a different direction) may want to take that into account.

    The other principle is cleanness. Common functions should be easy to invoke, while dangerous hacks should take more work. In no case should a user have to look outside the program to find information needed to navigate it. I cry foul on cheat sheets.

    Just my take.

    --
    sigs, as if you care.
  33. This is what I do by localroger · · Score: 4, Informative
    My job is to write software for industrial controllers. Most of the people who do what I do are not "programmers." We started out as technicians or engineers, and cracked the manual the day a "programmable" device arrived on our bench.

    Poor user interface design is the second biggest failure of this kind of software. (The first is failure to plan for failure, but that's a different problem.) The problem isn't that guys like me don't understand how to design a user interface; it's that we don't even think about it because we tend to be thinking in terms of the process or machine rather than the human user.

    There are no universal guidelines for how to lay out a user interface. The only sure method is to code it, then try using it and see if it feels natural. Often an interface that "follows the rules" will feel clunky in use, and when that happens you should rewrite it and try again until it is intuitive. When you've gotten it to feel right yourself, you should put it in front of the people who will use it all day long and see how they like it. And you should be willing to rearrange it until they find it natural and intuitive.

    One reason those field-programmable controllers have become so popular is that people like me, working in the field, can do this. If a manufacturer builds, say, a batch process controller, it must implement every possible function that any process might ever need. This usually results in a bewildering user interface since most actual processes will only use a fraction of the controller's functions. By writing a custom controller in a programmable device, I can give the user just the controls he needs to do his job.

    It used to be a once a month occurrence for us to get a service call along the lines of "our scale is only weighing about half what we put on it," because a user accidentally switched from pounds to kilograms. Newer devices let us turn off modes the end user will never use, and the result is less friction all around.

    It goes without saying of course that you put the most-used controls where they are easiest to find and most obvious, you only put controls that are used constantly where they are always visible. You always provide keyboard shortcuts for EVERYTHING. Especially in the workplace, day-in day-out users will learn all those shortcuts, but the temp timer needs the GUI. Both are absolutely necessary. Not putting in keyboard shortcuts is the single biggest screw-up in industrial GUI's I have used.

    The art comes in determining what controls are really used most often, and when things like confirmation dialogs shift from being a useful safeguard to an annoyance. I can't begin to count the times when I've installed a relatively simple system only to find that some control I'd buried in a deep menu is used much more often than I'd realized. Usage patterns are often radically different in simulation than they are with a real machine connected to real processes. The job isn't done when you close the build file and put field installation on your calendar; you will almost always have to refactor at least once based on end user feedback. If you don't plan for this and budget for it, it's a big, big mistake.

    --
    Brackets contain world's first nanosig, highly magnified:[.]
  34. Re:Article completely forgets about active boarder by yohan1701 · · Score: 1

    I agree besides, I don't even run any off my apps maximized anymore. Damn windows defaulting apps to be maximize annoys me to no end.

  35. Computers will be more user-friendly if: by master_p · · Score: 0

    The problem with the computer's user-friendliness starts from the CPU. Fix the CPU, and many problems will just go away.

    It may first seem to be no connection between the problem of usability and the CPU. But, if you think about it:

    -computers would be way more friendly if applications were easier to make.

    -in order to make easier applications, a new application model is needed. Something that separates the data from the view from the controllers. It is very difficult to concetrate on all the sides of an application. It would be much easier if one person could design the GUI while another one designs the model while another one programs the logic. And it has to be truly object-oriented.

    -in order to make this easier application model, support is needed from the operating system. There is a need to go from processes to objects.

    -In order to go from processes to objects, hardware support is needed. Todays CPUs offer isolation between processes, but not between objects. A missed opportunity was with the segmentation architecture of 80x86 that is not used by modern operating systems.

    So there it is. Hardware support (or the shortsiteness of CPU engineers) can be partially blamed for the monolithic application model of operating systems; the monolithic application model makes application development difficult, and thus GUIs are not a top priority when making applications that are especially complex.

    One would say that the Apple's Macintosh has the best GUI while operating on traditional operating system design. Well, that's true, but usability extends *beyond* pretty widgets laid out nicely.

    Let me give you an example of a usability problem: the e-mail applications. Every e-mail received from one e-mail application is not shown in the others (unless of course the e-mail stays in the server), simply because the data model is not separated from the application.

    There are even more problems regarding the usability of computers:

    -computer files not 'strongly typed'; files are not objects in some permanent storage but rather blobs of bytes. This leads to several problems:

    a) viruses disguised as useful programs.

    b) files destroyed from implicit actions of applications not intended to handle them. For example if I open a Word document with Wordpad, I might destroy some part of the document.

    c) open source apps can't handle proprietary-format files, thus spending too much time on reverse-engineering formats (instead of focusing to the GUI and its usability issues).

    The usability problems continue:

    a) when a font changes, some applications may not be immediately scalable, because applications can not be notified if fonts are changed (at least on X Windows).

    b) drivers are not hot-swappable (or at least truly isolated from the rest of the system/kernel). This leads to all problems like crashing PCs etc that the other article says.

    c) Distribution of updates is difficult. An application's GUI can't easily be replaced with something else. The whole application needs to be re-downloaded, even if I only want to make a simple change like changing the browser's back button.

    1. Re:Computers will be more user-friendly if: by Eravnrekaree · · Score: 1

      The issues regarding seperating different areas of program design can be easily addressed at the software level, and have been with object oriented languages, like Java, Perl (my preferred language), C++, among others. It is possible to place program logic in methods in one object and call those from some a seperate UI component. Object oriented environments which provide seperate spaces for the objects are widely avialable and easily done in software. Putting such things in the CPU would certianly not make them any eisier or more likely to be used, and I dont think that the CPU is the right place for an object oriented programming environment :-). The CPU cant easily be changed or reprogrammed if there is a bug which is why we dont build operating systems and complex software programs into them but instead put those things into software levels, which works well.

    2. Re:Computers will be more user-friendly if: by mkosmul · · Score: 1

      Yes, you can pack all sorts of intelligent algorithms into your programming language (and this is quite often done now), but the CPU as it is today works at the lowest level with just electric signals. Maybe we can move to another technology, so it will not be electric but rather optical. Or we can even use living cells to do the calculations for us - whatever. Either way, there are going to be people who have to work at the lowest level near the hardware. Others, who don't need that can get their programming tasks done faster thanks to modern programming languages, but the CPU itself is (in a way, by definition) very primitive. If it starts getting smart, we don't speak of the CPU itself anymore, but rather of the firmware that runs on it. And that's software. Oops, that software must talk to the lower level - that primitive CPU. You can't get away from that. If you made your CPU 'smart', you would really be creating an operating system for it.

      By the way, there were quite a few good reasons for using paging instead of segmentation in modern operating systems.

      -computer files not 'strongly typed'; files are not objects in some permanent storage but rather blobs of bytes. This leads to several problems:

      Files on my hard disk are in some permanent storage (if the disk doesn't break). And yes, I can open each file in any application I like if that's what you mean by 'not strongly typed'. And that's the way it should be. I use a different application for viewing my images (fast and lightweight) than for editing them (heavy but with lots of editing tools). I can run a script (thus treating it as an executable) but I can also treat it as plain text and edit it with my favorite text editor. Yes, reasonable file associations are important, but if I really want to edit some file byte by byte with a hex editor, I should be allowed to do so.

      a) viruses disguised as useful programs.

      Even if your suggestions were introduced into mainstream computing, I highly doubt virus writers would label them with the application/x-virus mime type. Other than signing all software, there is no way to tell a virus from another program for sure (virus scanners use heuristics etc. but you don't really know for sure until some human labels a piece of code a virus and adds it to a virus database). And signing leads to problems: either the OS allows you to run unsigned apps after confirmation (which leads to users clicking OK to any dialog that pops up) or to the system only allowing signed code to run which leads to lock-in, freedom deprivation and terrorism :)

      b) files destroyed from implicit actions of applications not intended to handle them. For example if I open a Word document with Wordpad, I might destroy some part of the document.

      As mentioned above, file associations are probably such that you had to explicitly tell the system to open your file in that particular application. If you really want to shoot yourself in the foot, do so.

      c) open source apps can't handle proprietary-format files, thus spending too much time on reverse-engineering formats (instead of focusing to the GUI and its usability issues).

      It is very sad, but if OpenOffice wasn't able to open most Word files, hardly anyone would use it no matter how great usability it would have. Period. Life is brutal, proprietary data formats are a pain to work with but sometimes supporting them is simply a must.

    3. Re:Computers will be more user-friendly if: by ratboy666 · · Score: 1

      mkosmul:

      Ok... give me three reasons why paging is superior to segmentation.

      I'll start you with one (as a freebie): steady state vm overcommit is not possible on a variable length segment system. And I can show you an approach to get around that problem as well -- but I'll leave it as an exercise for you.

      Your turn for two and three.

      As too the rest... if we truly had OOP methodology, something like platform neutral methods (think Smalltalk or Java) would be a part of the WP document. It would be responsible for INTERPRETATION, and the rendering would then be on the GUI side, along with command and control.

      Honestly, my typical documents and spreadsheets weigh in at several megabytes, so why not?
      It's because the industry gives lip service to OOP -- but when it comes time to shit or get off the pot, most back away from the idea. Indeed, MS *almost* went there (embed "BASIC" macros into WP documents), but didn't take it to its logical conclusion -- the document *is* the back-end of the word processor.

      This also eliminates problems with opening the doc in another application -- and partially eliminates "viruses".

      In this senario EVERYTHING is a virus, but runs in a sandbox, and can't do anything to other objects. No need to download "applications" (well, you still need the containers, but each of those should go through a user check).

      Ratboy.

      --
      Just another "Cubible(sic) Joe" 2 17 3061
  36. Google cache sucks by baadger · · Score: 1

    Dispite the fact the article isn't at all graphics heavy. Google cache took bloody ages to load up here in the UK but interestingly enough Google's Text Only cache works great

  37. Maximise Settings by jackqu7 · · Score: 1

    For example, I never use the Anjuta IDE in anything but a maximised window. Anjuta defaults to an window almost as large as my screen when opened, with the top left corner about three pixels from the corner of the screen.

    This is the one thing that really annoys me about Anjuta. Synaptic does this as well. I thought it may have been my system, but apparantly it's like that for everyone.

    It's a really small problem, but extremely annoying. It would be great to see this fixed.

  38. Another Tip: Don't Use So Many Toolbar Buttons by smug_lisp_weenie · · Score: 3, Insightful

    Toolbar buttons require a lot of work from the user- You have to memorize them, or take time reading the tooltip to learn what they are for. Usually it is much better to put commands into menus with regular text since you can tell what they do by their text.

    However, sometimes a command is used so frequently that it is worth forcing the user to learn to use a toolbar button, because toolbar buttons have some important advantages:

    1. They take up less space and because of that can be left on the screen all the time
    2. The human eye is great at recognizing toolbar icon once they're meaning has been learned

    But usually, making a toolbar button for a command is a bad idea, unless you know otherwise. Look at Firefox: It only has 5 buttons on its basic toolbar and places everything else into the menus- Great design!

    1. Re:Another Tip: Don't Use So Many Toolbar Buttons by grumbel · · Score: 1

      ### Toolbar buttons require a lot of work from the user-

      I kind of disagree, there is nothing that I find more frustrating then an app where I have to dig through deep menus, while the toolbar is esentially 80% pure white space, which is of course completly useless. Buttons in the toolbar should however be well grouped and have good visible clues on what they do (ie. not all blue circles with tiny white things in it like in KDE), so if I don't use them I should be able to simple ignore them. Sure with Firefox the situation is a bit different, since the space that isn't used at the buttons goes to the url-inputfield, so it really should limit the icons to the general usefull ones.

      One thing that can make these 'empty' toolbars even worse is the lack of configurabilty, often seen in Gnome apps. The toolbar is there to make often used function faster to access, however for anything then the most trivial application my most frequently used functions might differ quite a lot depending on the task or the person, so I should be able to clickly rearange the toolbar to fit to the task. Firefox gets this only half right, while the configurabilty is there, only a very small fraction of all its function is actually useable for the taskbar, why that limitation? Why can I have 'Font size' and other frequently used menu entries in the toolbar?

  39. a-men by localroger · · Score: 1

    Something about multimedia seems to drive programmers insane. Skins are great, but there is a default user interface for a given OS and programs should fricking use that interface by default. There is a way that buttons, menus, and the screen controls are supposed to look, and nothing is more annoying than opening an application that has tried so hard to look cute that you can't figure out how to close it because all the controls are hidden as hot spots in some clever bitmap image.

    --
    Brackets contain world's first nanosig, highly magnified:[.]
  40. Similar article by Anonymous Coward · · Score: 0

    At Advogato: http://www.advogato.org/article/780.html - about FOSS harnessing the multitudes to perform UI design.

  41. Firefox suggestion by Dr.+Spork · · Score: 1
    Yeah, I read it, but I thought those comments were pretty dumb. Well, maybe not dumb... but look, a usability expert can be educated and apply usability principles correctly, but that doesn't mean he's right. If you put an artist, a usability expert and a hardcore coder in exclusive charge of a project design, they will each come up with very different monsters. Each of them has only one hammer, and to each of them, the problems of design all look like nails.

    Now, specifically about the comments regarding Firefox: It would be monstrous to make a huge "back" button in Firefox, just because you click it more. By that reasoning, all buttons should be different size, proportionately to how likely they are to be clicked. That would be nuts! There are five buttons in Firefox. Making one of them large would mean either: the entire button bar must get fatter, or the button has to stick out over the page (might be kinda cool), or it would have to stck up into the menu bar (stupid), or it would stay the same size and the other buttons would shrink (stupid). Well, this is something he doesn't think of because this guy is obviously not much of a designer. Yeah, he can rattle off some "principles" of interface design, and they might be useful, but blindly following any principles, as this guy seems to do, will not generally lead to a good outcome. You also need to have taste.

    1. Re:Firefox suggestion by Wavicle · · Score: 1

      It would be monstrous to make a huge "back" button in Firefox, just because you click it more. By that reasoning, all buttons should be different size, proportionately to how likely they are to be clicked.

      I don't think that is the implication at all. A few buttons that are clicked a disproportionately large number of times should be made larger. Where you divide the "big buttons" from the "small buttons" is up to you.

      What is wrong with making the whole bar fatter? Is it impossible to redesign the notion of a toolbar which would allow this? It would certainly be easier to hit the back button if it consumed more screen real estate and was flush up against the left hand side of the screen when maximized.

      I've seen ugly user interfaces that were easy to use and pretty user interfaces that were terrible to use. I don't think taste is a good metric to throw into the equation.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    2. Re:Firefox suggestion by MortimerGraves · · Score: 1

      YFTMV (Your Firefox Theme may vary), but on the default at least in Windows, and with the window maxed, the Back button is flush with the left hand side of the screen and so benefits from directional restraints that satisfy Fitt's Law; I can throw my pointer left across the screen and then slide up the left wall to the back button.

      It could be better if the most used buttons were at the extreme top of the window, but the Windows standard (and often used elsewhere) is to have a titlebar in that valuable real estate.

    3. Re:Firefox suggestion by mrchaotica · · Score: 1

      You must have read one of the mirrors, and didn't see the screenshots -- he made the back button bigger by making it wider but not taller. It still fits perfectly well on the button bar; all it does is make the address bar a little shorter.

      I think the idea is a good one, except that I wouldn't personally want it because I rarely use the back button (because if there's a page I might want to go back to, I just stay on it and open subsequent links in new tabs).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    4. Re:Firefox suggestion by maxwell+demon · · Score: 1

      Actually I seldom use it, too, but for a quite different reason: If I want to go back, I actually use Alt+Left. I only go to the back button to go back more than a few steps at once.

      --
      The Tao of math: The numbers you can count are not the real numbers.
  42. Re:But on the up side.... by Anonymous Coward · · Score: 0

    But you can't have a theme that looks like a three year old tried to imitate Mac OS X.

    (Don't get me wrong, I hate Apple as much as the next hetero, but to imitate it is real gayness.)

  43. Re:False universals & the inevitability of com by grumbel · · Score: 2, Insightful

    ### Some people love GUIs for the same reason (ease & hand-holding) that others hate them. Some people love CLIs for the same reason (succinct power) that others hate them

    Usability is really NOT about religion, CLI vs GUI or whatever, its about doing things the right way, placing stuff where it makes sense and not wasting the users time. Sure there is not one true right way, so a lot of good interfaces don't necesarily make a consistend one, but for sure there are a lot of things that simple are done really bad in OSS and other software, no matter if you are pro CLI or pro GUI or whatever. If you get useless dialog boxes popping up for no reasons thats simply bad usability, same for colors that make text unreadable and the other points the article mentioned. You are not telling me that OSS people like to not being able to read their text and that they like to click dialogs away, are you?

    The reason that most OSS guis are the way they are is simply because people didn't spend much time at all designing them, they just implemented a feature, quick&dirty punched a UI ontop of it, end of story. The result is not a 'designed for OSS' userinterface, but a 'not designed at all' userinterface, which will be both a pain for OSS users as for the rest of the people and even the programmer itself. The article gives some good points which are pretty general appliable to all kinds of software.

  44. measuring usability by AeiwiMaster · · Score: 1

    As programmers we know that to optimize something
    we have to have a way to measure it.

    I think that a good user interface should be easy to learn and very productive.
    But in most cases is easy to use (GUI's) not very productive
    and very productive (like vi) is not easy to use.

    So, for a ui the is tree thing to measure.

    1) usability.
    2) productivity.
    3) the users transit time from newbie to expert.

    A way to measure this would be to make a test
    where you asked a user to make many similar excises.

    Then the usability would relate to how fast they solved the first excises.
    The productivity would relate to how fast they solved the last excises.
    The transit time would be the time from the start to when the minimum excises time where reached.

    Then give the same test to a group of different users to generate a representative data set.

    To test a new email client you could ask the user to
    isolate a specific string from each of 100 emails.

    1. Re:measuring usability by LoztInSpace · · Score: 1

      Your first paragraph is very true. Your last shows the importance of being able to identify useful things to measure and, I'm afraid to say, your inability to do so.
      The middle bit is hard to define, but you can't generalise. To write software using JBuilder or Visual Studio for example is orders of magnitude (at least one anyway) more productive than using vi and javac/gcc. The important thing about all these cases is that under the covers is the raw command line tools and that that GUI is a wrapper on top of these. The users get the benefit of all the goodies in the GUI with the ability to run unattended command line scripts.

  45. Fitt's law stupidity by jeif1k · · Score: 4, Insightful

    Often, when people talk about good GUI design, Fitt's law gets dragged up. Fitt's law is, at best, a footnote to good GUI design. I think UI designers hold on to it so tightly because it's one of the few scientific-seeming "laws" they have and because the improvement is easy to measure.

    Fitt's law tells you what you need to do so that people can hit your buttons faster with a mouse (well, it's more general than that, but you get the idea). But most of the time, the time users "save" is so slight that it makes no difference to the overall efficiency with which users can use the application. The few areas where it does matter have already been encapsulated (context menus and pie menus are a good thing because of Fitt's law, but your framework already provides them for you).

    People who design GUIs based on Fitt's law may often do the right thing by accident. For example, putting a button with a 1 pixel wide inactive border at the edge of the screen is not a good thing to do. Fitt's law says, in effect, that if the button is not at the edge, you have to slow down and hit it directly, whereas with the button at the edge, you can just slam into the edge with the mouse and hit it. But that's not the main reason it's bad to put buttons one pixel away from the edge; the main reason is that doing so confuses the hell out of users who simply don't see the border and wonder why nothing is happening when they think they "are pushing the button".

    At other times, Fitt's law misleads you. Making the "Back" button bigger on Firefox, as the article suggests, probably doesn't save you any significant amount of time (anybody who really cares is using gestures or pie menues anyway), but it does make the UI look ugly to users and they'll like it less.

    Erase Fitt's law from your mind. To the degree that it matters, it will be obvious to you anyway. And in subtle cases, it's a treacherous guide.

    What you should focus on is making your UIs intuitive, unobtrusive, internally consistent, unsurprising, and pleasant to look at. Fitt's law doesn't help you with any of that.

    1. Re:Fitt's law stupidity by tootlemonde · · Score: 1

      Erase Fitt's law from your mind. To the degree that it matters, it will be obvious to you anyway. And in subtle cases, it's a treacherous guide.

      He deals with this objection in the FAQs:

      Many people took my Fitt's law comments to mean that all controls should be put against the edge of the screen. This wasn't what I said or meant. I merely pointed out that larger controls are easier to click on, and that controls against the edge of the screen are effectively much larger. Controls which belong near the edge of the screen (window decorations, scrollbars and menus) are therefore much better put at the edge of the screen.

      What you should focus on is making your UIs intuitive, unobtrusive, internally consistent, unsurprising, and pleasant to look at.

      These are good things but his article was aimed at something more fundamental: usability. He writes, "These five points represent a small but important part of UI design. They are not in any way commandments or miracle cures for UI problems. Following their principles in designing an interface should, in my opinion, greatly improve the usability of an application."

      In fact, a UI can be unobtrusive, internally consistent, unsurprising and pleasant to look at but still not be especially usable. To some extent, his article was written to deal with that problem.

    2. Re:Fitt's law stupidity by jeif1k · · Score: 1

      These are good things but his article was aimed at something more fundamental: usability.

      So was my response.

      In fact, a UI can be unobtrusive, internally consistent, unsurprising and pleasant to look at but still not be especially usable.

      If you want to claim that Fitt's law has something to do with usability, the burden of proof is on you to demonstrate that. That is, even if you take overall speed with which people complete a task to be part of the definition of usability (other parts being correctness and user satisfaction), you have to demonstrate that designing a UI so that the user can hit a particular button a little faster actually increases overall speed and does not decrease any of the other aspects of usability.

    3. Re:Fitt's law stupidity by zsau · · Score: 1

      For example, putting a button with a 1 pixel wide inactive border at the edge of the screen is not a good thing to do. Fitt's law says, in effect, that if the button is not at the edge, you have to slow down and hit it directly, whereas with the button at the edge, you can just slam into the edge with the mouse and hit it.

      Of course, I just bounce of the edge of the screen---much quicker (or easier at least) than slowing down.

      Making the "Back" button bigger on Firefox, as the article suggests, probably doesn't save you any significant amount of time

      ROX-Filer lets you have a close item in the toolbar. I have my toolbar set to icons-and-text, so I get nice buttons. I've found that without thinking, I'll always prefer the toolbar button to the window manager button because it's *so* much easier to press. I wish all toolbars included a close button. (These are filer windows of the sort you wouldn't ever maximise, not that it matters tho, I almost never maximise windows anyway, so my corners are for system tasks: home directory, terminal emulator etc.)

      --
      Look out!
    4. Re:Fitt's law stupidity by tootlemonde · · Score: 1

      If you want to claim that Fitt's law has something to do with usability, the burden of proof is on you to demonstrate that.

      He addresses this objection in the FAQs as well:

      While there actually is evidence backing up most of my claims in the article, most FOSS projects don't have the time, money or people to do detailed usability testing. I can't sit fifty users down and video them using SiEd. My point was that we shouldn't give up on usability because of this.

      you have to demonstrate that designing a UI so that the user can hit a particular button a little faster actually increases overall speed and does not decrease any of the other aspects of usability.

      The actual speed and the apparent speed are two different things. If Fitt's law increases the apparent speed of the UI then it contributes to the user's comfort even if the actual speed increase is negligible.

      For example, parts of UIs are designed to slow down the user to prevent mistakes. The confirm-on-delete dialogue is an example. Fitt's law will not speed up deleting a file significantly but it can contribute to the user feeling he is clearing the dialogue box expeditiously.

    5. Re:Fitt's law stupidity by jeif1k · · Score: 1

      He addresses this objection in the FAQs as well:

      No, he does not. He just says that doing usability testing is generally a good idea, which I wholeheartedly agree with. But doing usability testing on specific applications doesn't tell you whether Fitt's law is the basis of a useful design principle for real-world user interfaces.

      The actual speed and the apparent speed are two different things. If Fitt's law increases the apparent speed of the UI then it contributes to the user's comfort even if the actual speed increase is negligible.

      Yes, and if you established that that "if" is actually satisfied for an application of Fitt's law, removing all other confounding factors, you would have made a significant contribution to usability research. So far, however, that is just conjecture.

      The confirm-on-delete dialogue is an example. Fitt's law will not speed up deleting a file significantly but it can contribute to the user feeling he is clearing the dialogue box expeditiously.

      Which is just another example of Fitt's law stupidity: you shouldn't ask the user to confirm the delete at all, you should make the operation reversible.

    6. Re:Fitt's law stupidity by Anonymous Coward · · Score: 0

      Often, when people talk about good GUI design, Fitt's law gets dragged up.

      And when people stop making the same damned mistakes that an understanding of Fitt's would prevent, it'll stop getting dragged up.

      GNOME and KDE both have good, smart, UI designers involved [too many, I think, for any real direction] -- application projects often don't, and application UI designers don't understand basic principles like Fitt's.

    7. Re:Fitt's law stupidity by tootlemonde · · Score: 1

      He just says that doing usability testing is generally a good idea...

      Actually, his main point was the usability testing isn't always possible but you still can make reasonable judgments about UI design without it. He said, "My point was that we shouldn't give up on usability because of this." This point deals with your objection that his conclusions haven't been tested.

      So far, however, that is just conjecture.

      It's conjecture but it's a reasonable and plausible extension of his application of Fitt's law, which itself has been rigourously tested. Within the limits he sets for Fitt's law, he concludes:

      1. Make commonly used controls larger and distinctive
      2. Use the edges and corners of the screen to make your controls virtually infinite
      3. Never, ever put controls 1 pixel away from a screen edge or corner

      Whatever their limitations, these suggestions are far from stupid. One would reasonably expect that they would speed up the apparent if not the real speed of the interface.

      Which is just another example of Fitt's law stupidity: you shouldn't ask the user to confirm the delete at all...

      The confirmation dialogue has nothing to do with Fitt's law, which he says states "that the larger and nearer to the mouse pointer an on-screen object is, the easier it is to click on."

    8. Re:Fitt's law stupidity by Anonymous Coward · · Score: 0

      Whatever their limitations, these suggestions are far from stupid.

      The suggestions are stupid because they aren't relevant to designing a good GUI.

      The confirmation dialogue has nothing to do with Fitt's law, which he says states "that the larger and nearer to the mouse pointer an on-screen object is, the easier it is to click on."

      See, you just keep demonstrating again and again: you are missing the forest for the trees.

      It's conjecture but it's a reasonable and plausible extension of his application of Fitt's law, which itself has been rigourously tested.

      So have the laws of planetary motion, but that doesn't mean they have anything to do with good GUI design.

    9. Re:Fitt's law stupidity by tootlemonde · · Score: 1

      The suggestions are stupid because they aren't relevant to designing a good GUI.

      And yet earlier jeif1k said:

      Yes, and if you established that that "if" is actually satisfied for an application of Fitt's law, removing all other confounding factors, you would have made a significant contribution to usability research. So far, however, that is just conjecture.

      The clear implication here is that "an application of Fitt's law" is relevant to designing a good GUI. Indeed, it would be a "substantial contribution to usability research", not stupid.

  46. educate the masses by Anonymous Coward · · Score: 0

    The thing about technology is that it must be learned to be useful. In common terms, the wheel *was* invented, or at least, discovered, and the useful application of the same was invented.

    There is a learning curve with a stapler, as any first-grade teacher will tell you. There are even third-grade teachers who probably have to remind children against the excesses of overstapling papers.

    How many people here figured out, all on their own, how to use a hammer without banging their finger?

    We go around thinking that we're so much smarter than the average guy because we can type or create web pages or recompile the kernel whenever we feel like it, and we completely forget that we have been taught most of these things.

    objection: "I wasn't taught. I studied."
    -And I suppose you studied 100% primary sources. Never once used a textbook or cliff notes, or even a dictionary. You, of course, who were never taught, discovered, without relying even upon the word of any language teacher, who it was who coined each individual word in this post, and what each word originally meant in the context in which it was first used. Come on, people, research was done over google and on the shelves at whatever bookstore we liked, but the real research in many cases was not done by the individuals reading this message.

    objection:
    "We just need a common interface, and everyone will adhere to it." like cars? What part of the road do people use in England? USA?

    "It depends on what your definition of 'is' is."
    Language is shaped by the people who use it. Some of the funniest jokes are takes of double-meaning, as are some of man's greatest tragedies.

    There is not an idiot-proof interface to anything man has made! The wheel, mentioned above, in its myriad iterations, has run over countless body parts and inanimate objects, causing real damage! Now I don't have the statistics to prove that there have been injuries due to misinformation about how to use the hammer, but there must have been some.

    My point is that the use of the simplest of human tools, those which couldn't be made simpler, must be taught. They also must have been learned.

  47. Thank the egg heads by Anonymous Coward · · Score: 0
    The "egg heads" that produce the best open source projects value efficient user interfaces more than pretty ones.

    That's why UIs like Emacs, Blender, GCC, etc. are both uglier and more efficient than WordPad, whatever, and Visual Studio.

    1. Re:Thank the egg heads by Anonymous Coward · · Score: 0

      Are you seriously comparing gcc with Visual Studio? Visual Studio is a pretty good product, and has been cloned by both the KDE community (kdevelop) and the Gnome guys (Anjuta), so it must be good in their book too. I personally do all my programming with emacs and a couple of xterms, but I admit VS is a good product.

  48. Your distinction is false by yoz · · Score: 4, Insightful

    It's not about programmers vs non-programmers. It's about the person who created the application vs everyone else. And when it's put like that, there's no choice to make. If software hasn't been designed for other people to use, there's no point releasing it.

    The idea that only non-programmers fall victim to usability problems is wildly wrong. The vast majority of usability problems are not about beginners not having enough general knowledge in the field, they're mostly about non-optimal design. Take the example in the original article (you did read it, didn't you?) about search tools throwing up error dialogs when they fail. A programmer is going to get just as annoyed about that as a non-programmer.

    I'm a coder who administers multiple Windows and Linux machines and codes in a variety of different languages. Usability problems piss me off more than most users, because I realise they're the fault of a programmer who just said, "It's good enough for me!"

    The distinction you make - that usability comes down to a choice between two groups of people who fundamentally differ in technical ability - is not only very wrong, it's actively harmful, and the reason why so many OSS interfaces (whether GUI or CLI-based) have such poor usability. The programmer thought he could get away with poor interface design because he was aiming at geeks. What he ends up with is no users.

    1. Re:Your distinction is false by G4from128k · · Score: 1

      It's not about programmers vs non-programmers. It's about the person who created the application vs everyone else. And when it's put like that, there's no choice to make. If software hasn't been designed for other people to use, there's no point releasing it.

      Excellent point. I know that I've been guilty of this at various times. It's so easy for a person to fall into the trap of thinking that "what is obvious to me, must be obvious to you." Like you, I too get pissed at bad programming because I know that it could be so much better.

      The distinction you make - that usability comes down to a choice between two groups of people who fundamentally differ in technical ability - is not only very wrong, it's actively harmful

      Perhaps I do oversimplify, but I think the point is valid. I did not mean to imply that usability perceptions are caused by technical ability, per se.

      Instead, different people think differently and that is a much greater challenge, one that is not overcome by training. I know that I love having multiple ways to accomplish the same task but that some other people hate that. I know that I have loved the extreme usability of some pieces of software that failed miserably in the marketplace. I know people who love LISP and others who hate it. I know that I have an engineer's brain, but others do not.

      I think we can agree that there are systems that show poor usability regardless of the user -- its easy to make something that is unusable by almost everyone. And I agree 100% with you that software must be designed for use by others (not just by the lone programmer). But the assumption that one can make something usable for everyone is false and damaging because it ignores the very different thinking styles of different users.

      --
      Two wrongs don't make a right, but three lefts do.
    2. Re:Your distinction is false by grumbel · · Score: 1

      ### But the assumption that one can make something usable for everyone is false and damaging because it ignores the very different thinking styles of different users.

      I don't think so. Users are not that different after all. Sure you can't give a CAD programm into the hands of somebody and then expect him to just 'get it' without some knownledge or time to learn was CAD is all about, but thats not because of the interface, but because of the things the programm does. If the task is complex, the userinterface must necessarily expose a bunch of that complexity to the user, since the user will need that functionality to get the job done. But if the user has already used other programms before, he shouldn't have all that much throuble adopting to a different programm given that the interface is good. When one looks at the Emacs vs VI or Windows vs Linux flamewars I also do not think they are there because the people are so different, its because they get annoyed more by specific usability errors of a programm, which does not mean that the interface is good for any of them, just that for some annoyancies are enough to switch the programm. On VI for example I find its mode-fullness a complete PITA, consider it basically unusable for myself, its chaining of simple commands on the other side is quite nice, so for people who are not annoyed much by the mode-fullness it might end up being a good editor, for others not. Same with Windows vs Linux, neither of the OS gets everything right, but basically half of it wrong, just the other half, so that people are split, meaning in the end having a OS that would get both halfs right would be a perfect match for almost everybody.

      ### I know people who love LISP and others who hate it.

      Some hate it due to its (((())))-Syntax others like the syntax since it allows quite powerfull macros. I so far havn't seen anybody who likes the syntax for readablility, which just shows that powerfull macros + non-(()) syntax could make everybody happy.

      In the end there are of course some issues left that are just personal preferences, but those are the things that should be solvable by some good preferences options, not by writing a completly new application.

    3. Re:Your distinction is false by yoz · · Score: 1

      But the assumption that one can make something usable for everyone is false and damaging because it ignores the very different thinking styles of different users.

      That's very true too. Sorry, I was reading your post as implying that all software has to make the choice between beginner and advanced users. Ultimately, it's still about putting the user first.

    4. Re:Your distinction is false by ratboy666 · · Score: 1

      I call bullshit.

      First, I *have* tried search dialogs that don't come up with a "not found" pop-front.

      The first time I did it -- (tried colour change, and a subtle sound), Marketing jumped down my throat and told me "THAT'S NOT THE WAY TO DO IT!" (yes, caps are necessary). Boy, was that beat out of me.

      Now, I jam that mofo at the user. Fuck you, and fuck the marketing types.

      Personally, I have HAD IT with GUIs. About the GUIest I like is an xterm, and I like the apple transparency in terminals.

      Every since every blasted Marketroid and ignorant end user decided that THEY knew how to maximize functionality, I've given it up. Sure, you really need WORD for tables (but don't know how to insert/delete rows and columns in there). Sure, Excel is great, even if you DON'T know what VLOOKUP() is for.

      So, I maintain that GUI is very irrelevant. I use VI (vim), and OpenOffice for compatibility. Can't use it as effectively.

      Web browsing? Whatever browser is in front of me. I (honestly) can no longer tell the difference. And I don't care.

      And I *still* jam mofo stupid dialogs at people, because if I don't, someone WILL ask "where is it? I need it!". And if I do put it in, some just growse (usually quietly).

      And I *still* put up button bars with a quintillion options (every Maretroid has his own favorite, dontcha know?).

      And I don't drink the koolaid (tm) myself. Witness that the author of the article seems to use two xterms, and probably vi (or emacs) for his major work too.

      But it does piss me off.

      Oh, it does change. When Marketing spends money on usability studies, and then comes back with "do it right" (though it SHOULD be: "we are sorry, we made you do the wrong thing last time")

      Ratboy.

      --
      Just another "Cubible(sic) Joe" 2 17 3061
    5. Re:Your distinction is false by mrchaotica · · Score: 1

      And I *still* jam mofo stupid dialogs at people, because if I don't, someone WILL ask "where is it? I need it!". And if I do put it in, some just growse (usually quietly).

      And I *still* put up button bars with a quintillion options (every Maretroid has his own favorite, dontcha know?).

      ...

      Oh, it does change. When Marketing spends money on usability studies, and then comes back with "do it right" (though it SHOULD be: "we are sorry, we made you do the wrong thing last time")

      I suggest putting the modal dialog box code inside "#ifdef STUPIDITY" blocks, so you can fix it easily if someone manages to acquire a clue. : )
      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    6. Re:Your distinction is false by vague · · Score: 1

      So... you've had it with GUI and usability because marketing is clueless?

      OSS software authors/designers don't have to worry about marketing. Ergo they can (and darn well should), as this article suggests, do the Right Thing(tm). Or, to be more true to the article, they can _avoid_ to do the Wrong Thing, since the Right Thing might vary with audience while the Wrong Thing is universal (i e its defined as not being the right thing for anybody). That's really what it ammounts to. You personally prefer xterms, that is an entierly valid preference for some, and a completly idiotic thing to suggest that everyone should adapt to. But that is an awful excuse for designing a useless GUI. If you're going to do it, at least try to avoid doing it wrong. Marketing is a much better excuse, but its an excuse that most OSS developers don't have.

      --

      -
      Listen. Strange women lying in ponds distributing swords is no basis for a system of government.

    7. Re:Your distinction is false by antiMStroll · · Score: 1
      Not my experience. A developer designed interface usually has an internal and well developed logic to it born from spending inordinate time at the keyboard. Though different from each other I can make sense of the intent and adapt. That includes the 'way-oyt-there's' like Ion. I don't always agree with the choices (for example rox-filer's 'send-to' dialogue for file associations) but can see that another person might and find it effecient.

      But bar none no desktop has me swearing at the monitor more than Windows XP. The marketing/test wonks who 'designed' the taskbar dynamics when run in hidden mode deserve to spend the remainder of their miserable existences before an amber DOS prompt. Nothing matches it for intrusive, force-the-focus-from-what-I'm-doing hectoring annoyance. Do I really need to know my wireless is still working? And face a 10x10 pixel box surrounded by 20x the equivalent area in 'properties start' to acknowledge the obvious. I can't conceive of a developer who spends his day before a screen devising this UI horror.

    8. Re:Your distinction is false by voodoo1man · · Score: 1
      Some hate it due to its (((())))-Syntax others like the syntax since it allows quite powerfull macros. I so far havn't seen anybody who likes the syntax for readablility, which just shows that powerfull macros + non-(()) syntax could make everybody happy.
      Then you really haven't been looking. I think Lisp syntax is the best you can do with a context-free grammar, period. Delimiters are perfectly clear and not overly verbose. Since everything is wrapped in parentheses, indentation flows naturally (Emacs does it right automatically, 100% of the time - try that with Haskell!) and it's very easy to see what goes where. The fact that you don't have to worry about infix operators means you-can-write-names withoutStupidStudlyCaps or dumb_ass_shift_underscores or |better yet just use delimiters and write anything you want!|. Many people rave about how they're going to do meta-programming with ML or Haskell (because C is not fashionable enough, you know), but mostly it ends up being two-layered (that AST doesn't look too much like what you started with, does it?) overly verbose junk. On top of that, more recent (I don't want to say modern, because that carries a lot of baggage about determinism and progress) languages like Haskell end up being a step backwards from C in terms of syntax (well, all your types have to start with a capital letter, none of your function names can, but your modules have to start with a capital letter, but you'll never confuse them with your types...), and then there's Python and whitespace matters. Add in multiple namespaces, and Common Lisp easily has the most convenient syntax you can find.
      --

      In the great CONS chain of life, you can either be the CAR or be in the CDR.

    9. Re:Your distinction is false by sorbits · · Score: 1
      I'm a coder who administers multiple Windows and Linux machines and codes in a variety of different languages. Usability problems piss me off more than most users, because I realise they're the fault of a programmer who just said, "It's good enough for me!"

      What pisses me off is that no-one really tries to understand the problem.

      Programming is difficult, it's a huge amount of work, every program has hundreds of "to do" items (bug fixes, requested features etc.)

      Requirement more or less always change throughout the process, a lot of things needs to be tested in practice before it can be said if it's a good or bad idea.

      Showing the proper error message, not making a requester modal, adding undo to some window/editor etc. can sometimes be days of work.

      Personally I have a reputation for being good at the usability aspect, I have a minor in psychology, I have at least a decade of experience and it's no problem for me to point at the many things which are just plain wrong in programs and come up with very constructive criticism to improve the situation.

      Still I've been involved in several projects where the usability was suboptimal in the final product, I knew it was suboptimal, but I also knew why it ended that way, and how many resources would be required to improve it and how many resources where required to fix other things, and how these other things generally had higher priority than fixing the usability stuff.

      I really wish all the usability gurus would get involved in some real projects instead of watching from the sideline.

  49. Good Article and well worth reading by Anonymous Coward · · Score: 2, Insightful

    Unlike most /.ers, this guy did more than just whine, complain and bitch. He took some well known examples and showed us where they fall short. Wether we agree with every single point is irrelevant.

    I found this article to be well written, well laid out, and quite informative. Definitely things to keep in mind.

    And I totally agree with point 0 - the user is not using our application, so it should be as unobtrusive, and helpful as we can make it.

    1. Re:Good Article and well worth reading by gowen · · Score: 1

      Like most /.ers, this guy committed the cardinal sin of research. He took a few of his own personal preferences with respect to UI design and generalised them to the population at large, paying no attention to whether there was any evidence that this was valid.

      He then passed these prejudices off as insight, and research.

      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
  50. Read what you've just written by mccalli · · Score: 1
    If the argument is that textual equivalents should replace the icons, that just means that the setting in Preferences -> Appearance & Themes -> Style -> Miscellaneous should have 'Text by Application' in addition to 'Icons Only', 'Text Only', and 'Text Under Icons' so that the icons which need it can have it when the others do not.

    Err...read what you've just said, and then reflect on the reason for this article's existance.

    For myself, reading the Apple HCI guidelines in ~1992 has stood me in reasonable stead, as has the HCI course I did at my final year in university. These things change of course - much of the Apple HCI guidelines of that time have been rewritten or superceded, but it was a good start.

    Cheers,
    Ian

    1. Re:Read what you've just written by Jameth · · Score: 1

      The point is that, if this new functionality is better, that should be the default. The problem with the article is that it assumes that there is a technical possibility of giving users what they want, which there is not, which is why I cannot abide using a Mac. Apple thought it gave people what they want, and it didn't. I gave a goodly amount of people what they want, but I can't use it. That's why good defaults are key, not just a lack of options.

  51. I think the most fundamental point is.. by hyphz · · Score: 2, Interesting

    For your application to be user friendly, it has to actually be friendly to the user.

    This means that:

    - There is no way to create, let's say, a user-friendly interface for product activation because activation is in itself a distrustful, user-hostile goal.

    - If you want to avoid describing to the user what the computer is doing, whether that's because it's something underhand or because you are an insufficiently skilled explainer to be able to describe it in understandable terms, then no matter how many windows and buttons and fancy animations you include it will be obvious that you are treating the user as stupid, which is not friendly.

    - If you cannot give the user useful information because it is not technically possible to do so, then do not think that giving them some information using a component from a user interfacing handbook will make your app friendly. As an example, just because it is not possible for a web-browser to provide a true time-based progress bar (which rises at constant rate and completes immediately when full) does not mean that's OK to slap in a progress bar that displays a relatively meaningless value. (What is the average user supposed to do with the knowledge of how many parts of the network download and typesetting task have been completed, especially when the parts are decided arbitrarily by the system designer and never explained?)

  52. Amen. by Anonymous Coward · · Score: 0

    Amen.

  53. #1 rule of GUI by Anonymous Coward · · Score: 2, Interesting

    GUI's should be extreamly thin clients that wrap other functionality that is also available in another form.

    GUI's should be modeled like opening a book. If you close the book everything that you wrote in that book is still there.

    Decoupling the GUI from the actual application is the mark of an experienced programmer.

    I find that an application should have multiple ways to access it. I like to have things running in the background and have the GUI be spawned later.

    This would be for use with industrial control systems real-time automation.

    If the GUI crashes the application should keep running. IE: the car doesn't crash if the navigation system reboots.

    Also: if a GUI is designed correctly and the app is accessed by it and used by it, then you can run the GUI from pretty much anywhere.

    1. Re:#1 rule of GUI by Jussi+K.+Kojootti · · Score: 1

      I fully agree, but your example just plain sucks: A car navigation system is definitely not the cars UI...

    2. Re:#1 rule of GUI by zallus · · Score: 1

      Reminds me of the GiFT project, a P2P client system. A single daemon program is created by the actual developers, and a library for interacting with it on a protocol. Then, other developers can create GUI, CLI, or even Web-based interfaces for it.

      --
      I mod down pathetic posts.
  54. The Maya (modal) Solution by kworces · · Score: 1

    The Maya solution can be taken too far. This is my major complaint about Blender. While it can be very powerful, my first impression was of menus appearing and disappearing, changing contents, controls showing/hiding based on selections in other drop-down boxes. It's so modal that it's hard to find functionality if you're not in the right mode, and it's hard to identify that your current mode is even the problem.

    Granted, Blender's feature set is very rich so presenting all that functionality is an extremely tricky task... but it seems to me like an example of this idea taken too far. To be fair, I haven't specifically used Maya so I'm not sure how the UI compares.

    1. Re:The Maya (modal) Solution by Jameth · · Score: 1

      Maya's is much better. It does not change modes unexplicitly. There is a dropdown in the upper-right corner of the toolbar that says what mode you are in and everything changes when you change that.

      Also, the toolbox itself changes a bit depending on which tool you are using, but only a bit.

    2. Re:The Maya (modal) Solution by kworces · · Score: 1

      Does the drop-down stand out in any way special way (larger, different color, visually isolated, etc...?) or does it look just like any other control on the window?

      At any rate, that single control sounds like a reasonable compromise, assuming you can easily identify which mode corresponds to the functionality you need.

    3. Re:The Maya (modal) Solution by Jameth · · Score: 1

      Well, the drop-down isn't too distinctive, as I recall, except that it's the only dropdown on that bar and it never moves no matter what mode you're in. It's one of those things which isn't immediately intuitive but is extremely easy to use after having spent a few minutes learning it.

  55. You're missing the point. by mothz · · Score: 1

    This article doesn't really bother with "the analogues" or "digital immigrants," but simply with making our user interfaces better. There are times when the computer simply gets in the way of work getting done.

    What if you bought a cell phone with buttons ordered like this:
    1 2 4
    9 7 #
    3 6 5
    8 * 0
    Regardless of how tech-savvy you may be, that phone is going to be a pain in the ass to dial on. The article brings up Konqueror. I consider myself a mostly-intelligent person, but it takes me a few seconds to figure out what all those buttons in the toolbar do, and I still have no idea what things like "print preview" and "paste" are even doing in the toolbar.

    It also discusses stupid dialog boxes that say "The text you searched for was not found," or "Are you sure you want to do [insert piddly little thing here]?" These things condition users to blindly click "OK," which could pose a problem when something that's actually important comes up.

    People like those of us reading /. can adapt to each new bad interface, yes. But why the hell should we? Why must every obscure feature of a program be featured prominently in the application's main toolbar, rather than tucked away somewhere that it can easily be found if it's ever needed? Why should the computer get in my way and second-guess everything that I do, rather than just make it easy to undo mistakes?

    1. Re:You're missing the point. by zx75 · · Score: 1

      Sorry, but I wasn't referring to the primary article, the User Interface one (as I mentioned), I was writing in responce to one of the secondary links "The Economist writes against software complexity".

      You make valid points, but irrelavent to the point I was attempting to make with my post. Bad UI is a completely different issue (and will always be an issue).

      --
      This is not a sig.
    2. Re:You're missing the point. by mothz · · Score: 1

      You say (paraphrasing), in a couple decades we'll all be used to adapting to rapidly-changing interfaces. But the problem of making UIs simpler won't be solved by the users just becoming more complex.

      The Economist article brings up old cars, where people essentially hired mechanics to drive them around because the cars were too complex. Today's drivers aren't any more complex than the people who hired chauffeurs 90 years ago. I don't think most people know how to jump start a car, or even change a tire. But the UI for the car has gotten much simpler: speed up, slow down, or steer. That's just about it. You don't have to be a mechanic to operate these things anymore.

    3. Re:You're missing the point. by zx75 · · Score: 1

      Take a look at the article if you haven't yet. I'm not explicitly referring to UI or changing interfaces at all, at least not as an individual thing. I'm referring to the mindset of how people learn, and how people learn TO learn. User interface is only a small part of that, and a part that you don't even need to consider for my point.

      I am referring to the increasingly common stereotype of "asking the 9 year old next door to fix my computer". I am referring to the increasingly widespread ability to learn independantly, and the apparent result of children quickly surpassing the skill of their parents using technology on their own. My proposal is that this generation, instead of learning all they need to know from their parents and other institutions, what they are doing is instead learning HOW to learn. They are learning to adapt quickly, how to pick up new skills on the fly because they have been exposed to it all their life and are forced to do so because of the rapid change and introduction of new technology.

      What I'm saying is that these people as children now, are learning rapid adaptation skills that they are going to carry throughout their lives. This means that sudden change will not scare them, it will be the norm. They will have no problems picking up new ways of doing things, and new tools with which to do them because that is what they already know. If another massive revolution in the way things are done occurs (suppose instantaneous transfer of information, or possibly transfer of matter via energy like teleportation), it will be something that they will take in stride and will take less effort to get used to than our parents generation took to get used to computers.

      I am not disparaging my parents generation, I am simply saying that when they were children they learned facts and then they were done with learning. Our generation is being taught not only facts, but how to learn new facts in the future because what they know is going to change. This is a skill acquired by practice, and I think that the children of today are now better equipped to handle the rapid change of what they know than their parents were when the computer revolution took hold.

      --
      This is not a sig.
    4. Re:You're missing the point. by mvpll · · Score: 1

      I think you are giving to much credit to "this" generation. In every generation there are those that value independent learning, and those that actively avoid learning anything.

      Computers are not "new" technology and most software is very derivative of older software, not many "rapid developments" there.

      Most education systems are also not teaching people how to learn either, despite this being their core function.

  56. Re:Article completely forgets about active boarder by Anonymous Coward · · Score: 0

    I am of the opposite opinion. I constantly accidently end up grabbing the border of a window when I intend to grab the scrollbar which results in me resizing the window instead of scrolling.

  57. Re:Article completely forgets about active boarder by madth3 · · Score: 1

    Switching desktops hitting the edge is not the thing for everyone. I tried that a long time ago in Afterstep (or WindowMaker, perhaps) thinking it would be cool but I switched it off because I realised that it was more usable for me to be able to use the borders to get to some icons in the dockbar. I love virtual desktops (and tabbed browsing) but I rather switch some other way.

  58. Which button should be bigger? by MagikSlinger · · Score: 4, Insightful

    I like the one point the author brought up: most used buttons should be bigger and easier to find. Good point! "It should be the back button" BAD point!

    I think everyone is different in how they use their applications. E.g., I prefer alt-right to go back or use the drop down list (it's position matters not to me) if I use the button at all. So what might be most common for one user isn't for the other. And having your most used button ("Stop" in my case) smaller than the buttons you don't use is really, really annoying!

    SOLUTION:

    Most used buttons become automagically bigger. So as an application learns how a user works, it will optimize the user interface for them. Most use buttons get shifted to the left (or right) and made larger. Toolbox panels that percolate up most used features to the top so the top half is the most used features in a larger hit box, and the bottom half is the "usual" layout.

    --
    The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
    1. Re:Which button should be bigger? by Anonymous Coward · · Score: 0

      Just to underscore your point, I do the opposite - I use the BACK button with my mouse, but I press ESC to stop loading. My left hand rests on left end of the keyboard (next to ESC) but pressing ALT-Left would require taking my right hand off my mouse.

    2. Re:Which button should be bigger? by Anonymous Coward · · Score: 2, Insightful

      PROBLEM:

      UIs that mutate are annoying as hell and harder to learn as things keep changing.

      Windows tries this with its menus hiding uncommon ones, which makes it impossible to find them when you do want them.

    3. Re:Which button should be bigger? by StormReaver · · Score: 1

      "PROBLEM:

      UIs that mutate are annoying as hell and harder to learn as things keep changing."


      This is absolutely true. Konqueror, by way of example, is closer to the ideal user interface than any of the examples in the article.

      Frequency of usage should -never- determine where on the toolbar an item is positioned. Konqueror allows me to make my toolbar have whatever I want, wherever I want it. The user should be the sole determinant of what appears on the toolbar, and where it appears on the toolbar. The same thing applies to the size of the toolbar icons. Konqueror has only one missing feature here: it doesn't allow me to individually size my toolbar icons. My selected size applies to all icons (except for the kget icon which doesn't honor user size preferences).

      When a user interface's layout automatically changes, that is usually a UI design flaw. The only exception I can think of off the top of my head is context sensitivity (show the appropriate controls for a given task).

    4. Re:Which button should be bigger? by psmears · · Score: 1

      Interesting idea about making buttons bigger the more they're used. But please don't move them around... this is enormously confusing for new users (eg they may have learnt "To reply to all I press the button on the right"), and frustrating for experienced users (who may be used to being able to click on a given button almost without looking, or be used to clicking on a button and then a button nearby...). It doesn't helpthe user learn the interface and become comfortable with it if the ground keeps shifting underneath them!

    5. Re:Which button should be bigger? by dr.badass · · Score: 1

      Most used buttons become automagically bigger.

      While I know this sounds good at first glance, it's just a modification to the much-maligned idea of mutating menus.

      I'm sure several others will flame you for even mentioning it, but I'd rather point out that the only thing really wrong with the idea is the "automatically", part, which takes control away from both the user and the designer and puts it into the hands of some ranking algorithm that has an invariable bias towards certain user behavior, and is often too smart for it's own good.

      A good idea would be to allow users to horizontally enlarge certain toolbar buttons (Internet Explorer's "Selective Text on Right" option does this well, but doesn't let you choose which buttons it effects). This is basically just an extention to the common customizable toolbar, without adding complexity.

      --
      Don't become a regular here -- you will become retarded.
    6. Re:Which button should be bigger? by DuncMan · · Score: 1

      Wrong. Backwards, in fact.

      The buttons which should be biggest and easiest to find are the ones which the user needs to use at that moment, the ones which the user is looking for and doesn't know where they are already. Once a user has learnt where a button is then it can become 'normal' again- as long as it doesn't change location- but initially a user needs to be able to find what they're *looking* *for* easily, quickly and intuitively. Microsoft UIs generally get this wrong.

      True, the buttons which a user uses most often need to be located where they're quickest to reach, but that doesn't automatically mean biggest or in any particular location; it probably means nearest to whereve the user('s mouse pointer?) is. Interestingly, Microsoft Windows XP's Start menu gets this right.

      A subtle distinction, and I'm not sure if I've explained it well. Think about it?

    7. RE: Which button should be bigger? by kbk7173 · · Score: 1
      One HUGE problem with this idea is that it will really screw up people who have to work on multiple computers. It also greatly magnifies the cost of a (whole) computer upgrade - the users will have to retrain the interface. (having an easy method to transfer settings would be a possible work around for this)

      Also, what is right for one person is wrong for another. Think of all the tech support people who go to other's computers. Using this idea, each computer is going to be different, making them look ignorant because they are reading the entire menu instead of knowing where in the list the option is located. Also, the tech-support activity will change the interface, making it harder for the user to start working again.

      Going to a real-world example, I have a father-in-law who hates computers. One reason is that they do not have a consistant interface. He actually gets mad at everyone who comes in to "fix" his computer because they always change the interface. In his case, the reason this is such a big deal is that he only uses the computer once a month, and it means that the directions he wrote in the notebook no longer work.

  59. Depends on the type of application by Anonymous Coward · · Score: 0

    I can't imagine a draw or paint program that
    would put everything in menus and not provide toolboxes full of buttons.

    If a user such as a graphic designer uses a piece of software for 8 hours a day I think that user likes the tool bars a lot more than the menu.

    If you have just seen a program for the first time the tool bars can be confusing.

    One of the biggest problems that I have had as a GUI designer is that I am often not using the product that I make.

    So I interview the users on the factory floor or who ever it is that is using it and beta to them the products.

    I listen to them, take notes, talk to them, poll them, empower them.

    they are the ones who are using the GUI 24/7 and they need it to be good.

    Read somewhere once that there are 4 different types of user interfaces.

    Video games have the best ones, but they don't make an office worker productive.

    Believe it or not one of the best discussions I ever saw about it was from the Microsoft press.

  60. Complexity by starfishsystems · · Score: 2, Insightful
    To summarize the piece in the Economist:

    Computers are complex.

    That makes them difficult to use.

    We don't like that.

    Fix it now.

    The underlying theme is very much a mark of our times. There is no doubt that it has genuine resonance for many people as they deal with an overwhelmingly complex world. On the other hand, it is a position fundamentally based on ignorance, and thus there is not much hope of reasoning with it.

    It's not as if the issue of complexity has never been investigated. We knew from the earliest days that simply by being constructed of digital elements, computers would be characteristically different from other human artifacts. David Parnas and Fred Brooks both made early contributions on this subject, and their work is still eminently relevant today.

    Probably the simplest artifact in common use is the knife. Yet given our resources and technology, it's appalling what passes for a knife in most people's kitchens. If the simplest artifacts still have such problems after thousands of years of refinement, what can we reasonably expect from the newest and most complex artifacts ever created? Demands to make them "simpler" can only be met cosmetically, and of course the illusion of simplicity in a complex system is necessarily fragile.

    The fact is that the design problem is very hard in digital systems. The popular mood may be to deny this problem rather than to engage with it, but that doesn't change its nature or its inevitability. If our species survives long enough, I think we'll eventually the maturity and humility to see this.

    --
    Parity: What to do when the weekend comes.
    1. Re:Complexity by Johnathon_Dough · · Score: 2, Insightful
      Probably the simplest artifact in common use is the knife. Yet given our resources and technology, it's appalling what passes for a knife in most people's kitchens.

      More oftne than not though, this is not out of the knife making industry's fault as a whole, it is the knife owners inability to justify spending the money for a "good" knife. The same could be said for a hammer, I had an ex-gf who routinely used a high heel shoe to hammer in nails for picture frames. When asked why she did not just buy a hammer, the response was, "this works why should I spend the money?". I had no response to that, I mean, ti's not like she was building something structural, her only use was hanging up pictures, so she did not need a real hammer (her logic not mine) If the simplest artifacts still have such problems after thousands of years of refinement, what can we reasonably expect from the newest and most complex artifacts ever created?

      I would say that the "simplest artifacts" are about as refined as they are going to get. Hammer, lever (crowbar), wheel, pulley, ramp, etc. What changes in these is usually just materials science. A hammer made out of pig iron will hammer a nail as well, if not better in some ways than some exotic blended iron. However it will not be as light or easy to use as the new one. The task at hand though, placing a nail into wood, is accomplished the same.

      Computers on the other hand are so new as to be laughable from a "devlopment" standpoint. Many people are still trying to figure out WHAT to do with computers, let alone HOW to do it. So, simplicity becomes more important. Which leads back around to good UI. Computers allow you to "do" jusst about anything, as long as that anything is digitaly controlled. ie: I can design a hammer on my computer, but I will need more equipment to get my computer to use the hammer it has designed. For instance, my mom uses her computer for e-mail, the web, writing physical letters, and storing her digital photos. That's it. I set her up with a powerbook, and that is STILL overwhelming to her. I however, do lot's of graphics work, and am constenly looking for ways to automate and tweak the interface to my tastes. Yet we are both using the exact same tool (in this case a mac).

      It is extremely daunting for someone as un-experienced as my mother is to wade through menus and preferences and what-not's just to deal with writing a letter. I don't see a time far off when the same software will come with multiple interfaces. Easy and Experienced. Because if something as simple as iTunes is intimidating to her, then nothing yet has been simple enough for the super newbie to really get.

      --
      If you are one in a million, then there are six thousand people who are just like you.
  61. Re:Date with a Macintosh GUI, and simler eXplanati by Bastian · · Score: 4, Insightful

    The funny thing about all this UI talk is that, while Apple is better than most, Apple also breaks a whole lot of UI design guidelines, especially its own.

    For one, the titlebar pills are really quite small, esp. in comparison to the titlebar itself. I remember when I first got OS X I noticed that these buttons were among the smallest ones I've ever seen on a GUI.

    I'm sure a lot of people will hate to hear it, but Expose tends to be another feature that can be annoying, especially to people who aren't familiar with it. In particular, the option to activate it by moving the mouse cursor to one of the screen corners. It's always a bit annoying to overshoot the down arrow on a scrollbar a little bit only to suddenly have your whole world change without any sort of clicking or anything on your part.
    I've escaped this by turning off the ability to activate Expose by moving the mouse to the corner of the screen (keyboard only for me), but I still find it maddening when I'm working on someone else's Mac. And to someone who doesn't know what Expose is, it's even worse because they don't know how to make all their windows go back. In programing, unexpected side-effects in functions is generally considered to be impolite. I think this applies to UI, too.

    I don't think anything I've seen recently really shines on most of the points TFA is talking about. I think that's why HCI people like stuff like Fitt's Law - it means they will always have something to complain about. But it's also a perfect example of worrying about minutia when there are much bigger problems to deal with.

    The big issues that most folks seem to need to get a handle on w/r/t UI is 1)no surprises 2)everything is discoverable 3)don't keep every single thing you own on the floor of your house and 4)it's polite to answer questions when asked.

  62. Closing applications by iyliki · · Score: 1

    It said it would be wise to move the closing button a pixel or two to make the closing of programs very simple. Well that doesn't concearn me very much. Thanks to Linux, I don't close any programs. Sadly everyone else closes my programs all the time. And I loose that one week tab collection. *sob*

  63. Hand-holding by phorm · · Score: 2, Interesting

    Mainly the problem is that users don't often want to *learn* a new piece of software, but they do want to use it. They want advanced features, but they don't want to figure them out.

    That being so, in designing your interfaces (and backend) you have to do a lot of hand-holding. You have to make the basic features obvious, and the complex features easy enough to use for the average user. Often this might mean anticipating how the user expects to use a program, or by filling different controls etc etc based on default behaviors.

    1. Re:Hand-holding by TuringTest · · Score: 1

      this might mean anticipating how the user expects to use a program

      Bingo! You have reached GUIru illumination. That's what usability is all about.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  64. CPU, loading times, and command line access by ZeusAndHades · · Score: 1
    This article is definitely a start. It's good that at least one person in this world is concerned about making the GUI useful rather than just pretty. However there are several areas that I think are more applicable improvements to the OS itself: CPU load, command line access, and the time when the GUI is partially loaded, but not fully functional.

    1) CPU load. Much of the time, I want to have a stable, quick loading OS. There should be an option to reduce or remove fancy graphical features that slow down performance.

    2) Command Line access. I can't stress this enough. There needs to be more integration between the command line and the GUI, and for Windows especially, it needs to be easier to access.

    3) Long loading times when the OS is partially loaded. *cough*windows*cough* This is annoying. You double click an icon and nothing happens. Why? The desktop looks loaded. What the heck is the computer thinking? There should at least be some sort of indicator telling you how close it is to being ready.

    --
    -=Zeus=And=Hades=-
  65. Re:But on the up side.... by Anonymous Coward · · Score: 0

    Thank you for your insights Mr. Poof. It's good to have an expert on all things gay around.

  66. Bob was the right idea by nurb432 · · Score: 1

    But it was implemented poorly..

    --
    ---- Booth was a patriot ----
  67. User Interfaces Should be F/OSS's Great Strength by RAMMS+EIN · · Score: 1

    Free and Open-Source Software actually has an advantage over proprietary software where user interfaces are concerned: it can be the best thing to all people.

    There is no single user interface that is best for everybody. You know that too: some people prefer CLI, others prefer GUI. This means that the optimal solution is for a program to have multiple user interfaces, one for each class of user.

    Having multiple user interfaces for a single piece of software is easier for open-source software than for closed-source software. Anyone can take the code and bolt on a different user interface. This does not cost the original developer anything (beyond the cost of making the software open-source).

    Some F/OSS already does this. E.g. emacs can be used from the console and with a GUI, VLC has different GUIs using different toolkits, IceWM can be configured with a text editor or with a dedicated GUI app, etc.

    Let's exploit this advantage and show the real potential of F/OSS!

    --
    Please correct me if I got my facts wrong.
  68. Yeah UI standards are a waste of time... by WebCowboy · · Score: 2, Funny

    ...because everyone knows that only complete idiots couldn't adapt.

    Take cars for example...I'm sure most people could adapt if you moved the trottle to the left foot. The "bipedal interface" is obsolete anyways. One only needs a single pedal on the floor for the brakes. I say we should try a hand-operated throttle instead.

    And who's idea was it to arrange the gears on an automatic as PRNDL? They might be easier to find if they were sorted alphabetically--DLNPR. And what's with the antiquated idea of a steering wheel? Lets use a joystick and have a trigger for the throttle and a button on top for the horn. I also thing that the gears in a manual transmission should be arranged in a circle instead of "H" or "H with a line in the middle" pattern. Or maybe in all cases we could get high-tech and have gear selection on a pull-down menu in a touch screen on the dash.

    Also, this left and right hand drive thing is dumb. Drivers should always sit in the centre of the vehicle, straddling the console.

    There...much better. I'm sure there would be no confusion or resistance to these changes. Of course we could also make the automotive interface skinnable so each person could play with the positions of all the controls. I know a few people who would really love to drive from the back seat. Then everyone would be happy.

    The drivers license test might be a bit more complex, but I'm sure it wouldn't be any more involved than MCSE certification.

  69. Nice UI is thought about but... by JGski · · Score: 1
    Although I'd be first to lash out at the crummy UI design of much OSS (with plenty left for MS Windows), I think he's made two mistakes: 1) chosen the wrong example to bash, and 2) he *is*, unfortunately blindly applying what are rules of thumb for UI design as if they are laws.

    On the first issue, I switched to using Firefox full time about a month ago (previously using Mozilla 1.x , having abandoned even touching IE for many years). As browser UIs go, Firefox is quite excellent. There are numerous little things that are delightful and easy to use. Only of few of which include:

    1. SSL URLs are highlighted in yellow - much better than the "traditional" lock icon you can never find or notice

    2. Just discovered the "find text" feature - joy! the highlight button is excellent. Well implemented IMO

    3. Compared to IE, it goes without saying that tabbed browsing is far quicker if you power-surf a lot - just an issue with learning it up front

    Overall, based on ~30 years experience with software, I'd put Firefox up on a pedestal as an example of what to emulate when doing UI compared to most OSS or even commercial software. Yes, BTW I use Mac OS X when I want the computer to "get out of my way so I can get something useful done".

    On the second issue, this paper seems like the result a university lower division computer science class assignment, or he just heard a lecture on these UI concepts for the first time and decided he was an expert now.

    UI design is very much a "right brain" activity (yes, I know there isn't technically such a division - stop being so left-brained!). There is as much art as science to any type of design. Being good at it is difficult if you are either "left-brained" or are forced by professional/economic circumstances to be primarily "left-brained". Like most things, you can't do "right-brained" things well without lots of practice (or "left-brained" things either). There's also usually a switching cost/delay going from one to the other unless you are well-toned in both.

    In general, design is a fuzzy business. Even when you design concrete engineering things like analog circuits or software. The best engineering designers always identify themselves as/with artists as much as they identify as/with engineers. Design is always about solving an underspecified problem, so there are always extra degrees of freedom that require making unschooled guesses, engineering judgements and/or aesthetic judgements to get things done. The word "sufficiently" shows up a lot for a reason.

    If you don't have a nature affinity to being an artist or thinking of yourself as an artist, you probably won't be a good UI designer. That's perfectly OK as absolutely no one is good at everything - only don't expect much when you do UI implementations without someone who is good at it.

  70. Re:Article completely forgets about active boarder by lisaparratt · · Score: 1

    Virtual desktops have been and gone - exposé is where it's at these days ;)

  71. User-interface isn't the real problem by c0d3h4x0r · · Score: 2, Insightful

    The real problem with most FOSS is that it is too complex and inconsistent architecturally. No matter how pretty or usable a GUI you slap on top of it, if the underlying system is too complex and inconsistent, it won't be accessible to normal people.

    Example: someone writes a niffty GUI wizard for Linux for setting up a printer. The wizard itself follows all the usability guidelines and is quite nice. But the problem is that the wizard is just a front-end for CUPS or some other nastily-complicated printer driver system. When the back-end chokes in some unexpected way the front-end isn't expecting, the user has to comletely sidestep the wizard, go the command line, and whip out Linux-fu magic to fix the problem. The problem here isn't the front-end GUI wizard; the problem is that the architecture of the underlying printer driver system is overly complicated and completely blows, and there's no tight integration between the back-end and the front-end so that the user can use the wizard to easily fix any possible problem that may arise.

    You see this over and over again in the Linux/BSD worlds. Slapping a pretty GUI on top of a shit architecture does not make thing easier to use.

    --
    Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.
    1. Re:User-interface isn't the real problem by Anonymous Coward · · Score: 0

      make sure you tell apple that their underlying printer driver system is overly complicated and completely blows

  72. I think about it differently by Lifewish · · Score: 1

    What most makes sense to me is to distinguish between programs and applications. Simply-put, programs are written with the computer in mind; applications are written with the user in mind. It's the difference between NASM and Python.

    Applications, at their best, are repackagings of several programs, grouped by functionality rather than by origin. An example would be:

    *programs would be written to check DNS records, trace the route to a machine, check what IP addresses are connected to your computer and so on.

    *An application would be written with a big button saying "find out about who I'm connected to".

    The programs such as traceroute, netstat, etc are written very much to explore the computer's capacities. The application described would be written to explore the user's needs.

    Applications don't have to be graphical, although this can make it far easier for the user. An excellent example of a non-graphical application is NMap - reasonably user-friendly and built around the needs of the user not the machine.

    --
    For the love of God, please learn to spell "ridiculous"!!!
  73. No fucking use to anyone by Edie+O'Teditor · · Score: 0
    This article presents five key points of user interface design
    All of which are NFUTA if you break the zeroth rule - don't get slashdotted.
    --
    If X is the new Y, and Y is "X is the new Y", solve for X.
  74. Different UIs for different users by tootlemonde · · Score: 2, Insightful

    The most basic point in all computer UI design is that the user does not want to use your application. They want to get their work done as quickly and easily as possible, and the application is simply a tool aiding that.

    There is also a class of user, more common that one might expect, that does not want to get his work done quickly, although he may say he does. UIs designed for the lowest common denominator are often dedicated to trying to get this user to do something he's not inclined ever to do. As a result they fail to satisfy this user as well as the other type who really does wants to get his job done quickly and easily.

    Among the quickly-and-easily crowd, there are two types of the users: those who use the product a little and those who use it a lot. You can argue about what is most intuitive for the use-it-a-little segment, but keyboard shortcuts are usually what experienced users prefer. If you really want to get your work done quickly and easily, keyboard shortcuts are what you want.

    As a result, for people who use the product the most, an intuitive interface may not be all that important except as a learning tool.

  75. Re:Date with a Macintosh GUI, and simler eXplanati by HeghmoH · · Score: 1

    Your comments about Expose are confusing to me. By default, Expose can only be activated by pushing F10, F11, and F12. You have to go and change the settings manually if you want it to activate with a screen corner. You shouldn't have been experience this unless you explicitly asked for it, and a newbie won't accidentally trigger it unless he's playing around with his F-keys.

    --
    Mod down posts with a "Free Mac Mini/iPod" sig, they're spam!
  76. AAAHHHH!!! by Anonymous Coward · · Score: 1, Interesting
    One can argue that functionality is more important than the presentation/interface layer, but seriously, users are more attracted to pretty pictures.

    This is exactly the reason that so many UIs suck so much. You have to differentiate between design for looks and design for function. Users care about pretty pictures for about one minute. After that, if your application is impossible to use (no matter how many great features it has) they will choose the simpler application that helps them get their task done.

  77. Re:Date with a Macintosh GUI, and simler eXplanati by Bastian · · Score: 1

    Like everyone else I know of, my first experience with Mac OS X was on someone else's computer. =D

    I recognize that it's not on by default, but it is still an excellent example of a horrendous UI bobble if your goal in UI design is to make the GUI or GUI feature as pleasant as possible for a naive user who suddenly encounters that feature for the first time.

  78. Fitts' Law by SimHacker · · Score: 1
    It's spelled "Fitts' Law", not "Fitt's Law".

    You seem to be confused about how to apply Fitts' Law. It doesn't have anything to do with keyboard commands versus mouse commands. It's a way of comparing the speed and accuracy of commands issues by a two dimensional input device like the mouse. It doesn't have anything to do with the time required to switch between input devices, which is a different issue entirely.

    Your argument that Fitts' Law has become unreasonably important doesn't make sense. It has nothing to do with whether or not there are visual shortcuts for keyboard accelerators.

    You don't say how mouse gestures will "dramatically change the effects of Fitt's (sic) law". You're putting the cart before the donkey. The effects of Fitts law dramatically and positively effect the speed and reliability of mouse gestures. It sounds like you're trying to say the opposite. What do you mean?

    Your statement that "The more you conform to established metaphores, the more easily you can make your product usable." is pure bullshit, but it's true that "Creating new metaphores is difficult, and getting them accepted is even more difficult."

    In the field of user interface design, you should NEVER make a statement like "At no point should a person be presented with more than 9 items in a selection when one has to be chosen." That's "cargo cult design methodology", when you mindlessly repeat rules of thumb without understanting them, trying to imitate the successes of other systems by aping their surface features, but not understanding their underlying design. User interface design is all about trade-offs and context, not rigidly applying pedantic design rules you read somewhere without understanding them or pausing to consider the actual application.

    --
    Take a look and feel free: http://www.PieMenu.com
  79. Re:False universals & the inevitability of com by killjoe · · Score: 1

    It's about none of that. It's about mimicing windows that's all. Everytime anybody tries to innovate a new GUI the masses scream that it does not look and work like "what they are used to" meaning windows.

    --
    evil is as evil does
  80. Mod parent up by Animats · · Score: 1
    Exactly.

    The worst problems in the Linux/UNIX world come from user interfaces that deal with the state of the underlying system without knowing enough about what that state really is.

    Printer configuration is an obvious one. Why should there even be printer configuration? When you want to print something, you should be presented with a list of available printers. Everything else should be automatic. Worst case, you might have to type in the name of a remote printer that's not on your local LAN.

  81. A bit of disagreement, other stuff is agreeable by aaron_pet · · Score: 1

    1st,
    the firefox button is already distinguished... by color! The button is already longer as well! it has the down arrow next to it!

    Irregularly spaced items are tough to deal with...
    (if he would have chosen the kde "K" button as an example, I would have been in agreement)

    2nd.

    Off by 1 pixel controls are very important. I don't want to accidentally blow away my work! Some tasks require extra attention, because they are extra dangerous.

    3rd the other stuff seems resonable, thanks for bringing up the issue!

    --
    Please use [ informative / summarizing ] SUBJECT LINES
    Flame me here
  82. Re:False universals & the inevitability of com by jedidiah · · Score: 1

    > Usability is really NOT about religion, CLI vs GUI
    > or whatever, its about doing things the right way,

    An obvious contradiction and why some of us tend to heckle those that are pretentious about user interface design.

    --
    A Pirate and a Puritan look the same on a balance sheet.
  83. Re:Date with a Macintosh GUI, and simler eXplanati by HeghmoH · · Score: 1

    I see what you mean, and I get your point now. I adore Expose, but I can see where a novice might be confused. In Expose's defense, it is always deactivated when you click, no matter where, so a bit of flailing around should always get the user back to a usable state.

    --
    Mod down posts with a "Free Mac Mini/iPod" sig, they're spam!
  84. firefox interruptions by chocolatetrumpet · · Score: 1

    THANK YOU for hitting on my biggest computer peeve... interruptions.

    I won't even talk to my parents if they interrupt me, and I sure as hell can't stand when my computer does.

    An appropriate dialog to pop up a box in front of me while I am working is one that says "Your computer is on fire. Please put out the fire." Anything less than that just doesn't count.

    Firefox, do I care even the smallest, tiniest bit if tab 22 didn't load while I'm looking at tab 6? ABSOLUTELY NOT!! WTF.... NEVER interrupt me, firefox, and fuck you!!

    This is not flamebait.. it just kills me. Can ANYONE justify that kind of interruption? Even from a person? It's disgusting. Leave me the hell alone.

    --
    Spoon not. Fork, or fork not. There is no spoon.
    1. Re:firefox interruptions by mrchaotica · · Score: 1

      YES, YES, OH GOD YES!!!

      All dialog boxes are evil, and modal ones are particularly so. The Firefox programmers are smart enough to block web sites' popup windows; aren't they smart enough to not add them back theirselves?!

      Firefox should have exactly four dialog boxes, and no more. The only things that deserve to be dialog boxes are: Open, Save as, Print, and Preferences. And they should not be modal!!!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  85. Understanding Fitts' Law by SimHacker · · Score: 0, Redundant
    Note: It's spelled "Fitts' Law", not "Fitt's Law".

    You seem to be confused about how Fitts' Law is applied. It doesn't have anything to do with keyboard commands versus mouse commands. It's a way of comparing the speed and accuracy of commands issues by a two dimensional input device like the mouse. It doesn't have anything to do with the time required to switch between different types of input devices like the mouse and keyboard, which is a different issue entirely.

    Your argument that Fitts' Law has become unreasonably important doesn't make sense. It has nothing to do with whether or not there are visual shortcuts for keyboard accelerators.

    You don't say how mouse gestures will "dramatically change the effects of Fitt's (sic) law". You're putting the cart before the donkey. Fitts' law predicts the dramatic and positive effect of speed and reliability of mouse gestures. It sounds like you're trying to say the opposite. What do you mean?

    Your statement that "The more you conform to established metaphores, the more easily you can make your product usable." is pure bullshit, but of course it's true that "Creating new metaphores is difficult, and getting them accepted is even more difficult."

    The Sims user interface incorporates pie menus (which Fitts' Law correctly predicts are faster and more efficient than linear menus), but it certainly doesn't confirm to established metaphores. Yet it's the top selling game of all time, and the interface has been reviewed by professional designers as "superb". So yes, it's quite possible to successfully apply Fitts' Law to user interface design, to implement an innovative, easily usable product, without confirming to established metaphores.

    In the field of user interface design, you should NEVER make a statement like "At no point should a person be presented with more than 9 items in a selection when one has to be chosen." That's "cargo cult design methodology" when you mindlessly repeat rules of thumb without understanting them, trying to imitate the successes of other systems by apeing their surface features, but not understanding their underlying design. User interface design is all about understanding trade-offs and context, not rigidly applying pedantic design rules you read somewhere without understanding them or pausing to consider the actual application.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
  86. auto toolbar buttons by chocolatetrumpet · · Score: 1

    Easy fix - the most commonly or most recently used commands automatically become toolbar buttons.

    If my gigahertz computer can't handle this, then we're fucked.

    --
    Spoon not. Fork, or fork not. There is no spoon.
    1. Re:auto toolbar buttons by grumbel · · Score: 1

      ### Easy fix - the most commonly or most recently used commands automatically become toolbar buttons.

      Thats by far the worst thing you can do to 'fix' this. Automatically changing user-interfaces are extremly confusing for the user, since you never can be sure where your button will pop-up next time. Its also pretty hard to find out frequently used commands, in Gimp I sometimes need some command extremly often, then I just bind it to a key and use it, there is no way to figure that out beforehand, since I might use that command frequently only for this time, next image might require something completly different.

      Thats said, some parts of the userinterfaces can and should be adopting, like the 'recent files' menu or say some kind of automatic bookmarks, but it should always be pretty click why they change and when they change and not just out of nowhere like for example Microsoft 'lets hide random menu entries' feature.

  87. What makes a "Usability Expert"? by boomgopher · · Score: 1

    The guys/gals who were labelled this at my (fairly big) company, sucked at UIs.

    They seemed capable of making pictures of UIs in Photoshop, and had backgrounds such as Bachelor degrees in History, etc.

    But god forbid if you tried to deviate from their designs (i.e. the jpg images), as all hell would break loose.

    Sorry, but as a developer, I could produce equally usable UIs, without any explicit UI training. (and my icons were better too :P)

    --
    Your hybrid is not saving the environment. Its purpose is to make you feel good about buying something.
    1. Re:What makes a "Usability Expert"? by bhima · · Score: 0, Offtopic

      Having worked on projects with & without UI experts, all I can say to this is BULLSHIT

      --
      Nothing in the world is more dangerous than sincere ignorance and conscientious stupidity.
  88. foobar by EdZ · · Score: 1
    Someone show this to the guys working on foobar2000. We know your player is extremely well made and programmed, and works excellently. But that's not excuse for your UI to be so terrible. I'm not saying it should be 'user firendly' in the sense that an idiot could sue it, but in a way that just makes it easy to perform actions, instead of slow and irritating as it now is.

    Yes, I know foober2000 needs customising to use it to it's full potential, but that doesn't mean that the 'out of the box' UI should be so awful that you have to change it!

  89. Konqueror, a bad example to pick by advocate_one · · Score: 3, Interesting

    for showing us how badly a browser can be designed... yes... except that Konqueror's primary function is as a filesystem browser, where the UP button makes perfect sense in it's location...

    --
    Donald 'Duck' Dunn: We had a band powerful enough to turn goat piss into gasoline.
    1. Re:Konqueror, a bad example to pick by philci52 · · Score: 1

      I think that's part of the point though. When it is used as a web browser then it should work well as one. So "Up" doesn't make sense for a browser, except maybe for FTP sites. So it really shouldn't even be there. I've attempted to use Konquerer as a browser a couple times and there are just too many irrelavent/rarely used buttons and options. Sometimes buttons that just plain don't work (Cervesa!). Klean it up!

    2. Re:Konqueror, a bad example to pick by Anonymous Coward · · Score: 1, Interesting

      Oh, all the time I have wished I had an up-button in the web browser. Looking through an image gallery, and currently being at picture 35, I want to see the index of all the pics. Some times the site provides one, sometimes it's just a question of cutting off the URL at the right slash. But often there is no way to figure out how to get directly back to the index, without pressing back 35 times. Or even worse, a site has 50 galleries, but I followed a link directly to one of the galleries. After finding out that the gallery is interesting, I want to see the other galleries. Since I came from a different site, the back button won't take me to the gallery index, and the only solution is trying to guess the correct URL. Sometimes successfully, but other times it's hopeless.

      Ok, the problem won't get solved by adding the button, because the program won't know how to get to the index either. But the point is, it's not the button that should be removed, it's the buttons functionality that should be added to the browser.

  90. No point in releasing it? by RAMMS+EIN · · Score: 1

    ``It's not about programmers vs non-programmers. It's about the person who created the application vs everyone else. And when it's put like that, there's no choice to make. If software hasn't been designed for other people to use, there's no point releasing it.''

    Of course there is. If it's useful to you, it's probably also useful to others. Or others might make it useful (if it's open-source). Releasing your software keeps the options open. I can only see that as a Good Thing.

    --
    Please correct me if I got my facts wrong.
  91. Re:Date with a Macintosh GUI, and simler eXplanati by grumbel · · Score: 2, Interesting

    Taking about Expose, I consider it something along the best invention I have seen in the GUIs on todays computers in the last years. Yes, it can be a bit annoying if you only have a slugish touchpad at hand and trigger it by excident and it might be confusing to new users, since its not obvious how it got triggered in the first place, but after all its off by default so no evil things happen.

    The good thing of Expose is that it gives you one feature that everybody knows from the real world, but which is extremly seldomly seen in GUIs, I would call the 'step back' feature. With drop-down lists, tasksbars and even with different workspaces is way to easy to lose the overview, Expose gives you the freedoom to virtually step back and see whats on your desktop simply by zooming out and rearanging the windows so that everything gets visible. It makes navigating a whole heapload of windows way easier then anything else. In general the ability to 'step back' when losing the overview is what makes computers so much more inaccessible then a table and some pieces of paper.

  92. Re:Google cache sucks (explination) by Anonymous Coward · · Score: 0

    Reason. Google doesn't cache images. ethen they arnt dum enought to provide a free webhosting capabilities with unlimited file size. They hold the text becuse they have to anyway, and people find it useful.

  93. Grab bag of gripes from a random user by RobertLTux · · Score: 1

    1 on a cli the most common way a program is used should be foo [input files] [output] with bonus points for foo [valid files in /.] [predefined output] 2 foo --settings should dump a complete settings file into .foo (or hkcu/software/) TO INCLUDE DEFAULT SETTINGS 3 noncritical dialogs should time-out (vanish after ~8 seconds) 4 a grey box skin should ship with the app (i dont care if you are a MM program cute is only for PORNO/ kiddie programs) 5 make sure you can use your app with only a keyboard

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
  94. Dynamic Pie Menus by SimHacker · · Score: 1
    The pie menus in The Sims are context sensitive, and hide inappropriate items, but the context depends on the state of the object and the selected user, so there are many different contexts which change dynamically over time.

    So part of the game is figuring out how to manipulate the objects and people into the right state to enable the menu items you want.

    Since The Sims game design requires that the menu items do change over time, that trumps the rule of thumb that pie menus should be used for static menus. User interface design involves weighing conflicting rules and making trade-offs according to the application and user requirements, so it's ok to break a few rules for good reasons.

    An inactive TV set just has a "Turn On" menu item. When you activate it, the "Turn On" item disappears and is replaced by a bunch of items like "Turn Off", "Watch TV", "Change Channel," etc.

    If you click on another Sim character, you get a menu of interpersonal interactions that the currently selected Sim can perform with the other Sim you clicked on. Those can change according to their relationships and moods.

    The Dumbold Voting Machine is a free downloadable Sims object that lets your Sims vote using pie menus. The voting machine can be in different states: turned off, turned on and booted, and election started and voting. The items on the pie menu change according to the state. It also has other state variables like Printer Enable, Network Enable, Debug Mode, Voter Roll, and the Votes themselves, which you can change by monkeying around with the voting machine.

    The items can vary according to the selected character: Each Sim can only vote once (unless some monkey reset the voter roll or left it in debug mode). After a Sim votes, when you click on the voting machine again, instead of getting a pie menu of candidate names, you just get an item that thanks you for voting, and reminds you can only vote once.

    Pie menus are easier to use when they have eight or fewer items. But the game design requires that more than eight items be displayed some times.

    So pie menus must be able to handle situations with more than eight items, and still be easy to use. The pie menus in The Sims cope with that situation in two ways: overflow items and paging. If you have more than eight items, the overflow items are put above and below the pie menu, so you can select them by pointing at them, but they're not selected as part of the pie. You have to actually move the cursor inside of the label to select the overflow items, while the pie items can be selected anywhere in their wedge shaped slices that extend to the edge of the screen.

    If there are even more items than will fit in the top and bottom overflow areas, then it puts the extra items on another page that you can browse by hitting the tab key.

    It's obvious how to use the overflow items, but the paging is quite obscure, with no visual indication that it's possible. It is documented in the manual and in faq's, but not many people know about it or use it, because it's rarely necessary.

    The paging feature is badly designed and was put in as a last resort, more like an easter egg that can hide the last few items in overpopulated menus. But most menus don't have enough items to require paging (because that's a bad design in its own right), so it's rare that paging is ever necessary. Objects tend to put the most important menu items first, and paging was really only useful during game development when many extra debugging items were enabled.

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
    1. Re:Dynamic Pie Menus by Jameth · · Score: 1

      I prefer the Maya3D handling of pie menus. I didn't mention them since I was mostly talking about the menu bar at the top, but Maya does use a pie-menu for all context menus.

      The Maya pie menu is a burst all around the cursor, except that it just has a list going down below it. The key commands in any situation are always situated near the cursor at the top and any new items added to the menu due to that specific context are just appended onto the bottom menu which functions like a perfectly normal context menu in any other program, meaning that it can handle almost any amount of options (as many as fit on the screen) without any weird tricks. I've never seen a menu large enough that it couldn't be handled, so I really don't know what would happen.

    2. Re:Dynamic Pie Menus by SimHacker · · Score: 1
      The JavaScript pie menus for Internet Explorer support the layout of pure pie menus, pure linear menus, and hybrid menus with both pie and linear items.

      They can limit the number of pie items to a default of 8, and the overflow items are put below as linear menu items by default, or you can specify the default direction for overflow items. If you limit the number of pie items to 0, then the menu functions as a normal "pull down" linear menu.

      Linear items can also be layed out above, below, to the left, or to the right of the pie menu, so it supports "pull up", "pull right" and "pull left" menus as well as "pull down".

      Here is an extreme example of a pie menu with lots of extra linear items in all four directions, that popup up other variations of pie and linear menus. Here is the XML that defines the hybrid pie menu layout.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
  95. Re:Article completely forgets about active boarder by Trejkaz · · Score: 1

    I know what you mean. The application our company is selling does -- or did -- exactly that, in the last version.

    The first thing I did on the new version was to make all the window settings persist so that the window will appear in exactly the same state as it did the previous run.

    Maximising all windows is like saying you don't want to use your entire 1600x1200 resolution as it was intended -- to display more stuff.

    --
    Karma: It's all a bunch of tree-huggin' hippy crap!
  96. Firefox's Find feature is not all roses. by Trejkaz · · Score: 0, Flamebait

    I have a number of beefs with the way Firefox does Find now.

    • It pretends to be exactly like type-ahead (it looks exactly the same!), but when you press Enter it doesn't take you to the link.
    • It searches over all frames instead of the one I clicked in, which I specifically clicked in to search THAT FRAME.
    • It's inconsistent with every other Find feature in every other program, ever. Ideally, every program's Find feature should look the same. If that means converting them all to show a bar at the bottom, fine. But that hasn't been done yet.
    --
    Karma: It's all a bunch of tree-huggin' hippy crap!
    1. Re:Firefox's Find feature is not all roses. by Trejkaz · · Score: 1

      I love how this is apparently flamebait when it's really just pointing out the same sort of UI errors that the original article pointed out. Hey, why not mark the article Flamebait too, and save people the trouble of reading it?

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  97. It's conceptual people by owlstead · · Score: 2, Interesting

    Lots of mistakes are made in UI design on a conceptual level. The article touches that slightly by explaining the importance of only showing the information/controls important to the user. But it goes much further.

    To show some examples from firefox: there are many settings to control privacy/security. Many users do like these settings, but not for each site. If they trust a site, they don't mind popups, images from other servers etc. But firefox does not place the site central, but the control. That's simply not how a user _thinks_.

    I've got a lot of other grieves, but I'll let that pass for now. Normally I only comment on programs that I find of great use to me, also because I try not to use the others at all. The screen real estate that firefox leaves me is for instance fantastic, and it is very uncluttered.

  98. Re:Date with a Macintosh GUI, and simler eXplanati by vague · · Score: 1

    > In programing, unexpected side-effects in functions is generally considered to be impolite. I think this applies to UI, too.

    Ahhh, but don't you see, it's really the same thing. You only need to realize that the programming language is nothing but the most powerful and complex computer UI you're using.

    --

    -
    Listen. Strange women lying in ponds distributing swords is no basis for a system of government.

  99. UI designers as first-class participants in OSS by anon+coward · · Score: 1

    This is not a technical problem -- it's a social problem. What's in it for a UI designer to "help" or "contribute" to an OSS project? He or she will still be a second-class citizen.

    People who write code control OS projects (understandably enough) and other non-coder skill sets like UI design are second-class and after the fact or omitted completely.

    Understandable because coders get you through times of no UI designers better than UI designers get you through times of no coders (apol to FFBros).

    Coders are essential to having a project at all. Yet non-coders are essential to having a good project; or at the least, to getting a project out from behind the "geek curtain" and onto the desktop of ordinary folk.

    But convincing coders to share power will be very difficult.

    To use a Ted Nelson analogy, how were camera operators ever persuaded to give up control of movie making? Answer I bet: probably not "persauded", probably told by the guys who put up the money. Similar to commercial sfwr from good houses like Apple, where interface design is involved from the start because Steve says so.

  100. I have doubts...I know what I'm talking about. by Anonymous Coward · · Score: 0

    "Go try Blender, then come back and tell us that..."

    Go try Maya Unlimited, then come back and tell us that...

    Go try Lightwave, then come back and tell us that...

    Go try ProCAD, then come back and tell us that...

    Go try [Insert powerful software here], then come back and tell us that...

    Your argument is silly, because you expect powerful (and specialized) software to be designed for Ma and Pa Kettle, instead of the professional audiance it's ment for.

    1. Re:I have doubts...I know what I'm talking about. by Anonymous Coward · · Score: 0

      If B is worse than A, that does not mean that A is not bad.

      It may be that it's impossible for certain types of software to have a really good interface given the standard keyboard/mouse/display. That doesn't mean you should give up and be happy with what you have. Maybe you should devote your time to worrying about other things, but don't get delusional.

  101. Jokes aside-Cardboard Cutouts. by Anonymous Coward · · Score: 0

    A PART (small part. There's no substitute for domain knowledge and experience) is good UI mockup tools. Frameworks with good interface rules embedded.

    "There are multiple kinds of user, and the 'friendliest' interface is often going to be different for each type. We need to understand usability issues for all of the types, not just the commodity GUI."

    Maybe a correlation between the various personality "types" and appropriate UI elements would help?

  102. Re:Article completely forgets about active borders by Anonymous Coward · · Score: 0

    Wrong. Your configuration for changing active desktops is unique--it's your "personal" configuration. No systems I have used come by default configured that way.

    My number one pet peeve about using Linux is that the the "Close" button in the top right corner is not "infinite." On my Windows box, I can slam the mouse up there and nail the button in a millisecond, without thinking. On my Linux box, I have to move there, check to make sure I'm lined up, and click it--it's much more tedious to close a window in Gnome than it is in XP.

    I'm not saying that your configuration of changing active desktops isn't useful, productive, or even superior, it's just that systems don't come configured that way. They should be as user-friendly as possible when in their default setups, which would entail "infinite" scroll bars and border buttons.

  103. Selected text by kryptik_79 · · Score: 1
    "So why does this theme change the background of the selection to a dark colour, so that the hardest text to read on the screen is the very text the user is most focused on? Would it not be better to make this text stand out from the rest by making it brighter and easier to read?"

    This insinuates that all other text somehow be made harder to read all the time. When necessary, selected text would then become easier to read. Or perform a reverse highlight of sorts.

    The idea is there but the proposed solution needs some work, for which I do not claim to have the answers.

  104. GNUstep by Anonymous Coward · · Score: 0

    http://www.gnustep.org/ GNUstep http://www.linuks.mine.nu/gnustep/ GNUstep

  105. Don't preach to the developer. Do it yourself. by ishmalius · · Score: 1
    There is a common fallacy that some people have about Open Source software. It is that the basic goal of a writer of software is to please the end-user. But people who write software for free find their recompense in the pure joy of doing it. They do not feel a burden to work and slave at the keyboard to accomodate a sea of anonymous faces. Open Source is not a producer-consumer economy, yet many users still treat it that way.

    The user that the developer has in mind is himself. And for him, the software works perfectly.

    What is necessary for the user community to get a good GUI design, that fits their needs, is to provide that GUI themselves. Then the users can share in the joy of creating something useful out of ethereal clay. I mean this in a positive way. In Open Source, if you want something, design it. Create it. Fix it. It is by far the fastest -- and believe me, the most fulfilling way to get what you want.

    And one needn't be a software engineer. There are many ways to contribute. Storyboards of the GUI in action are an excellent start. L10N translations are wonderful.

    A good example is contributing to UML design. Did you know that the simplest part of UML, the Use Case diagram, is usually the hardest part for the developer? That is because he is usually clueless about one of the basic parts of the program: what are the different ways in which this software will be used? The average user off the street can easily give this precious information.

    Don't treat Open Source software like you bought it at a store, and are unhappy with it. Treat it like a fixer-upper, a do-it-yourself project, and opportunity to shine.

  106. No-one's mentioned my own main principle by gidds · · Score: 1
    ...which (since you asked) is this: Don't think about what the machine's doing. Think about what the user's doing.

    Of course, when you come to write the engine, the guts of your app, you need to think pretty hard what the machine's doing! But for the UI, you need to ignore most of that, and just think about the user: what are they trying to accomplish? What do they need to know to do it? How can you make it as easy as possible for them to do it? And so on.

    So many bits of software clearly expect the user to have to learn how the guts of the software works, when that's rarely necessary. In the vast majority of cases, it's much better the other way around.

    --

    Ceterum censeo subscriptionem esse delendam.

  107. Nope wrong by syousef · · Score: 1

    Oh no another guru with a set of life changing observations. Go away...

    "Imagine users as very intelligent but very busy"

    He's obviously never dealt with the same users as me or it would be "Imagine your users as 90% stupid and unmotivated/lazy, 10% intelligent and bored".

    Use the edges and corners of the screen to make your controls virtually infinite

    This reminds me of "When you catch the grasshoper then you will be ready to leave". What a bunch of balloni.

    1. Don't put road blocks in the way of your users. 2. Only pop up a dialog if it contains useful information 3. If at all possible, use non-modal status indicators

    We've gone from crptyic to obvious. I could add "4. Don't make the computer explode and kill your user". Duh!

    Use the power of the computer...The computer is powerful: use the computer's power to help the user

    You have never felt the power of the dark side. Join me Luke and I will complete your training!

    Make similar items easy to distinguish between as summary of point 3 then in the next point...Make items easy to distinguish and find and Make items that do different things distinctive

    This guy should be in charge of data backup - redundancy is a good thing there.

    These five points represent a small but important part of UI design.

    No sir these are the irrelevant, ill thought out prattlings of a PhD. student that have come into vogue and made it as /. news.

    A better summary: Don't make your interfaces confusing by adding similar options that do very different things, and for goodness sake remember the user is trying to get something done and isn't necessarily interested in tech.

    --
    These posts express my own personal views, not those of my employer
  108. more reading on usability theory by on+the+8ball · · Score: 2, Informative
    Didn't see these sources mentioned in a quick glance through. I recommend them highly as well:

    Donald Norman's book The Design of Everyday Things

    Jakob Nielsen's articles and newsletters on web design and usability testing:
    Useit.com

    Both are pretty good.

    --
    Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment â" Buddha
  109. USABILITY EFFECTS EVERYONE by mewphobia · · Score: 1

    Finally someone who gets it.

    repeat after me: USABILITY EFFECTS EVERYONE.

    One of the major problems with asking the programmer to think about usability is he's offering his time for free. And lets face it, usability isn't trivial. It could quite possibily (and i'd even go as far as to say most likely) take more time just getting the interface right than the whole rest of the program (depending on what it is).

    This is where i can see something like XUL playing a great helping hand. The interface is decoupled from the code enough that any web designer can fix usability problems. It leverages the power of open source. I just wish more people would understand this and help with work on XUL (documenting/testing etc.)..

  110. Re:False universals & the inevitability of com by Anonymous Coward · · Score: 0

    I'd like take this opportunity to post some advice spam to open-source UI designers (especially those affiliated with GNOME) :

    QuickSilver for Mac OS X is the most useful new UI concept I have ever encountered. It has a smooth learning curve that's lets novices use it instantly and advanced users [I've been using it for a year] continue to increase it's utility long after most products reach an apex of mastery.

    There needs to be an open-source clone of QuickSilver for GNOME or KDE!

    I think that this would be an incredible boon to the open-source community, and have every desire to spam slashdot until it happens.

  111. No more Dialog Box errors! by Artemis · · Score: 1

    This annoyed me to no end. The reason I was browing with tabs was so that I could have many of them open at once, which probably means I didn't want to be interrupted when that tab did not load. My fix was to set

    browser.xul.error_pages.enabled = true
    in about:config

    This makes the pages give simple xul error pages with no dialog box, easily been the biggest improvement that about:config has given me in Firefox.
  112. Get a Mac by Raffaello · · Score: 1

    This thread is mostly a giant waste. The whole "complexity" issue is largely invisible in the Apple world, because Apple have made managing complexity a priority for twenty years. Meanwhile, the dominiant platform vendor, Microsoft, has made integration a distant afterthought for the last two decades. Why is anyone surprised that "complexity" is a problem on the MS side of the fence? Why would MIT's Media Lab need to start a project to "solve" this problem? The solution has been staring you in the face the whole time, but most are too proud/stubborn/macho to admit it.

    Get A Mac. Believe me, Mac using workers do not lose a week a year (read the Economist article for cite) wrestling with their misbehaving computers. Mac networks are not down for an unplanned 175 hours each year. This is considered "normal" only in the Windows PC world.

  113. heh...Occams Design. by Anonymous Coward · · Score: 0

    "What I mean is that you have, let's say, you want to make a word processor. You know how most of them have about 200+ different buttons and functions to choose from on 2 - 4 toolbars at the top? Try condensing those into 1 toolbar with 6 buttons. If I recall correctly, there's TextEdit(?) in the Mac OSX that looks pretty sexy, and has almost nothing on the word-processor exept the sheer minimum (Which is what is recommended by this article, no?)."

    There's what's wrong with program design. First keep in mind the primary goals of the program. Second have a holistic view of your program. Third keep your design as simple as possible, but no simpler.

    Translating? Decisions further down in your program, can either complicate, or simplify the face presented to the user. Question all decisions in the face of the goals. Intelligent plugins, and scripting can shift some of the burden from you to others, and extends the life of your program.

  114. That reminds me... by LittleBigLui · · Score: 1

    ... my parents took me (i'm from Austria) on a trip to the US (New York for a few days, then to Tampa, Florida, for a few more days) a few years ago (I was ~18 at the time).

    We rented a car, which obviously was automatic. My father is an excellent driver, but he never drove an automatic before. He did pretty well, until he hit the "clutch" on the middle lane of the highway.

    Pretty scary, but gladly no one got hurt.

    --
    Free as in mason.
  115. What does the "up" button in Konqueror do? by Sindri · · Score: 1

    I haven't used KDE for years and got curious when I saw a mention of this.

    I'm also curious if anyone will know.

    1. Re:What does the "up" button in Konqueror do? by chawly · · Score: 1

      Gets you closer to God ?

      --
      How many beans make five, anyhow ? ... Charles Walmsley
  116. Re:Date with a Macintosh GUI, and simler eXplanati by indiechild · · Score: 1

    I don't understand what you're getting at. If it's a user option and not turned on by default, how is it a bad thing?

    Some people like having Expose activated by moving the mouse to the corners, so be it. I don't happen to be one of these people, but I'm not going to fault people who want to work like this in OS X.

    If I hide the taskbar in Windows, and a newbie comes along and can't find the taskbar, should he blame Windows for having bad UI design?

  117. My sincere apologies by TuringTest · · Score: 1

    I'm the culprit. I posted the article because I liked it so much.

    In my defense I'l say that I posted it four times to get it accepted, and the original version did have a link to the coralized copy. But alas! it got lost in the rewritings.

    I found your article so clearly written and to the point that I felt that it should be seen by the Slashdot crew. In fact, I've tried once or twice to write a similar one myself (without success) so that every FOSS programmer would get a clue of what a good interface is. I hope that now at least they'll get rid of the evil alertboxes!

    Sorry again for eating all your bandwith for a day.

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    1. Re:My sincere apologies by BenjyD · · Score: 1

      That's alright, it's tailed off now anyway and I made a bit of money off clickthroughs on the google adsense ads on a site linked off the article :)

      I'm glad you liked the article

    2. Re:My sincere apologies by TuringTest · · Score: 1

      on a site linked off the article
      Do you mean the page of the SiEd editor? I had it linked in my previous submits, wich had more credit to you as it's creator. I wonder if that's why the first drafts were rejected.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  118. wrong, wrong, wrong by TuringTest · · Score: 1

    wrong, wrong, wrong, wrong, wrong, wrong, wrong.

    You should really read something on GUI design before bitching about it. UI designers would tell you that you start with the user. Not with a widget, a gadget, a gear or a stick. The very first task of interaction design is understanding what the user needs and how is s/he going to try to get it done. You do it by making a prototype and letting the user handle it. THEN you design the interface that matches with the actions performed by the user.

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    1. Re:wrong, wrong, wrong by gowen · · Score: 1

      Do you really think thats how the manual gearstick was invented? Or why it has its present design?

      Or that such a method would, or indeed could, produce a better design?

      --
      Athletic Scholarships to universities make as much sense as academic scholarships to sports teams.
    2. Re:wrong, wrong, wrong by TuringTest · · Score: 1

      Yes, it was produced that way. Through sereral iterations of trial and error, watching people driving cars. The first automobiles didn't have a common standard of tools, it even wasn't obvious that a wheel was the best device to drive them.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  119. Re:Date with a Macintosh GUI, and simler eXplanati by TuringTest · · Score: 1

    Then you'll love to hear of Zoomable User Interfaces. Search for them in Wikipedia.

    --
    Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  120. Static & Dynamic: Better when used together by gmulert · · Score: 1

    In my opinion, the thing that XP's Start menu does right is providing both static and automagically-ordered shortcuts. If I start launching an application frequently, *BAM* it's suddenly at my fingertips, but the existing "All Programs" tree never changes without my explicit approval.

    Granted, this approach consumes more screen real estate, but this could easily be drawn from the otherwise wasted trailing space in most menu bars and/or toolbars.

  121. Automatically pushing buttons in Firefox (Windows) by Jon_Aquino · · Score: 1

    It's a freeware Windows utility called Push That Freakin' Button (PTFB). Drag the PTFB finger over a button on any annoying dialog, and it will automatically close it for you from now on.

    Actually it is meant to work with standard Windows widgets, which Firefox does not use. But the PTFB author has cleverly supplied a way to push non-standard widgets: when you drag the PTFB finger over the button, hold down *both* mouse buttons - this will tell PTFB to click by *coordinate*.

    Using this technique, you can make PTFB work with Firefox (or any other web browser) !!!!! Goodbye annoying login screens !!!!!

  122. point & click assumption by p00ya · · Score: 1

    The article (and the FAQ) don't seem to escape the "user controls computer via clicking with a pointing device" mentality. Icons don't need to be large, they don't even need to be present. I'm happily using Opera with just an address and status bar, using mouse gestures and keyboard controls to navigate the interface. Mozilla supports mouse gestures too.

    He also ignores the simpler interfaces that are actually very functional. Take emacs, for example. Arguably, it is a bitch to learn how to use emacs effectively; hence I expect that it would rate low on the "usability" scales. Yet it gets to the very core of point 0 (after removing the menu, tool, and scroll bars), while being inconsistent with Fitt's Law etc. In fact, if you assume the user is capable of using the keyboard (she's intelligent, after all) and a scroll wheel, points 1 and 4 are almost entirely redundant.

    As for the problem with the taskbar, using a decent PS1 doesn't solve the problem, but it would be a start.