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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."

14 of 355 comments (clear)

  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.

    --
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  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.

  3. 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.
  4. 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.

  5. 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.
  6. 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
  7. 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.

    --
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  8. 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.

    --
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  9. 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!

  10. 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.

  11. 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.

  12. 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
  13. 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.