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Ask Slashdot: Good, Relevant Usability Book?

First time accepted submitter osman84 writes "I've been developing web/mobile apps for some time, and have managed to build up some decent experience about usability. However, as I'm growing a team of developers now, I've noticed that most of the young ones have a very poor sense of usability. Unfortunately, since I was never really taught usability as science, I'm having trouble teaching them to develop usable apps. Are there any good books that make a good read for general usability guidelines for web/mobile apps? I have a couple from my college days, but I'd like something more recent, written in the era of mobile apps, etc."

173 comments

  1. Don't Make Me Think by Anonymous Coward · · Score: 4, Informative

    Don't Make Me Think

    http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758

    1. Re:Don't Make Me Think by Anonymous Coward · · Score: 0

      The way the question was posed, I think the submitter was looking for something more specific, as in actual touch screen GUI design paradigms. However, I agree with your suggestion, usability is usability, and input device should not matter.

    2. Re:Don't Make Me Think by sourcerror · · Score: 1

      It's the dumbing down of the smartphone! What the world has come to!?

    3. Re:Don't Make Me Think by Anonymous Coward · · Score: 0

      That's not a usability book.

      It's an instructional manual for public school teachers.

    4. Re:Don't Make Me Think by NewWorldDan · · Score: 1

      You would generally think that, and mostly that's true. However, Apple, Microsoft, etc., all have style guides specific to their platforms. Having a consistent feel between apps is a big part of usability and the vendor specific platofrm guide is the next palce to go.

    5. Re:Don't Make Me Think by txgunslinger · · Score: 1

      Will we end up with stupidphones? I'll take two.

    6. Re:Don't Make Me Think by vgerclover · · Score: 3, Insightful

      As others have already pointed out, Don't Make Me Think is great and to the point, but I'd like to recommend to you The Design of Everyday Things, which doesn't talk specifically about computer user interfaces, but does provide useful advice and gets you into the necessary mindset for the task. Good UI design isn't something you can just get from a book, but a book can help you get you thinking.
      Also, look at horrible interfaces to learn what not to do.

    7. Re:Don't Make Me Think by stephanruby · · Score: 2

      Aside from buying them good books, which is a good idea, I'd suggest:

      1. That for the mobile part, that you make sure they own and actually personally use the actual phone os they're developing for. Buy them a phone/tablet if you have to, and make sure that they actually use that phone/tablet personally for two to three weeks (instead of their normal phone) before they even get started on any design.

      For instance, don't ask an iPhone owner to develop the interface for an app on an Android phone. There are so many fundamental differences in basic functionality and UI design between iOS and Android that go well beyond the one button vs. four button difference that this could prove critical in many ways.

      And the same goes when you're evaluating potential customers, make sure that they've owned and actually personally used the phone os they're targeting for a while, before you accept any spec-work from them. And if your app needs to run on low end phones as well, make sure that the phone you buy them is a low end phone to begin with, not an high end one.

      2. Make sure your developers and designers are also actively involved in initial user-testing, even if it's just informal testing, and later involved in actual customer service support (both on the phone and email). As a developer, doing actual customer support can be very enjoyable since you actually have the power to change things for the user.

      3. Have your designers and developers write UI critiques of other apps on the platforms you're targeting. That's also a good way for making them develop an eye for that kind of thing. You could also start an internal UI discussion group on good UI patterns, or better yet, start an actual user group/meetup on that topic at your company and invite/allow outside people to participate.

    8. Re:Don't Make Me Think by Anonymous Coward · · Score: 1

      Don't Make Me Think

      http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758

      Ginny Redish really knows what she's talking about. I also highly recommend her book about web content, called "Letting Go of the Words".

    9. Re:Don't Make Me Think by Anonymous Coward · · Score: 0

      I had this book in Uni - got 98% in Web Design unit!

    10. Re:Don't Make Me Think by Anonymous Coward · · Score: 1

      I believe The Design of Everyday Things is perhaps one of the greatest books on usability ever written. It should be required reading for any/all involved in software design. I love it because it deals with the psychology behind the principles of human to computer interaction.

    11. Re:Don't Make Me Think by Macgrrl · · Score: 1

      Ironically, it was originally published under the title "The Psychology of Every Day Things", but was retitled because Nielson kept finding it shelved in the wrong areas of libraries and bookshops.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    12. Re:Don't Make Me Think by Macgrrl · · Score: 1

      Bah, Norman not Neilson. I have both of them on my bookshelf.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    13. Re:Don't Make Me Think by hedronist · · Score: 1

      Why has the parent comment not been modded up? It's one of the more detailed, thoughtful answers to this question I've seen. It makes me think (again) that StackOverflow's voting system is far superior to the outdated /. mod system.

    14. Re:Don't Make Me Think by Anonymous Coward · · Score: 0

      I'd also like to recommend the excellent "The Design of Everyday Things". Actually I'd recommend that every software developer read this book since we all work on software that someone will eventually use (with or without gui).

    15. Re:Don't Make Me Think by Anonymous Coward · · Score: 0

      The Design of Everyday Things remains one of my favorite books. It is as relevant today as when I first read it in the '80's.

  2. Sure... by msauve · · Score: 2

    anything by Don Norman.

    --
    "National Security is the chief cause of national insecurity." - Celine's First Law
    1. Re:Sure... by Dogbertius · · Score: 1

      Beat me to it!

      I posted this link about a year ago, but it's still good.

      The design of everyday things, by Donald Norman. My personal favorite is the use of "natural mappings" versus "arbitrary mappings". Make things naturally intuitive to the user. Enjoy!

    2. Re:Sure... by Anonymous Coward · · Score: 0

      Seconded. The Design of Everday Things is a great book. Every software dev should have read it. Hell, everybody who designs anything should have.

    3. Re:Sure... by faust2097 · · Score: 1

      Norman is great for theory but if you actually need to, like, build real software there's a lot of stuff that's more practical. I like Krug's Don't Make Me Think, 37Signals' Defensive Design for the Web, LukeW's form design book and the Oreilly Designing Interfaces book. Make sure to read Apple's UI guidelines for MacOS and iOS even if you're not developing for those platforms. They're free and have a good intro-level explanation of a lot of basic software usability concepts.

      Norman, Nielsen and Cooper are fun reads but offer little in the way of actual solutions (because those books mostly exist to promote their consultancies).

      IAAUID (I am a UI Designer)

    4. Re:Sure... by Hognoxious · · Score: 1

      ... or Victor Papanek.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    5. Re:Sure... by sconeu · · Score: 1

      Or Ben Schneiderman. In particular, Designing the User Interface.

      --
      General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
  3. I make everyone on my team read... by UconnGuy · · Score: 3, Informative

    Don't Make Me Think by Steve Krug before they touch any UI's. I also like Design with the Mind in Mind by Jeff Johnson. This one is a little more advanced at how the mind works though.

    1. Re:I make everyone on my team read... by Vixe · · Score: 1

      This is absolutely what I would suggest. Don't Make Me Think is well written and easy to understand, but also gives really great insight about usability.

    2. Re:I make everyone on my team read... by leenks · · Score: 1

      Seconded - Designing with the Mind in Mind is very good.

    3. Re:I make everyone on my team read... by eyrieowl · · Score: 1

      Another vote for Design with the Mind in Mind. Well written, relatively up-to-date, practical advice.

  4. classics by Anonymous Coward · · Score: 0

    interaction design. Sharp rogers preece

  5. don't make me think by Anonymous Coward · · Score: 0

    Don't Make Me Think by Steve Krug is a good UI book. The concepts are mainly for web pages, but translate to mobile devices well enough.

  6. Or you could try this site by Anonymous Coward · · Score: 0

    Some good info and guides here: http://www.usability.gov/

  7. Don't Make Them Think. by Anonymous Coward · · Score: 0

    "Don't Make Me Think" by Steve Krug - incredibly easy to read book about making usable web sites

    "The Design of Everyday Things" by Don Norman, and it's counterpart "Emotional Design" are excellent primers, but potentially boring for people who don't specifically care about design.

    Josh Clark (author of "Tapworthy") has done some great work, but I haven't read his work personally.

  8. And your asking slashdot? by jellomizer · · Score: 2, Insightful

    Slashdot the home of the Linux developers.

    I doubt that you will find a good book on general usability. You probably should follow Apples User Interface guidelines, or Windows user interface guidelines.

    And hound on your new developers to get it to look and work right.
    New developers often stick at usability because of many reasons.

    1. They want to reinvent the wheel into something cooler and better. This often creates relearning the same lessons on good UI over the years.

    2. They don't know how. College usually offers little in User Interface and UI in training. They will try to implement what is easiest.

    3. Diverse set of opinions. If you are the Boss make sure they follow your standard otherwise they will make their own.

    4. Have the developers listen to the end users. Bring them in on those call and let them sweat it out as the end user calls them an idiot for making the process so convoluted.

    I really doubt that giving them a book will help much.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:And your asking slashdot? by N!k0N · · Score: 1

      4. Have the developers listen to the end users. Bring them in on those call and let them sweat it out as the end user calls them an idiot for making the process so convoluted.

      this is good, but you will absolutely need to get the developers to a point where they won't be over-protective of their (sometimes terrible) UI decisions. Same goes for the end-users, they need to be able to say something better than "It sucks" ... e.g. "it sucks because I have to click through these three levels of context menus to get to the 'write my own SQL query' option"...

    2. Re:And your asking slashdot? by maxwell+demon · · Score: 1

      this is good, but you will absolutely need to get the developers to a point where they won't be over-protective of their (sometimes terrible) UI decisions. Same goes for the end-users, they need to be able to say something better than "It sucks" ... e.g. "it sucks because I have to click through these three levels of context menus to get to the 'write my own SQL query' option"...

      This is fixed in the next version. Now you'll just click for the context menu, scroll two screens down to the "more" menu item, which will give you a dialog window with a dropdown box. The fifth item in the dropdown list is then "write my own SQL query". Select that and press OK to get there.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    3. Re:And your asking slashdot? by leenks · · Score: 2

      Developers naturally want to build interfaces that are almost a one-to-one mapping to their (flexible?) API. This isn't necessarily what users expect.

      IMO you can only build an appropriate user interface for a particular problem if you are an expert in that field yourself - the best advice I've been given is to learn the trade of your users first, then try and build the UI you would want as someone working in that trade.

    4. Re:And your asking slashdot? by Ananfu · · Score: 1

      Really want extra salg nike shox'tests"? Consider all these very simple DOG'S HAIR LAB TESTS: Evaluate the boot's insides dog's hair. Reputable UGG dog's hair will be fluffy-looking plus wide, they usually will need to have your vibrant gel colouring. Imitation UGG dog's hair, on the flip side, will be fabricated and are generally thin- plus delicate-looking, and they are generally "greyish" and also "white", in lieu of remaining cream-colored. At this moment "feel" a dog's hair with the possession. Utilised together "feel" pretty comfortable. Upcoming, consider clear away a person's hands and fingers from these folks. You could possibly convey to a fakes for the reason that components of these folks would probably "come off" and also "come away" besides a little negligible "rubbing. inches As a final point, fragrance a boot's insides as well as dog's hair. If perhaps you will find sometimes a little negligible coloration and also "lacquer" fragrance directly to them, in that case that is definitely a person's hint the fact that boot footwear will be imitation. Reputable UGG dog's hair would not have sometimes a little negligible word of advice of your "lacquery" fragrance, for the reason that reputable dog's hair would not end up being colored so that you can "pass" them out of as being the "real thing".

  9. 6 pack design by Anonymous Coward · · Score: 2, Funny

    (warning, I have a migraine so this isn't meant to sound lucid)

    -drink a 6 pack of beers
    -see if whatever you've designed up still makes sense to you
    -write down your impressions (or just record them)
    -sober up
    -make appropriate changes
    -rinse, repeat

    1. Re:6 pack design by maxwell+demon · · Score: 1

      The problem with this approach is that before you've finished your product, you'll have finished your liver.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    2. Re:6 pack design by Anonymous Coward · · Score: 0

      This worked for designing windows (though they didn't sober up)

    3. Re:6 pack design by Bucky24 · · Score: 1
      --
      All the world's a CPU, and all the men and women merely AI agents
    4. Re:6 pack design by Macgrrl · · Score: 1

      Migraine or hangover do you practice what you preach?

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    5. Re:6 pack design by Anonymous Coward · · Score: 0

      Facebook and Twitter have this down to a science.

      Though the real pioneers of this method were the designers of the number pads on phones, and later the phone dialing application UI designers. Works every time...

    6. Re:6 pack design by Larryish · · Score: 1

      You are a UI design MASTER!

      How long have you been working at Apple?

      Since the death of SJ, have you mixed some whiskey into your routine or are you still a beer-only shop?

    7. Re:6 pack design by Snotman · · Score: 1

      Is there a comparable chronic curve? If so, what would be an example of something developed on the chronic curve?

    8. Re:6 pack design by Snotman · · Score: 1

      Is chronic applicable in this process?

  10. Currently reading, by Anonymous Coward · · Score: 0

    To emphasize what msauve said... anything by Don Norman. Don't Make Me Think is also a good one... I'm currently reading 'Tapworthy - Designing Great iPhone Apps' by Josh Clark and it provides some decent thought into design specifically for the mobile space.

  11. Starting-point by frisket · · Score: 2
    Check out the Usability Professionals Association for some excellent resources.

    I work in a different area of usability, so I'm not up to speed on books specifically about app usability, but the principles in recent books will still largely apply. Have a look at About Face 2.0 to get started. User-Centred Design (UCD) is the current way of thinking: there is some good background in Contextual Design. There are of course, lots more...

    1. Re:Starting-point by plover · · Score: 2

      For an online resource, the Usability Body of Knowledge can be found here: http://www.usabilitybok.org/

      Usability is just like any other software quality attribute. It can and should be tested. I've used usability labs quite a few times in the past 20 years, and they've always been of great value. I strongly recommend them, especially for a product that will go in front of random people. Our company has a permanent lab where they will test anything from a software application to operation instructions for a forklift.

      The key is to have the designers themselves observe how ordinary people use their product. You can stuff all the books that fit into your brain, you can second guess what you think your mom wants to see, but nothing compares to seeing regular people actually try to use it. They should watch the subject get angry as they repeatedly click a button that gives no feedback that it did something. They should see the puzzlement in their faces as they try to figure out which of the eighteen choices will do what they want. They should see them wince at the awful color choices or tiny fonts, or ignore the blinking box labeled "click me" because they thought it looked like a web advertisement.

      A valid experiment requires a good facilitator who understands usability, who can help you set up the test environment for optimum observation, and can select fair test subjects. He or she will keep you from unintentionally introducing bias. They can serve to intervene, when required. And they can teach you how to observe the subjects, while leaving the interpretation up to you.

      I suspect you will learn more from running one valid experiment than you will from any book.

      --
      John
    2. Re:Starting-point by Beorytis · · Score: 1

      Check out the Usability Professionals Association for some excellent resources.

      Too bad their website is such a cluttered mess built on what appears to be a default CMS template.

    3. Re:Starting-point by Anonymous Coward · · Score: 0

      Have to echo the advice here. About Face 2.0 has some excellent usability guidelines and a bit of background on research that doesn't get mentioned elsewhere. The author helped develop the Personas usability concept and manages to get it through very clearly.

    4. Re:Starting-point by phyzz · · Score: 1

      Too bad their website is such a cluttered mess built on what appears to be a default CMS template.

      I fail to see how this would be detrimental to usability : I am completely comfortable with the layout of the website, if not a little overwhelmed by text and ads...

      Not all websites must be Web 3.14 with CSS and AJAX spewing all over the place and a completely separate navigation and history paradigm from you web browser (I hate when I cannot see precisely each "page" I visited on the web, unless of course it is a "news" site inc. Slashdot or Facebook).

      Keep it Simple, people ! I want to be able to disable Javascript and every other plugins in my browser and still be allowed to consume the web content, otherwise I won't bother and pick up a good book (THAT's good old nice usability)

      --
      phyzz
    5. Re:Starting-point by Beorytis · · Score: 1

      Too bad their website is such a cluttered mess built on what appears to be a default CMS template.

      I fail to see how this would be detrimental to usability

      I think you missed my point: I definitely wasn't saying it needed more scripts, or all that stuff you imagined I said. In fact I was saying exactly as you said, that it should be simple. upassoc.org may be simple from a code standpoint, but it is anything but simple from the standpoint of appearance and usability for a visitor who's never even heard of the org. (Which is who you should assume is coming to the index page). There's nothing inherently wrong with a default CMS template, but the one they chose seems not well suited to the site.

    6. Re:Starting-point by Anonymous Coward · · Score: 0

      Ultimately, usability is relative to the user.

  12. UX Books by count0 · · Score: 1

    So, it depends on what you're looking for, and who needs it.

    I like Garrett's Elements of User Experience for a nice on ramp and introduction
    I like Steve Krug's Don't Make Me Think and Rocket Surgery titles for understanding basics of usability and usability testing.
    I like Unger's Project Guide to UX Design for an overall step by step.
    I like Wodtke and Govella's Information Architecture: Blueprints for the Web for a less prescriptive overall design process
    I like Brown's Communicating Design for a great take on UX documentation
    I like Kuniavsky's Observing the User Experience for a great take on ux research
    I like Young's Mental Models for task focused research & great visualization & alignment of project functionality with user behavior
    I like Norman's Design of Everyday Things for shifting the way you see usability and user experience in everyday life (and apply that to work)
    Looking forward to Wroblewski's Mobile First, but it's not out for a couple weeks
    Josh Clark's Tapworthy is a decent mobile design guide if you're only up for nuts and bolts instead of understanding internal combustion ;-)

    Rosenfeld Media is a publisher that focuses exclusively on user experience and has some fantastic titles, including the mental model book already mentioned.
    http://rosenfeldmedia.com/

    And of course there's tons of great online resources and events - look for local UX Camps, local UX Bookclubs (http://uxbookclub.org)

    If I had to choose just one? Design of Everyday Things changed how I see the world.

    1. Re:UX Books by jddj · · Score: 1

      All excellent titles (and most of these are on my shelf). One I'd like to add is "Simple and Usable" by Giles Colborne ISBN: 978-0321703545

      Simple and Usable is a short read, but does a great job at helping you understand what goes into simplifying a design. "Simplicity is not simple" - there's always an irreducible amount of complexity. This book helps you understand how to manage it.

      It's a mindset book, not a cookbook - not really similar to "Design of Everyday Things" (DoET), but it serves a similar purpose: help you set your course through the field.

  13. Basic advice by Caerdwyn · · Score: 5, Insightful

    You don't need a book for some of the most basic, important advice for usability... but a large number of developers seem to never have heard it.

    Ready?

    Do not look upon your users/customers with contempt.

    This is a serious, widespread issue; just read the comments that techies have about people who are not themselves on places like ohhhh, say, Slashdot. Without sympathy for your customers, without a sense of humility in yourself, without the realization that people can be worthwhile, talented, productive and smart (yes, even smarter than YOU) yet not have the time or training or inclination to recompile their own Linux kernel or root their phone, you're going to produce awful user interfaces and workflows. You're going to amass a terrible reputation for bad customer support. You're going to have buggy software because you spend more time blaming the user than wondering if maybe your code isn't perfect.

    And then you'll blame anyone except yourself.

    All of the studies about icon size, color schemes, human motion studies, and cognitive science will be meaningless if you believe you need it "just because my customers are idiots".

    --
    Everybody gets what the majority deserves.
    1. Re:Basic advice by c0d3g33k · · Score: 1

      THIS. A thousand times this.

    2. Re:Basic advice by jeffmeden · · Score: 1

      All of the studies about icon size, color schemes, human motion studies, and cognitive science will be meaningless if you believe you need it "just because my customers are idiots".

      Golf clap. I would add the "seriously, who would actually want to use this" test. If you have developerS (plural) just set them down with each others designs and see how long it takes them to accomplish a very specific task. Their weaknesses will become apparent very fast. For the ones that still don't get it, have some customers/end users/whatever come in, and force the developer to stand in front of them and teach them how to use it cold turkey. I have watched this happen and it is a priceless learning experience, things that should have been obvious during design will stand out clear as day.

    3. Re:Basic advice by Kohath · · Score: 1

      Can we use this principle for government too?

    4. Re:Basic advice by Hatta · · Score: 1

      Then why do all the most widely hailed "usable" interfaces seem to be targeted at toddlers?

      A good interface should be powerful, and well documented. If you start removing power to increase simplicity, then you are in fact treating your users with contempt.

      --
      Give me Classic Slashdot or give me death!
    5. Re:Basic advice by guspasho · · Score: 1

      Times a thousand times!

    6. Re:Basic advice by erko · · Score: 1

      You can only understand this if your id is greater than 800000. :)

    7. Re:Basic advice by Hognoxious · · Score: 0

      Then why do all the most widely hailed "usable" interfaces seem to be targeted at toddlers?

      Because to 99% of developers, 99.9% of users and 99.99% of blogtards, usable and pretty are synonyms.

      To answer the original question, see how often it mentions "UX". If it's more than zero (not counting where it occurs in sentences with the words "anyone", "who", "uses", "it", "is", "a", "cunt") then avoid it like the plague. It was written by someone who wears a beret with a stalk and spends all day smoking colored cigarettes in a cafe.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    8. Re:Basic advice by spads · · Score: 1

      Excellently true, though important corollary also pray god your users are not contemptible. If they are, RUN!!!!!

      I concur with others it is not too bookable. It is mostly common sense (and RESPECT*). Second corollary, pray god your DEVELOPERS have basic common sense.

      *What sustains you to work your way through to a good process.

      --
      Bukowski said it. I believe it. That settles it.
    9. Re:Basic advice by Beorytis · · Score: 1

      Do not look upon your users/customers with contempt.

      Some corollary concepts:

      • Accept that users may be using the product not only in a different way from your expectations, but for a different reason;
      • Do not take users' preferences personally;
      • Avoid pathological altruism.
    10. Re:Basic advice by LinuxIsGarbage · · Score: 1

      here's an interesting article that suggests you get a great deal of benefit from usability testing with just 5 users:

      http://www.useit.com/alertbox/20000319.html

    11. Re:Basic advice by hedwards · · Score: 1

      That's sort of the thing there. Way too many interfaces these days are designed by graphic designers rather than people that know/care about usability. It's a good thing to have a set of keyboard shortcuts to handle every task, but the user should be able to find everything under a well organized menu of some sort.

      Personally, I find the interface from VueScan to be an object lesson in powerful yet minimally cluttered. Options which do not function in the current mode don't show up at all. Leaving just the ones that the user might actually want to use. (Well the user might want those other ones, but they don't do anything so they aren't there.

      I find vi to be one of the most usable text editors ever devised, but that did require a certain amount of study on my part to learn the shortcuts that I needed to work with it. Once I did learn a dozen or so commands, the program greatly increased my efficiency working with text files.

      TL;DR, dumbing down an interface isn't the path to a usable interface.

    12. Re:Basic advice by hedwards · · Score: 1

      It doesn't work when the citizens are overtly suicidal. Somebody ultimately needs to be worrying about the consequences of their actions, and if it isn't big business or the public at large, then it's probably going to have to be a governmental organization.

      I hear that a lot from conservatives, but when you look at the areas of the country that they run, the people there aren't anymore responsible than folks in liberal areas, they just have much easier access to ways of ending themselves and less assistance making reasonable choices.

    13. Re:Basic advice by hedwards · · Score: 1

      Because most people are too afraid to be caught calling vi usable?

    14. Re:Basic advice by MrBandersnatch · · Score: 1

      This is called "user testing" (DOH!) and its amazing how few (software products) products are user tested. A lot of products get "usability tested" but I don't think I've actually seen a developer at a usability test (and I agree with you, the REAL benefit of usability test is to teach developers how not to make the same old UI boo-boos; most companies like a piece of paper they can throw at developers) but I like your idea of "the developer as the instructor"..I can see a lot of room for growth there :)

      As for the test you mention..,that's actually a bad one. Humanity is very diverse and surprising. I would have said that facebook should fail under that test...and how wrong I would have been.

    15. Re:Basic advice by Hatta · · Score: 1

      That's a great example. Vi is supremely usable, once you know how to use it. Anyone can pick up notepad and edit some text, but no matter how long you spend with notepad you'll never be more capable than you were the first day. Vi's usability increases without limit the longer you use it, and the more different things you do with it.

      --
      Give me Classic Slashdot or give me death!
    16. Re:Basic advice by Anonymous Coward · · Score: 0

      Good stuff. I'd also suggest Robert Hoekman's book, Designing the Obvious. I'm getting to the tail end of it and it's vastly improved my (good) UI design capabilities. He emphasizes the value of keeping things simple, making things error proof, and gently educating people on how to use your software. They're good principles to keep in the front of your mind.

    17. Re:Basic advice by Macgrrl · · Score: 1

      Disclaimer, I haven't done any UI design in nearly 10 years and I originally trained as an architect (buildings).

      I always viewed good UI design as being like a well laid out kitchen. All your essential and frequently used tools are within arms reach of where you are currently working and everything else should be exactly where you look for them. Certain things are always visible/accessible, other things are kept behind cupboard doors when not in use.

      Usability is by very definition about how you use the tool, rather than the presentation layer. It's about efficient workflows. However, that said, there's no reason why it has to be unattractive. Things can be elegant and well designed for functionalitity. People generally respond better to an attractive interface, making things easy to read improves the communication of how a UI element may function. Well designed icons can communicate concepts more effectively than words, especialy in a multi-lingual environment, but may not be appropriate for more complex or meta concepts.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    18. Re:Basic advice by foniksonik · · Score: 2

      When it comes to learning a new UI, most people have the attention span of a toddler. They are busy taking calls, going to meetings, reading reports, running errands and planning vacations. They don't want to spend the day re-learning how to do the annoying bits of their job (using the computer to enter data or access data).

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    19. Re:Basic advice by Anonymous Coward · · Score: 0

      Good grief! This tells me just how out of touch the normal slashdotter is with the rest of humanity. 99% of people don't want to be bothered with a complicated interface and having to memorizing loads of keyboard shortcuts, no matter how productive it will make them in the long run. They just want something that is simple and intuitive and easy to use. Vi is for advanced programmers, not end users.

    20. Re:Basic advice by Anonymous Coward · · Score: 0

      Vi is useless garbage if you don't know how to use it. However, if you go through the extreme pain required to learn it well, it then becomes supremely useful garbage. Please note that it's still garbage and should preferably be removed from the face of the Earth (use it on the Moon if you must) and from every OS out there.

    21. Re:Basic advice by hedwards · · Score: 1

      They may not want to learn to use it, but those same people don't want to learn anything, no matter how productive or easy it might make their lives. Giving up usability because there's a lot of lazy morons out there is precisely why usability is in the toilet. And now that you mention it, I do wonder if it's any sort of coincidence that about the time that computing reached the mainstream that the usability started going down the toilet. DOS had serious issues, but it was significantly less likely to prevent me from doing something that I needed to do because MS didn't feel like giving me a way of doing it. There's still times when I have to crack a 3rd party utility because MS seemingly didn't feel like including basic functionality.

      As for your comment about advanced programmers not end users, vi is there for anybody that edits text, you only need to know about :, w, q, !, i, a, x, hjkl and that's about it to get started with it. And most of those are the first letter of an intuitively named command.

  14. Start with This by RedLeg · · Score: 1
    1. Re:Start with This by dr2chase · · Score: 1

      Or here (free downloadable PDF, 1995 edition): http://interface.free.fr/Archives/Apple_HIGuidelines.pdf

    2. Re:Start with This by Shoe+Puppet · · Score: 1

      Is there anything wrong with Apple's current HIGs?

      --
      (+1, Disagree)
    3. Re:Start with This by R3d+M3rcury · · Score: 1

      Another good old Mac-type book is Tog on Interface. While many of the examples are old Mac-based, there's lots of interesting and useful information in there.

  15. The link... by Dogbertius · · Score: 1

    Beat me to it! I posted this link about a year ago, but it's still good. The design of everyday things, by Donald Norman. My personal favorite is the use of "natural mappings" versus "arbitrary mappings". Make things naturally intuitive to the user. Enjoy!

    http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746 My apologies for the double post :(

  16. The Design of Everyday Things by Boawk · · Score: 1

    I'll second this one. Very insightful. Redirects your entire approach towards the design of usability: The Design of Everyday Things

  17. You lost me at "usability as science" by c0d3g33k · · Score: 0

    I don't know what else to say. My brain shut down after reading that phrase.

    1. Re:You lost me at "usability as science" by Un+pobre+guey · · Score: 1

      It is an experimental science. Don Norman and Jakob Nielsen are among its pioneers.

    2. Re:You lost me at "usability as science" by Hognoxious · · Score: 1

      I don't know what else to say. My brain shut down after reading that phrase.

      Are you sure it was switched on to start with?

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    3. Re:You lost me at "usability as science" by c0d3g33k · · Score: 1

      I've read enough of his articles and papers over the years. Doesn't really look like what I recognize as science.

      Here's an old, but interesting essay that takes a critical look at this 'experimental science': http://www.fruitti.com/essay2.html

  18. Donald Norman's Design of Everyday things. by Anonymous Coward · · Score: 0

    Originally known as Psychology of Everyday Things AKA P.O.E.T. Look him up. Look the book up. Then smile when you walk into a "modern" door.

    1. Re:Donald Norman's Design of Everyday things. by Macgrrl · · Score: 1

      I also helps to know that with a few exceptions (like banks), most fire codes require doors to open outwards so that in an evacuation scenario people don't get stuck behind an inwards opening door with other people pushing up behind them.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  19. I'll tell you what to do by roman_mir · · Score: 1

    Ensure access to some 2 year olds, have prototypes and watch them use the system. If they can figure it out, you are golden.

  20. A book isn't enough by uniquename72 · · Score: 2

    I'm a usability specialist surrounded by people (the actual decision-makers) who THINK they know all they need to know about design, even though none have actually every designed much of anything. My advice is this: Make all your people sit down and watch some usability testing videos. You can find some online, or maybe (hopefully) there are already some floating around where you work.

    Make an event out of it -- bring in some popcorn and watch them together. There will be much laughter and fun-poking, but in the end they should get the point: NO ONE is really a usability expert. Even having done testing for the past 10 years and having a pretty good instinct for what will work and what won't, I learn EVERY SINGLE TIME I test someone. The things people do -- even smart, educated, computer-savvy people -- will amaze you and your employees.

    Politically, having some of my coworkers watch some of my testing with real users is the smartest thing I ever did. It didn't fix all my usability-related problems, but it was a huge help.

    1. Re:A book isn't enough by Anonymous Coward · · Score: 1

      +1.

      I'm a designer who's learned 1 thing in doing this for 15 years: you the designer is not right, the usabilty folks aren't right, developers aren't right, the customers aren't always right, and management is nearly never right. Delivering the goods is all about mixing everyone's input and needs to make something work and be successful.

      My smartest move in my last company was to drag our arrogant engineers into user testing to watch their work they felt so strongly about get hammered by people the engs deeply respected. I never had a difficult time requesting customer reviews for feedback in scheduling after that.

      It's hard to be "right" when you can't tell someone they're doing it wrong!

  21. Designing Interfaces by martinve · · Score: 1

    Designing Interfaces by Jennifer Tidwell http://www.amazon.com/Designing-Interfaces-Patterns-Effective-Interaction/dp/0596008031 Actually you could be better of if you hired UX expert who makes the decisions regarding usability - the developers may not be the best people making usability related decisions.

    1. Re:Designing Interfaces by frankgod · · Score: 1

      Seconded. But you should probably go for the newer edition.

  22. A science? by Hatta · · Score: 1, Insightful

    Usability is a personal preference. Some people like a UI that doesn't make them think. I like a UI that encourages me to think, because thinking is empowering. If I don't think while using an interface, I'll never find out what that interface is capable of, and I'll never increase my capabilities.

    Usability is an art, not a science. You can't make an app that everyone will find usable, anymore than you can make a work of art that everyone will find asthetically appealing.

    --
    Give me Classic Slashdot or give me death!
    1. Re:A science? by TuringTest · · Score: 1

      Usability is an art, not a science. You can't make an app that everyone will find usable, anymore than you can make a work of art that everyone will find asthetically appealing.

      The guy who wrote this book (and helped design the Mac) would disagree.

      Surely aesthetic is important to attain usability, but it's just one layer on the toolchain.

      Human-computer Interface is just one API to which you can write on, by following certain calling patterns, while respecting the existing constraints to make it work properly. Writing to that API is an engineering feat, not an artistic one.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    2. Re:A science? by Hatta · · Score: 1

      Human computer interface is not one API, but 7 billion different individual APIs. You can't optimally support all of them at once. There are always trade offs that lead to judgement calls. That's not a science, that's art.

      For instance, I'd say that the original Mac is a really really bad interface. Why? No command line. How do you script anything!

      Different stroks for different folks.

      --
      Give me Classic Slashdot or give me death!
    3. Re:A science? by icebraining · · Score: 1

      You can't make a drug or treatment which works for everyone, but that doesn't mean that medicine isn't a science.

    4. Re:A science? by TuringTest · · Score: 1

      BTW the original Mac did not get the final design from this guy; he later put his ideas into the book I linked above. They a mixture were a between a command line and a graphical text editor.

      Read about GOMS and the Archy system (you can download and try it) to see how a command line can be made user-friendly.

      Human computer interface is not one API, but 7 billion different individual APIs.

      That's like saying that you can't script Unix because every copy of it in the world can have different settings. How about programming to what they have in common instead? (hint: humans, like all living things, are self-replicating so they share about 99.999999% of details in common).

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    5. Re:A science? by bsquizzato · · Score: 1

      What is graphic design? An art? A science? It's both. It's the science of using art wisely to get a point across, bring attention to something, create a focal point, whatever. There is clear theory associated with that kind of stuff -- about how humans react and process visually. I think usability falls along the same lines.

    6. Re:A science? by Anonymous Coward · · Score: 0

      Personally I would rather think about the job or task I am trying to do than think about the interface that I am trying to do that job with. If you use a hammer, do you think about it? do you think about how you should hold it? no, it is a simple interface that takes a few moments to figure out and that is it, it becomes second nature.

    7. Re:A science? by Anonymous Coward · · Score: 0

      I see your are having the same problem the submitter has: not being taught usability as a science.

    8. Re:A science? by foniksonik · · Score: 1

      I think you missed the parent post's point.

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    9. Re:A science? by Anonymous Coward · · Score: 0

      It's a science founded in experimental psychology and engineering. Thanks for your opinion, though.

    10. Re:A science? by Anonymous Coward · · Score: 0

      You can scientifically determine that an application is not usable for a set of people. In that sense, there must be some science to it. Consider WCAG 2.0 as published by the W3C. It outlines various items that are necessary for usability with assistive technology. Though usability would fall under the liberal arts, it's still something that can be approached with rigor.

    11. Re:A science? by Anonymous Coward · · Score: 1

      That's simply not true. There is a science to usability. Infact the things that you describe in terms of "not making you think" and "encouraging you to think" are not actual contradictions.

      One discusses using established metaphors and consistency. The other is about providing visibility to features. Both are important aspects of Usability.

      If you consider usability in terms of ease of use, learning curve and performance of tasks, you have measure by which you can consider usability.

      Certainly there isn't a "one size fits all" in usability but that doesn't negate the science of it.

      Yours is the common dogma I hear from Anti-Apple apologists. Apple's strategy in usability is but one aspect of usability. Their focus is on consistency and the shortest learning curve possible. They want someone to walk up to any apple product and not have to struggle with the interface.

      As such, they've sacrificed flexibility and advanced performance.... to a degree. The fact is that Apple does put a lot of the advanced features under the hood.

      The fact is that you're not going to catch everyone's "preference" in usability as you suggest but as well designed interface covers the lion-share well.

    12. Re:A science? by AwesomeMcgee · · Score: 1

      I can't use a mac to save my life, so apparently that guy can't please everyone which is the parents point

    13. Re:A science? by Anonymous Coward · · Score: 0

      Except a lot of people find the Mac utterly confusing and un-usable.

      This is the problem. Everyone thinks the thing they use is obviously intuitive and usable, and everything else isn't.

      If you use a Mac and find it is easy for you, you assume it must be easy for everyone else, totally ignoring all the people who don't use a Mac because it DOESN'T WORK FOR THEM.

      What people should be doing with UI design, is making what works for them, and accept that the UI will work for people like them (because people generally aren't unique) but accept that some people will not use it because people are different, and for some people who are not like them, it won't work.

    14. Re:A science? by Hatta · · Score: 1

      Read about GOMS and the Archy system (you can download and try it) to see how a command line can be made user-friendly.

      The command line is already user friendly. Any command you want, all you have to do is invoke it. There's no searching through menus or squinting at icons, wondering what they do. Anytime you need more information, it's a 'man' or a '-h' away.

      The command line is very friendly to this user. Much more friendly than any GUI I've ever seen. Every time I sit down at an OS X machine, the first thing I do is open up a terminal. It's much easier to use than the GUI.

      How about programming to what they have in common instead?

      You mean like our strength with languages? If there's one thing that humans have in common, it's our ability to use language. But everyone freaks out when I say that a language based interface (that is what commands are) is superior to a point and grunt interface. Why is that?

      --
      Give me Classic Slashdot or give me death!
    15. Re:A science? by TuringTest · · Score: 1

      Why is that?

      2 quick points in case you still read this:
      - Recognition is easier than recall.

      - Artificial languages are much, much more difficult than natural ones.

      So there's nothing in the recall-based, artificial language of the CLI that makes it user-friendly. The Archy project tried to alleviate both in a CLI-like-ish interface that didn't suffer those problems so badly.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  23. Usability Blog by Luchio · · Score: 1

    I love reading http://www.usabilityblog.com/ , which contains real world examples from around the web, and proposes applicable solutions. Learned a few tricks there.

    1. Re:Usability Blog by Luchio · · Score: 1

      Well, I actually meant to post this one: http://www.usabilitypost.com/archive/ but I guess that the one I just posted is fine too...!

  24. hmmmm by nomadic · · Score: 1

    However, as I'm growing a team of developers now, I've noticed that most of the young ones have a very poor sense of usability.

    Really? Based on the history of software design, it seems the older developers are the worst when it comes to usability. For most of the 80's and 90's software tended to be extremely poorly designed from a UI standpoint.

  25. AskTog by Anonymous Coward · · Score: 0

    The site design leaves something to be desired, but http://www.asktog.com/ is a really good resource that I wish more developers, _especially_ open source developers, read more often. Half of my ideas on Ubuntu Brainstorm are lifted from AskTog.

  26. About Face by MoleyGhost · · Score: 1

    Alan Cooper's About Face: Essentials of Interaction Design is pretty timely and gives a lot of insights on different types of platforms and applications. Start there, and with Krug.

  27. I had one ... by QuasiRob · · Score: 1

    ... but I threw it away after reading it once.

    --
    If you try to fail and succeed, which have you done?
  28. New Book: Designing Mobile Interfaces by Anonymous Coward · · Score: 0

    I (and my co-author) are around a month from getting our book on more or less this exact topic out the door. A pattern book not totally unlike Tidwell's, but all mobile-specific, and plenty of discussion of principles, cognitive psychology, physiology, and other stuff you need as a background.

    Pre-order from Amazon (or just look at the pretty Lovebird that O'Reilly gave us):
    http://www.amazon.com/gp/product/1449394639/ref=as_li_tf_tl?ie=UTF8&tag=4ourthmobile-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1449394639

    Or, get most of the exact same content (minus many copy edits, etc.) for free here:
    http://4ourth.com/wiki/Index

    Do all make them read Don't Make Me Think, and many of the other things suggested.

  29. PLEASE REFER YOUR SUGGESTIONS by Jeremiah+Cornelius · · Score: 1

    To the Slashdot development team.

    Perhaps they will even read the book...

    --
    "Flyin' in just a sweet place,
    Never been known to fail..."
  30. Learning HCI at Uni by Anonymous Coward · · Score: 0

    I'm learning HCI at Uni at the moment, the books we were assigned are:

    Interaction Design: beyond human-computer interaction by Sharp (2011) and Effective Human-Computer Interaction by Shneiderman & Plaisant(2010).

    They are both very up to date and relevant.

  31. "The Inmates are Running the Asylum" (Alan Cooper) by __roo · · Score: 1

    The Inmates are Running the Asylum by Alan Cooper is one of the best books on usability I've ever read. It's entertaining, highly thoughtful, and contains a lot of timeless lessons about usability and UX. My favorite story in the book is a case study of the software bundled with the Logitech ScanMan. They used personas to understand their users and strip out all of the extraneous features, and instead concentrate on making a much smaller feature set easier to use:

    What surprised us was that every one of the test subjects expressed the opinion that Peacock was the “most powerful.” In literal terms of the number of features, this was far from true. In terms of effective power realized by the user, we had increased it significantly. page 141

  32. not a book, but still a good read by fmobus · · Score: 1

    you should read Bret Victor's Magic Ink essay. He goes about breaking this fill-submit-wait-for-return paradigm we currently have for everything on the web, proposing instead designs that answer to user parameters more quickly. His flight ticket UI example is wonderful, but so far I haven't seen any implementation of that.

  33. The Father of Formalizing Useability by bellwould · · Score: 1
  34. Hold a usability trial... by Anonymous Coward · · Score: 0

    The best book on usability I know is old but timeless, "The Design Of Everyday Things" by Donald Norman. It's a fabulous book.

    Usability isn't all personal preference: think about color blind people who make up 15% of the population, or icons that have no meaning in certain cultures.

    The best advice I can offer: hold a usability trial, and then improve the interface. My edition is old, but look at some of the sample evaluation forms in Ben Shneiderman's "Designing the User Interface".

  35. Jacob Neilson & useit.com by The+Raven · · Score: 1

    There is a wealth of information about usability, both for the web and in general, on this site. Years and years of articles. Many of the best ones are in the first few years, but there are nice ones scattered throughout. I recommend going through the bolded (most popular) articles, and send them links to relevant articles as issues come up.

    --
    "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    1. Re:Jacob Neilson & useit.com by Anonymous Coward · · Score: 0

      ^ This. Anything by Krug or Neilson is worth the price on the cover.

      UseIt.com has a weekly email article that is chock full of relevant and current usability recommendations.

  36. List of good books to consider by Anonymous Coward · · Score: 0

    I feel your pain. I deal with this everyday. Here's a good list of resources to start with.

    Books:
    "Designing with the Mind in Mind" by: Jeff Johnson
    "Undercover User Experience Design" by : Cenntdd Bowles and James Box
    "Simple and Usable Web, Mobile, and Interaction Design" by :Giles Colborne
    "100 things designers should know about people" by : Susan Weinschenk

    Sites:
    http://uxmag.com
    http://www.uie.com
    http://www.uxmatters.com
    http://uxmovement.com
    http://www.uxbooth.com

    Hope this helps

  37. Telemetry by w0mprat · · Score: 1

    Usablity is a problem just cannot be solved at a programmers desk. Part of the problem is developers use computers in a fundamentally different way to 99% of the rest of the population (commandline etc) and have a fundamentally different mental aptitude to users. There's no subsititute for getting people into a lab and watching what they do and even just asking them just to point out what they don't like and throw suggestions out there. You'll find what made sense at design time turns out to be not so good, perhaps a disaster. You'll perhaps find you didn't do enough designing and got into coding.

    This is how Apple, Microsoft and others do it, and how some others with famous usability problems don't.

    Radical suggestion, but consider the primary purpose of your application. If it's to be used by people (ie it's not a server), then usability and interface should of course be your number one consideration before the first line of code is even written. 99% of the IT world does not think like that, hence the horrific state of user interfaces.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  38. Experience and intuition, not books. by Anonymous Coward · · Score: 0

    While that's a good book, for sure, it won't help out in most cases. UI designers need experience and intuition, and a book can't really impart either of those well.

    One good practice is to observe how other UI designers have fucked up. This is best done with your own eyes seeing the result, and your own brain analyzing the UI.

    Some excellent and recent examples of major UI fuck-ups are those of GNOME 3 and Firefox 4+. These UIs are rife with blunders and mistakes. Basically, don't do what they did, and you're bound to make a usable UI.

    1. Re:Experience and intuition, not books. by darkwing_bmf · · Score: 1

      One good practice is to observe how other UI designers have fucked up.

      You might like this book:

      Set Phasers on Stun: And Other True Tales of Design, Technology, and Human Error

      It's an anthology of short stories about real life technological disasters caused by differences between the way things are designed and the way people act. While not speaking about hand held devices specifically (these are mostly industrial level accidents where people are injured or die) the writing itself is targeted at the lay person and is very interesting compared to most case studies. The lessons gleaned are universal and will improve ones ability to think about and design better user interfaces for a wide variety of applications.

  39. Rocky road by courcoul · · Score: 1

    Almost sounds like a trick question.

    In spite of Apple's best efforts, the GUI is still much connected to cultural artifacts and, hence, is very difficult to come up with a Universal GUI understood and liked by all. There are, granted, some universal constructs, but these seem to be of a very general nature and you quickly run into a wall when digging into the specifics.

    I would like to dream that a beneficial effect of globalization will be that us humans will eventually come to a common understanding. Maybe my great grandchildren will live long enough to see that, I we don't blow ourselves up first. Oh, and I have to get working on engendering a few kids first... :p

  40. Have a look at the same question on Stackoverflow by debrain · · Score: 1

    It has a great list, and may have what you're looking for: Book recommendations - Web Usability.

  41. Re:"The Inmates are Running the Asylum" (Alan Coop by am+2k · · Score: 1

    One more vote from me. "The Inmates are Running the Asylum" completely changed the way I think about usability. Now I consider user testing as part of usability design a flawed idea, because once you've got something to test and see that doesn't work, you either have to scrap months of work, or you just go with it anyways (making the whole testing useless). That book teaches the reader how to get it right in the first place, and conceive interfaces you wouldn't even have thought of (which user testing can't do either).

  42. Letting Go of the Words by yakatz · · Score: 1

    The best usability book I ever used is "Letting Go of the Words: Writing Web Content that Works (Interactive Technologies)" by Janice (Ginny) Redish.
    http://www.amazon.com/Letting-Go-Words-Interactive-Technologies/dp/0123694868

  43. Software Usability Research Lab - surl.org by Anonymous Coward · · Score: 0

    You might check out the Software Usability Research Lab (SURL) at http://www.surl.org. They release a research oriented newsletter a couple of times a year. Also, Don Norman, Jakob Nielsen, and Steve Krug are all great resources.

  44. Learn by example by frankgod · · Score: 1

    Whenever you design any sort of UI you should look for some sort of example. Say what you like but it's usually best to find some part of Windows and make your interface work similarly. Young developers haven't yet learned that in most cases you actually can't do better than Microsoft.

  45. Mobile First by Anonymous Coward · · Score: 0

    With regards to Mobile, consider this (which will be released shortly):

    http://www.abookapart.com/products/mobile-first

    The author is basically a genius.

  46. Developers != Designers by Aralic · · Score: 1

    Developers aren't user-interface creators. I hope you aren't hoping to treat them as such. In my world, developers are generally too technical to design interfaces, unless those interfaces are mere copies of existing paradigms - their minds are just wired to fix a problem, not to fix it in the most elegant way from a user's standpoint. If you don't have dedicated "human factors" teams or Marketing teams that can do this, you are in a tough position. Developers certainly have some useful insight into what works and doesn't, but I wouldn't ever require them to design the thing from scratch. I'm not saying you can't find some books that will help improve their skills on the subject, but I hope you're going in with the correct goal in mind...

  47. Wrong question! by MrBandersnatch · · Score: 1

    Disclaimer: Professional in usability/UX, Software "engineer", hacker, drunk, etc

    Usable software isn't developed by someone knowing something from a book. Its part of a process, you can substitute methodology/ideology if you wish. If your company isn't committed, you might chance on a usable app with your techniques/processes/developers/tenmillionmonkeys, but HOW WILL YOU KNOW?

    Want to know a good methodology to run with? Well there isn't one, all have deficiencies, some have certain benefits but its usually a trade off; best advice: get someone competent in charge of user experience. If that doesn't fly, serious suggestion: if usability is a real concern (and to be honest, its a bottom line concern although most companies don't get that), get in some professionals to run a usability test (recruitment, premises, recording, transcripts, hosting - real world costs money even if you don't want reporting), have your developers attend the test and the repeat the test after they are supposed to have dealt with the issues. Its like a code review except with real people telling you just how much you have improved, with deadlines and real metrics (how much your code sucks to someone you don't know).

    Key here is the word "developers". I am seriously SICK of seeing marketing/execs in usability tests. They are the LAST people who should be there (and I mean that, they need to come in AFTER the developers have finished unless they are the sort who can keep an open mind); the developers have the most to learn and most to contribute from seeing how real users perform with their code yet usually they are excluded.

    Sorry, too many brews, I would have loved to have posted a response in a less fatigued and fugued condition.

  48. Ran across the same problem by BenSnyder · · Score: 1

    A buddy of mine and I recently decided to start collaborating together to try to learn what we could about web usability. We're posting articles and a weekly podcast about what we're finding at betteruserexperience.wordpress.com.

  49. The best usability book by Pirulo · · Score: 1

    it is not a book, it's "the user"

  50. the Design of Sites by Anonymous Coward · · Score: 0

    http://www.amazon.com/Design-Sites-Patterns-Creating-Winning/dp/0131345559/ref=sr_1_1?ie=UTF8&qid=1317942072&sr=8-1

  51. The Design of Everyday Things by Anonymous Coward · · Score: 0

    Not a software book, and it's pretty old now, but the continued relevance of this book really goes to show how universal a lot of the author's points are.

  52. Apple Human Interface Guidelines by mattack2 · · Score: 1

    I see that some others have mentioned it, but they linked to Amazon and some random web page, rather than the source:
    https://developer.apple.com/library/mac/#documentation/UserExperience/Conceptual/AppleHIGuidelines/Intro/Intro.html

  53. Free resource. by Anonymous Coward · · Score: 0

    While apple specific, a lot of the content in the Apple Human Interface guidelines ARE generic in concept.

  54. Designing Interfaces by DragonWriter · · Score: 1

    I personally have, and quite like, Designing Interfaces: Patterns for Effective Interactions Design, 2nd Edition (by Jenifer Tidwell, 2010, O'Reilly), which I think is very helpful for UI design.

    Usability, of course, goes beyond just the design of the UI; the design of the actual workflow is important, for that good process analysis skills and tools (mostly not automated) are needed.

    And for all aspects of usability, involving users early, getting them using the system early, and getting -- and using -- feedback is the most important thing.

  55. The Design of Everyday Things by Anonymous Coward · · Score: 0

    Even though old, it's pertinent and a good read.

    Sadly, not many developers pay attention to these concepts.

    http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746

  56. Read books about people, not usability by Anonymous Coward · · Score: 0

    In my career as a software designer / human factors engineer / consultant, the two most useful books I've read are not about GUI design, but about people:

    - The Timeless Way of Building by Christopher Alexander, which is about architecture and design patterns and why things that work well work well.
    - The Media Equation by Byron Reeves & Clifford Nass, which discusses the way people apply interpersonal skills - that is, the skills we employ when interacting with other people - to computers and other inanimate but socially-interacting object.

    An interface is not about software, but about the person operating the software. Usability is not something to "add" or "engineer into" something, but the natural outcome of a deep understanding of the user and his or her motivations for using the software in the first place. That's why Steve Jobs said the iPod could hold 10,000 songs while his competitors talked about "MP3 files."

    It's not right to say that engineers aren't good interface designers - they (can) design great interfaces for other engineers. But they rarely have the time or incentive to learn about the motivations of non-engineers. In theory, that's what designers do (although they can be just as guilty of designing for other designers).

    Anyway, both good books.

  57. The design of everyday things by loneDreamer · · Score: 1

    This is being used in my course on human-computer interaction at CMU, is not particular to software, but the advice goes deeper than icons or widgets, into real human behavior: http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0465067107/ref=tmm_pap_title_0

  58. UX? by hendrikboom · · Score: 1

    OK, what's "UX"?

    1. Re:UX? by Hognoxious · · Score: 1
      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  59. Developing User Assistance for Mobile Apps by Anonymous Coward · · Score: 0

    Try this. Joe does some interesting usability testing on real-world apps to draw his conclusions. I haven't read this book, but have been to a couple of his talks on similar/sub-topics.

    http://www.writersua.com/mobile/book.htm

    There are also additional resources and articles on the same site that might be of use.

  60. The Inmates are running the asylum by Lunzo · · Score: 1

    The Inmates are running the asylum.

    I highly recommend this book. It puts forward the case for user-centred design and describes some basic but effective techniques.

    Some of the technology in the examples is a bit dated, however the experiences of using bad interfaces is still fresh.

    Nielsen's heuristics should also be referred to constantly in user interface design: http://www.useit.com/papers/heuristic/heuristic_list.html

  61. reuse by db10 · · Score: 1

    This is rather a comment rather than an answer to the question. the internet allows for the greatest implementation of reuse, from a google search to blogs to sites like stackoverflow, I get not only solutions to technical issues but detailed explanations and forums for discussion. It's a no brainer that I would rather use trusted sources on the internet than the attempt to reuse code from the bumbling fools that I work with on a daily basis. I cannot tell you the difference between pre-internet and internet development.

  62. Watch users use it by spasm · · Score: 1

    Find the stupidest most computer-illiterate person you can who is in the intended user group (General public - get your aol-using grandfather. Sales team - get that moron who keeps calling tech support because he accidentally moved his desktop icons and now can't launch word. etc). Pay them some money to sit in front of your UI and then ask them to do various tasks you're worried about. Don't give them any hints - just let them solve the puzzle of how to do [whatever] themselves. Video it. Show the video of how they attempt to do the tasks to your developers. Tell them that what that person did was *logical* given their previous experience, and work out how to change the UI so it matches the *user's* logic, not the logic of the people who know computers and how they work really really well.

    1. Re:Watch users use it by Anonymous Coward · · Score: 0

      and work out how to change the UI so it matches the *user's* logic, not the logic of the people who know computers and how they work really really well.

      That's exactly it. The programmer has a different perspective on computers and it's hard for them to relate to non-computer experts. What they find obvious and easy is anything but to the general public. And of course this means the general public is "stupid", ignoring the fact that anyone is "dumb" in a field they lack expertise in. What the general public wants is computers that just work and are easy to use. Computers are just appliances to them. They don't care about open source or rooting a device to run their own OS. They have certain things they want the computer to do, and the less trouble it gives them, the better. That's why apple products are a win. No matter how they might offend the computer expert.

  63. The humane interface, by Jef Raskin by gr8dude · · Score: 1

    Many people wrote about Norman's books, they are indeed very useful. Only one person mentioned Raskin's "The humane interface", and that's a pity.

    It is a very valuable resource, he shares his ideas in a very clear fashion. You will be exposed to concepts such as "interface monotony" or "modeless interface". Once you go through his examples, you will realize that these simple ideas can make a big difference.

    http://www.amazon.com/Humane-Interface-Directions-Designing-Interactive/dp/0201379376/ref=sr_1_1?ie=UTF8&qid=1317979903&sr=8-1

    1. Re:The humane interface, by Jef Raskin by Anonymous Coward · · Score: 0

      I agree that The Humane Interface is a great book. The examples are a little dated, but the principles are more clearly expressed than in any other usability book I have read. I think I have managed to go through most of the decent ones.

      One book that I found very enlightening is "Information Visualization" by Colon Ware. This book very much focuses on the capabilities of the human senses, and their implication for software usability.

      Another text that is very interesting from a usability perspective, though it doesn't actually talk about usability is "The Complete Manual of Typography" by James Felici.

      Finally, you need to read the books by Edward Tufte if you want to understand graphical information design.

      If you have read all of these and understood them, you are in good shape to become a good usability designer.

  64. Anything By Don Norman by znigelz · · Score: 1

    Design of Everyday Things, Invisible Computer. Those are enlightening reads. A good text would be "contextual design" by Beyer and Holtzblatt.

  65. Start with an essay by moorhens · · Score: 1

    It's not a book, but George Orwell's essay on Politics and the English Language should be required reading for anyone working on usability. So often the focus is on the graphics, the number of clicks of a mouse, etc, but the language used and how that fits the audience's understanding is overlooked. An example: in the early days of web design, I was presented with a page with a link to "FAQs". This was for the general public. I asked all my colleagues what FAQ meant and no-one knew. "It's the industry standard term" I was told. When we changed the link to read "Frequently Asked Questions" the number of phone calls to our enquiries department fell. You have to go where the audience is, not just where you want them to be.

  66. Diablo. by Anonymous Coward · · Score: 0

    Blizzard nailed this long ago. Seriously, go play Diablo 2. Nothing you need to do with the UI takes more than three clicks.

  67. Raskin by Anonymous Coward · · Score: 0

    Some one should mention Raskin here!

    Jef Raskin, The Humane Interface
    http://www.amazon.com/Humane-Interface-Directions-Designing-Interactive/dp/0201379376/ref=sr_1_1?ie=UTF8&qid=1317997264&sr=8-1

  68. Get other departments in on it by Anonymous Coward · · Score: 0

    You are developers, but what about other teams at your company?
    Trainers run up against usability all the time, more often if you guys don't do it right.
    Support staff also run up against bad designs in company products - users just don't know how to do it, or always get it wrong.
    Best of all are documentation people. Good tech writers understand layout of page, screen, and product interface. They frequently have to do their own QA of products to understand them well enough to write manuals. Generally the docs people are the closest to the users, and are your best possible resource for usability issues.

    At this point I will throw in a disclaimer - there are always one or two people (sometimes more) in any line of work who don't care outside of their little piece of work in front of them. Thankfully these people usually don't want to get involved with projects outside of their department, so you are lucky there.

    Outside of staff who can help, why not troll the web for content that is outside of books? A good professional's forum or a blog or such may give you what you need and continue to provide useful insight. A forum could even be useful in helping solve issues, or be a place to bounce ideas off other like minded people.

    Lots of ideas in this thread for you. I hope some of them are what you need. Good luck!

    - written by a tech writer with many years of experience in computer jobs including QA, support, and dev.

  69. The Inmates Are Running the Asylum by sproketboy · · Score: 1
  70. Great example of a clueless developer by Brannon · · Score: 1

    Learning vi or emacs is worth the learning curve because it enables the user to work more productively when performing complex tasks. Typical users of these programs use them 8+ hours a day for years and years; the learning curve is amortized over an incredible amount of actual usage.

    Pretty much any other application that you will ever write will not be used nearly this much and doesn't have the same learning curve/total productivity-gain tradeoff. The problem arises when developers get a big head and think that their shitty litte app justifies the same learning curve investment as vi or emacs; or they think that what makes a technical user productive is the same thing that makes a non-technical user productive.

    Until you can stop thinking about your users as "lazy morons" you will be doomed to producing crap.

  71. The Inmates are Running the Asylum by Dalmarf · · Score: 1
    I'll second the mention of "The Inmates are Running The Asylum" by Alan Cooper

    This is a pleasure to read, and gives succinct and memorable examples of real products with UI's that had obvious mistakes (or rather they should have been obvious). And yet these items, and ones like them get released in products every day. It also explains how the same devices and UI's should have been redesigned. One of his points is that programmers are not typically trained to be experts at user interfaces. As a programmer I can't take offense at that because it's true - I see examples of UI design errors in lot's of software ("Are You Sure "). Really, in school - the treatment of the design of UI was never done in enough depth.

    The most important point is that it's full of good to-the-point examples that are memorable. With them, a team can share their views with some common context.. They make some of the design discussions and choices much clearer.

    So I wouldn't say it should be your only choice, but it should be one of the first ones to be sure to read.

  72. Yet developers often do the first design... by Dalmarf · · Score: 1

    The real workplace situation is often (as in my case) that the team just doesn't have a design expert at their disposal for any projects whatsoever. In this situation programmers are often the de-facto "designers". Typically they stink at it at first. The best approach in that context is to do what you can so they will make the better choices, and recognize problems and opportunities to fix them.

    You cannot ignore the fact that your developers don't know design, but you can get them informed about what to try to attain, and to think in terms of the user.

  73. About Face 3 by djdanlib · · Score: 1

    I recommend this book: Alan Cooper, "About Face 3: The Essentials of Interaction Design"

    And now to get onto my own soapbox:

    Paying special attention to the usability of things *outside the computer* goes a long way to understanding what works for *people*. There are a lot of great ideas that can be brought into interface design from real-life objects, and you won't necessarily think of them unless you purposefully pay attention to them. What makes a good doorknob feel "right"? How about a good elevator button, or your car's console? Ever notice how some restroom / kitchen-sink faucets are a lot more sensible than others? Is it the tactile / auditory / visual feedback you get when you use it, the resistance that's been fine-tuned just right, the size that fits your hand well, the ease of using the device with precision, the way each state is so clearly defined, the intuitiveness of the way you have to manipulate it... is it any number of other things? There's a reason why these things feel more "right" than other variations of the same technology, and it could be that when you stop and think about them, you notice something and bring new inspiration to your group.

  74. The Design of Everyday Things by Anonymous Coward · · Score: 0

    "The Design of Everyday Things" by Donald Norman.

    Best book on theory/psychology of usability, how humans make errors, and with many many excellent examples.

    My 2 favorite chapters are chapter 1 and chapter 6.

    Chapter 1 is a large set of examples of "simple" daily items like doorknobs, phones, and faucets. It had many examples of badly and well-designed ones and demonstrated that good designs used a human's likely expectations to lead them to correct usage. It also showed how if you violate those expectations, you're doing your users/customers a disservice.

    Chapter 6 (I think that's it) is about the classes of errors that humans make. The reason this is so vital is that it gives the reader an understanding about how to design something to be more obvious/less likely to trip up along the lines humans typically make errors. A great example of this kind of methodology is the VISA number system. It was designed so that giving up something like 50% of the number space eliminated like 98% of the errors.

  75. .com/Mandership by Anonymous Coward · · Score: 0

    http://www.artlebedev.com/mandership/

    It's about design in general, I think it helps to develop a general sense of what's right and wrong..