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What Makes a Good UI?

OSXCPA asks: "While there are plenty of OS business apps from accounting to ERP, they seem to share a common failing with "commercial" software - the user interface is terrible! Has anyone seen an application that has a UI that made you sit up and stare in amazement at the simplicity and effectiveness of it? For the techno-elite, drooly-gui may not be a priority, but I am working on a project (OS) where I have to show real savings (in task performance time and reduced data entry error) on a specialized accounting system via better UI. Am looking for some inspiration. Any ideas? Projects? Books?"

20 of 188 comments (clear)

  1. OS X by bmsleight · · Score: 2, Insightful
    OSXCPA asks: "While ....
    The first three characters
  2. One Word by brunes69 · · Score: 2, Insightful

    Has anyone seen an application that has a UI that made you sit up and stare in amazement at the simplicity and effectiveness of it?

    Google

    1. Re:One Word by brilinux · · Score: 4, Insightful

      GMail does not like you to delete mail; it wants you to archive it - that is the reason that deletion is not how it "should" be.

      But, as far as UIs go, I believe that all of the flame wars and discussions that happen because of this are for one reason - no UI will appeal to everyone. Some like GNOME because it is simpler and there is less configuration; some like KDE because it is extremely customizable; some like OSX because it is beautiful; some like Windows because it is simple and direct; I like fluxbox because it stays out of the way and does not interfere with what I do. I do not think that any UI will ever become "the best", because no one will ever agree on what is "the best". Use what you like, design things so that the highest fraction of the people who use it like it. But there is no perfect solution.

    2. Re:One Word by b-baggins · · Score: 2, Insightful
      GMail does not like you to delete mail; it wants you to archive it

      And is therefore bad UI. A UI is not about forcing the users to do what you want, but making it easy for the user to do what they want.

      --
      You can tell a great deal about the character of a man by observing those who hate him.
  3. Flow... by BrookHarty · · Score: 4, Insightful

    The biggest problem I have with programs, is the way they make you hop all over to input data. If you can just go from input box to input box, flowing continously, then its a good UI design.

    Who cares about looks, I care about functionality, well, I guess I do care about looks somewhat, take proxomitron's default colors when it came out, ICK. The user interface is perfect as a program goes.

    But back to flow, nothing bothers me more than something taking away attention when you are working, pop up boxes, something that takes focus away from your work. I think this is why so many people like ratpoison, windowmaker, icewm, you can do your work without the distractions.

    ok, do I really need Internet explorer to pop up and tell me when my download is finished? When I'm in the middle of typing an email? No. Stay out of the way. Stealing focus, or making a user hop around is biggest problem in UI design IMHO.

    1. Re:Flow... by theblueprint · · Score: 5, Insightful

      I agree wholeheartedly. Another thing to keep in mind is how you require users to enter data. My job has a proprietary database, and I can't select certain fields without clicking them with the mouse. I can't tab over and (arrow+down) through the choices on the lists. It's endlessly irritating to have the ability to type somewhat quickly, and continously have to remove your hands from the keyboard, grab the mouse, point, click down, click down, select. Frankly, it takes me right out of the "groove" I get myself in. So yes, the "flow" of the UI is most important.

      --
      "from the bricks to the booth...I predict the future like Cleo the psychic..."
    2. Re:Flow... by zerblat · · Score: 2, Insightful

      Yes, in many cases it does make sense to mimic real-world interfaces, since they're familiar to the user and because they fit in naturally with the way users work. However, in many cases the real-world interfaces are the way they are because of constraints that don't exist in a GUI. E.g. forms are often crammed with boxes and text in order to fit everything on one piece of paper, but this layout might not be ideal for a computer program. There are a lot more things you can do with a GUI than what you can do with a static piece of paper and a pen.

      --
      Please alter my pants as fashion dictates.
  4. vim by dasunt · · Score: 4, Insightful

    Vim.

    No, don't laugh.

    Its base set of commands is simple enough, and its effective.

    For example, take 'd'. 'd' is for delete. 'dw' deletes a word, 'dd' deletes a line, 'd$' deletes until the end of a line.

    'y' is copy. 'yw' copies a word, 'yy' copies a line, and 'y$' copies until the end of the line.

    'c' is to change. Guess what 'cc', 'c$' and 'cw' does.

    Moreso, 2dw deletes two words, as 2yw copies two words, etc.

    Once you learn how one set of commands works, and you know another command, you probably know how that command works and how to use that command to extend the commands you currently know.

    For example, /string searches for the next occurence of 'string'. Guess what d/string and y/string does.

    Sure, vim might not be the easiest UI to learn, but I seperate 'ease of learning' from 'ease of use'.

    Just my $.02

    PS: This post composed in vim. (Its my default editor for w3m)

    1. Re:vim by Blakey+Rat · · Score: 3, Insightful

      Insightful? What are the moderators smoking today, and where can I get some? Or maybe they've never actually tried to use VI.

      Here's a tip: If, when people accidentally enter your editor, most of them choose to force-close the terminal session because there's no apparent way to exit the program, then your UI is a piece of shit no matter how many bearded Unix geeks rave about it.

      I literally avoid using crontab on the commandline on my Macintosh, because I *know* that VI will come up, and I *know* that there's no way to close it without doing a half-hour of research. My time is more valuable to me than your half-assed "cc$24c" command.

  5. Good Gui? by Chapium · · Score: 2, Insightful

    Simple, but not restricting. Allow me to pull out the complexity if i need to. However, dont bog me down with 100 steps. (

  6. Get clipboard. Stand over shoulder. Watch. by dmorin · · Score: 4, Insightful
    The concept of maximizing user performance by observing how people do their job is hardly new to the computer world. Watch what people do, look for the redundant or time consuming bits, and fix those. Also watch for places where errors most commonly occur, as much time is spent in fixing errors.

    Common places to look:

    • Anywhere involving the mouse. Operations like selecting or cutting and pasting are very time consuming, and open to a huge degree of errors.
    • Anywhere involving manual communication between programs. "The cron job emails this file to me as an attachment, then I save it and import it into Excel to run this macro."
    • Anywhere that the human is acting as calculator. "I click in this field and then I type today's date."
    • Anywhere there's a handoff between humans. "I start the server, email Jim to tell him its up, and then wait for him to tell me whether there are bugs he wants fixed."
    • Manual touch points that don't need to be there at all. "I generate the newsletters, which takes like 10-20 minutes, and then when that's done I upload them to the test server."
    In short, if you are trying to improve efficiency, then your human is your weakest link and your job is to minimize your human's input into the system. Whittle down their input to the bare minimum that cannot be accomplished by the computer itself, and then do the rest for them.

    Note very importantly that this implies there is one major audience that uses your product for one primary thing. We're not talking about something like a Microsoft Word that is used generically by a universe of different people. You said you have to optimize productivity, which implies that you have some control over hacking away at features that do not impact productivity.

  7. Developers Are Not Good Judges of Their Own UI's by MarkedMan · · Score: 4, Insightful

    ... This is not meant as a slight to developers. Those who are intimately aware of how every detail of the program works cannot shift perspective and see it from the point of view of someone who neither knows nor cares about the inner workings. I've spent 15 years designing systems to be used in a manufacturing environment. Saying that any problems are due to lack of user training is a cop-out, one that will kill follow-on business. Industry has the operators they have and are not going to start hiring special people and paying them more to run my systems. It's just reality.

    I'll give what I think are the biggest UI traps:

    1) UI's that expose all the capabilities of a system. This is not good UI design, in fact it is lazy UI design. What you need to do is understand how your users are going to do with your system, and present them with as few choices as possible. Example: If you have a screen for looking up Customer records, and further allow it to be customized to show various fields, and further allow it to check or uncheck any field, you can end up with a screen that does not show the Customer ID (because it was accidently turned off). From the developers point of view you are adding functionality. From a user's point of view there is now a way to accidently render the screen useless, or at least annoying.

    2. Beware of allowing users to customize (Wow - there goes my Karma...) Customization is fine for stuff you play with, but in a professional environment it is much more important to have consistency. It is important that people can walk away from something for a week or a month, and come back and get to work right away. It is important that telephone support can make assumptions about what the user is seeing. Floating toolbars, menu items that come and go with frequency of use, frames that can be moved from top to bottom, all of these make it difficult both for telephone support and for people who are "backups" i.e. they were trained once and only use the system every so often.

    3. Don't be afraid of busy screens (Damn - there goes the rest of my Karma) Professionals get used to the layout and appreciate having all the information right at hand. (This makes number 2 - consistency - especially important). So err on the side of putting as much useful information as will fit. And prune mercilously anything that isn't useful or required. Don't you hate it when you go to a bank or an airline check-in counter and see the attendent typing endlessly, screen flipping, all at the speed of light, but... why exactly do they need all that commotion?

    4. Keyboard shortcuts, labeled and encouraged. The mouse is great for a lot of things, but speed is not one of them.

    5. Remember your audience. Are they people who sit in front of the screen all day, using your application as their primary function, or are they several times a day users who simply need it to perform a vital function but just want it to work and go away? Even if it is the former, what about their backup's or the third shift people? In any case, present what they need immediately and clearly and leave off the fluff and BS.

    6. Most important. Remember that your application is not what the people do. It is a tool that helps (or hinders) them in doing what they do. A tool should not be their primary focus. The task is their primary focus. Whether a carpenter or developer, any time spent fiddling with a tool simply means less time to spend actually doing the task.

  8. You wouldn't notice... by ebbe11 · · Score: 3, Insightful
    Has anyone seen an application that has a UI that made you sit up and stare in amazement at the simplicity and effectiveness of it?

    No, and neither will you. The sign of a real good user interface is that you don't notice it, you just use it.

    The problem is that it takes a lot of very hard work to get that far and most application developers (Open source as well as commercial) don't bother and/or lack the skills to do it.

    --

    My opinion? See above.
  9. Give user choice and control over software by Eravnrekaree · · Score: 2, Insightful

    I believe that a key to good UI design is allowing the extensive options and a high degree of control over the software through both a graphical user interface, and a command line interface.

    With GUI design it is important to not throw up to many options at once but provide a rich and complete set of options but place the most commonly used ones on main screens, and then put lesser used ones on "advanced" or "expert" screens. Organise and categorise options and cofiguration settings, and features and make them all easily accessible, but with most commonly used ones most prominant. Include a toolbar with commonly used features, then on the menu bar you can include the commonly used options and advanced options in "advanced" menus and submenus. This way, the average user isnt bombarded with options, but the user if they desire can set the more advanced options and features if they wish. The software should give users complete flexibility and control as possible and let them configure everything, but only if they want to. If all the user wants to do is jump right in and start doing what the software is supposed to do, they should be able to do so and the software should use reasonable defaults. The idea is to give the user the choice and freedom, if the user wants to control every aspect of the program, they should be able to do so, but if the user just wants to start using it withonly having to make a bare minimum of choices, they should also be able to do so. You can give users both. The program should be as simple or as complex as the user wants it to be, and allow the software to work the way the user wants it to work rather than enforcing limitations and restrictions on the user.

    The command line interface allows for the programs features to be more easily scripted and integrated into other programs and as well eisier remote ssh and command line access to the programs features for those who desire it. Agian, no one is forced to use it as it is an advanced feature, they can still use the GUI, but it is there if someone wants to use it.

  10. Good UI by MyLongNickName · · Score: 2, Insightful

    Here is a great rule of thumb when designing a UI: No one wants to use your stupid flipping application. Once you get past the ego trip of 'my app is in front of everybody, it must be shiny and say something cool about me', things go much better.

    The UI should get the heck out of the way and let the user do his work. Things should be intuitive. Use the right control for the right job. Be consistent between screens. Watch how your users do their job, and use your system. If there are unnecesary clicks because focus goes to one control when they really use another control, fix it!

    Sometimes, it is necessary to design a form that a five-year old cannot use. When this is true, include helps and hints (tooltips for quickies), some type of pop-up when longer help is necessary.

    Most important: Sit with your user and watch him do his job. Feedback is so important, but how you get the feedback is more important. If you solicit feedback, you will generally get a million stupid suggestions, and the important ones won't get brought up.

    Identify your power users. These are the ones who figure out how to break your app, who give you the ten ways to improve your product (and generally have good throughts -- not, "the background color should be puce"). Talk with them, thank them for their input, follow up when you have incorporated your changes, ask them if the changes were what they had in mind.

    Keep your audience in mind. For lower-skilled workers, I keep things simple and avoid complicating the process. I put a higher emphasis on warning if things 'don't look right' to the computer. For higher-skilled workers, I give the user more autonomy, and less hand-holding.

    Most of good UI design revolves around knowing your user base and communicating with them.

    There are a ton of books that talk about the nuts and bolts. But good people skills is what seperates the code monkeys (who have three times more coding skills than me) from the successful software engineers.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
  11. Many devs ignore UI suggestions by phorm · · Score: 2, Insightful

    While I am a strong Open-Source-Software user myself, I've found that quite often some of the biggest points of contention between the users and developers come with UI design/enhancements. If it's a programmatic bugfix the developers are happy to fix it, but if it's a UI/usability fix/change most developers seem to get their hackles up.

    Developers of projects like the GIMP make a UI have long ignored user requests for things like an IDE environment, and when pushed both the developers and power users alike tend to get contentious.

    Of course GIMP is just one example, many programs are like this. In the case of having something simple like an IDE, how hard would it be to simple allow an option to turn it on. It would satisfy both new and power-users, and put an end to many a flamewar...

  12. Re:My 2 cents by ctr2sprt · · Score: 3, Insightful
    Multiple ways of doing the same thing. (menu, right-click context, shortcut keys, CLI)
    But be careful not to overwhelm the user. Basically, make it so that the first thing they try works and then they never even realize there are other options. The worst programs are the ones which sometimes want you to use the menu bar, sometimes use a popup menu, etc.
    Don't give the user to much choices at the same time, split into multiple windows if choices get above 3-6 works for me.
    The key here is prioritization and logical grouping of choices. The most commonly-accessed options should all be in the same place on the first page. But don't just bury less-used options either, or nobody will know where to find them when they're needed. So after the first layer or two of "common options," try to group stuff logically so that someone who knows what he needs can find it in five seconds at most. If you want an example of how not to build a Preferences dialog, check out Newsleecher.

    One related point is how to ask users for data. The wizard approach is good for users who don't always know what they want. It provides a simple way to extract information and make decisions on what to ask next based on previous responses. But it sucks for speed. For a specialized app, like this one, your users probably know exactly what information they need to provide. Let them provide it all at once instead of spread out over 10 dialog pages. Since your users probably won't be entering exactly the same type of data all the time, present them with a simple choice, then give them the huge forms. It's not elegant design (lots of duplicated information) but it's fast as hell. And you can always lay out the forms in the same sort of way, so five tabs takes you to the same field no matter what form you're in, etc.

    I mean, don't you hate those Web forms where you answer one or two questions per page? And the damn thing seems to go on for hours? Just give me a monster page with all the fields, I'm smart enough to know which ones are relevant and need to be filled in.

    Don't bother users with stuff that can be automated.
    But make sure it really can be automated! There's nothing more frustrating than a program which does something you don't want it to with no convenient way to stop it. The key here is to know your audience. A common pitfall for developers is to build the application they want, instead of the application the users want. This plagues the OSS world in particular, for obvious reasons.
    Allow the user to configure settings, but provide sane defaults.
    Excessive configuration is often a crutch for uncertain design principles. If you know what your app needs to do, and you know how people will be using it, then users shouldn't need to configure anything at all. Fine, let them change the sort order of tables or whatever. But if you find your users need to tweak your program extensively before they're happy with it, you've done something wrong.

    This goes back to the "lots of options" point as well. The more options you give your users, the more confused they tend to get and the harder it is for them to find the stuff they need to.

    Also note that allowing for customization adversely affects consistency. Even simple customizations can adversely affect the ability of one person to use another's copy of the application. In a place where there are more people than computers that's a serious problem. It's also a problem if you want to offer technical support, training, etc. In a way, let MacOS be your guide: "I don't care if it's the best way, but it's the way you're going to do it." And if you're designing an app which builds, at least to a certain extent, on other apps, you should probably choose to do things the same way the others do. That will be the way your users are used to doing things, so unless you expect to see some enormous improvement in efficiency or ease-of-use, don't rock the boat.

  13. good vs efficient by TimButterfield · · Score: 2, Insightful

    There are good UIs, which follow all of the official look and feel requirements. There are efficient UIs, which allow users to work at their maximum speed. Do not confuse the two. They may not and most often are not the same.

    My wife works in accounting and is extremely fast at using one of those printing calculators. However, the user interface in her accounting software make her mouse or tab between fields, greatly reducing her speed of entering data. It looks nice, but is difficult to use quickly. The interface for DOS applications was often much more efficient than their Windows counterparts because it allowed the users to keep their hands in place and reduced hand/arm movement to just finger movement. Compare that with having to reach for the mouse all of the time.

    Here are some quick guidelines for improving data entry speed in applications:

    1) Minimize hand movement for numeric entry and forward navigation through numeric fields by encouraging use of the numeric key pad.
    2) Minimize hand movement for character data entry and forward navigation through character fields.
    3) Try to keep fields of similar data type in order (where appropriate) to facilitate use of #1 and #2.
    4) Allow the use of the mouse but don't require it unless you absolutely have to. This can be aided by selecting field types which allow the most efficient entry of the data such as text entry for a date instead of a calender popup. If your hand is already on the keyboard, keys, even hot-keys, are faster than the mouse.

    This all boils down to reducing the amount of motion required to perform a task. Generally speaking, reducing motion increases speed. As for inspiration, take a look at some of those efficient DOS apps and see if you can use the same keystrokes in a GUI version. You get bonus points for combining that efficiency with UI look and feel requirements.

  14. Re:Developers Are Not Good Judges of Their Own UI' by MarkedMan · · Score: 3, Insightful

    You said: A UI that doesn't let you access all the capabilities of a system is a broken UI.

    If you add the word "necessary" in there somewhere, I would agree with you. I'll give you a real world example: Print orientation in industrial inkjet printers (these are the kind that write the date on the bottom of coke cans - not anything like a Deskjet). Because these printers are non-contact, you can't predict ahead of time which direction the product will go past the printhead, whether it is upside down, and whether it is printing on the inside of something transparent in order to be read from the outside. There are 3 different parameters that give you all the 8 different combinations, and 7 of the 8 could be used in the real world. The traditional way is to give the user control over all three parameters and let them try to figure it out. The better way is to let them print a test message, then select the way the print acutually printed. The code figures out the settings that correct the orientation. More work for the coder, but much easier for the operator. When this second method was implemented it was considered by many to be an amazing leap in the printer technology, when in fact, the printer hadn't changed at all. Sold a lot of printers though.

    The important thing is to understand what the end user wants to do, and present it in a way that makes intuitive sense to them. It is oftentimes more difficult to code, but it is really the only right way to do it.

  15. Use cases by gidds · · Score: 2, Insightful
    A UI doesn't stand alone; it's a means for getting things done, and can only be judged in relation to that.

    So, before you even think about the UI, work out what people will be doing with the software. What things are they trying to achieve? Be specific. (This is where use cases can be very helpful.)

    Then you can look at a UI, and judge how best people can do those things, with the UI getting in the way as little as possible.

    So your request for a flash, impressive UI is pointless: the best UI will be one that you're not even aware of! And one which seems completely obvious -- but only after you've seen it...

    --

    Ceterum censeo subscriptionem esse delendam.