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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."

61 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 puggsincyberspace · · Score: 2, Informative

      Hi

      I am actualy a Software Developer and i specialise in User Interface Design and Programming (mostly in Java). I have done Userabilty Engineering, this is the study of how a UI will be used, how to evaluate an effective UI and how to compare UIs. It go through how to recruite a sample of users and test their reactions to your UI. Using paper based examples, proto type interfaces and such.

      But the answer boils down to, 'Ask the Users'.

      Also you should remember that most western languages read top,left to bottom,right so if a UI flows in that direction users find it easier to use. Also try to reduce the mouse milage (eg. last thing you need to do on the page is at the bottom, but the ok button is at the top). Having a table row you need to click, but there is a hyperlink on that table row that takes you somewhere else that is wrong (people will click the link, even when they have done it some many times before).

      The http://www.nngroup.com/ Nielsen Norman Group are pioneers in Usability Engineering.

      Puggs

      --
      Access Point Live Mapping Access Points with Google
    5. Re:Ask the users. by Jupiter+Jones · · Score: 5, Interesting

      You know what's better than asking the users?

      Not asking the user.

      What you really should do is watch the user. If you ask them, they'll tell you what they think they'd do, or what they think you want to hear, or what they think they'd like to see... everything except what is most important: what they really do.

      (And I'm not the only one who thinks so.)

      JJ

    6. 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.

    7. 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.

    8. 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.

    9. Re:Ask the users. by im_thatoneguy · · Score: 2, Informative

      Not to mention users are idiots. They don't know where they want things. What menus they want... etc etc etc... if you ask the users they'll tell you they either "liked it" or "were confused but are sure it wasn't their fault".

      The MOST IMPORTANT thing a UI designer needs to work on is FLOW. The specs tell you what the application needs to do. "Color Correct a Photo", "Remove Zits", "Paint: change brush size, paint, change brush shape..." etc etc etc.

      If you watch your users and see A) What they do most of time all you have to do is find a way to make that as easy and straightforward as possible.

      Personally I love the new Office 2007 layout. Everything is broken up into actions and sub actions. That's how we work. Design the UI by speaking out loud. "OK I'm going to create a new document... where do I click to create a new document... Ohhh there is a big button in the top left that says "New" I bet that does it. Ok I'm wanting to make something bold... what are my options let's see... formating that's what making something bold would fall under... ahhh here it is a Bold B" etc etc etc.

      Then once it works. User test, User Test, User Test, User Test, User Test and make sure your users speak out loud while doing it. Stream of consciousness stuff. The longer it takes lots of people to find something the more likely you need to make it more obvious.

    10. 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...
    11. Re:Ask the users. by CrazedSanity · · Score: 2, Interesting

      In all the tests I've done in asking vs. watching, the users complain about inconsequential things, while the real problems they had aren't even mentioned.

      I had someone complain about what a button looked like for 5 minutes; the button was too small, not visible enough, and had an obtrusive font. Yet actually watching that same person use the app revealed they had no problems finding the afore-mentioned button (and using the associated feature), while another feature had them completely and utterly confused--yet they didn't mention the part that actually caused real problems.

      Interesting how users many times don't realize (or remember the realization about) the problems they experienced and therefore don't relay them properly. A camera and a tool that records their activity on the screen is probably the most invaluable tool for usability (so the user doesn't worry about somebody standing over their shoulder, which actually alters the way that user works).

      --
      Sanity is like a condom: rather have it and not need it, than need it and not have it.
  3. Apple Human Interface Guidelines by Foofoobar · · Score: 4, Informative

    Perhaps the most comprehensive guide out there. Not a GUI but if you want a GUI, use Xcode. http://developer.apple.com/documentation/UserExperience/Conceptual/AppleHIGuidelines/XHIGIntro/chapter_1_section_1.html

    --
    This is my sig. There are many like it but this one is mine.
    1. Re:Apple Human Interface Guidelines by vimm · · Score: 5, Funny

      The layout of that webpage makes my left eye twitch.. however it was very intuitive and easy to use, and suddenly I crave IPHONE I MUST HAVE IT

  4. 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
  5. 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.

    1. Re:Just Use It by sm62704 · · Score: 5, Informative

      useit.com, Jacob Nielson's site. Everyone having anything to do with interface design should read the whole thing.

      --
      mcgrew's razor: Never attribute to stupidity that which can be explained by greedy self-interest
    2. Re:Just Use It by KGIII · · Score: 2, Informative

      And they have a non-spammy newsletter that lets you know when new articles go up. If the OP can afford it then a seminar or two may also benefit them.

      --
      "So long and thanks for all the fish."
  6. CUA/CUI specs by RobertM1968 · · Score: 4, Informative

    There are CUA guidelines for various operating systems. You can check out that documentation to determine where what components/options you have should be placed. They are pretty thorough.

    IBM's was written in 1987, and updated since (and followed for the most part in the Windows and OS/2 world).

    Microsoft's has of course recently changed with the advent of Vista and related v2007 programs.

    For broadest use, I would choose the specs used in later versions of Windows for Windows based apps... for Linux, I am not sure where you would check - but am sure some sort of guidelines should exist someplace.

    A place with links and references to IBM's CUA can be found here:

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

    From there, or with similar searches, you can find references for related Windows CUA stuff

    1. Re:CUA/CUI specs by RobertM1968 · · Score: 3, Informative

      For broadest use, I would choose the specs used in later versions of Windows for Windows based apps...

      Should have read (changes in bold):

      For broadest use under Windows, I would choose the specs used in later non-Vista versions of Windows (such as XP) for Windows based apps...

      and (added)...

      The CUA references should have everything including such things as keyboard shortcuts, etc (as well as main menu placement... ie: always starts with File, Edit, View - and ends with Help).

  7. Guerilla user testing by matrix+mechanic · · Score: 3, Informative

    Umm... the only way to know if one way of doing this is better or worse in UI is to try it. Look up the term Guerilla User Testing or read Don't Make Me Think and follow his approach. This is pretty standard practice on the web. Woe to rich client GUI if what you described is standard in that area.

    1. Re:Guerilla user testing by Tragek · · Score: 4, Informative

      And an app designed to help: http://silverbackapp.com/

  8. 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.
  9. Joel Spolsky's writings by Stormwave0 · · Score: 5, Informative

    While it's not a tool, Joel Spolsky has written a long and detailed series of articles on how to correctly design a user interface. It's worth your time to check it out, even if it doesn't speed things up.

    Here's the first chapter

  10. 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
  11. Well I heard Microsoft... by Thelasko · · Score: 4, Interesting

    used the number of mouse clicks to perform any given task as the metric to determine if Office 2007 had a good UI. It seems the impact of that choice is debatable.

    --
    One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
  12. Director by lax-goalie · · Score: 3, Informative

    A ton of commercial (and in-house) applications have had their UIs prototyped with Macromedia (now Adobe) Director. Especially with a third-party "xtra" called OSControl (which gives you access to OS-specific, well, controls like menus, tabs, etc.), Director makes building a UI prototype quick and easy.

    Director's a little long in the tooth for real desktop application development. Still, I'm not sure that there's another tool that lets you build "quick and dirty prototypes" (with enough functionality to actually test with users) as rapidly as Director.

    Avoid the latest version (Director 11) like the plague, though. It's an abomination.

    BTW, as a process issue, a "look and feel prototype" is always one of the earliest milestones in our development cycle. The client has to sign off on the interface, and write a check for a progress payment, before we proceed into actual code-slinging. Saves a boat load of headaches to do it this way.

  13. 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
    1. Re:First rule of gui design by Genesys1 · · Score: 2

      Don't let developers do it.
      Hire a professional to give you a framework, build from there.

      So you're saying that developers aren't professional? Or that developers can't build a framework?

  14. I Can Tell You What NOT To Do... by Black-Man · · Score: 3, Interesting

    We hired this company, who $3mill later gave us a wireframe mocked up in Photoshop of what the UI should look like. The execs LOVED IT. One problem... the tools which had already been decided on and purchased couldn't produce anything that looked remotely like the mocked up UI. Guess who got blamed? Management? No. Developers? Yes. Because they couldn't produce a UI that looked as "cool" as the wireframe.

    1. 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.

  15. Usability Engineering anyone? by Light303 · · Score: 4, Informative

    i habe been reading /. for quite a time now and never read the word "usability" ever. (i think most FOSS guys also never heard of it)

    Interface Usability is a whole science. There are plenty of books describing exactly what you are trying to reinvent!

    For a start you might want to check out Jakob Nielsen's Alterbox Website, which is full of small articles regarding common usability problems.

    http://www.useit.com/alertbox/ ... and if you like his style of writing you might also want to buy his book "Usability Engineering" (which is a must-have when you work in the field of usability IMHO)

  16. get the right people, and only the right people by X_Bones · · Score: 2, Informative

    First of all, it sounds like you have way too many people involved in the UI decision-making process. You need the UI architect/lead, the guys who are gonna implement it, and an end-user or two (or maybe QA guy if you don't have any end-users around). That's it. Non-technical bosses don't need to be involved, marketing doesn't need to be involved, technical co-workers who don't have a hand in implementing this don't need to be involved (that includes other UI programmers). Meeting bloat was the biggest headache I had at my old job; we ended up designing our UI essentially by committee, and it sucked.

    As far as a UI overview, again, there's nothing better than testing by actual end-users. Try to convince your boss to let you demo an early-ish prototype to real customers. If you can't, then hallway testing is probably the next best thing. If a random cross-section of people can manage to perform simple tasks through your UI, your customers shouldn't have much trouble doing the same thing.

  17. Re:Well, there's your problem. by matrix+mechanic · · Score: 5, Informative

    Also, for all your developers, do you have a designer? UI development = graphic design + industrial/interaction design. Read Magic Ink: Information Software and the Graphical Interface

  18. Form follows function by bendytendril · · Score: 2, Interesting

    Form follows function.

    You first have to work out the flow of the program (or web site). Which options are on which screens? What's on the list that takes a user to a detail page? Is the delete button on the list or on the detail page?

    For the above, I found the best way is paper, pencil, pushpins, and yarn. Find a big wall in a conference room, and start sketching it out. Quickly draw the data elements and input fields on the paper. Use one piece of paper for each web page. Use pushpins and yarn to show how the user navigates. This approach is 1) inexpensive (doesn't take a coder), 2) easliy understood by everyone and 3) easily changed.

    After the function is nailed down, then the designer can take this and select fonts, colors, etc. and mock up a few pages to give back to you, the programmer, the style to apply to each page. That is, of course, if you have a graphic designer at your disposal.

    --
    sig: pv qid
  19. 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.

  20. 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.
  21. Simple is often best by viking80 · · Score: 4, Informative

    1. Define what the software should do
    2. Make the UI, even a mockup will do
    3. Invite users to test drive the UI while video taping
    (See (1) and ask the user to do each one(with no help))
    4. Measure the users success (clicks, wrong clicks etc)
    5. Score each screen with the predefined metric from (1) filled inn in (4)

    Done.

    Often the real problem is that nobody really knows (1): what the software should do. Marketing thinks it is "one click purchase" and engineering thinks it is "fully configurable shopping view". So agree on 1 first, and maybe your problems go away.

    --
    don't cut it off www.mgmbill.org
  22. 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.

  23. UI recommendations from a web page that looks by RichMan · · Score: 2, Funny

    Uhm, that web page hurts my eyes. Are you sure you recommend this as UI interface design reference.

  24. Re:Well, there's your problem. by Anonymous Coward · · Score: 2, Informative

    I wouldn't expect your plan to get adopted anywhere. The art in delivering software is providing a useable solution within tight budget, time and quality constraints. You're looking only at quality and usability without any consideration for time and budget.

    No project would ever finish if you kept asking the users what else they'd like to change.

  25. 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
    1. Re:You need an expert by religious+freak · · Score: 2, Interesting

      Yes, parent is exactly correct. On a very large project we were running, we actually hired one (maybe it was two) "human factor engineers". As I recall, the woman had a PhD in human factors and was extremely useful in putting things in perspective.

      If you're on a large project with a correspondingly large budget, an HFE will be money saved, in order to free up the time of your developers.

      Human factors is one of the most overlooked aspects of an app, and having a programmer design it is bad for a number of reasons. HFEs will enable you to get less "it just doesn't work" phone calls at the help desk for your new app, because of stupid UI confusions on the part of the users.

      It's a net gain

      --
      If you can read this... 01110101 01110010 00100000 01100001 00100000 01100111 01100101 01100101 01101011
  26. UI Development != graphic design by ProppaT · · Score: 4, Interesting

    Not in the least. Lord no. Perhaps have them polish up and make things look pretty after the UI is decided upon, sure, but leave the UI design to people with a background in it. That's the equivelant of telling a baker to to cook you a steak. They might both make food, but the thought process is totally different.

    If you have a technical writer working on the project, give him/her a shot at it. Their job is to make the complex simple and to make it fit in as small of a container as possible. They'll also be the ones writing the manual on the stupid thing and, more often than not, many design flaws come out in the process of writing the manual. You'd be surprised what kind of input they might have.

    Other than that, do you have a corporate psychologist or HR person with a background in psychology? They might also have valuable insight.

    Other than that, as far as viewing the UI for a review, have someone make a mock up, clickable UI in Flash or even HTML. It shouldn't take long and will give you a good idea of what the user experience before it's all coded in.

    --
    Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    1. 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.

    2. Re:UI Development != graphic design by TrentTheThief · · Score: 2, Interesting

      technical writers should be involved at all levels of the spec writing process. Ofttimes, the specifications, functional/technical/implementation are loaded with ambiguities information and incomplete or conflicting requests.

      The technical writers can bring a great deal of clarity and sanity to the table. Not every company can afford dedicated writers for every product/project, but every company should be asking the documentation group to read over the functional spec prior to using that to create any sort of technical specs. Developers with funky technical specs can easily march down the wrong path and lose valuable coding time getting back on track.

      Technical writers are not know-it-alls, we just seem that way because overall, we see are about the only ones besides QA who see the whole enchilada. Developers see the chunk they are coding, PM's see some windows and do some hunt an peck testing (typically. heavy workloads prohibit much else sometimes), but the writers, well, we see the whole thing in one piece.

      If you are lucky enough to work in a company large enough to have plenty of writers working at all levels, you are truly lucky. The key to successful product is having clear, concise information for PM/development, and of course, for the client.

      BTW, if your technical writers are in the marketing department, do all of you a favour and get them under development? Or perhaps working for the same group that manages QA, tech support, training? If you keep your writers in the middle of the information flow, they will clean it for you and everything will be better. Honest. And don't for get the doughnuts!

  27. Re:Well, there's your problem. by electrictroy · · Score: 4, Interesting

    Give the program to the average secretary & watch where she stumbles or otherwise looks confused.

    --
    The government is not your daddy. Its purpose is not to raid middle-class neighbors' wallets and give it to you.
  28. Yuck! by SanityInAnarchy · · Score: 2, Interesting

    In this section in particular -- past the comic -- there is an example of a redesign.

    Raise your hand if you would rather try to point at a specific location on a map than simply choose it for a list.

    And you know what? By the time you're using this form, you know the date, as text. It's going to be quicker and simpler to enter it via the dropdowns -- even quicker if you can simply type. The calendar widget only helps if it can show me events I've already placed on a calendar -- otherwise, there's no point.

    I don't know if that's a representative sample, but it makes me very reluctant to read the rest of the paper.

    --
    Don't thank God, thank a doctor!
  29. 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.
  30. 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.)

  31. 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
  32. 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
  33. One better by JoeCommodore · · Score: 2, Interesting

    Also have the programmer themselves have to use the application for 'a day', in a real-world example - the guy who knows the UI in and out, so training is not a problem.

    But as a programmer he/she will see what doesn't work when they have to enter data live (i.e. entering client data with client sitting across the desk) - and they will get a pretty good idea of what needs fixing and how to get it done. For more complex concepts they may have to be the keyboard pilot with an expert telling them what they want done, but having that hands-on dose of reality will help smooth out the worst bits.

    I program for a small NP, and have to use my programs as well, it gives me a lot of perspective for the end user as well as the clients we serve while the staff use the system.

    --
    "Enjoy what you're doing! If it becomes drudgery, you're doing it wrong!" - Jim Butterfield
  34. Do a mockup. Let users play with it. by dpbsmith · · Score: 2, Interesting

    Use a rapid application development package... Visual Basic is fine for that job, even if I lose all credibility by saying so... and do a mockup.

    Get a few users. They should be people who are not members of your group. They should be vaguely typical of the people who will really be using the real application. They should not be managers or anyone with power to dictate their preferences as requirements.

    Give them absolutely minimal directions. Let them try to use the application. Watch them. Resist the temptation to say anything unless they get so very stuck that there's no longer any hope of learning by watching them; then coach them just enough to get them unstuck.

    See what they do. See what they assume. See where they make mistakes. I guarantee you you'll learn more in ten minutes than in hours of having people familiar with the code review slides. The places where you think they'll get stuck are the places they'll breeze through. The places where they do get stuck will surprise you completely. And you'll suddenly see glaring, obvious, easily fixed goofs in the UI design that you didn't notice in any review.

    If you want to do a big formal megillah with one-way glass and video typing and people with psychology degrees, fine, but that's not important. The important thing is real users really playing with a functioning application.

    Reviewing slides is nuts. Having people who develop the application review slides is nuts. You can't possibly figure out how something is going to work and feel by looking at slides. It's like figuring out whether a car will be fun to drive by looking at a static picture of the dashboard.

    Some years ago someone was showing off an application... one of those GUI-like database applications that ran on character-oriented screens... that his group had done. I was playing with it. He was bragging about the screen refresh, the way they'd implemented scroll bars with characters, and so forth.

    I noticed that three successive screens required me to key in the identical piece of information three time in a row. I also noticed there wasn't even a copy-and-paste function.

    I pointed it out to him. He said, "Yeah, I know." I said "Are you going to fix it?" He said, "No." He whipped out a 3/4" thick spec. He said "It took six months of review to hammer out this spec. It's done. What you saw is what the spec says."

    I said "You mean nobody noticed that problem during the review?" He sighed. "Apparently not."

    "Well," I said, "why not just fix it?"

      "Look," he said, "it took six months to get this spec signed off on, we're not going to open it again or it will take more months, we need to get this through SQA, and what SQA will be doing is checking to make sure we conform to this spec.?

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

    Comment removed based on user account deletion

  36. 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.

  37. What I've said earlier. by v(*_*)vvvv · · Score: 2, Interesting

    A good UI is not cute, cool, or pretty. It is one that makes
    functionality obvious while itself remaining invisible.

    You can make a good UI cute, cool, or pretty, and you may get praises
    for it, but it isn't what makes it usable.

    There is a fundamental paradox is usability testing. If you ask about
    usability, you are asking what people notice. But the best UIs are those
    that are not noticeable. You should never test a UI. You should only
    test the usability of the application, and measure things like confusion
    and task completion speed.

  38. Re:Well, there's your problem. by WGR · · Score: 3, Informative

    Of course, that is what Apple does with its software. If Steve Jobs doesn't like the user interface, it gets changed.
    Doing this has helped Apple be the leader in user interface design and the stock remark recognized ths when news of his possible illness dropped Apple shares considerably.

  39. Play some portal... by tempest69 · · Score: 2, Interesting
    Really, honestly.. then listen to the commentary..

    These people really designed a UI that becomes usable after some training. Great take aways...: 1 Use the simplest method possible to control something.

    2. Dont add buttons.. On My Imac there is a small remote 2 buttons, and an outside ring.. This is FAR more powerful than the 50+ button remote for Dad's TV+dvd player remote.

    3. Dont Hide controls too deep.. look at vista.. changing an ip address Start->CP-> network ->Internet properties-> oh that meant browser properties SOB -> Manage network connections -> now either magically know to right click "wireless connection",, or notice the double arrows at the top for more options because it opens too small by default and choose "change the settings of this connection".-> then choose ipv4 -> properties -> set it to the correct value.

    up until you get to the wireless connection right clicking is useless. right click on network, poof no properties.. right click on this computer-- nothing.

    If you add in a spiffy trick for the users, embrace it.. to the bitter end. once users expect the right click to get them "under the hood" it's a cruel thing to yank that out from under them.

    4. Dont make it too easy to do things people dont want to do all that often..

    in explorer when your launching a program,, it's far too common that it's trying to rename the file.. and your waiting, and poof you hit space, blank the filename.. and hit esc hoping that the damn box will repopulate. This is where F2 or right-click are appropriate.

    5. Dont ask for input.. you will end up with the car that Homer built, if your lucky. I'll admit it was pretty cool... but the idea stands... the customer will ask for features and spite the elegance of the interface.

    Storm

  40. Re:Well, there's your problem. by Hognoxious · · Score: 2, Funny

    most CEOs are not your typical user

    Depends on the type of application. What if it's for fiddling your stock options or keeping track of your golf scores?

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."