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Software, Tools, Or Techniques For UI Review?

Comatose51 writes "Does the Slashdot crowd know of any software, tools, or even techniques for reviewing the UI of an application? Right now at our company this is a long and arduous task of looking at slide after slide of pages and menus from our UI, and taking notes and arguing over what should go where or how the UI elements should behave and interact with the user. It takes many, many hours to do this and with all our UI developers involved, it adds up. This has to be a common and recurring problem so there must be a better way to do this. If there is open source software to help, great, but any helpful suggestion would be appreciated."

27 of 246 comments (clear)

  1. Well, there's your problem. by AltGrendel · · Score: 4, Insightful

    ...and with all our UI developers involved, it adds up...

    Too many cooks, as it were.

    --
    The simple truth is that interstellar distances will not fit into the human imagination

    - Douglas Adams

  2. Ask the users. by oahazmatt · · Score: 4, Insightful

    I'm not a programmer, but I'd still like to offer my opinion.

    Ask the users. The people who will be using this software have certain expectations about where something should and should not be located.

    Of course, that should not be the end-all of your research, but it should be an excellent starting point.

    --
    Those who believe the Internet is private,
    find their privates are on the Internet.
    1. Re:Ask the users. by Threni · · Score: 3, Insightful

      The users should be doing - or getting someone to do - mock ups. Use vb6/.net, or Access, or Visio, or anything else which lets you knock up some pages full of controls which look similar to what they're after. Doesn't matter what it looks like, as long as you can tell a listbox from a text box etc, and how much data they want per page (ie does it scroll, have next/prev buttons etc). It's not up to developers to either decide or guess.

    2. Re:Ask the users. by hardie · · Score: 5, Insightful

      Absolutely ask the users. There is no better way of evaluating your UI.

      Have your programmers watch users try the UI. Don't lead the witness--let them make mistakes (and fix that part of the UI).

      You will be surprised what you learn.

      Steve

    3. Re:Ask the users. by Anonymous Coward · · Score: 2, Insightful

      You often need a starting point prior to asking the users. While the users should be the final arbiters it is more of the case than not that the user can't really describe what is needed because they don't fully understand their own requirements. They can however critique something they've been shown and this will help them drive to requirements.

    4. Re:Ask the users. by TheMCP · · Score: 2, Insightful

      I am a programmer, and would like to offer my opinion.

      DO NOT ASK THE USERS. FOR THE LOVE OF GOD, DO NOT ASK THE USERS.

      Users don't have a damned clue about software design, and will always ask for something stupid. They might ask for something that seems simple to them but is hideously complex or impossible to implement (I once had a user calmly demand I should replace the entire complex app with a box where they could simply specify in english what they want and push the button and it would magically figure out what they said and do it) or they'll ask for something that sounds smart to them in theory but is actually really annoying to use and will make their life much harder if you deliver it.

      A competent software engineer or UI design artist can reliably come up with something simpler and better organized and more implementable, every time.

      Users should be asked what functionality they want the software to accomplish, not what it should look like.

    5. Re:Ask the users. by billnapier · · Score: 2, Insightful

      In my experience, users usually don't know what they want. Or worse, they'll ask for something, but really want something else.

      This idea works better if you have a professional UI designer work up some designs and present those to the users.

      You should use your users to generate ideas for your interface, and also as a checkpoint for your interface. But giving them too much input will screw up your end results.

    6. Re:Ask the users. by turbidostato · · Score: 2, Insightful

      "Ask the users."

      To recall Henry Ford: we would be trying to make faster horses instead of cars, then.

    7. Re:Ask the users. by Ratface · · Score: 2, Insightful

      IMHO you are only partly right. Asking for goals in functionality is the way to go in the beginning, but getting feedback on useability and design later in the process can be invaluable.

      Sure, users can have unrealistic expectations, but it is the job of a project manager or interaction designer to interpret and manage those expectations.

      Your example of a user who had completely unrealistic expectations actually creates a positive situation. If you had just given that user a finished piece of software it would not have matched their expectations. If you know what the user is expecting is unrealistic from the beginning then you are in a position to explain to them why that is not possible and suggest alternatives.

      In the other example you give of a user asking for something that seems simple, but would be difficult to use, then you as a solution designer have a starting point to try and find something that will accomplish the task in a way that balances the complexity of the task with the budget.

      I have often reacted with a kneejerk that something a client asks for is impossible, but when I've given it more thought and discussed it with the client I've found a solution close to their expectations that does the job well.

      In fact, if anything I think that your answer perfectly illustrates why programmers should not be allowed to communicate directly with a client without a translator ;-)

      --

      A little planning goes a long way...
  3. Paper Prototyping by mpapet · · Score: 4, Insightful

    http://en.wikipedia.org/wiki/Paper_prototyping

    Now, that may not actually address the problem. UI fights are intractable with **everyone** having an opinion and more than willing to resort to all kinds of dishonorable methods of getting their way.

    The next step of the process should be interviewing as many paying users as possible, face to face, paper and pencil ready. From those interviews see if you can find some similarities and go from there.

    --
    http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
  4. Just Use It by The+Good+Reverend · · Score: 4, Insightful

    Nothing beats using it.

    Years ago in my tech startup days, I remember spending hours just using our about-to-launch web application, doing my best to break it. Things are a bit different when you're not web-based, but doing this on a variety of computers is still a good way to find bugs, note slowdowns, discover any issues with running it concurrently with other software, etc. This is also a nice (and sometimes fun) way to involve ALL of your staff -- not just IT -- because there's going to be a wider variety of user experience levels there.

  5. Uh... by SatanicPuppy · · Score: 5, Insightful

    Not sure what you're getting at. If your action listeners are screwed up, that's an obvious problem with a straightforward solution, but if your UI just plain sucks, no program is going to tell you that.

    You need to go find someone with aesthetic sense, and a minimum of technical knowledge, and you need to shut up and listen to them whine as they use your UI. When you've fixed enough stuff that they stop whining, bring in a couple more and listen to them whine. Eventually they won't whine, and at that point, you'll know you've got a good interface.

    For gods sake though, don't get a fricking committee involved! They will all want to make a trivial change to put their mark on it, and all those changes will turn your unpolished interface into the sort of steaming crapheap that wouldn't meet the basic user-friendliness of the interface on a piece of stereo equipment.

    So yea; get the users involved, distill their complaints, make changes, NO COMMITTEES. And the simpler the better. I should write a UI testing program that just runs for 10 minutes and then pops up, "Your interface has too many buttons. Simplify it please." The interface can almost always be simpler.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  6. I think you're doing it almost right by sm62704 · · Score: 3, Insightful

    There's no way software can design or test a user interface. Use smaller design teams, and make sure there is at least one expert in useability.

    It doesn't sound like you're doing too much too wrong.

    --
    mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
  7. First rule of gui design by geekoid · · Score: 3, Insightful

    Don't let developers do it.
    Hire a professional to give you a framework, build from there.
    Having a common framework will allow you to know when any screen is wrong, and it will be easier for your QA team to find errors.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  8. Re:Well, there's your problem. by bfizzle · · Score: 3, Insightful

    Design by committee is a terrible process to endure and very often the outcome is of far less quality then a design done by someone who knows what they are doing.

  9. Re:Well, there's your problem. by LaskoVortex · · Score: 4, Insightful

    Also, for all your developers, do you have a designer? UI development = graphic design + industrial/interaction design.

    There is also the little concept of actually using the software. Here is my plan that I wish every corporation would adopt for near perfect design:

    • Write application.
    • Give to CEO of company to use for day-to-day tasks (make him use it every day or get a new CEO)
    • Fix everything he hates and add what he wants
    • Repeat until he goes about one month without any suggestions or complaints

    Of course this is from a user's perspective and from someone who writes software for myself. Profit may get in the way of a usable product, so I don't expect my plan to get adopted everywhere.

    --
    Just callin' it like I see it.
  10. Re:I Can Tell You What NOT To Do... by Anonymous Coward · · Score: 1, Insightful

    Maybe you shouldn't have purchased the tools to build something before you knew what that something was.

  11. Re:Well, there's your problem. by belmolis · · Score: 4, Insightful

    This is good advice for many consumer products but not for all software since some software is intended for users of whom the CEO is probably not representative. Software for technical people, for example, may trade a longer learning curve for greater efficiency or configurability for experienced users, and software for some tasks assume specialized knowledge of the task that most people won't have.

    Good luck finding a CEO who will let you fire him if he doesn't test your software.

  12. You need an expert by rossz · · Score: 4, Insightful

    If your UI has gone beyond the most basic of interfaces, you need to hire someone who has a background in "human factors". Expecting a bunch of programmers to design a good user interface is a very bad idea. Just look at all the crappy interfaces in the open source world.

    Hoping for a program to automate this is as likely as getting your own pet unicorn.

    --
    -- Will program for bandwidth
  13. Re:Well, there's your problem. by alta · · Score: 2, Insightful

    Agreed, I don't really see a lot of CEO's using Visual Studio, Eclipse, Photoshop, Dreamweaver, Quickbooks... Its not that the products aren't usable, its because they have no point of reference.

    Sure, they should be able to QA something like a web browser or office suite, but that's about it.

    --
    Do not meddle in the affairs of sysadmins, for they are subtle, and quick to anger.
  14. Re:Well, there's your problem. by erroneus · · Score: 2, Insightful

    This is also supposing that a given CEO actually KNOWS the business he leads. Too often, it's marketing and sales people that end up in the top positions of many businesses. This often means that they have little or no appreciation or understanding of the usage or applications, products or services this company may offer. Companies lead by sales and marketing types often have little respect or regard for what they offer and concern themselves only with the numbers. The is a terrible trend as quality often suffers when component and ingredient substitutions are made, support services are outsourced or H1Bs are used to reduce the cost of manpower. The results and the quality invariably suffers from these bottom-line oriented tactics and only show short-term improvements as a drop in sales resulting from decreases in production quality rarely show immediate responses by the customer.

    I have gotten off the point here a bit, but what I'm saying is that CEOs often have little or no idea what is best for the products or services of a company. (My CEO is different, but mainly because he's not a marketing or sales guy.... he was involved in the production side of things before he took over the company, so he knows what qualities are important to the future and well-being of a company... sadly those types are rare these days.)

  15. Re:Well, there's your problem. by Surt · · Score: 3, Insightful

    You don't want your ceo to be representative. The average company with a CEO has at least 50 people. You really want that person to have the best leadership and organizational skills of those 50.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  16. Re:Well, there's your problem. by KillerBob · · Score: 4, Insightful

    I think his point was more that the best way to design a user interface is to let the users actually... y'know... use it. Throw it out to a small but select non-developper beta, and take their suggestions about usability to heart.

    A group of engineers sitting around, arguing about what should be where is just going to obfuscate things, and unless they get really lucky, it isn't going to result in something that's usable. Also... keep in mind the idea that nothing should be more than 3 clicks away, unless it's obscure. More than that, and users won't remember it. If it's something that they use frequently, it should be 1 click away. All about keeping the application efficient, but not cluttered.

    My first thought, when I read TFS, was that he's out to lunch. He's looking for software to accomplish a task that, to my mind, should be a completely organic process. You can't write software to design your user interface for you, because people don't think like computers. You need to go through revisions and iterations until you get something that works. Oh, and sitting around watching slides is absolutely the wrong way to get a feel for how it's going to work, too. They should be presented with the actual user interface, or a mock-up if that's not possible, and actually go use it for a few days before coming back and talking about what was good and what was bad, and what needed improvement. And keep doing that until enough people are happy that you'd be comfortable unleashing it on the world.

    --
    If you believe everything you read, you'd better not read. - Japanese proverb
  17. Re:UI Development != graphic design by matrix+mechanic · · Score: 2, Insightful

    If you think all a graphic designer does is "make things look pretty" you might want to read that article.

    and if you live in a world where you think people still read manuals, you might want to find out what a UI designer actually does.

    Actually I'll tell you. A lot of it is helping a user discover, understand and use features and data without having to read a manual. And coincidentally guiding the way someone discovers and understands visually (like on a computer screen) is graphic design. The use part falls interaction design. Read the article.

  18. Comment removed by account_deleted · · Score: 5, Insightful

    Comment removed based on user account deletion

  19. Re:Well, there's your problem. by zuperduperman · · Score: 2, Insightful

    I've worked in a similar situation to that and let me tell you, it's a nightmare.

    The software gets horribly warped to the individual flights of fancy of the CEO who is such a bizarrely unrepresentative user that their input is almost useless.

    They also expect that anything they say should be implemented at the drop of a hat so you drop everything and do stupid useless hacks that just to keep the idiot CEO happy.

    The only people to give you feedback on your product are it's intended users and you must do everything you can to ingratiate them into helping you perfect it.

  20. Re:I Can Tell You What NOT To Do... by panaceaa · · Score: 2, Insightful

    I hope the conclusion you reached is that developers should be involved in UI design from a requirements perspective. At the very least, the consulting firm should have known what your tools were capable of. Secondly, good UI designers can take feedback like "it would be easier to do things this way," for example, if you already have a UI and you're trying to minimize changes. Your development team should have had engineering management on top of it who were aware of the consulting firm and should have injected themselves into the conversation. Even if it's a lead developer, it's easy to make the argument that engineering must be involved within the role required of it.

    I sincerely hope your argument isn't against user experience consulting firms, because that wasn't the problem here, and designing an interface isn't always something that requires a permanent staff.