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For GUIs, Just the Right Degree of Realism

mr crypto writes "User interfaces make copious use of pictures and symbols, but how abstract should images be? Lukas Mathis has an interesting blog entry on where to draw the line."

256 comments

  1. Confusing icon practices by suso · · Score: 4, Interesting

    Just yesterday, I was commenting on twitter about how the new icon sets for youtube videos are rather confusing. It took a bit of staring to figure out what these icons do. Nobody was able to guess the right answer. C_64 had the funniest answer though by saying "You can only go 8 bits forward or 8 bits to the left ?"

    1. Re:Confusing icon practices by Z00L00K · · Score: 3, Insightful

      But regardless of age there are good and bad icons. Newer icons aren't better, and often they seem to be even more confusing than many old icons.

      It's time to realize that a clean strict interface for the users is often better than all those flashy colors, gradients and animations that wastes time and productivity. Look into what users really do, not what you think the users should do with your software.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    2. Re:Confusing icon practices by Speare · · Score: 4, Insightful

      There's no such thing as "intuitive" computer interfaces. Instead, you want your interfaces to be "discoverable" and to build on other trained discoveries in a consistent way.

      From that example of the new YouTube buttons, I agree they're bizarre. Pretty much any button that JUST shows an arrow is useless for discoverability. Does the arrow mean 'move' or 'grow' or 'next' or some other action? By "discover," we don't mean to literally experiment with invoking the button to see what it does-- many people are too timid to press anything they don't already understand. Instead, discovery involves finding that there IS a button that PROBABLY does what you already intend to do. For example, follow the mental conversation: "this window is too small, I want to make it bigger, there's got to be a button around here somewhere for making it bigger, oh aha! that one looks like a dark box getting bigger, so let me try that, yep, that's better."

      --
      [ .sig file not found ]
    3. Re:Confusing icon practices by jellomizer · · Score: 2, Informative

      Well much like the TFA stated it is really a balancing act. Adding enough detail to get the point across but not to much to make it distracting or to detailed for the concept. Colors and gradients do help when used correctly. Eg. when you represent a button it will need to be colored in a way that it appears to be 3d, or a toggle control will need some gradients in it to make it look more then a box in a box. Heck even putting a shadow under the active window to help it stand out.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    4. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      ... so what was the right answer?

      Why leave us hanging like that?

    5. Re:Confusing icon practices by elrous0 · · Score: 2, Insightful

      My car's interior is the worst example of that. Thanks to the internationalization of the automobile industry (and having no set standards), every control in my car (and many others) is now identified by an icon instead of a label. And many of the icons make no sense whatsoever. So every time I get in a new rental car, I have to figure out whether I'm turning on the heater or the windshield wipers with this control, or what the mysterious smiley-face-looking button does. They build a $20000+ car and can't spring for a few lousy labels in the local language?!?

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    6. Re:Confusing icon practices by Lord+Ender · · Score: 1

      The biggest problem in UI design is using graphics for controls at all. USE WORDS! People not only know what clicking somewhere does, but they can search for the button they want with CTRL-F.

      The only time you should use graphics for controls is when you're designing something your users will use frequently throughout the day every day. Then they will have a chance to learn your symbols and will appreciate the screenspace saving. The other 99% of apps should use no icon sets. Users can read. Take advantage of that.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    7. Re:Confusing icon practices by Ukab+the+Great · · Score: 2, Informative

      oh aha! that one looks like a dark box getting bigger

      In HCI the technical term for this is an affordance

    8. Re:Confusing icon practices by otravi · · Score: 1

      I still wonder what that icon does. It doesn't even have a tooltip and clicking it seems to do nothing :V.

    9. Re:Confusing icon practices by ColdWetDog · · Score: 1

      Thanks to the internationalization of the automobile industry (and having no set standards), every control in my car (and many others) is now identified by an icon instead of a label.

      I agree, that is often pretty annoying but it's worse with computers -

      Why the hell do you need icons in the first place? You can change the interface for a given language with localization files. You can use simple declarative text in a button with less ambiguity. If you change the language, change the text. If your interface has too many controls on it to use text, maybe consider simplifying the interface. All to often programmers get all excited about a row of shiny buttons with bizarre squiggles and lines - they line up as many buttons as they feel will fit on the screen, slap a tool text line in the code and call it a day.

      Strangely enough, Blender gets it right on this aspect, most other programs don't.

      --
      Faster! Faster! Faster would be better!
    10. Re:Confusing icon practices by mcgrew · · Score: 1

      Maybe I'm just old (well, I am) but I absolutely HATE icons, on my computer screen and in my car and other devices. Icons are for illiterates (including those who are literate in other languages).

      Most icons are abysmal. IE's icon is a lower case "e" on what appears to be paper; if you had never used IE you would have no clue that it was a web browser. I'm thankful that they put text underneath the icons so I can tell WTF the icon is for, but the text makes the icon redundant. Having an icon without the text is, in my opinion, stupid. It has nothing to do with whether or not an icon is photorealistic or stylized.

      *Sigh* in six thousand years we've progressed from hieroglyphics (which can't be decoded without a rosetta stone) to alphabets and printed text, back to hieroglyphics (which can't be decoded without text).

      Icons serve no purpose on a computer except to pretty it up. In my car I'd far rather have the word "headlights" than a stylized picture of a headlight.

    11. Re:Confusing icon practices by Foolicious · · Score: 4, Funny

      many people are too timid to press anything they don't already understand

      Given my experience in IT in corporate America, I would say that this is not only not the case, but REALLY not the case.

      --
      Please don't use "umm" or "err" or "erm".
    12. Re:Confusing icon practices by maxwell+demon · · Score: 1

      I think it would make more sense to make the non-active windows darker. Especially given that the active window doesn't need to be the one on top. And even if you have the active window always on top (a setting I couldn't stand, but some people apparently like it that way), the distinction between a bright and a dark window is much larger than the distinction between a window with and without shadow.

      Of course the windows shouldn't be darkened too much, so you have no problems e.g. to read from one window while typing in another.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    13. Re:Confusing icon practices by HateBreeder · · Score: 1

      If they just used text instead of icons, the text would seem mashed together with adjacent text to the point where it would be difficult to distinguish where to stop and where to start reading.

      Icons, while sometimes fail to convey the functionality properly, at least manage to display a clear separation between one function and the other.

      --
      Sigs are for the weak.
    14. Re:Confusing icon practices by ewieling · · Score: 1

      Which is less confusing, a little icon that looks sort of like a toaster, or a button that says "PRINT"? Obviously the little icon that sort of looks like a toaster or they would not have removed words from the buttons.

      --
      I really shouldn't have used someone else's email address for this account.
    15. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      Wow, your narrow view on what things should be is kind of retarded.

      For one, as somebody who has great distance vision (well enough to drive) but terrible near vision, I wouldn't be able to read just about any words on a car dash because to fit all the labels, in a way that it is clear what the label is for, the text would be tiny.

      If there were no icons on a computer desktop, it would be a pain in the ass to find anything. Can you imagine reading through a list of text every time you wanted to open IE? You only have to do it once, maybe twice, then you remember the icon and you can spot it way more easily. Text and icon work together, they aren't redundant at all. In fact, I often change the icons of some of my often used folders so I can just scroll down and see the picture.

      I have to believe you haven't really thought through your "no icons" philosophy.

    16. Re:Confusing icon practices by PitaBred · · Score: 1

      I'm guessing they rotate the video 90 degrees in either direction?

    17. Re:Confusing icon practices by ColdWetDog · · Score: 1

      True to an extent, but as has been pointed out, modern screens often have lots of resolution - plenty for text. Perhaps in small screen cases like the iPhone you're point is more valid.

      But, OK, everybody raise their hands who've seen a full screen application with plenty of screen space with eight strange icons consisting of squiggles, circles, arrows and something resembling a thunderbolt.

      Thought so....

      --
      Faster! Faster! Faster would be better!
    18. Re:Confusing icon practices by DangerFace · · Score: 1

      Why the hell do you need icons in the first place? You can change the interface for a given language with localization files. You can use simple declarative text in a button with less ambiguity.

      Icons speed understanding and free up screen space. The first example I can see in front of me is that of a web browser. If the 'back' button was large enough to have 'back' written on it in readable text, it would be three or four times the size with reduced functionality, since a foreigner would have to find their way into the language options to be able to tell what it did. When we get on to buttons like 'refresh' or 'close tab', I think you can see how quickly screen space would be used up.

      Additionally, I can glance up at the toolbar in pretty much any web browser on anyone's computer and tell what the buttons do almost instantly, without having to read what each one says. Reading actually takes quite a long time, in terms of brain functions - of course it is tremendously useful for fairly complex concepts and interactions such as this one, but there is a necessity for ideas like 'refresh page' to have simple representations so that when I'm at a friend's house I can use their browser much more intuitively. Also, if I'm visiting Germans or Italians I can jump on their computer and navigate to English language websites without knowing their language well enough to change their preferences.

    19. Re:Confusing icon practices by stewbacca · · Score: 1, Flamebait

      There's no such thing as "intuitive" computer interfaces.

      I disagree completely. As a matter of fact, your next sentences proves that there is such a thing as intuitive interfaces by the fact that an intuitive interface is also "discoverable".

      However, that does NOT mean that intuitive interfaces are derived from previous knowledge. This is why people who jump to OSX from Windows have such a hard time with the "intuitive" interface of OSX. They grew used to a poor interface (Window Whatever) and then brought those bad habits with them.

      A truly intuitive interface is one that a user with little experience (not enough to be persuaded to try something out of habit) can just figure out. It's also more than just icons--it's system hierarchy, interfaces, dialogs, visual/audio/animation cues etc. I think iPods/iPhones are good examples of this, since most users are enamored by those products, most likely because they are easy to figure out without having any reference to compare them too (no prior experience).

    20. Re:Confusing icon practices by Monkeedude1212 · · Score: 3, Insightful

      There's no such thing as "intuitive" computer interfaces.

      No there are lots of intuitive interfaces, there just aren't many (if any) "universal" interfaces. You can give me flack for it, but I'm going to go ahead and say that the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options. Very intuitive, I have not needed to press any of these buttons to know their respective meaning. That by definition makes it intuitive.

      However, if I was from Japan, I wouldn't have any clue what any of these buttons mean. I'd probably get so fed up with it I'd request a Japanese version of Slashdot.

      So what it comes down to is trying to make something universally understood. Surprisingly enough, any country that has vehicular traffic uses Green for Go and Red for stop. Whether thats based on open standards or some psychological root, I don't know. So if you had an option that you could start or stop, putting the same image in green and the other in red would show which one starts it and which one stops it. Similarily, the symbols on every Media player for Play, Pause, Rewind, Fast Forward, Stop, and Record are also Universal across the planet. So it makes sense to put them on any application that plays media.

      There are a handful of things like this out there. It's not impossible to create an intuitive computer interface. The tricky part is to make it universal across all demographics of people who will use it, especially if there is a language barrier. This is where icons with the help of tooltip popups can be great.

    21. Re:Confusing icon practices by stewbacca · · Score: 1

      I tried an all-words interface recently for an interactive training module at work. I tried to model it after the Adobe Light Room interface. I liked it a lot, but it didn't get a good reception. Seems our business dev people are more concerned with teh shiny than they are functionality.

    22. Re:Confusing icon practices by thePowerOfGrayskull · · Score: 1

      In far more interfaces than not (media players, custom app buttons, etc) I have to resort to hovering over a given control to wait for the tooltip and learn what it does. The problem here is as we more into customized/unique-appearing apps, the learning we have done that says "this is what thing-X should look like" becomes less relevant. And since no two applications are standardizing on the same interfaces, there's essentially a learning curve for each one whereas in the past learning the first would also help you learn the second.

    23. Re:Confusing icon practices by b4dc0d3r · · Score: 1

      I don't push things I don't understand. That's how people get viruses when human interaction is required, or delete data accidentally.

      Your suggestion is basically when you think there's something available, click things that look like they might work, when you have no idea what they will do.

      Here's an example from Vista, just because it's fresh in my mind. I click a zip file and IE asks me what to do - save or open. I always want to save, so I click "Don't ask" checkbox and "Save". Next time, instead of saving it opens the zip. The only way to change that is to find something in the registry - you can't just go into folder options like in XP and all previous windows, and there is no "Confirm open after download" or whatever it is. I clicked something because I thought it was what I wanted to do, and it turned into an internet search and careful registry tweak to undo.

      You're suggesting doing the same thing, only with a picture which could very well be misleading at best. Trusting that a random script hasn't altered the DOM to put that there so you'd download something nasty. Or a .dll injection creating a window which isn't enabled until you are fully authorized, then kicks off severely malicious code.

      I know, I'm being a bit ridiculous. But clicking on things you don't understand is terrible advice no matter the circumstance.

    24. Re:Confusing icon practices by tepples · · Score: 1

      every control in my car (and many others) is now identified by an icon instead of a label.

      Would you rather have a label written in Hebrew?

    25. Re:Confusing icon practices by tepples · · Score: 1

      USE WORDS!

      In how many languages? At least a home-plate-shaped pentagon with windows and a door on it means "home" throughout the developed world.

      The only time you should use graphics for controls is when you're designing something your users will use frequently throughout the day every day.

      Guess what developers wish of their own applications.

    26. Re:Confusing icon practices by GauteL · · Score: 1

      People are different and your experiences do not negate the parent poster's.

      I have seen lots of people that are too timid to touch anything they don't know what does. I've also seen lots of people that will just press buttons willy nilly with no idea what anything does.

      These are both extreme examples of users with a poor understanding of computer systems. The majority exists somewhere in the middle of them.

    27. Re:Confusing icon practices by cosm · · Score: 1

      I think I can justify your comment in the IT corporate America world, but in the general, uneducated/computer-illiterate public, there is definitely a stagnant fear of users to play with interfaces/click things in which they do not know the result. I have heard many family members/elderly/uninformed talk as if clicking the wrong thing will "break-it". This fear then feeds into the purchasing decision of getting an apple, its new and unknown. Its a large reason apple doesn't hold more market share in the corporate & desktop realm. People get familiar with their operating systems, websites, and programs, but only to the extent they need. I bet you their are millions of grandma's who would never click 'defragment' because it is an intimidatingly unknown word, while millions of office workers would have to problem clicking things like 'defragment' or 'plot-regression' or whatnot, because they understand it.

      In summary, it is sometimes this case.

      --
      'We are trying to prove ourselves wrong as quickly as possible, because only in that way can we find progress.' RPF
    28. Re:Confusing icon practices by tolan-b · · Score: 1

      If you have the space then an icon with text is ideal. It's easier to zoom in on the position of a known icon than to find the text, but the text lets you know what it does until you recognise the icon.

    29. Re:Confusing icon practices by Jeremy+Erwin · · Score: 2, Informative

      However, if I was from Japan, I wouldn't have any clue what any of these buttons mean. I'd probably get so fed up with it I'd request a Japanese version of Slashdot.

      Slashdot Japan. So far as I can tell , it's a different set of articles.

    30. Re:Confusing icon practices by Dupple · · Score: 1

      You can't just use text on buttons, it wouldn't work well with translations. Some words are very much longer in other languages. How would a button know if it should shrink or grow to accommodate the required text? Localisation is extremely difficult if you want to retain a usable interface.

      http://wilshipley.com/blog/2009/10/pimp-my-code-part-17-lost-in.html

      --
      Watch those corners
    31. Re:Confusing icon practices by Yoozer · · Score: 1

      Most icons are abysmal. IE's icon is a lower case "e" on what appears to be paper; if you had never used IE you would have no clue that it was a web browser.

      With few people having a clue what the "web" was back then or what a "browser" was supposed to do with it, what should've been the icon of choice?

      A globe? No, already used for trade and designating "international". A highway? No. So, we end up with a red O, a stylized fox around a globe, a blue E and a compass. None of 'm having to do with "web", or with "browsing".

      Icons serve no purpose on a computer except to pretty it up.

      People can't aim their mouse properly. You can't fit lots of text on a mobile device. Icons provide a big click area, and when you're not wearing glasses you can generally recognize the icon by its color, while text would be a gray blur. Icons have unique silhouettes which increase recognizability. Enough good reasons to use 'm.

      In my car I'd far rather have the word "headlights" than a stylized picture of a headlight.

      Yet icons can make the difference between dipped beam and main beam immediately obvious, while the text "headlight, main beam" would be too verbose, and abbreviations would be completely lethal. Also, you can't order manufacturers which fonts to use - but icons can be standardized without too much trouble, and that way you can ship your cars to any country you want without having to localize anything.

    32. Re:Confusing icon practices by rantingkitten · · Score: 5, Insightful

      My experience is that people will click with wild abandon when they shouldn't, and be deathly afraid to do anything when there's no real harm involved.

      These are the people who will install anything they damn well please, change important settings for absolutely no reason "because it seemed like a good idea", set passwords on things that don't need passwords and then forget them, forward phone A to phone B and phone B to phone A because "I wanted them both to ring if I got a call," and other general nonsense. They have no problem screwing around to their heart's content and breaking everything and never learning.

      That same person will also submit endless tickets or place endless helpdesk calls because they were afraid to change a trivial setting that involves a single, labelled checkbox, because "I wasn't sure if that would mess anything up."

      --
      mirrorshades radio -- darkwave, industrial, futurepop, ebm.
    33. Re:Confusing icon practices by moosesocks · · Score: 1

      As other have mentioned, you're missing the point of TFA. There is a proper balance of usability and aesthetics that can be achieved, although this sometimes takes a few iterations to do properly.

      Computers are fast today, and easily capable of displaying gradients, colors, and antialiased text without breaking a sweat. A few studies have also shown that judiciously-placed "eye candy" can measurably improve productivity levels, while gradients and colors can provide important visual cues. If any of these things are noticeably slowing down the execution of your program, something is awry with your code -- Android and iPhone applications all make extensive use of these elements, despite their puny mobile processors.

      Apple's home directory icon is a particularly good design, as it's quite attractive when blown up, and still very recognizable at an extremely small size.

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    34. Re:Confusing icon practices by porges · · Score: 1

      At least a home-plate-shaped pentagon with windows and a door on it means "home" throughout the developed world.

      Really? To me it means "house". Tens of millions of people in the USA alone have homes (apartments) that are not houses.

      (And beyond that, I'm not sure the metaphor of "home" for "Web page that appears in your browser when you first open it" is so great anyway, but it seems to be popular.)

    35. Re:Confusing icon practices by moosesocks · · Score: 1

      I've seen a few American cars that take this to the far opposite extreme, where almost every button has a textual label. In the scope of a modern automobile, this appears quite clunky, and far too busy. (I also blame GM for frequently using different icons than their competitors)

      Personally, I'm quite fond of my car's control layout (a 1999 Audi A4). Text is used sparingly, but judiciously, there are only as many controls as there needs to be, and all of the important controls (ie. everything but a few of the radio controls) can be operated with gloves on. Not much thought is given to automotive UI design, which is really a shame, especially in the context of some of the awful control schemes that are beginning to appear on new cars.

      Audi also used a few clever tricks to cut down on internationalization costs -- most of the textual labels that they do use make sense in several languages (ie. 'AUTO' is a valid abbreviation for automatic in almost every western language).

      Of course, the argument that car manufacturers make extensive use of icons to save money on internationalization costs doesn't hold much water. Very few cars sold in North America are identical (or even close to identical) to their Asian and European counterparts. The cost of screenprinting a few extra buttons is inconsequential compared to the costs of building different engines and emission-control devices to conform to North American standards. I know that VW/Audi in particular use slightly different body stylings and different headlights and indicators between their European and North American models -- almost nothing is identical (or even compatible).

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    36. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      /. phrase one time was

      "the nipple is intuitive all else is learned"

    37. Re:Confusing icon practices by elrous0 · · Score: 1

      At least then I would have someone whom I could ask what the hell it meant. As it is, there are icons in some of the cars I've been it that I'm pretty sure no one understands.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    38. Re:Confusing icon practices by mcgrew · · Score: 1

      With few people having a clue what the "web" was back then or what a "browser" was supposed to do with it, what should've been the icon of choice?

      You missed my point entirely. The app is well named, "internet explorer" is descriptive enough. The printed words "Internet Explorer" tells you what the app does; the icon does not. If you had no idea what the internet was, you wouldn't be running a web browser anyway.

      The point is that if you're literate, you don't need pictograms.

      Icons provide a big click area, and when you're not wearing glasses you can generally recognize the icon by its color, while text would be a gray blur

      There's no reason text can't be printed in different colors. Besides, what of those who are color blind? A red icon looks like a green one to them.

      you can ship your cars to any country you want without having to localize anything.

      Good for them, bad for me. They have to localize the owner's manual anyway, and few actually RTFM.

    39. Re:Confusing icon practices by jedidiah · · Score: 1

      If you did free association with those millions of apartment dwellers you would still probably end up with "single family dwelling = home". You certainly have a better chance of that than a generic representation of an apartment building. Then you get into all of the variations in how different rental properties look going all the way from a free standing house, to row house to rediculously tall high-rise.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    40. Re:Confusing icon practices by Fwipp · · Score: 1

      The first time you see the IE icon, you say, "Oh, what's that?" You read "Internet Explorer," and say "This looks like what I want."

      The _next_ time you want to use IE, you're not reading forty different desktop texts to see what they do. You simply look for the icon.

    41. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      Whooooosh!

    42. Re:Confusing icon practices by starfishsystems · · Score: 1

      These are great examples, but if they're your best shot at arguing that interfaces can be "intuitive" then we can all go home now.

      Instead you've made an excellent case that usability is correlated with social convention and not with intuition at all. Clearly the labels "Reply", "Cancel", and "Options" are not intuitive. They're just apparently random arrangements of line segments. Specific cultural knowledge is required in order to make sense of them. That's not intuitive but conventional.

      Likewise, the symbolism of color is not innate but socially cued. For example, black signifies mourning in western cultures but the social convention in China uses white instead. We don't always recognize the cultural particularity of these conventions because they're so ancient. Some, like your example of red and green, may have been assigned by association with the physical world, perhaps red with blood and green with vegetation. So that's not to suggest that we don't have some imprecise visceral reaction to color as well, but it takes a really big leap to get from there to effective symbolism. Symbolism requires social consensus consensus.

      --
      Parity: What to do when the weekend comes.
    43. Re:Confusing icon practices by StarsAreAlsoFire · · Score: 1

      "There's no such thing as "intuitive" computer interfaces."

      I don't know who you are, but I wish I worked with you. I hear 'I don't like it, it isn't intuitive enough. I don't know what would be better though.' pretty much every day. What they MEAN is 'It looks different. I'm really comfortable with the old text based system. Why do we need buttons again?'

      A corollary to your statement is that no UI interaction should be irreversible without a warning. Warnings/Alerts should be restricted to important notifications, so as to avoid training the user to blindly accept them.

      It's funny to me (in that painful way) that the average 10 year old can load up the latest video game and be fully into the action in ten, twenty minutes tops. But you put a an average 30 year old in front Excel without a training course and it takes two years before they realize that they can sort tables.

    44. Re:Confusing icon practices by rxan · · Score: 1

      I'm not saying icons are the holy grail of UI design, but there are several good things about icons:

      • People hate reading stuff while trying to use programs. Time and time again I've found people complaining about software when the solution was right in front of them, if they had just read things.
      • You can recognize familiar icons faster than you can recognize text. You have not only words, but shapes AND colours to recognize.
      • They are usually universal. The mail icon looks nearly the same on every platform.
      • They look pretty!
    45. Re:Confusing icon practices by ObsessiveMathsFreak · · Score: 1

      ou can give me flack for it, but I'm going to go ahead and say that the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options.

      These kinds of unintuitive pyrotechnics are why I'm sticking with the 1.0 discussion system. In my day young man, we had two buttons--"Reply" and "Parent"; and we were happier for it!

      --
      May the Maths Be with you!
    46. Re:Confusing icon practices by El_Muerte_TDS · · Score: 2, Funny

      You can give me flack for it, but I'm going to go ahead and say that the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options. Very intuitive, I have not needed to press any of these buttons to know their respective meaning. That by definition makes it intuitive.

      And the "Quote Parent" button adds the prefix "My daddy always used to say ..." to your reply.

    47. Re:Confusing icon practices by Monkeedude1212 · · Score: 1

      Well then the arguement of "nothing being intuitive" applies for just about everything in the universe, since instinctive nature can change by your social upbringing.

      If you take a newborn and leave it alone, it will not have the ability to feed itself and will die. We don't posess the instinctive nature (or physical abilities) to run and hide or find food at first daylight like many other animals on the planet (first example that comes to mind: turtles).

      If you are going to seperate that everything you are taught (or self taught) cannot be used in the intuitive sense, then it has no place in a discussion covering computer technology.

      I think that intuitive in the sense of computer UI's means something very different than in the sense of philosophy and linguistics. Just like how the Enter key on your keyboard doesn't necessarily mean you are going inside of something. I'd say if you know the very basics of computer operation (As in, move mouse, click to perform a function), computer intuitive-ness arises around the ability to discern the functions of program without having to perform the functions.

    48. Re:Confusing icon practices by bill_kress · · Score: 1

      Although I'm not completely certain, I get the feeling that the international community actually has quite a few commonly recognized symbols and our lack of exposure is what makes them difficult to interpret. I'm seeing new icons where there used to be words, but I seem to see the same set of icons repeatedly.

      I have a cup heater/cooler in the new car, and I can never remember if the wavy lines are a cool breeze or heat rising off the ground, and if the star-looking thing is a sun or a snowflake, but I think that's my lack of exposure and not really a fault of the icons. (The colors--red and blue--really help though)

    49. Re:Confusing icon practices by Hognoxious · · Score: 1

      However, if I was from Japan, I wouldn't have any clue what any of these buttons mean.

      How so?

      Did you mean that if you didn't understand English you wouldn't know what the buttons did? That's a loose correlation at best, because 1) a fair few Japanese people are competent with English and 2) there are lots of people who aren't competent in English who come from other places.

      Which brings me to the universal problem with buttons: label them with text, and only people who understand that language will know what they do. Put [poorly designed] icons on, and nobody will. At least it's fair!

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    50. Re:Confusing icon practices by Hognoxious · · Score: 1

      Yup. At least a monkey would get it right half the time.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    51. Re:Confusing icon practices by Monkeedude1212 · · Score: 1

      No I mean that if -I- was from Japan. I had the option to Learn a second language (french) up here in Canada. Rather I was forced, Grades 4 through 9. I flunked them because I didn't want to learn it. Had no need. If English was good enough for my grandparents, its good enough for me, lulz.

      In no way was I making any connection between speaking English and Japan, as I know a bunch of Southeast Asian cultures are starting a push on English, since it means better jobs and career opportunities both at home and overseas.

    52. Re:Confusing icon practices by Richy_T · · Score: 1

      Heck, in office you don't get the icon *or* the word anymore but you have to click on the blobby-circle-with-multi-colored-squares-thing to print.

      The ribbon is a train wreck of UI design even with text. What is "Quick parts" supposed to mean?

    53. Re:Confusing icon practices by Hognoxious · · Score: 1

      Not much thought is given to automotive UI design, which is really a shame, especially in the context of some of the awful control schemes that are beginning to appear on new cars.

      I think they give it plenty of thought, but it's the wrong kind of thought; they're thinking what features they can cram in and how cool they can make it look. Which miises the point - I deally, you should barely need to look at it at all.

      BMWs iDrive had a terrible reputation when it first came out (some say more recent versions are better, some say not). They simply can't have ever done a proper user trial - trying to operate it while actually driving - because it would have been obvious from the start.

      I suspect it was some high-up PHB or marketroid's pet project and nobody dared speak out.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    54. Re:Confusing icon practices by Hurricane78 · · Score: 1

      The proper principle, is to let the UI grow with the user. E.g. a desktop video player. At first it could have a menu with all the functions listed as text, with a long description if you hover over it.
      Then when you get used to it, the main functions could become icons to click (e.g. play/open/ffwd), and then they could become shortcuts without any icons at all.

      The best conventional solution I saw, was to always show the icon and shortcut right in the menu item, so that you can learn to associate them. Of course that’still a long shot from an adapting UI.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    55. Re:Confusing icon practices by FiloEleven · · Score: 1

      I don't push things I don't understand.

      Well that's not true, since in the example that follows you checked a box in Vista that had unexpected consequences. In that case, you thought you understood the function of "Don't ask" based on previous experience, only to find out that the Windows team changed the behavior on you, so you definitely clicked on something you didn't understand. Changing functionality is an issue, but not one related to the current discussion.

      The GP is advocating that interface designers make things whose presentations are descriptive of their functions--the exact opposite of misleading. For the truly fearful, most icons also have mouse-over text to clarify their purpose. There's no point in bringing up fears of DOM-altering scripts or injection attacks, since they can just as easily insert text as images.

    56. Re:Confusing icon practices by FiloEleven · · Score: 1

      A bad example of the icon interface doesn't invalidate its usefulness. I'm currently using a full-screen app with eight icons: Google Chrome. Back/forward arrows, reload button, home button, a star button to the left of the URL bar, a "go" button to the right, a page options dropdown, and a browser settings dropdown.

      The first four of these are immediately obvious, as is the "go" button. The two dropdowns (a page icon and a wrench icon) each have little down arrows to let me know that these lead to menus. The only one that is mysterious is the star button, which turns out to be a bookmark button. I found out by mousing over it and waiting for popup text to tell me what it is, and it's probably a carry-over from the GMail interface.

      Just because I have lots of screen real-estate doesn't mean I want a program's interface to take up lots of it. Web browsers are the obvious example--most of the screen should be dedicated to page contents. Icons minimize the use of space, and they have the advantage of representing concepts quickly. Text only clutters things, and since all text looks like text, it takes longer to pick out the text that reads "Home" from a bunch of text that reads
      "Forward | Back | Reload | Home | Bookmark | URL: ____________ Go | Page Options | Browser Options"

      Mouse-over text is all that's needed to remove ambiguity from any strange icons, though I certainly agree that icons need to be iconic and not simply thunderbolts or pronged circles or what have you. If you can't come up with a good icon for the function it represents, chances are that it's not something that needs to be available immediately and it should reside in a menu.

    57. Re:Confusing icon practices by FiloEleven · · Score: 1

      I would hazard that the folks who wrote the owners' manual know what they mean, or did long enough to write it down there anyway. You shouldn't have to pick it up for that reason, but if you're really burning with desire to know... =)

    58. Re:Confusing icon practices by elrous0 · · Score: 1

      RTFM?!?!? No way. This is /. sir!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    59. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      Well, most applications are designed for humans, after all. If there are symbols and associations that every human uses, why not use them? I mean, if you're going to be pedantic to this level - consider what an interface designer might say is "best (intuitive) practices" for the location of a Next and Previous button (whatever that means in the application). They would say, without a doubt, that Next goes on the right and Previous goes on the left. But that's culturally specific - many Middle Eastern languages are written right-to-left, and many Asian languages are written vertically! There is almost no scope for expression of even the most basic functionality when you remove cultural symbolism/convention. So, the best solution is clearly to make the interface as obvious to the widest range of people as possible (and that's by using conventions).

    60. Re:Confusing icon practices by thetoadwarrior · · Score: 1

      It depends on what they think the value of clicking is. A lot of people won't stray from their routine. They will always use Outlook Express and only click on the things they were taught to use.

      Yet when promised a better sex life or money, something they really want, then they'll be willing to do what they're told and click whatever they need to.

    61. Re:Confusing icon practices by daniel.b.douglas · · Score: 1

      Humorous nitpick: in countries such as Israel where the language is read right-to-left, American style fast-foward/rewind buttons seem extremely unintuitive and backwards to what you would expect. There's just not the same cultural sense that right is forward and left is backward.

    62. Re:Confusing icon practices by Risen888 · · Score: 1

      I think iPods/iPhones are good examples of this, since most users are enamored by those products, most likely because they are easy to figure out without having any reference to compare them too (no prior experience).

      I think that's crazy. I don't own an iPod, but have messed around with others'. If I want to walk through a list, what do I do? Click back and forth? Spin "the wheel?" If I want to enter into a directory, do I click the middle button? The "play" button? How do I turn the damn thing off? Why does it insist on adjusting the volume when I'm trying to navigate through the screens? (Yes, I know the answers to almost all these questions, but every time I pick one up I have to almost relearn it.) I'm a very technically inclined person generally, but w/r/t the iPod specifically, I am the very model of the "user with little experience" who should be able to "just figure out" the interface, and I find that it stymies me at every turn. I think it's an absolute abomination, and every hardware designer since the advent of the iPod who has blindly parroted that stupid bloody wheel should have their fucking fingers chopped off and fed to feral cats.

      --
      Hey, I finally got my first freak! Took you long enough!
    63. Re:Confusing icon practices by logixoul · · Score: 1

      I'm thankful that they put text underneath the icons so I can tell WTF the icon is for, but the text makes the icon redundant.

      OK, fifteen pages of complainers who have no idea about HCI now... let me give you a clue.

      Icons are beneficial in all interfaces - menus, file managers, toolbars, you name it. They let you find what you're looking for faster. The human brain is optimized to recognize and analyze colors and shapes. When you're confronted with a menu of 10 programs, research shows you find yours more easily by looking for the circular blue-and-red icon than the words "Mozilla Firefox".

      Factors in icon design include:
      - A clear shape. Firefox is a circle, VS is an infinity symbol, Notepad is a rectangular notebook, and Word is a W in a square.
      - Evocative colors. A red cross means delete, a green tick means confirm, yellow-black strips mean security, gray means utility application
      - A unique, simple, recognizable design. Your brain sees it a few times and henceforth only looks for the icon, because it's less strain than reading the text.

      If you don't trust me, perhaps you'll believe:
      Microsoft
      Apple

    64. Re:Confusing icon practices by logixoul · · Score: 1

      The app is well named, "internet explorer" is descriptive enough.

      And Firefox is a bad name? How about Chrome, Excel, Opera and Skype?

      Names are not supposed to be descriptive, although sometimes it helps. They're supposed to be catchy, short and easy to pronounce/spell.

    65. Re:Confusing icon practices by Monkeedude1212 · · Score: 1

      I always figured they just viewed the triangles in a different light. Whereas we westerners would see the tip of the triangle as obviously pointing in the direction as forward, I always kind of figured other cultures had the notion that long side of the triangle was merely the way it was facing, as if the point to the right is to start from nothing and grow into something.

      But this is exactly what I meant by intuitive versus Universal. If your target audience is able to infer the actions of a button without pressing it, that makes it "intuitive", though not universal to those outside your target.

    66. Re:Confusing icon practices by stewbacca · · Score: 1

      Your post reminds me of the guy who criticized the 2nd generation iPod because he couldn't find the "on" button. Uh..you just touch any button and it turns on. All you have to do is try ANY button. That is intuitive, because once you touch ANYTHING, it turns on. If you want to just sit there and try to guess without trying anything, then yeah, nothing will ever be intuitive.

      Here's another take. The iPods (in all their variants) are so intuitive that I can't even give directions to somebody on how to operate one because I don't know how to unless I'm holding it in my hand (if that makes any sense).

      Again, being a "very technically inclined person", you probably bring years of technology expectations to how the device should work (i.e. like many of the other poorly designed gadgets you've probably used over the years).

      Sorry, but I think any device that can ship with an instruction booklet that only needs a few illustrations (and no text) is a pretty good design feat, especially for all the stuff it can do.

    67. Re:Confusing icon practices by noidentity · · Score: 1

      Those icons obviously rotate the image 180 degrees. They depict the X/Y axes, and which direction the positive values go. So the first has X and Y increasing as you go to the lower-right, the second as you go to the upper-left.

    68. Re:Confusing icon practices by Risen888 · · Score: 2, Interesting

      Your post reminds me of the guy who criticized the 2nd generation iPod because he couldn't find the "on" button. Uh..you just touch any button and it turns on. All you have to do is try ANY button.

      That's fine. How do you turn the damn thing off?

      The iPods (in all their variants) are so intuitive that I can't even give directions to somebody on how to operate one because I don't know how to unless I'm holding it in my hand (if that makes any sense).

      It does, but that's not what intuitive means. I had a schleppy part time data entry job where I churned out shit in the most atrociously designed piece of shit database application you've ever seen. I had it down to muscle memory, how many times I hit tab, when to press space and when to press enter, the whole deal. Couldn't explain to it someone to save my ass, but I had that bastard down. That's not "intuitive," that's just "doing something over and over."

      Again, being a "very technically inclined person", you probably bring years of technology expectations to how the device should work (i.e. like many of the other poorly designed gadgets you've probably used over the years).

      Leaving the sickening taste of elitism in that statement completely aside, no, actually I had pretty much zero experience with any sort of mobile device at the time the iPod began to get popular. I didn't get an mp3 player of my own until 2006, and I finally broke down and got a cell phone this year.

      Sorry, but I think any device that can ship with an instruction booklet that only needs a few illustrations (and no text) is a pretty good design feat, especially for all the stuff it can do.

      I used to do customer service for a company that sold shitty little $30 DVD players. They came with little four page booklets with like fifty total words and four pictures. It was still a piece of shit. Lots of companies are lazy about documentation of consumer electronic devices. Don't try to paint it as a virtue.

      --
      Hey, I finally got my first freak! Took you long enough!
    69. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      @ everyone bitching about icons..

      theres a reason why IQ tests are graphical patterns, if you have problems with parsing icononographic conventions is not anybodies fault but you, either you have low IQ or you are simply graphically challenged or, yes, you are indeed old.

      I used to think that command line interface was for smarter people but you opened my eyes, bearded unix geeks prefer CLI because they have problems parsing icons :o lol

    70. Re:Confusing icon practices by richlv · · Score: 1

      oh MY. that is so true. when people discuss computer software usability issues, they somehow forget about lots of other software that... just sucks.

      my gf has a bmw, a recent model. it has electronic dasboard. so far so good. then, some day, she gets a warning on there. by description, it looks like two parenthesis connected by a squirly thing at one end and a question mark in the middle. now that's a SERIOUS wtf. so she calls a relative with good automobile knowledge, who by description decides it's a sensor for handbrake/brake problem. now that's important... except that the icons turns out to represent a fucking tire pressure. instead of showing brake pads and a spring, it shows round tire walls and the tire surface.

      hint, bmw developrs : that is NOT intuitive. it's crap for intuitivity.

      now, the display itself is electronic. it could change from the icon to some text - whatever language, english would do, saying "tire pressure" - and actually it has enough place to show the icon and the text in smaller font at the same time.

      also, if the dashboard decides there's some problem - like gasoline levels dropping below you being able to go for 100 km or so, it just shows a large icon where common everyday info is. as a result it means you have to fiddle with the controls on the light switch if you want to see some information like the temperature while having smaller amount of the gasoline. now that is surely not improving safety - instead it could flash the error icon every now and then so that user - driver - is not distracted from the road that much.

      it seems like engineers in other industries are allowed to create really crap usability products, while general computer software industry gets the heat. of course, that might be a good thing overall and lead to better software :)

      it's not just bmw, obviously. mobile phones suck big bertha usability wise, other car vendors are not any better and so on. i've decided that these people are trying hard, but just suck at making things really usable.

      --
      Rich
    71. Re:Confusing icon practices by qubezz · · Score: 1

      You'd better know that a road sign shaped like that pentagon (in the US) means school, unless you want a ticket! Ignorance of the non-obvious is no defense!

      There was an interesting 'Top Gear' episode two weeks ago that had an interview with one of the two designers of all British road signs - she was a graduate student at the time and worked with her professor, and their designs are now ubiquitous in the country. (Google 'school road sign' if you want to see how incorrigible the US' sign is.)

      The British signs do have their failings though - the 'men working' sign has been compared to a man struggling with a parasol in the wind.... (http://rosenblumtv.files.wordpress.com/2008/08/men_at_work_sign2.gif)

    72. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      If I look at lusers at my office, they procrastinate and gossip 90% of the time. Are you suggesting that an interface with "&Procrastinate..." and "&Gossip..." is going to increase their productivity? Productivity of actual work or of those two activities?

    73. Re:Confusing icon practices by nurb432 · · Score: 1

      There's no such thing as "intuitive" computer interfaces.

      I have to disagree, if you look at the interface of a Apple Newton, you can see how they can be intuitive. I agree most are not, and have 'tech' shoved down the users throats, but it CAN be done.

      --
      ---- Booth was a patriot ----
    74. Re:Confusing icon practices by Ethanol-fueled · · Score: 1

      I always kind of figured other cultures had the notion that long side of the triangle was merely the way it was facing, as if the point to the right is to start from nothing and grow into something.

      Ha HA! Man, that was fucking brilliant. It would suck to work with an Israeli or an Arab and piles of electrical schematics, especially diodes and transistors. Hole flow or electron flow?

    75. Re:Confusing icon practices by Anonymous Coward · · Score: 0

      dont confuse conventional with intuitive.

    76. Re:Confusing icon practices by Haeleth · · Score: 1

      Someone mod this guy up. Yes, it's heresy to say the iPod interface isn't perfect, but that doesn't mean it's not true.

      I tried to use an iPod a few weeks ago. First portable media player I have used since an original Walkman twenty-odd years ago, so I had no expectations and no preconceptions. The thing was a total nightmare. After 10 minutes I figured out how to choose a track, but then somehow I'd got it into shuffle mode and didn't have a clue where to look to change that.

      This is "intuitive"? Thanks, but I'll stick with unintuitive interfaces, then. Reading a simple manual saves me time. Playing silly games like "guess what the designer guessed I'd guess" wastes it.

    77. Re:Confusing icon practices by Monkeedude1212 · · Score: 1

      Hole flow or electron flow?

      Lets not get started on that... lol.

  2. Re:FIRST POST! by Anonymous Coward · · Score: 1, Insightful

    And that's about all that needs to be said here. RTFA and it's complete and makes infinitely good sense, so nothing to discuss about it.

  3. Thank you. by Cornwallis · · Score: 3, Insightful

    Really. That was a very nice article that made me think about some things I've never really considered.

    1. Re:Thank you. by stewbacca · · Score: 3, Informative

      Really. That was a very nice article that made me think about some things I've never really considered.

      I work in the field of design (mostly designing computer-based training) and can tell you that your sentiment is more common than not. Most people never think of design or how it impacts their daily lives.

      Because of this, I always suggest two books: The Design of Every Day Things and The Non-Designer's Design Book.

      Once you read these two books, you'll never look at things the same way again. You'll start noticing poorly designed things EVERYWHERE and wonder why it wasn't made better. You'll even formulate your own ways of making it better, which in turn (generally speaking) makes your own work better.

    2. Re:Thank you. by Cornwallis · · Score: 1

      Most people never think of design or how it impacts their daily lives.

      I'm sure it is somehow allied with people's response to a lot of things. If something *works* properly then they just use it but if it doesn't work - then you get the complaints. Since a good UI aspires to be "not noticed" I'm sure the good ones don't receive the kudos they deserve. Thanks for the book titles.

    3. Re:Thank you. by CyberK · · Score: 1

      Thank you for the tip, I checked out The Non-Designer's Design Book and promptly ordered it!

    4. Re:Thank you. by Hurricane78 · · Score: 1

      I think you should be moderated Funny. The article is just silly, starting with such a bad frame and never thinking outside that box, that in that mindset, it’s never possible to reach really revolutionary new, good concepts...

      I mean it still assumes there should be icons to click. How silly is that? I do not even assume a mouse!

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    5. Re:Thank you. by Jason+O'Neil · · Score: 1

      Can't agree more on reading The Design of Everyday Things. I'll have to take a look at The Non Designer's Design Book.

      To anyone interested in interface design, I'd also recommend one by the same author, Emotional Design: Why We Love (or Hate) Everyday Things, or the book mentioned in the article, Understanding Comics: The Invisible Art

      Those three books were very easy reads and probably taught me more about interface design than the my 3 years at uni. I thoroughly recommend them.

    6. Re:Thank you. by pydev · · Score: 1

      I work in the field of design (mostly designing computer-based training) and can tell you that your sentiment is more common than not. Most people never think of design or how it impacts their daily lives.

      As a designer, you may come up with nice solutions to problems through intuition and experience, but nevertheless, you are not a usability expert or an engineer.

      You'll start noticing poorly designed things EVERYWHERE and wonder why it wasn't made better.

      And often there are good answers for why things are designed the way they are, even though a "designer" like you might have thought that another way was better.

    7. Re:Thank you. by stewbacca · · Score: 1

      I work in the field of design (mostly designing computer-based training) and can tell you that your sentiment is more common than not. Most people never think of design or how it impacts their daily lives.

      As a designer, you may come up with nice solutions to problems through intuition and experience, but nevertheless, you are not a usability expert or an engineer.

      You'll start noticing poorly designed things EVERYWHERE and wonder why it wasn't made better.

      And often there are good answers for why things are designed the way they are, even though a "designer" like you might have thought that another way was better.

      You are wrong, and then sometimes right. I am a usability expert. My job consists of designing and developing UI elements and interfaces used in computer-based training systems. Graphic design (which I think you are thinking) is one small subset of skills I posses.

      The part you are sometimes right is that stuff might be designed a certain way for other reasons. These other reasons are sometimes valid, but usually just due to indifference. Many people, as evident in this thread, just don't care about interface and design. They simply don't comprehend the benefits and importance of a good interface. I understand as well that sometimes a UI redesign is not worth the costs (but I'd argue had it been done correctly in the first place, it doesn't cost any more to do it right from the get go). I don't "think" another way is better--I can properly and clearly identify WHY something would be better another way. It isn't nearly as subjective as you think.

    8. Re:Thank you. by pydev · · Score: 1

      I don't "think" another way is better--I can properly and clearly identify WHY something would be better another way. It isn't nearly as subjective as you think.

      You just don't get it, do you? Decisions that are good for one user population may be bad for another. Decisions that increase usability may also increase product cost or time-to-market. Merely involving a usability expert may unacceptably delay product development.

      Even if what you do weren't just above tea leaf reading (and it really isn't), usability would still be only one of many competing factors in product design and development.

      A "usability expert" should at least understand that much. Maybe you should do some more reading...

    9. Re:Thank you. by stewbacca · · Score: 1

      No I get it, but evidently you don't. What I'm telling you is that faced with a bad-but-nobody-can-tell-why interface versus designing it well from the get go is preferred to the the current software dev paradigm of UIs being total after thought. This is EXACTLY what causes unacceptable delays in product development--not some wishy washy design guy complaining about how something looks.

      The fact this thread exists, yet we still have tons of bad UI design every day in our lives, proves that too many people (including yourself) dismiss the importance of good design.

      Usability is only one aspect. I'm saying that software engineers and developers dismiss it in favor of their own prejudices, because they simply don't understand good UI design and development. Those of us in design do, AND you don't see is going off on how insignificant code is, or what a stupid waste of time it is to develop requirements. We understand our piece in the dev process and grow tired of others in the dev cycle being clinically narcissistic and egocentric about their pieces of the process.

      It's a balance and a trade-off, and you are demonstrating the exact attitude that gives us such crappy, unusable software.

  4. It depends where you want to draw the line. by je+ne+sais+quoi · · Score: 4, Interesting

    If you're looking for a generic UI than I suppose easy to recognize generic symbols are the best. However, my dream is to make the UIs that actually mimic reality but the trick is keeping them fairly usuable still. I don't want it to be cartoonish, I want you to look at the UI and mistake it for a fantastic physical machine rather than a monitor. For example, if you look at the themes on the exchange site for e17, a lot of these not what you'd call an every day sort of theme but appeal to a particular aesthetic. Examples include steampunk, grunge, and baroque that incorporate photo realistic elements with varying efficacy (e.g. baroque is a cool concept but very hard on the eyes). The idea is to make the living-room computer more than just a tool, but a functional piece of art.

    What I'd love to do is make a theme that looks like the 1960s version of futuristic computers and space ship aesthetic from the movie 2001, with light-bulb lit buttons of different colored plastic, lots of milled metal highlights and dark plastic everywhere.

    --
    Gentlemen! You can't fight in here, this is the war room!
    1. Re:It depends where you want to draw the line. by halcyon1234 · · Score: 2, Insightful

      For example, if you look at the themes on the exchange site for e17, a lot of these not what you'd call an every day sort of theme but appeal to a particular aesthetic

      There's an important difference: layout familiarity.

      Chances are anyone who uses a program enough to want to theme it is already familiar with all the control they will use. They've already associated "upper corner, second button from the left" with the "home" button. They can change the appearance of the button, because they don't rely on the visual representation for context anymore. (And if they did, there will be just a minor learning curve)

      Plunking a new user in front of the themed version of the program (versus a "simplified UI" version) is different. They have to learn all the buttons from scratch, because they don't see the familiar, simple "home" button anymore. They'll just see the animated Steam-Blenching Blundurbuss-Widget.

      I do wonder, though, if you took someone intimately familiar with (for example) steampunk, and dumped them in front of a steam-punk theme program, if they'd have an easier time learning than a simplified theme? After all, the underlying hypothesis here is that users will be less confused by easy-to-grok graphical representations. Cultural (or even sub-cultural) references might be easier to understand (at least for that culture)

    2. Re:It depends where you want to draw the line. by imakemusic · · Score: 2, Interesting

      Sounds awesome! Don't think I'd want to use it for any length of time though...

      I am surprised at the lack of interesting interfaces though. Windows, OSX and most Linux distros are all basically variations on a theme - you've got your program windows, your menu (at the bottom or at the top, or if you're really feeling wild at the side!) and that's about it. Everything is grouped either vertically or horizontally - obviously curves are harder to program, but surely not that difficult? How about a menu that radiated out from (for example) the start menu, with groups of icons on each 'spoke'? I'd like that - one spoke for internet apps, one for media, one for development tools. Windows key+1 for one spoke, windows+2 for another...

      While I'm on the subject does anyone know of any interesting interfaces? I remember trying lightstep years ago...ran like a bag of shit and the interfaces mostly sucked but there were some good ideas.

      --
      Brain surgery - it's not rocket science!
    3. Re:It depends where you want to draw the line. by Hatta · · Score: 1

      Pretty, but ultimately not useful.

      --
      Give me Classic Slashdot or give me death!
    4. Re:It depends where you want to draw the line. by TheKidWho · · Score: 2, Insightful

      It's called KISS. No, not the band, but KEEP IT SIMPLE STUPID.

    5. Re:It depends where you want to draw the line. by qazwart · · Score: 2, Interesting

      I think this is actually one of the problems with Linux interfaces. They get so stuck on the THEME and not much on user usability.

      When Mac OSX first came out, it was bright and colorful. Icons were eye popping. Over the various iterations, Apple toned down the interface. It went from candy striped to stainless steel to steel gray, icons became simpler, and color was more carefully used. The early Aqua theme did its job of making the Mac look eye popping fresh compared to Windows. XP even took the cartoony color schemes, to the heights of uglitude.

      However, although Mac fanboys whined about the changes in Aqua (and toning down the colors), it actually improved the interface. The simplification of the icons improved readability. The reduction of color saturation improved the look and made the interface less distracting.

      We must keep in mind the purpose of the GUI is not to create really cool looking desktops, but to help the user navigate. You notice that the Mac OSX interface has no concept of themes. You can't change the skins of the windows. You can't edit the look and feel of the menus. (I don't think you can even change the fonts). The taskbar can only be on the bottom or side. Yet, the Mac OSX interface is the standard that other GUIs try to meet.

      The Mac's desktop's trick is not to be a personal expression of the user, but to help the user navigate. Retro style windows and desktops, Geek themes, and all the fancy 3D icons do none of that.

    6. Re:It depends where you want to draw the line. by imakemusic · · Score: 1

      Yeah, I see what you're saying. There is definitely a benefit to having consistency between machines (especially if you're a sys admin) but it seems to me that there is a lot of room for improvement in areas that are neglected while things that work fine get a pointless overhaul. Maybe I'm just bored with it...

      --
      Brain surgery - it's not rocket science!
    7. Re:It depends where you want to draw the line. by Anonymous Coward · · Score: 0

      You are insane... those E17 themes are infected with a contagious winamp mutation.

      Why represent the virual, which everyone is familiar with, with detailed physical approximations that will _not_ be displayed spatially. Abstracted is the way to go.

    8. Re:It depends where you want to draw the line. by jedidiah · · Score: 1, Insightful

      > The taskbar can only be on the bottom or side. Yet, the Mac OSX interface is the standard that other GUIs try to meet.

      That has more to do with hype and ignorance than anything else.

      It's somewhat exclusive. You need to buy special hardware for it. So all you ever hear about
      it are mostly the fanboy accounts. The way Macs are marketed tends to keep the casual tinkerers
      away. Someone without a pro-Apple agenda is unlikely to use a Mac to any meaningful degree.

      So it becomes something more mythical than real...

      For some things, a giant photo realistic icon is just the thing.

      The end user should ultimately be able to make that judgement.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    9. Re:It depends where you want to draw the line. by thePowerOfGrayskull · · Score: 1

      But when you look at those screenshots, you see that the more "real" it is the less usable it is. The steampunk is a good exmaple - it gives an impression of dimension and reality, but that impression has *no* effect on function. This means in terms of making the system easier to comprehend, it's a step backward -- now you have something aesthetically appealing, but functionally confusing. The meaning conveyed by the eye candy is actively misleading unless you already know the system to begin with.

    10. Re:It depends where you want to draw the line. by Jeremy+Erwin · · Score: 1

      The "vector graphics" of 2001, though merely cell animation back projected onto movie screens embedded in the Discovery's sets, have a really timeless quality. Attempts to render the same graphics using rasterization and CRTs in more recent movies (such as 2010) look quite dated in comparison.

    11. Re:It depends where you want to draw the line. by Jeremy+Erwin · · Score: 1

      My ultimate theme would probably look like a collaboration between Donald Knuth and Edward Tufte. Today's display technology is not yet comparable to print, though, so much of the elegance would be lost.

    12. Re:It depends where you want to draw the line. by Jeremy+Erwin · · Score: 1

      Mettise uses pie menus, though that's probably the least of its innovations.

    13. Re:It depends where you want to draw the line. by gknoy · · Score: 1

      I think that the steampunk theme, while pretty, wasn't really much of functional change. It didn't represent a machine. Sure, the resource-usage indicators looked like steampunk elements (guages, vacuum tubes), but there wasn't really a significant change. The "home" thing looked like a house still, but with a wooden roof. Most of the icons were computer-y, because (I assume) all the things the user had to DO on that system were really not steampunk things, but computer-y tasks. The interface is pretty, and has nice wood grains, but I couldn't say that it looked at all like it represented a steampunk machine, or any other machine.

    14. Re:It depends where you want to draw the line. by name*censored* · · Score: 1

      Apart from maintaining cross-system compatibility (and/or preventing a peculiar form of psychological lock-in by training your users to not understand foreign interfaces), there are certain realities that just make the interface conform to a particular standard. For instance;

      1. Rectangles. We've often dreamt of 3D interfaces and interfaces with crazy geometries, but rectangles are just superior - they scale, tessellate, and can be programmed simply (you need only four coordinates - either X*Y,W*H or X1,X2:Y1,Y2), and rendered easily. Windows don't just have to tessellate with other windows, but also with their contents! Circular interfaces might be novel, but they make very poor use of available space (they don't tessellate with their contents or other windows), are harder to program and render, and require the window contents to be a certain shape and position (ie, don't scale well). Not only that, but even the devices dictate rectangles. If you had a totally circular interface, you'd need a circular screen for it. Which means a circular computer (or rectangular sabot, which is a bad option for portables). And circular devices don't pack or port so well. As for 3D - it looks great, but until we have 3D screens AND peripherals to interact with them without getting gorilla arm, we have to use simulated 3D, which is cumbersome, computationally expensive and has no inherent usability advantages (besides the fact that humans can think in 3D easily).
      2. Windows. A computer, by definition, is multi-purpose. You need some way to pare the functionality out of the computer. Now, modern computers are far, far too complex for any one entity to be able to supply the entire gamut of functionality, from kernel all the way to kid's games (and even if they could, democracy and capitalism have shown us that competition means better products). Enter third-parties. Now, how do you divvy up the workload? The only realistic way is to make each each third party supply one piece of functionality - viz, applications. Ah, but now you want your application to "play nice" with the other applications, since functionalities might compliment one another (eg, web browser + music player + text editor). So, all the application designers have to code to some standard implemented by the system designer ("don't worry about decorating or positioning your window Mr. Application Designer, we'll take care of that"). This benefits all parties - application vendors don't have to keep reinventing the wheel, system designers can make their product more consistent and therefore more attractive to the end user, who enjoy said consistency. And what is a window if not a system-designed container which controls the geometry of each application (so as not to conflict with other applications), and decorates it with various user overrides?
      3. Menus. Well, you need some way to start and control applications. Now, you could use a number of things; hotkeys, desktop icons, contextual, or sidebars.
        • Hotkeys. Hotkey environments exist, but they're not popular, because of the massively steep learning curve.
        • Desktop Icons. Desktop icons are nice, but they're inaccessible once you have an application obscuring them (plus, you'd need to constantly spawn and remove desktop icons based on system status - eg, task management).
        • Contextual. Contextual menus (a la fluxbox) are good, but they have a small learning curve (ever seen a new fluxbox user exclaim "how the hell do I do anything on this damn thing?"?), PLUS they're inaccessible once applications are running (they're contextual, so once you're off the desktop, your menu reflects your application).
        • Sidebars. Sidebars are good - they're obvious ("What does "start" do? Oh, it opens a menu for starting things!"), they're always accessible - they're clearly the best choice for most people (disclaimer: I prefer hotkeys, but I'm not your average computer user).

        Now, where do you put a sidebar

      --
      Commodore64_love: I don't comprehend people who're so frightened of death that they'll bankrupt themselves to stay alive
  5. Data source Visual Studio by Anonymous Coward · · Score: 1, Funny

    Talk about confusing! When I first saw that sparkling gold bar on Visual Studio, I thought it was a payment option to Microsoft to buy more features for the IED.

    1. Re:Data source Visual Studio by Nabeel_co · · Score: 1

      Wait, which sparkling gold bar? It has been a while, but looking at some screen shots, I can't seem to find any gold bar. Don't make me breakout my CDs and reinstall it again.

    2. Re:Data source Visual Studio by Anonymous Coward · · Score: 0

      He must mean internet explorer and just can't remember what he is talking about. I use Visual Studio nearly every day at work and it doesn't have any gold bar that I can remember ever having seen.

  6. many words by Odinlake · · Score: 4, Insightful

    My, that was many words to say one thing over and over and over again. Pretty pictures though.

    1. Re:many words by TheKidWho · · Score: 0, Troll

      Are you allergic to words?

      Seems to be a developing condition amongst the young and ignorant.

    2. Re:many words by Anonymous Coward · · Score: 1, Funny

      tl;dr

    3. Re:many words by __aaxwdb6741 · · Score: 3, Informative

      Redundancy turns precious information to noise.

    4. Re:many words by Myopic · · Score: 1

      /rolls eyes

      Uh huh. And baseless meaningless generalizations is a developing condition amongst TheKidWho.

      Also, trolling on Slashdot causes cancer.

    5. Re:many words by TheKidWho · · Score: 1

      In simpler terms you might understand:

      FAIL.

    6. Re:many words by StripedCow · · Score: 4, Insightful

      Redundancy turns precious information to noise.

      Funny thing is, that was exactly what the article was all about!

      --
      If Pandora's box is destined to be opened, *I* want to be the one to open it.
    7. Re:many words by Anonymous Coward · · Score: 2, Funny

      Yes, I agree. Redundancy turns precious information to noise.

    8. Re:many words by Anonymous Coward · · Score: 0

      Looks like he's just allergic to pointless repetition of words.

    9. Re:many words by IBBoard · · Score: 2, Insightful

      And at the end of it I still don't know how abstract a picture should be - unless you count "just abstract enough" as an answer!

      I was hoping for some insight and all I got was pretty pictures and hand-waving :(

    10. Re:many words by Lord+Ender · · Score: 1

      I know in your retirement home people tell the same stories over and over and over, but we've heard enough about the war, Grandpa.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    11. Re:many words by LKM · · Score: 1

      The answer is that you should do user testing.

    12. Re:many words by blau · · Score: 1

      And at the end of it I still don't know how abstract a picture should be - unless you count "just abstract enough" as an answer!

      I guess if it was possible to say "This is the perfect icon! All icons have to be like this!" it would already have been done and there wouldn't be so many bad UIs around.

    13. Re:many words by Foolicious · · Score: 1

      Redundancy is also the key to overcoming noise, at least in theory (http://www.afirstlook.com/docs/information.pdf). It just depends upon the message that you need to get across and how much noise there is.

      All that to say that UI design is different than, say, P2P networking or teaching your kid not to lick the TV.

      --
      Please don't use "umm" or "err" or "erm".
    14. Re:many words by Odinlake · · Score: 1

      Are you allergic to words?

      Seems to be a developing condition amongst the young and ignorant.

      Curious, why do you think that? Surely it is something of an attribut by definition among ignorant. And among the young it seems rather the opposite would be more accurate, what with more emailing, facebook, wikipedia, blogging etc. for every generation.

      Unless of course, what you really mean is "allergic to pointless flamboyancy". Yes, that is probably what you mean if I translate your words into my own frame of reference. Well then, in a sence I agree (about youths, not the ignorant). When subjected to ever higher loads of information, people probably become less and less patient with words that don't really add anything (in case of the article in question, redundancy).

      Or perhaps you are just exclaiming that the young are becoming ignorant, but I'll give you credit for more than that.

    15. Re:many words by Korbeau · · Score: 1

      Redundancy turns precious information to noise.

      Hmm?
      You mean that you didn't get the info from a well-vulgarized, to-the-point article with many picture examples? It looked like noise to you?

      While I don't have the exact same idea than the author on the subject I understood what he meant clearly in a few minutes, and he didn't try to give me any bullshit or go around extrapolating the meaning of the Universe from it. That's precious info "not" turned into noise.

    16. Re:many words by mcgrew · · Score: 1

      Redundancy is very useful in advertising and other propaganda. If one hears a thing often enough, (s)he will likely believe it. Hear it only once and (s)he will likely forget it.

    17. Re:many words by stewbacca · · Score: 1

      Sorry the rest of us aren't as intelligent as you and needed an article that was articulate and persuasive in its repetition--you know, those elements of good writing we were taught in high school and college? It's nice to see a technical article on slashdot actually demonstrate some literary skill for once instead of dumping it in order to make more room in one's brain for abstract lines of code.

    18. Re:many words by TheKidWho · · Score: 1

      tl;dr

    19. Re:many words by Anonymous Coward · · Score: 0

      Yes, I agree. Redundancy turns precious information to noise.

      While this is, arguably, quite true, another point that should probably be made to further this discussion is with respect to the unnecessary repetition of previously stated facts. You see, when a fact is stated, then restated without additional information, you get a series of meaningless repetitions. The result of this meaningless repetition is that, eventually, there is so much repetition of what is already known and not enough new information, that whatever new information there may actually be lurking amidst the meaningless repetition gets lost. Therefore, what at first appeared to be a wealth of information turns out to actually be very little information, because so little of it is actually new in any way.

    20. Re:many words by skine · · Score: 1

      Repetition is very useful in advertising.

      In general, an advertisement should be "short & sweet," and thus incapable of becoming redundant.

      For example, McDonald's repeats the line "I'm lovin' it." It would be redundant to use "I'm lovin' it because I really like the food at McDonald's."

    21. Re:many words by Jesus_666 · · Score: 1

      Well, consider this: TFA is fairly wordy and some people don't have the patience to read unneccessarily wordy articles like TFA, which is quite wordy. At a certain point you start intruducing redundancy due to repeating what you said earlier, which is a sign of your article being unneccessarily words, just like TFA, which is wordy to the point of being redundancy, which makes it longer than it needs to be due to being wordy and redundant because it keeps repeating itself.

      By repeating yourself, which introduces redundancy, you run a risk of being seen as unneccessarily and perhaps even excessively wordy, which might strain the patience of the reader who, had your article been less words and redundant, might have felt more positive about your article than he did now because it is quite wordy and redundant and thus longer than he preferred as he has a limited patience for articles which waste his time by repeating themselves until they are much longer then neccessary due to redundancy. Which is bad.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    22. Re:many words by Hognoxious · · Score: 1

      Redundancy !- repetition.

      Redundancy means conveying the same information in two or more ways. For example, the traffic light that means stop is red. It's also at the top. In some places it's a different shape too.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    23. Re:many words by Hognoxious · · Score: 1

      It's a concept for explaining things called examples.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    24. Re:many words by FiloEleven · · Score: 1

      My redundant array of inexpensive disks keeps my information from turning into noise, thank you very much!

    25. Re:many words by FiloEleven · · Score: 1

      The answer is to make it as abstract as possible while still being clearly recognizable as itself. Aesthetics is not a field that lends itself to being reduced to numbers. I found the answer to be insightful; it helped further my understanding of why I prefer (much of) the OS X interface to Windows and Linux interfaces: it seems to hit the sweet spot of abstraction where the others trend towards realism or flashiness--though this is certainly not universal in the Linux world.

      What sort of insight were you looking for?

    26. Re:many words by T+Murphy · · Score: 1

      You must have missed the graph.

    27. Re:many words by IBBoard · · Score: 1

      You mean the vague, hand-waving and self-confessed unscientific graph that said "you need just enough abstraction but not too much"? ;)

    28. Re:many words by IBBoard · · Score: 1

      OS X hits the sweet spot by not being too really or flashy? Seriously? The one thing I hate about OS X icons (and KDE) is that they're attempting to be almost photo-realistic and putting too much gloss on there for no real benefit other than looking hideous. I'd much rather have a more subdued, abstract and well structured set like Tango.

      As for insights, I was hoping for insights in to how to use icons, what icons to use in specific situations (e.g. pointers on "how to get the right icon for an abstract concept with no physical counter-part), and what aspects of an icon make it good. Instead it went for bland hand-waving of "look, remove all of the identifiable detail and you can't tell what it is, but make it too specific and it is too specific for people to easily recognise as a general concept".

      It was like trying to explain how to ask about someone's blog and saying "don't call it 'your written stuff' because that's too vague to apply to the one thing, and don't call it 'your innermost diatribe on the wide and various ponderances of the social and psychological experiences of the human condition within the immediate vicinity identified as your local environment that you store in a complex form of binary digits within an automated system purposefully designed for the storage and retrieval of data that is interfaced by a custom creation of scripting language statements to extract said data and present it to the multitudinous visitors to the virtual location that is its presentation to the outside world...' because that's too specific and confusing and doesn't define a generic concept". Just seemed like a bit of a "well, duh" moment, and I'm a techy rather than artistic person.

  7. Who else remembers the horror? by fuzzyfuzzyfungus · · Score: 3, Informative

    Of the period in the early to mid 90's when pretty much every second-string audio player program, and there were a fair few in those days, decided that the One True Interface for any audio program was an inscrutable bitmap reproduction of a knobs-n'-sliders 70's stereo system?

    1. Re:Who else remembers the horror? by Anonymous Coward · · Score: 1, Insightful

      Of the period in the early to mid 90's when pretty much every second-string audio player program, and there were a fair few in those days, decided that the One True Interface for any audio program was an inscrutable bitmap reproduction of a knobs-n'-sliders 70's stereo system?

      But guess what -- nearly everyone who grew up with 70s stereos instantly knew how to use those programs. Without having sort of prior knowledge, would you know that the > icon meant 'play', or that >| meant 'next track'? No, you wouldn't. At least not instinctively. You need some sort of baseline experience to begin. For all those audio apps, a 'standard' stereo system was that baseline.

    2. Re:Who else remembers the horror? by jellomizer · · Score: 3, Insightful

      Early to the Mid 90's is when most computers were able to do at least 640x480x8bit this was a big deal, before we were stuck on 320x200 resolution for 8bits (if you were lucky, I was a 320x200 2bits CGA) But in short this is when computers now able to show photo realistic pictures. And many developers have long waited for the ability to make programs that look so much like the real thing, As the earlier systems required a lot of artistry to come up with a cartoonish icon at best. So it was really a large scale experiment on how realistic you can make your program... What happened over time was people realized that being to realistic wasn't helpful and overlaying a 3d Interface with 2d controls was counter productive

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    3. Re:Who else remembers the horror? by Tacvek · · Score: 1

      Sure, but you don't need to show a cassette deck, with the same style of buttons as on a real tape deck for people to be able to recognize those symbols. Simple command buttons with those symbols works just as well. While it may help to have the same sort of markings on the equalizer panel as you would find on a real high-end stereo system, having photo-realistic sliders gives no real benefit.

      --
      Stylish sheet to fix many problems in Slashdot's D3: https://gist.github.com/801524
    4. Re:Who else remembers the horror? by Anonymous Coward · · Score: 1, Informative

      Audio players from the 90s? You still haven't seen todays virtual synthesizers and effects!

    5. Re:Who else remembers the horror? by moosesocks · · Score: 1

      Thank god that Winamp saved us all.

      But, seriously. Winamp has one of the best user interfaces I know of. It's not particularly pretty, and can be a little unintuitive at first. However, in terms of making efficient and elegant use of screen-space, nothing even comes close.

      --
      -- If you try to fail and succeed, which have you done? - Uli's moose
    6. Re:Who else remembers the horror? by gknoy · · Score: 1

      Well, that and turning virtual knobs with a mouse (as opposed to sliding a slider widget) is a pain in the ass.

    7. Re:Who else remembers the horror? by fuzzyfuzzyfungus · · Score: 1

      Except the poor llama, of course...

    8. Re:Who else remembers the horror? by watergeus · · Score: 1

      I think the GUI of Propellerhead (music software) is great. Just realistic amps, synthesizers and ... cables.

  8. Redundancytition by Anonymous Coward · · Score: 1, Informative

    He repeats himself a lot of times by saying the same things over and over. It's like he could have said all he said in one sentence. The article didn't contain a lot of information, it was mostly the same sentence in different words. I think the article was very repetitive, even though it was an original thought to me. The article makes good work of giving a lot of good examples of this concept.

    1. Re:Redundancytition by Profane+MuthaFucka · · Score: 2, Interesting

      In my experience, if you write something just once, you'll get a slew of responses which are basically strawmen. Readers will read only what they want to read, and unless you beat their heads with the main point, they'll miss it.

      In case there's any confusion, I'll repeat myself. If you say it once, readers will miss it. Maybe not you, but enough to be annoying. So, you say it multiple times, so the slow people can catch up.

      --
      Fascism trolls keeping me up every night. When I starts a preachin', he HITS ME WITH HIS REICH!
    2. Re:Redundancytition by Anonymous Coward · · Score: 0

      Damn, you are tense.

    3. Re:Redundancytition by Anonymous Coward · · Score: 0

      Get right, idiot. It should be:

      Damn you are tense. Tense, I say! Tense! Damn. Want a backrub? No, I don't mean anything by that. Forget it.

  9. Computer HUD by supernatendo · · Score: 0

    I have always wanted to make a UI based around the actual physical layout of the computer itself. For instance, say you are working on a Optiplex Dell of some sort, I would find it very useful to see a layout not unlike the physical damage indicators you see in Star Wars Podracers. You want to access a file? Click on the hard drive, want to see CPU usage reports? Click on the CPU! Not only would it be a cool UI but it would also be a useful educational tool.

    If this could be done it would be awesome. The hardest part would be creating all of the different layouts for all of the differrent computer models.

    1. Re:Computer HUD by Anonymous Coward · · Score: 0

      Let's just hope you don't make your dream come true.

    2. Re:Computer HUD by Myopic · · Score: 1

      Search the internet for Microsoft Bob.

    3. Re:Computer HUD by hyades1 · · Score: 1

      If you want to see porn, you click on.....oh, never mind.

      --
      I've calculated my velocity with such exquisite precision that I have no idea where I am.
    4. Re:Computer HUD by lordandmaker · · Score: 1

      This sounds completely unworkable and even more pointless.

      * Computers stack things. The CD drive's above the HDD, say. That's the only two interesting bits, in the same place.
      * Optiplex motherboards have expanses of nothingness. Unless there's something to be gained from clicking on conductors?
      * Power supplies, memory and CPUs are huge and mostly uninteresting.

      I don't want to see the web browser.

    5. Re:Computer HUD by jedidiah · · Score: 1

      I made a scanner icon by taking a photo of my scanner and removing the "background". I cut out the scanner itself and left everything else transparent.

      It makes a really cool scanner icon. I use it for my scanner "work area".

      Got something similar for my video camera and still camera.

      Being able to set any old image file as an icon is very handy.

      All of that makes a nice contrast to "generic" folders. The "emblems" in Gnome are handy too.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    6. Re:Computer HUD by Jeremy+Erwin · · Score: 1

      Some of MacOSX is like this, and I would imagine that NextStep/OpenStep was similarly "photorealistic".

  10. Well hot damn! by L4t3r4lu5 · · Score: 0, Redundant

    That has to be she shortest stub I've ever seen on Slashdot. I wonder if it's possible to say that the stub is small, and the fact that I want to make this comment shorter than the stub, in less words than are in the stub?

    1, 2, 3, 4... 25, 26, 27, 28 to beat!

    1, 2, 3... 47, 48, 49.

    Shit.

    --
    Finally had enough. Come see us over at https://soylentnews.org/
  11. Human language is real enough? by mcmonkey · · Score: 3, Insightful

    While this guy talks about realism, he's missing the point. If we didn't have each software designer creating its own visual language, then we wouldn't have the issue of how well that language is designed.

    When Microsoft has its own set of hieroglyphics, and Apple has theirs, and Adobe has theirs, and each OSS has its own language--which is similar to some existing commercial language to leverage user experience, but different enough to avoid getting sued--then the issue is not how well these languages are designed.

    The issue is, why should the user need to learn a new language for each application?

    You may say, well, if you put all your commands in English, then only English speakers can use your app. Fair enough. But if you put all your commands in some bespoke language spoken by no one, doesn't it follow then no one can use your app?

    Designers, pick an existing language used by your target market. Is that real enough?

    1. Re:Human language is real enough? by Eraesr · · Score: 3, Interesting

      When Microsoft has its own set of hieroglyphics, and Apple has theirs, and Adobe has theirs, and each OSS has its own language--which is similar to some existing commercial language to leverage user experience, but different enough to avoid getting sued--then the issue is not how well these languages are designed.

      The issue is, why should the user need to learn a new language for each application?


      I think the real underlying problem is that each software engineer has his own set of rules as well. Behavior of a specific function can be slightly different in one program than it could be in another program. If we use the same textual and visual representation for the function in both programs, the user would expect the exact same outcome, while that may not be true.

    2. Re:Human language is real enough? by El_Muerte_TDS · · Score: 2, Funny

      You may say, well, if you put all your commands in English, then only English speakers can use your app.

      Actually, you don't have to be able to speak English. As long as you can read it you're fine.

    3. Re:Human language is real enough? by P-Nuts · · Score: 1

      There isn't enough room on the screen for all the icons in a complex program to be written out in English.

    4. Re:Human language is real enough? by Foolicious · · Score: 1

      Part of intuitiveness is recognizability. You may disagree, but the fact that you almost certainly understood my last sentence even though "recognizability" is not actually part of the existing English language, lends at least a little bit of credence the other way. If you want to talk about building interfaces off of already recognizable "standards" that makes good sense, but if you want to compare UI elements to elements in a language, then part of the fun is that the dictionary is always growing. Your idea also doesn't take into account that parts of Apple's or Microsoft or whomever's UI suck.

      --
      Please don't use "umm" or "err" or "erm".
    5. Re:Human language is real enough? by Cro+Magnon · · Score: 1

      There isn't enough room on the screen for all the icons in a complex program *snip*

      And that's part of the problem.

      --
      Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
    6. Re:Human language is real enough? by stewbacca · · Score: 1

      Each company's respective set of hieroglyphics is only as good as their respective Human Factors Engineers have made them. Some companies put more work (spend more money, hire better talent, emphasize that aspect, whatever) into the UI than others. It is a cornerstone of Apple products, for example, and often an after-thought for Microsoft products. Both companies are very successful and make lots of money, so as long as your hieroglyphics are speaking to the right customer, then I think it's ok.

    7. Re:Human language is real enough? by stewbacca · · Score: 1

      Actually, you don't have to be able to speak English. As long as you can read it you're fine.

      Exactly. The letters that form the word "H O M E" just become a really abstract icon for non English speakers.

    8. Re:Human language is real enough? by mcgrew · · Score: 2, Insightful

      It's a matter of being cheap and lazy. They put a stylized picture of a light on your car's dash so they don't have to spell "headlight" in as many languages as they have markets.

      I'd pay a few extra bucks for a Toyota if it said "headlights" in English.

    9. Re:Human language is real enough? by Anonymous Coward · · Score: 1, Informative

      When Microsoft has its own set of hieroglyphics, and Apple has theirs, and Adobe has theirs, and each OSS has its own language--which is similar to some existing commercial language to leverage user experience, but different enough to avoid getting sued--then the issue is not how well these languages are designed.

      The issue is, why should the user need to learn a new language for each application?

      Because, as you mention they can get sued. Anyone can trademark and copyright even a 16*16 monochrome bitmap icon. It is absurd that this can be true. There are words in the English language that need more bits than that just to spell correctly! Yet these icons have become part of our language. As a result software developers are scared to use existing icons because they might get sued. This is one reason why photographic quality icons have become more popular (in addition to computer graphics improving over the years), it is easier to prove a photographic image is unique.

      I have seen people blatantly copy icons out of Windows and Mac for various projects because these symbols are what they are used to, and a slightly different icon may not mean the same thing. But it puts them at legal risk and then, sadly, others wind up having to make a big deal about replacing these icons with something different and possibly less recognizable to the users.

    10. Re:Human language is real enough? by Anonymous Coward · · Score: 0

      It comes down to establishing a common vocabulary based on "what do I/you do with the thing that is pictured?"

      A photo of house only means "go home" to the person who lives there.
      A photo of a camera only means "take pictures" if you own that exact model of camera.

      To everyone else, they're just random objects.

    11. Re:Human language is real enough? by Junior+J.+Junior+III · · Score: 1

      You may say, well, if you put all your commands in English, then only English speakers can use your app. Fair enough. But if you put all your commands in some bespoke language spoken by no one, doesn't it follow then no one can use your app?

      Designers, pick an existing language used by your target market. Is that real enough?

      Good point; I think it would be nice if we did see an "existing" language used by all designers. I think the industry has a lot of "common" or even "universal" icons that ARE an emergent "existing language" like what you're after. Look at the UI for all the major browsers, and you'll see very similar icons in the toolbar. IE, Firefox, Opera, etc. don't each have their own, mutually unintelligible symbol for >.

      But you're right that there's less universality than if the UI widget language were made an open library of widgets that anyone can use. There's SOME of that provided by qt, gtk, Windows, etc., but still you have custom graphics needs for your application. This is only natural, if you think about it. I think one reason why some companies would want to do this is that it locks the user into their product. If GUI widgets were universal, then I could switch from PageMaker to Quark to InDesign and not have to learn a new icon language every time. Adobe and Quark want you to have a hard time switching to their competitor, so of course they're not going to go for sharing an open UI iconography. Even if they're not being greedy competitors, there's still the issues of theming your widgets for branding purposes, and of course copyright issues Who's going to build widgets and just release them into the public domain? Who'd pay someone else royalties for the right to use their widget graphics when they can create their own using salaried designers doing royalty-free work-for-hire?.

      Another reason is there is a perception that that if you have to stick to standard widgets, you can't innovate. If we all used ANSI UI icons, then how would we convey a new innovative function for MyKillerApp when the idea for that function never existed before and thus can't be found in the ANSI UI widget library?

      The other point to make here is that icons are not linguistic. We have arrows, stop signs, houses, and other graphical buttons precisely because they are universal symbols that everyone should be able to figure out. We don't need to localize them, and they take up less space and are more quickly readable than linguistic button labels. So to say that someone needs to learn a "new language" to pick up a new app is not really correct. The pencil tool icon for Paint and Photoshop look similar enough, even though they're not identical bitmaps that I can figure it out.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    12. Re:Human language is real enough? by bennomatic · · Score: 1

      I'd suggest it's a cost-benefit analysis. Having to label the same switch 100 different ways for appropriate localization would add a few dollars to the cost of the car. It's not just the printing, but the planning and QA, too. Using an icon may put the burden on the buyer to figure out the meaning of that icon, but once the buyer has been in the car a few times, he or she will know where the switches are and will operate them by feel.

      The labels could wear off at that point, and it won't matter what language they're in. So on a car, while the incremental cost may not seem to be much, the long-term benefit is tiny.

      It may be a bigger help on other things...like an air conditioner unit or some such...but then the added cost of label localization becomes a much bigger percentage of the cost of the item, and as such, sales and profits would take a much bigger hit.

      I'm sure that for every person who has complained about crappy labeling, there is a group who has done the testing, surveyed their client base, calculated the ROI and determined that improvements are not worthwhile from a bottom-line perspective.

      --
      The CB App. What's your 20?
    13. Re:Human language is real enough? by Anonymous Coward · · Score: 0

      You may say, well, if you put all your commands in English, then only English speakers can use your app.

      Actually, you don't have to be able to speak English. As long as you can read it you're fine.

      Actually, you don't have to be able to read English either. Because a lot of applications come in English only, or, usually, as really bad localisations(*), a lot of kids that don't understand english at all learn that pressing buttons with certain scribbles result in certain actions. They may not even be able of reading their own native language

      (*) Even if it is a text-only interface, iIt's not enough to translate the words and sentences to another language -- I hate GNU gettext with a passion for all the horrible "localisations" it has given us. Even when it is a language with many similarities to English, you have to translate the interface as a whole to fit the language structure. You shouldn't write Ruby code as sentence by sentence translations of COBOL-68 code either, nor translate books in English without restructuring the chapters, paragraphs and sentences to fit the target language. I think English is a very primitive and rather horrible language, but I rather use the native English version of an computer application, then the same application transmutilated into something pretending to be a language I actually like (of the twelve or so languages I understand reasonably well (all of them with Germanic and/or Latin roots, I really should broaden my language skills), I only loathe English and most dialects of spoken Danish (there exist some really cool pidgin English though, but I don't think they usually count as "real" English by native English speakers).

    14. Re:Human language is real enough? by Anonymous Coward · · Score: 0

      I live in Sweden and it makes me absolutely rabid when applications try to second-guess my location by looking at the keyboard layout rather than my other locale settings (US).

      See, however you may attempt to avoid it, our computers inevitable get filled with a mixture of swedish and english menu entries. Commands are truncated because their window was designed around the english phrase and the swedish is longer. Menus sorting commands alphabetically meaning that on one computer "Arrange" is highest where on the next computer "Fördela" is somewhere in the middle.

      I try to maintain a purely english computing environment - because I KNOW ENGLISH - but the damn programmers try to outsmart me and push swedish interfaces on me all the time.

      There is no need for localized languages. If you can't learn what "Open file" does, you should not own a computer.

    15. Re:Human language is real enough? by Anonymous Coward · · Score: 0

      Save As

      After pushing it, do you have the new or old file up in the current window?

  12. SAP and other ridiculous steaming piles by b4dc0d3r · · Score: 1

    SAP is one of the worst offenders, but I have to say I've seen the largest collection of poorly thought out icons at work, where someone puts on a dog and pony show to convince our company to buy things, and our company bites without trying it out on a few users first.

    I hate having to 'mouse-over' an icon to find out what it does, and even worse is when it doesn't have a tooltip. Corporate software seems to be where the worst designs live because anything else is quickly abandoned in favor of something intuitive.

    Thus, corporations tend to increase their own training budgets by basing decisions on bullet-point comparisons instead of real-world usage. You put something obvious in front of people, they'll be able to figure it out. But when the "Overview" button is a mountain with random clouds behind it or something, and the "Give me the report based on what I selected" button is in an entirely different frame from the selection criteria, your software is crap. Yes SAP I'm calling you out, but there are others just like you, which is the only reason you're still in the business. That and company execs are too embarrassed to simply say "we paid too much, here's your out clause, delete all versions and we're moving to something else". That would leave you responsible for excess expenditures, while forcing your peons to work with crap software doesn't reveal cold, hard numbers in the form of productivity loss due to training and questions and people just not being able to figure it out and saying to hell with it.

    Look at your training budget before you buy.

    1. Re:SAP and other ridiculous steaming piles by Hognoxious · · Score: 1

      Strictly speaking that's the sapGUI (SAP itself runs on a server) but I agree, some of the icons are not intuitive at all. And unlike the clock and the rippling water I don't know how to change them.

      At least if you hover the cursor over them there's a tooltip that appears.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  13. I am icon-impaired... by pongo000 · · Score: 2, Interesting

    I wish there were more studies about how some people (such as myself) simply cannot deduce the meaning of icons without a lot of effort. Some of the "meaningful" icons presented in the article still don't mean anything to me. I'm constantly hovering over the same icons to get the "tooltip" to tell me what I'm looking for. CLI? No problem...the command I need is instantly in my grasp. GUI? I'm forever having to stop, pause, and process icons to figure out what the hell they actually mean. GUI menus with words instead of icons are the best for me in the GUI world: Instant recognition, no extra processing steps required.

    Am I the only icon-impaired person out there?

    1. Re:I am icon-impaired... by IBBoard · · Score: 1

      The Tango project tried to stay multi-lingual and meaningful to as many people as possible by representing the action rather than playing word games. They did still have huge problems with ideas for some icons, though, as the concepts were just too vague. I tend to find the Tango icons quite sensible for meanings, but someone must have done some image processing and interpretation research on them.

      I don't suppose you'll ever get perfect recognition, since most of the actions on a computer can be quite abstract anyway and so don't always have perfect mappings, but sometimes the image must be more understandable (especially in the space available) than what could be a few words or more.

    2. Re:I am icon-impaired... by stewbacca · · Score: 1

      I'll start with a Google search for "Asperger's Syndrome". I'm not being funny or mean, just saying that icon abstraction is a weakness for them.

      Since a LOT of software developers display varying degrees of Asperberger's, it is no wonder that the UIs in software are often lost on the common user. This is also why there are Human Factors Engineers and Software Developers...very few people can do both well.

    3. Re:I am icon-impaired... by Zerth · · Score: 1

      Icons are kind of like playing pictionary with somebody from a different culture. Representative images greatly require common references to understand properly. Drawing an armored guy on a horse and a picture the joint between tibia and thigh only gets "Knights who say Ni" if you come from or are familiar with a european culture that had mounted horsemen in a feudal government. Oh, and had seen Monty Python.

      Otherwise you might guess "chronic joint pain" or something.

      Alternately, reference Troi's speech about cups in the TNG episode "Darmok"(and Jalad at Tanagra)

    4. Re:I am icon-impaired... by Zerth · · Score: 1

      Not just that, but programmers have their own system of referents. All those in-jokes and group assumptions that don't necessarily make sense to others, such as counting from zero and answering "X or Y" questions with just "Yes".

      A GUI at my company has a circle inside a circle as an icon. Everybody here knows exactly what it means, but we have to explain it to every new hire because it isn't obvious unless you know it represents "check rotational balance".

      Unless you start something spinning at 100k+ RPM without hitting that button and oscillates itself apart like a cracked CD on a dremel:)

    5. Re:I am icon-impaired... by Dr.+Evil · · Score: 1

      Words are better for me. I keep getting tripped up on the elevator buttons....

      [>|<]

      When somebody is running to the door, I look at that and think... Are the arrows like my fingers, pulling at the narrow space of the door? Why are the arrows pointing at closing a door which is already closed? Am I hitting the button to solve the problem of the doors closing?

      By then, I've probably hit the wrong button and the person is annoyed with me.

    6. Re:I am icon-impaired... by Rary · · Score: 1

      It's good to know I'm not the only one who has that problem with the elevator door buttons. They are absolutely the worst. The time it takes me to process those buttons and determine which one I should be pressing is at least 3-5 times as long as it takes for the doors to close and the elevator to start moving.

      Whenever I encounter a situation where someone's rushing to the elevator as the door is starting to close, I just hit one of the buttons randomly, figuring that 50% of the time I'll open the door for them, and 50% of the time I'll actually work against them, but at least it'll look like I tried.

      --

      "You cannot simultaneously prevent and prepare for war." -- Albert Einstein

    7. Re:I am icon-impaired... by John+Hasler · · Score: 1

      Quit trying to "read" the rebuses. You just have to memorize them.

      --
      Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
    8. Re:I am icon-impaired... by Art3x · · Score: 2, Interesting

      Icons are a waste of time. Instead, choose a specific, short word.

      This is coming from someone who:
      - drew since I was four, and was often called an "artist" in school
      - majored in Communication
      - makes web sites for a living

      But:
      - a short string of text effectively is a picture --- several studies have shown that readers just look at the shapes of words. For example, aoccdrnig to rscheearch at an Elingsh uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, olny taht the frist and lsat ltteres are at the rghit pcleas.

      - Google doesn't use icons. And we know that Google makes most of its design decisions not from some personal taste but usability tests. The only place it uses icons is in that "Even More" list of all its services. Even then, beside the icon is a word. And I wonder if the icons aren't there just to add some visual interest to an otherwise dry-looking page. They certainly do not tell you everything you need to know about an application. That's why there are names and notes beside each one.

  14. paws by jamesh · · Score: 1

    I forget what the application (or was it a game?) was... probably on the Amiga. The 'pause' button was a pair of animal footprints... paws.

    In the Clarion 5.x Development environment the 'compile and run' button is a little blue cloud with a bunch of lines off to the right, presumably to indicate movement. Most people i've spoken to know that icon as the 'blue fart'.

    To be fair, there is only so much you can do in 8x8 or 16x16 pixels...

    1. Re:paws by Nyxeh · · Score: 2, Informative

      It was lemmings with the 'paws' button iirc.

    2. Re:paws by nkh · · Score: 2, Informative

      The game Lemmings had something like the footprints you describe to pause the game.

    3. Re:paws by MisterZimbu · · Score: 2, Informative

      The "paws" icon is from Lemmings. I could imagine it being in other games too, though.

    4. Re:paws by imakemusic · · Score: 2, Informative

      Lemmings is the game you're think of.

      --
      Brain surgery - it's not rocket science!
    5. Re:paws by BlackSash · · Score: 2, Insightful

      That would likely be the original Lemmings. Now there was a game that got some of its UI elements correct!
      The hell with icons, let's just depict the actual thing the little dullards will do!

      Want to kill them all? Hit the NUKE button.

      Ahhh good times, good times...

      --
      Posting obviously for anonymous reasons.
    6. Re:paws by Anonymous Coward · · Score: 0

      I'm not sure but I have a feeling that was in Lemmings.
      Someone else here may be able to confirm this.

      Does anyone know for sure?

    7. Re:paws by Blakey+Rat · · Score: 1

      Could have been Carrier Command, it meets all the criteria also.

    8. Re:paws by Anonymous Coward · · Score: 0

      I forget what the application (or was it a game?) was... probably on the Amiga. The 'pause' button was a pair of animal footprints... paws.

      In the Clarion 5.x Development environment the 'compile and run' button is a little blue cloud with a bunch of lines off to the right, presumably to indicate movement. Most people i've spoken to know that icon as the 'blue fart'.

      To be fair, there is only so much you can do in 8x8 or 16x16 pixels...

      It was on the Amiga and it was Lemmings

    9. Re:paws by Jesus_666 · · Score: 1

      However, the "paws" button horribly failed at conveying what it does in every non-English locale. There is no applicable metaphor anymore; you have to memorize that "footprints" mean "pause the game". It's the kind of thing that, in a modern game, would be called a "Guide, Dang It" by TV Tropes - the only reason they got away with it was that back in the day it was consideres worthwhile to read the manual (granted, back in the day manuals actually provided value to the game).

      (I know that the association isn't obvious in English either but there is at least a slight chance that someone gets it.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    10. Re:paws by HTH+NE1 · · Score: 2, Interesting

      Puns don't belong as icons. For one, they fail i18n.

      I forget what the application (or was it a game?) was... probably on the Amiga. The 'pause' button was a pair of animal footprints... paws.

      I believe the peer-to-peer file sharing application BearShare also used a paw print for a "Pause" button.

      I work on development of an application (I won't name) where there is a set of icons I long to replace which use a blue gear and a gray octagon with "1c" printed in it (where c is the cent sign), both outlined in black, to symbolize "Change Options". It's not even a copper penny to represent the verb change: it is a steel penny! And these symbols take up over 50% of the icon's area.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  15. Thank you, Captain Obvious! by bickerdyke · · Score: 3, Interesting

    That guy is 100% right, but there isn't anything new, let alone newsworthy in that post.
    But it has a few nice examples.

    On the other hand, that guy completly misses the intresting points: How did we end up with a "house" as an icon for your personal files* or a "cog" as a symbol for additional commands in the first place? A Leaf for a Web-Editor? A Trumpet for Network Connection? Lighthouse for a webbrowser?

    * That one sounds easy for an IT-pro who knows that the concept of a "home directory" is older than icons - but that only makes this meaning of "home" an old one, and not an intuitive one.

    --
    bickerdyke
    1. Re:Thank you, Captain Obvious! by Rogerborg · · Score: 1

      Mmm, quite. I groaned as soon as I saw his bootlicking of Scott McCloud, the unmarried-marriage-guidance-councilor of comicdom. Here's a hint: if you learn anything from statements of the bloody obvious, then you're in the wrong field to begin with.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Thank you, Captain Obvious! by darkvizier · · Score: 2, Interesting

      I've never read a user interface design article or book that I found insightful. Bickerydyke is right, this article completely glosses over the actual evolution of our current icons and how they changed people's expectations to what they are today. Instead, he poses some contrived gradient scale of reality -> cartoon and posits this as the only relevant factor.

      Who writes these things? All the "UI experts" I've seen seem to take their field in isolation of everything else, which completely defeats the purpose of UI planning. The overall concept is pretty simple, you have to figure out a way to connect the abstract model of your software with something tangible for the user. This requires deep understanding of what problem the software is trying to solve, and the user's prior experience and expectations. You can't get around that by applying some magic formula to arrive at the "perfect" UI. Take your one size fits all t-shirts and get the hell out.

    3. Re:Thank you, Captain Obvious! by LKM · · Score: 2, Informative

      The article doesn't say that realism is the only relevant factor.

    4. Re:Thank you, Captain Obvious! by jedidiah · · Score: 0, Redundant

      > How did we end up with a "house" as an icon for your personal files* or a "cog" as a symbol for additional commands in the first place?

      A house icon is the graphical representation of a Unix-ism: $HOME or /home/$USER.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    5. Re:Thank you, Captain Obvious! by stewbacca · · Score: 2, Insightful

      That guy is 100% right, but there isn't anything new, let alone newsworthy in that post.

      As long as there continues to be bad design, there can never be enough articles like this one.

    6. Re:Thank you, Captain Obvious! by stewbacca · · Score: 1

      Lemme guess--you're a developer, right? I'm amazed that so many people on slashdot are so fervently anti-good-design anything...as if good design is relative and not worth the time and money...even though it is the #1 feature that most people consider when purchasing something. Most people look at something, see if it has the bare minimum requirements for what they want, then pick the one that looks/works the nicest (to them) for the best price.

      You do realize that the best universities all have fields of study solely dedicated to UI/design/Human Factors Engineering etc., don't you? If it isn't important, than how can so many of us have lucrative and rewarding careers in it?

      Furthermore, why do the people who just don't "get it" when it comes to design spend so much time slamming it? I can't wrap my brain around any code other than some simplistic Action Scripting and Visual Basic, but I don't bitch an moan about how unimportant programming is to me.

    7. Re:Thank you, Captain Obvious! by bickerdyke · · Score: 2, Funny

      * That one sounds easy for an IT-pro who knows that the concept of a "home directory" is older than icons - but that only makes this meaning of "home" an old one, and not an intuitive one.

      Thank you, Captain Obvious!

      --
      bickerdyke
    8. Re:Thank you, Captain Obvious! by jedidiah · · Score: 2, Interesting

      > I'm amazed that so many people on slashdot are so fervently anti-good-design anything.

      No. We just don't treat self-proclaimed experts as if they were the Pope.

      There are a lot of academic disciplines that sound "high and mighty" that are total BS.

      Anything that deals with human nature goes to the top the list (of flimflam).

      --
      A Pirate and a Puritan look the same on a balance sheet.
    9. Re:Thank you, Captain Obvious! by stewbacca · · Score: 2, Interesting

      Well I'm in one of those disparaged academic disciplines that is constantly lampooned around here, and all I'm saying is that just because you aren't in chosen field X, doesn't mean that X is "total BS" like software development tends to consider those of us in HFE/Graphic Design/HCI, etc. (Good thing I'm not a writer..holy run-on sentence batman.)

    10. Re:Thank you, Captain Obvious! by bickerdyke · · Score: 1

      I AM a developer but I know how important good design is.

      But TFA is as helpfull for designers as a "How to improve your code? - Just program less bugs!" article would be for software developers. (along with a few examples from thedailywtf.com, but without any hints on how to avoid them)

      The article would make perfect sense as a part of "10 design commandments", "What every non-designer should know about UI-Design" or "GUIs for dummies", but here it's an obvious case of "Look at me, I'm ruminating obvious stuff - Hooray I'm a blogger"

      --
      bickerdyke
    11. Re:Thank you, Captain Obvious! by stewbacca · · Score: 1

      I'm not sure my post above or TFA says anything about "improving code". I think you are right--this is an article about designing UI widgets better, and I don't think it claims to be anything else...or does it? Maybe I'm missing something or not reading into it enough?

    12. Re:Thank you, Captain Obvious! by bickerdyke · · Score: 1

      It was made into a blog article. That means, someone claims it to be "intresting", or at least "new". And - what's worse - it was made into a frontpage article on /.. So someone else believes that claim and even adds "relevant" and "newsworthy" to that claim.

      Whats next? "Bubblesort explained" on hardcoresoftwaredevelopersblog.wordpress.com ? I think blogs are about creating content, but rehashing stuff that should be in every beginners textbook is nontent.

      --
      bickerdyke
  16. You're not alone by lyinhart · · Score: 3, Interesting

    You're not alone. In The Humane Interface, Jef Raskin rightfully pointed out that descriptive text beats icons on any day. I believe he even cited studies that supported his claims. But in documents pertaining to the original Macintosh (a project Raskin led before Steve Jobs made it his pet project), developers were encouraged to use icons instead of text whereever possible.

    Icons are used for two purposes - they generally take up a fixed number of pixels that generally use less space than text and they look pretty. The first reason is moot since even the cheapest display devices can spit out high resolution images with lots of space for text. And even if there isn't enough space, text labels can always be hidden via collapsible menus. Text can also be scaled to larger and smaller sizes as needed. The second reason is probably one of the biggest selling points for operating systems with pretty GUIs, e.g. Mac OS X. But with text labels, there's far less ambiguity about what they mean.

    Of course, there are situations where icons would be preferable. If you can't translate descriptive text for buttons in other languages, then an icon might be more convenient to use. And of course, they look good. I doubt the iPhone would sell so well if the pretty icons were replaced by text.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:You're not alone by jgtg32a · · Score: 1

      From the Wiki article, I haven't read the book, it doesn't seem to say that Text is better than Icons; it says that Icons w/o text are worse than Icon w/ text. I personally agree with that, I can locate something based on its Icon than I can find a string of text, even if they are the same size.

    2. Re:You're not alone by stewbacca · · Score: 2, Informative

      Jef Raskin rightfully pointed out that descriptive text beats icons on any day.

      Not quite. Cognition depends on the learner's preference. Text beats icons any day for people who's cognition works that way.

    3. Re:You're not alone by Toy+G · · Score: 2, Insightful

      Icons have a big advantage you don't mention: they don't need to be translated (in most cases).
      I'm currently developing a program for mobile phones, and by using icons almost exclusively, I have almost-zero translation costs, and can sell it to a few billion non-English-speakers without worrying too much.

      (as usual, there are exceptions -- some icons simply don't work outside their cultural context, but that's a problem that good icon-makers know they should avoid. For example, showing a stylized European medieval helmet to mean "history" would work wonders in Italy or France, but would result in problems with Chinese and African audiences; which is why most browsers use more universal time-related images like clocks)

      --
      -- Let's go Viridian.
    4. Re:You're not alone by starfishsystems · · Score: 2, Insightful

      Icons are semantically shallow.

      They have no inherent properties of extensibility or composability. A certain amount of design attention can productively go into icons, just as font design has an important role in readability. But to stop there is just about as smart as sticking with Roman numerals.

      Icons, also, don't translate into speech. Who here has not at one time or another had to walk someone over the phone through a user interface by saying something like, "Okay, before you go ahead and click on the icon with the two little arrows going in a circle, you should first click on the one which looks like a little diskette. You see the popup window that just appeared? Oh, okay, that can happen too. The red icon with the X through it means that the operation isn't allowed right now. Now I need you to go to the top of the screen and click on another icon that looks like a little diskette. No, it means something different there."

      Writing documentation around these sorts of interfaces is equally nasty. So people don't. Or if they do, it's so shallow as to be nearly useless. It typically provides a text equivalent for each icon, and not much else. For clarity of documentation, give me a CLI any day. Even better, any decent CLI can be wrapped in a scripting language which does support composability. So instead of telling you the fifteen steps required to do a task, I can give you a script that does the whole thing. I can parameterize it. And if circumstances warrant, I can attach that script to a button on a web page somewhere. Try doing any of that with a GUI.

      It's really an enormous triumph of design to arrive at a successful user interface based purely on icons. The fact that it can be achieved sometimes doesn't imply that it will work most of the time.

      --
      Parity: What to do when the weekend comes.
    5. Re:You're not alone by Anonymous Coward · · Score: 0

      icons are easier to find once you know what you are looking for; text has to be scanned and read every time, especially if the location of the function has moved (office 2003).

  17. Opposite Feeling by TheNinjaroach · · Score: 1

    I've used software with that photo-realistic, it's a fantastic machine UI that you are a fan of and I did not like it one bit. My problem with making fancy physical looking machines on a monitor is the fact I still can't interact with it very well. It's just a flat image that I can only manipulate with a handful of mouse gestures. "Can I click this? Do I drag that? I did not know that lever moved!" It basically hides a bunch of functionality in plain view and really confuses the heck out of me.

    --
    I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
  18. Handbrake is the worst offender by jgtg32a · · Score: 1

    All I have to say about Handbrake is fuck that icon. I don't use the program that often at all. A few months back I wanted to convert some media files, I'm on vista so I hit the Win key and try to type in the app name. Now what was that program called, OK I remember the Icon was a pineapple with a drink next to it; I tried blender and about six different drink names, trying to come up with the name. I ended up having to Google the name

  19. Captain obvious. by MaWeiTao · · Score: 1

    What this guy says is true; it's also obvious. There are two reasons why we encounter unintuitive icons. The first is an overzealous designer who thinks he is going to be creative by not conforming to conventions; this is where I find Linux GUIs tend to fail miserably. It seems whoever designs their interfaces tend to be going for different as opposed to intuitive. The second is a more pervasive problem: trying to convey an abstract concept.

    Every instance Lukas describes is straightforward and easy to represent. The last set of icons, the leaf, acorn and cone aren't so much icons as they are logos for those particular applications. People will associate those marks with the application because they've seen the application first. Sit in front of computer with these icons dumped onto the task bar, having never seen them before, and people will have no clue what those applications are all about.

    Simplifying graphics used to be more of a necessity because of lower resolutions and and fewer colors. That is no longer a concern. While I prefer more minimalist designs there is something appealing and immediately obvious about a rich, nicely rendered icon. The example he uses to argue against richer icons is pretty weak. I could drop a different photo of a camera in that space and it would be just as informative as the simple icon. Obviously there's a balance between aesthetic appeal and conveying an appropriate level of information. And consideration has to be given towards where those graphics will reside.

    Well, this blogger has done his job. Regardless of how simplistic and obvious his argument is here we are discussing it.

    1. Re:Captain obvious. by John+Hasler · · Score: 1

      > While I prefer more minimalist designs there is something appealing and
      > immediately obvious about a rich, nicely rendered icon.

      If you have enough resolution for a "rich, nicely rendered icon" you have enough resolution for a word.

      --
      Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
    2. Re:Captain obvious. by stewbacca · · Score: 2, Insightful

      I think a big reason this blog entry exists is precisely because good design ISN'T obvious, as evidenced by the amount of bad design we see every day.

      I like your reasons for the existence of bad design. The over-zealous guy (I call them my Adobe Employees) that is always trying to make cutting edge stuff in our training that is so fancy that it: a) confuses the learners and b) cripples the computer's cpu cycles. I'd another designer type--the "doesn't matter" guy who just goes out and grabs a random crappy MS clipart object and slaps it on there because he's so concerned with the background code that he doesn't care about usability.

  20. Re:FIRST POST! by stewbacca · · Score: 1

    Well, in slashdot land, there's only bickering and arguing, so you are right. However, I liked the article and would like to discuss its merits further.

  21. Uncanny! by Jeremy+Erwin · · Score: 3, Insightful

    In other words, it's the Uncanny Valley in action.

  22. A word is worth a thousand pictures by Anonymous Coward · · Score: 0

    Such was the conclusion of the team that designed the original Mac (not OSX...the 1984 version.)

    The icons do serve a purpose...once you've mastered the interface, you'll recognize the icons by sight without having to read the text. But for a naive user, text is a must.

  23. The Traffic Cone by The+Slowest+Zombie · · Score: 2, Funny

    Toward the end of the article, the author indirectly brings up a very good question: Why the heck is the VLC media player icon an orange traffic cone?? Is it because it's kind of the shape of a CRT? Is it cautioning us about the kind of videos we'd watch that came from the Internet? Maybe it's just constantly under construction (even though it's not in beta)? Perhaps it's something more technical and is a reference to the rods and cones that are the light receptors in our eyes. Or maybe I have it all wrong and it's a piece of candy corn sitting on an orange plate, to show how VLC serves up eye candy.

    1. Re:The Traffic Cone by Earered · · Score: 1

      > Why the heck is the VLC media player icon an orange traffic cone??

      It comes from drunk students : http://www.nanocrew.net/2005/06/23/vlc-cone/

    2. Re:The Traffic Cone by Jeremy+Erwin · · Score: 2, Interesting

      People close to the VLC project, at l'Ecole Centrale Paris collected traffic cones. Why? You might ask why Bertie Wooster collected policeman's helmets. If you want to make it sound less silly, you could probably argue that the videolan client manages the traffic of numerous media streams, but it's a strain.

    3. Re:The Traffic Cone by mini+me · · Score: 3, Interesting

      Why the heck is the VLC media player icon an orange traffic cone??

      One day, people from the VIA association (VIA is a students’ network association with many clubs amongst those is VideoLAN.) came back drunk with a cone. They then began a cone collection (which is now quite impressive I must say). Some time later, the VideoLAN project began and they decided to use the cone as their logo.

      http://www.nanocrew.net/2005/06/23/vlc-cone/

    4. Re:The Traffic Cone by jedidiah · · Score: 2, Interesting

      Perhaps because you are not likely to mistake it for anything else.

      This is what a trademark is supposed to get you.

      If it's too "intuitive" then it's probably not really a good trademark.

      --
      A Pirate and a Puritan look the same on a balance sheet.
    5. Re:The Traffic Cone by Aquila+della+Notte · · Score: 1

      Aaah, it's a traffic cone! I've used VLC for years and had the icon on my desktop, but until this moment I never realized the icon is a traffic cone.

    6. Re:The Traffic Cone by itsybitsy · · Score: 1

      So they admit to stealing a now impressive collection of cones from various places? Not cool. Stealing cones that is.

    7. Re:The Traffic Cone by Anonymous Coward · · Score: 0

      I always saw it as an "under construction" sign, signifying that VLC is a perpetual beta.

  24. Plenty of screen space by tepples · · Score: 1

    everybody raise their hands who've seen a full screen application with plenty of screen space

    The developer doesn't know that will have plenty out of screen space. Perhaps the developer was trying to avoid the problem of Inkscape and several other apps in the Ubuntu repository that do not run properly on my netbook because they require a screen taller than 600px. I've seen it happen on my cousin's Windows netbook too, with the SUPER video converter.

  25. We have a universal system of symbols. by John+Hasler · · Score: 2, Insightful

    It's called "written language". Instead we get these asinine rebuses.

    --
    Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
    1. Re:We have a universal system of symbols. by Kr3m3Puff · · Score: 1

      Well, what about logographic written languages. I have noticed that on average, most western Logos for companies combine a written word with some sort of symbol to identify a company or concept, where as most companies in the east have a single simplified symbol for their organisation. Some people's minds, either inherently or through education seem more adapt at understanding icons then others.

      --
      D.O.U.O.S.V.A.V.V.M.
    2. Re:We have a universal system of symbols. by Anonymous Coward · · Score: 0

      When did a written language become universal? Last time I checked we hadn't even managed to agree on a single common script, let alone a language.

  26. Abstract logos; internationalization by tepples · · Score: 1

    IE's icon is a lower case "e" on what appears to be paper; if you had never used IE you would have no clue that it was a web browser.

    Pepsi's icon is a blue and red circle with a curved white stripe through the middle. If you had never used Pepsi before you would have no clue that it was a cola.

    The article states that application icons are the exception to the rule. Logos embody an application's identity, and abstract trademarks establish a stronger identity both under the law and to the public than descriptive ones.

    In my car I'd far rather have the word "headlights" than a stylized picture of a headlight.

    Would you rather have "fényszóró" or "Scheinwerfer" or "prìomh-sholas" than a stylized picture of a headlight?

    1. Re:Abstract logos; internationalization by mcgrew · · Score: 1

      Pepsi's icon is a blue and red circle with a curved white stripe through the middle.

      Yet "Pepsi" is still printed on the can.

      Would you rather have "fényszóró" or "Scheinwerfer" or "prìomh-sholas" than a stylized picture of a headlight?

      I'd rather pay an extra five bucks on the fifteen thousand dollar car that said "headlights". But since the instruction manual is printed in English, it shouldn't cost any more at all.

    2. Re:Abstract logos; internationalization by Zerth · · Score: 1

      Would you rather have "fényszóró" or "Scheinwerfer" or "prìomh-sholas" than a stylized picture of a headlight?

      I can look up "Scheinwerfer" in a dictionary and figure out "light thrower" means "headlight". It's rather harder to look up a "triangle with 3 lines" and get "headlight" instead of "ignite boost rockets".

    3. Re:Abstract logos; internationalization by tepples · · Score: 1

      Yet "Pepsi" is still printed on the can.

      What did you mean by this? "Pepsi" doesn't indicate any better than the logo what the product is. Nor does "Firefox".

      But since the instruction manual is printed in English

      Some parts of the world have fewer people per official language than the United States. There, having the instruction and controls printed in the same language you speak isn't a given.

  27. Re:FIRST POST! by mcgrew · · Score: 0, Offtopic

    What idiot modded that "insightful?" It is entirely incorrect and shows no insight whatever, as reading any of the comments above it show.

    Hmm... OK, I get it. Somebody had mod points, logged in anonymously and made that inane comment, then logged in and modded himself up. Someone please mod him back down. While you're at it mod this (my) comment down as well, as it's offtopic and the "no karma bonus" button doesn't seem to be working.

  28. Re:universal traffic light functionality by Anonymous Coward · · Score: 0

    this might be urban myth, but didn't China at one time use green for 'stop' - restful - and red for 'go' (active)?

  29. two buttons--"Reply" and "Parent" by KWTm · · Score: 1

    """the Slashdot comment interface is very intuitive. I know the reply button starts a reply. The Cancel button cancels it. The option button lets me see various options."""

    These kinds of unintuitive pyrotechnics are why I'm sticking with the 1.0 discussion system. In my day young man, we had two buttons--"Reply" and "Parent"; and we were happier for it!

    Sorry, what? I see "reply" and "parent". Are you seeing something different?

    --
    404555974007725459910684486621289147856453481154 in hex is "You sank my Battleship?"
    [GPG key in journal]
  30. What "realism"? by Hurricane78 · · Score: 2, Insightful

    It’s a GUI. On a screen. Not a mechanical button from a 1980s VCR.
    The only thing “realism“ does, is limit you, and create analogies that do not fit.

    Besides: Who came up with the stupid idea of replacing everything with symbols, so that you have to guess what it means? The worst offenders are those that only offer on-hover text, or even no text at all.
    I wish they would make a big icon, linking to “rm -rf /” or “deltree /y c:\”, on their own desktop, then forget what it means, and click it.

    Stupid, stupid, stupid!

    --
    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  31. Disagree... by evilviper · · Score: 1

    I've got some complaints about the article...

    In his example of the "Home" button, the icon doesn't actually look much like a house. We recognize it so easily because we mentally match it to what we expect might be there. Someone with no computer background would recognize a picture of a house before a small, distorted outline. Ditto for a "smiley face". It's a deeply embedded cultural thing that a cirle with 2 dots and a line in it represents a face, but the others are really vasly more recognizable. It would be a better graphic if the faces didn't get angrier and uglier as they got more realistic... This seems to weight the issue incorrectly.

    The reason the icon looks better than the photo in the example is simple straw man. OS X uses a silhouette of a house, while the photo was a house in perspective, in color, and most importantly, so SMALL it isn't really recognizable. Try a photo of one side of a real house, and it can work just as well as the sideways arrow. Ditto for the camera. But also, if you only have 32x32 pixels to work with, photo realistic is obviously a bad idea. If you have the room, however, it can work much better.

    The photo of the toggle switch looks better, IMHO, than the "optimal" drawing. It's much more clear from the perspective and shadows in the photo which position it's in, and what other options are. In a configuration dialog, I'd likely click on a photo of a switch next to a label... A rectangle with a box in it? That would take me longer to figure out. A ratio box would probably be better than either, though....

    So while his fundamental point is at least true in a nutshell, that too much detail is distraction, he seems to use the most horrible examples possible, and errs FAR too much on the "simple" side of things, as if the concepts he's accustomed to are universal, and not the learned concepts they clearly are...

    --
    Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
    1. Re:Disagree... by Haeleth · · Score: 1

      Try a photo of one side of a real house, and it can work just as well as the sideways arrow.

      No, I really don't think so. If I'd seen that realistic "house" icon out of context, I wouldn't have had a clue what it was. My best guess would have been some kind of agricultural building, or maybe a sawmill. It doesn't look remotely like any house I've ever lived in.

      See, even if you insist that all supposedly-unviersal depictions are learned, the fact remains that some depictions are more universal than others. The stereotypical American house looks very different from the stereotypical British house or the stereotypical Japanese house. But once you get down to the level of "box with roof and a door", you have thrown away most of the cultural expectations about size, layout, and choice of building materials, so you have a symbol that works well in many countries.

  32. See if you can crash Fogbugz! by Anonymous Coward · · Score: 0

    At the end of the TFA, you can submit a "bug" into his blog. No log in, no required typing, nothing.

    Let's see how high we can take his case numbers. It's at 38 now. Log a blank bug today!

  33. Icons are also visual tags for faster orientation by HigH5 · · Score: 1

    I noticed that I take half a second to a second more to find the now iconless menus in Ubuntu 9.10. It looks like icons can become a visual markers to not actually look at them and decipher their meaning but just to memorize the general outlook of them, like when you read, you read the whole words, not just letter by letter.

    --
    Ceterum censeo Microsoft esse delendam.
  34. The best icons ever by jonaskoelker · · Score: 1

    I will nominate the best icons I've ever seen:

    A tree trunk for most of the files in /var/log: "Hmm, that looks like a log..."

    A spigot for FIFO files: "hey, those are often seen in connection to a pipe..."

    Funny and informative :)

  35. My favourite poor design story by jonaskoelker · · Score: 1

    Here's an example of poor design. Or architecture, if you prefer, but you can think of architecture as "building design".

    At my university, I have an office. There's a coffee machine somewhere else, and there's a door between the hall my office is a part of and the coffee machine.

    A good design would make the door easy to open for people who are standing on the coffee machine side of the door, with a full cup of coffee in their right hand (because most people are right-handed).

    A good design of such a door would be one that opens inwards: you can push it with your left hand, or your hips and butt.

    Another good design would be one that opens out and to the left: you can pull it with your empty left hand.

    A bad design is one that opens out and to the right: if you pull it with your left hand, you have to turn around to walk through it (it auto-closes fairly rapidly). If you want to open it with your right hand, you have to switch your cup to your left hand (not pleasant with hot coffee).

    Guess which one my university chose? The one bad design :(

    Point of the story: you need to know what a thing will be used for, in order to design it well for all its uses.

    Point two of the story: you won't think of everything. Go observe people, then you will have a better chance of knowing.

    1. Re:My favourite poor design story by stewbacca · · Score: 1

      At my work, the elevator has two rows of buttons. The second row of buttons (the top one, for example) has a "1" to the left a "3" to the right. So if I push it, will it take me to the first or third floor? You have to examine ALL the other buttons to figure out which row of numbers that row of buttons pertains to. The easy solution is to but the buttons on the outside and the floor numbers on the inside. The first button on the far left side would have a "1" to its right, then there would be a "3" next to it, with a button to its right. It would be impossible to confuse which button goes with which floor that way.

      Oh, and for your work, they should have a door that opens by either pushing, or pulling, from either the left or right side...simple ;-)

  36. You mean Ideograms (not heiroglyphics) by jonaskoelker · · Score: 1

    When Microsoft has its own set of hieroglyphics

    I think you mean ideograms---a graphic symbol that represents an idea or concept (with the connotation that different concepts each has its own ideogram).

    Some hieroglyphics are actually phonetic: Carl Sagan argues so in Cosmos (I don't recall the episode), based on (iirc) the Rosetta stone, and the occurrence of "Ptolmeus" and "Kleopatra": the first symbol of "Ptolmeus" matches the fifth from "Kleopatra", etc.

    Some hieroglyphics are ideograms, though: the "ra" in Kleopatra is written with an ankh, the symbol for life and the life-giving sun god, Ra.

    Sorry for being all pedantic about it :) I just think it's an interesting bit of knowledge and I wanted to share it with you all.

  37. Home != school zone by tepples · · Score: 1

    At least a home-plate-shaped pentagon with windows and a door on it means "home"

    You'd better know that a road sign shaped like that pentagon (in the US) means school

    "Home" is a pentagon with door and windows. "Reduce speed in a school zone" is a pentagon with the same sort of parent and child walking seen on European triangular school zone signs. That's how you tell them apart.

  38. The constant push for change by Waccoon · · Score: 1

    Good GUIs have been around for a while. The problem is that people are constantly looking to re-invent their image so that new products are less common and boring, and companies have an excuse to get people to updated the old stuff that worked perfectly fine.

    Remember when Apple got rid of Aqua and moved to brushed metal? Many clear, neatly colored buttons full of common objects were replaced with hard-edged gray symbols. Like most changes in the computer industry, not just on the Macintosh, those changes were made for marketing reasons.

    Sometimes, solutions to our problems can be found in 10-year-old products.

    Of course, while looking back on world history can teach us much, we all know that old computers are obsolete! We make sure they are free of lead because they are meant to rot in the trash.

  39. The Inmates Are Running the Asylum by itsybitsy · · Score: 1

    This book says it all.

    "The Inmates Are Running the Asylum: Why High-Tech Products Drive Us Crazy and How to Restore the Sanity
    By Alan Cooper, Foreword by Paul Saffo

    The Inmates Are Running the Asylum argues that, despite appearances, business executives are simply not the ones in control of the high-tech industry. They have inadvertently put programmers and engineers in charge, leading to products and processes that waste huge amounts of money, squander customer loyalty, and erode competitive advantage. They have let the inmates run the asylum. Alan Cooper offers a provocative, insightful, and entertaining explanation of how talented people repeatedly design bad software-based products. More importantly, he uses his own work with companies big and small to show how to create products that will both thrill users and improve the bottom line.

    Reviews

    "Frightening but true. Personal computers have engendered another New Age codependency. They shame us, they frustrate us and yet we keep spending money on them. Alan Cooper's book explains why it shouldn't be so and what we can do about it. A humbling and enjoyable read."
    --Jean-Louis Gassée, Founder, Be, Inc. and Apple Computer France

    "Once again, Alan Cooper shows the way. His books should be required reading for all those technology companies who think they are serving their customers: think again. We need more books like this one, and more people like Alan Cooper."
    --Don Norman, Nielsen Norman Group, author of The Invisible Computer

    "This clear-headed book teaches leaders what they need to know to create systems that win in the marketplace... you will find this one of the most thoughtful, practical, and helpful books you can read."
    --Larry Keeley, President, Doblin Group

    http://www.cooper.com/insights/books/