MVC pattern for GUIs - should model interact with view - user-interface

So I was always taught that the correct cycle is that a view (e.g. a dialog in a gui) only holds display features and no functionality -- it is "dumb" in a sense.
In the view you then have listeners for when a user presses a button, and when that happens, the view communicates to the controller that the button was pressed (via an observer pattern), and then the controller does the appropriate action -- update the GUI and model. So the view never interacts with the model.
But then there are other versions like the one below, in which the view interacts with the model directly.
It's kind of annoying that there are so many different variants across the internet and no one standard thing -- so what really is the correct mvc style for GUI apps???

There is no "correct" way. Different people have come up with different interpretations. Maybe you would like to read the answers of a similar quora question.
For your own sake you can settle on the interpretation that is most appealing to you (or that is the company standard). Best is just to stay with one interpretation and not use different approaches for every piece of the software.

Related

Designing a typical GUI for editing entities [desktop application]

I have little experience in developing GUI for desktop applications, but I want to develop a typical GUI for creating/editing entities (e.g. Customer, Suppliers, etc.) which would be similar for many cases and would be comfortable for the users.
[* Please don't close the question. I put much effort in preparing the question and I really need help. *]
After analyzing our tasks I designed the following possible options:
1) In simple cases it is possible to solve the task by using an ordinary grid:
I.e. the workflow is: On pressing the Add button, a new row is added to the grid. On pressing Delete the user is asked for confirmation if he/she really wants to delete the focused entity instance. On pressing Save all previously made changes are saved. On pressing Close the form is closed (user is asked if he/she wants to save changes before closing).
Cons: I think such a GUI will only work for very simple cases. Editing something complex in a grid is not comfortable neither for a user nor for a developer (implementing complex editing in a grid will not be trivial I think).
2) For more complex entities the following option is possible:
The grid is used here only in the read only mode. On pressing Add a modal form for filling information about a new entity is shown. On pressing OK in that form the data is validated and if everything is ok the object is added to the grid datasource. On double clicking on a grid row the same form for editing the chosen entity instance is shown.
Cons: For every entity we will have to create 2 forms.
3) Another possible option:
The grid is also in the read only mode. When focusing a row in the grid, the fields above the grid are filled and a user can edit them. On pressing Add a new entity instance (object) is created and added to the grid's datasource, then the new row is focused, fields above the grid are cleared (binding helps here), the cursor is placed to the first field and the user can start typing.
I don't see any cons here except that maybe you will not have enough place for the grid and the fields on the same form. I like this option though I don't remember that I saw it anywhere.
I tried to ask the users of my program to help me decide which GUI is better for them, but the typical answers are "I think both options are ok" or "I don't know, you decide which one is better".
Now I would like to ask people with experience in GUI design the following questions:
1) Which option do you use usually? Maybe another one (not shown above)?
2) Would be nice if you also said a couple of words about your implementation (dataset/custom business objects/binding, etc.)
3) Which cons did you notice in my options?
4) Any advice on what I can read on the subject?
Thank you for help!
Junior1993, This is a great question, and there are many online resources that will spell out the trade-offs of each of these interaction design patterns, when to use them, and when they are most effective. You did not provide project-specific details, so it's impossible to answer those questions.
The "Work With" pattern is the foundation of your write-up, and you were asking about the pros and cons of different variations. Here is some reading on "Work With": http://quince.infragistics.com/html/PatternView.aspx?name=Work+With
All of the patterns you described are well-documented and can be modified to fit different purposes.
Your #2 pattern is "Edit-In-Place". It can also be found on the Quince site.
Your #3 pattern is "Two-panel selector".
This one takes many forms, but it helps to preserve context while editing.
The one you did not mention was "New-Item Row". You might want to look at that one, too, and select the pattern or combination of patterns that best fits your users' goals and the content they are creating/editing.
There are other pattern websites out there, and most build on the work of Jennifer Tidwell, author of "Designing Interfaces", an interaction design classic.
Best of luck to you!

Create multiple page form in Cocoa

I want to create a form with iOS like transitions (in a Cocoa desktop application) between the form input. For instance, the user would input information to the form and click next to continue to input the remainder of the information. On the last form, the user would click submit. Upon clicking next, the form would have an animated transition, like on the iPhone before displaying the next set of forms. Sort of like how Turbo Tax ask a ton of questions before allowing you to submit that grouped information.
What would be the best approach to achieve this goal?
This is commonly referred to as a wizard.
You basically have two options:
Use a tabless tab view, following Apple's sample code in AnimatingTabView from http://developer.apple.com/library/mac/#samplecode/Reducer/Introduction/Intro.html
Manually swap the views in and out yourself.
There are pros and cons to both approaches. Which you choose will probably depend on your requirements. One issue with Core Animation on the desktop is lack of subpixel rendering for layer-backed views. This is mostly an issue with text display but some people find it not to be an issue.
I've needed this functionality a few times. I used this tutorial to get started.

Windows form with many controls UI pattern

I have a form with almost 60 controls on it and the client wants all that information to be fillable on one form, because all that is related to one document. Are there some usable patterns to do that? Some ways of dealing with such problem i see:
put many controls on one page with vertical/horizontal scrolling(for example i hate scrolling, dont think that decision is suitable).
create tab pages for sections. But here is a small problem: the sections are not really there, because all information is related to one thing..Tho still i can create some sections, but must save/validate all tab pages at once.
Please suggest some common practices for such problems.
Well, my app has forms with far more than that on and so I feel your pain.
I would avoid scroll bars. It's much harder for the user to be sure that they have seen everything when you have scroll bars.
I'd recommend page controls (i.e. tabs). I'm sure if you try hard enough you'll find some sort of grouping that makes sense.
The other approach you sometimes see used which is similar to a page control is pages but with Next/Back buttons. The problem with this is that it is needlessly linear.
It's harder to advise on validation. If the validation only depends on the value of the single value in question, then validate on entry. Consider using colour highlighting rather than dialog boxes. Only show hard fail dialogs when the user tries to dismiss the dialog.
Validation for values whose validity depend on other user input is harder. I'd postpone that to dialog dismiss time.

"Connecting" nonGUI objects to GUI objects

I have a set of nonGUI objects which have a one to one realtionship with GUI objects.
All events are routed through the top level window.
Many ( not all ) events occuring on the GUI object result in calling a method on the associated object.
Some methods in the NonGui objects which when called change the GUI objects.
One example would be some sort of game like Rogue with a modern GUI.
You have the area a player occupies in one turn ( call it a region )
and you have the object ( a button ) associated with it on the GUI.
Keep in mind it's only an analogy ( and not even the real problem ) and no analogy is perfect.
The question is, how does one design this sort of thing?
Since the button class is from a third party library, I cannot imbed a reference to the nonGUI object in it, though I can imbed a reference to the GUI object in the nonGUI object. So it looks likeI will have to create a map from a buttons to "regions" somewhere, but where do I put it? In the toplevel window? In the top level model?
Do IU spin off some sort of interface class?
Suggestions?
It would help if you mentioned your platform and language, but generally it sounds like you are describing Model-View-Controller.
Your "GUI" object(s) are the View. This is where you keep all the rendering logic for your user interface. User interactions with the View are handled by the Controller.
The Controller is a thin layer of event handles. User interaction calls methods on the Controller, which then routes them to the Model.
Your "non-GUI" object(s) are the Model. This is the object that contains business logic and whose state is ultimately updated by clicking buttons on your GUI.
You mention "embedding" references between the objects. This is not necessary as long as events in your GUI can be routed by some mechanism to your Controller. This design pattern is useful because it separates your UI logic from your business logic. You can "snap on" a new Views very easily because there is very little event wiring between the View and the controller.
The Wikipedia article has more information and links to implementation examples.
Waste a little time looking at Falcon's Eye (though it is Nethack rather than Rogue). There's a long history of skinning rogue like games (or command line apps in general), which isn't quite classic mvc - it already has a full UI, instead you're adding a decorator to that UI with either a direct translation, or another metaphor (such as gparted, the gnome partition editor, which allows construction of a sequence of partition editing commands by direct manipulation)

GUI design techniques to enhance user experience [closed]

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What techniques do you know\use to create user-friendly GUI ?
I can name following techniques that I find especially useful:
Non-blocking notifications (floating dialogs like in Firefox3 or Vista's pop-up messages in tray area)
Absence of "Save" button
MS OneNote as an example.
IM clients can save conversation history automatically
Integrated search
Search not only through help files but rather make UI elements searchable.
Vista made a good step toward such GUI.
Scout addin Microsoft Office was a really great idea.
Context oriented UI (Ribbon bar in MS Office 2007)
Do you implement something like listed techniques in your software?
Edit:
As Ryan P mentioned, one of the best way to create usable app is to put yourself in user's place. I totally agree with it, but what I want to see in this topic is specific techniques (like those I mentioned above) rather than general recommendations.
If you do give the user a question, don't make it a yes/no question. Take the time to make a new form and put the verbs as choices like in mac.
For example:
Would you like to save?
Yes No
Should Be:
Would you like to save?
Save Don't Save
There is a more detailed explanation here.
Check out the great book Don't make me think by Steve Krug.
It's web focused but many of the conepts can apply to anything from blenders to car dashboards.
Topics covered:
User patterns
Designing for scanning
Wise use of copy
Navigation design
Home page layout
Usability testing
He also has a blog called Advanced Common Sense
And some random UI related links:
- User Interface Design for Programmers by Joel Spolsky
- 10 Usability Nightmares You Should Be Aware Of
First Principles: Wilfred James Hansen
Know the User
Minimize Memorization
Optimize Operations
Engineer for Errors
Subsequent Expansions: Dr. Theo Mandel
Place Users in Control
Use Modes Judiciously (modeless)
Allow Users to use either the Keyboard or Mouse (flexible)
Allow Users to Change Focus (interruptible)
Display Descriptive Messages and Text (helpful)
Provide Immediate and Reversible Actions, and Feedback (forgiving)
Provide meaningful Paths and Exits (navigable)
Accommodate Users with Different Skill Levels (accessible)
Make the User Interface Transparent (facilitative)
Allow Users to Customize the Interface (preferences)
Allow Users to Directly Manipulate Interface Objects (interactive)
Reduce Users' Memory Load
Relieve Short-term Memory (remember)
Rely on Recognition, not Recall (recognition)
Provide Visual Cues (inform)
Provide Defaults, Undo, and Redo (forgiving)
Provide Interface Shortcuts (frequency)
Promote an Object-action Syntax (intuitive)
Use Real-world Metaphors (transfer)
User Progressive Disclosure (context)
Promote Visual Clarity (organize)
Make the Interface Consistent
Sustain the Context of Users’ Tasks (continuity)
Maintain Consistency within and across Products (experience)
Keep Interaction Results the Same (expectations)
Provide Aesthetic Appeal and Integrity (attitude)
Encourage Exploration (predictable)
To add to your list, aku, I would put explorability as one of my highest priorities. Basically, I want the user to feel safe trying out the features. They should never back away from using something for fear that their action might be irreversible. Most commonly, this is implemented using undo/redo commands, but other options are no doubt available e.g. automatic backups.
Also, for applications that are more process-oriented (rather than data-entry applications), I would consider implementing an interface that guide the user a bit more. Microsoft's Inductive User Interface guidelines can help here, although you need to be very careful not to overdo it, as you can easily slow the user down too much.
Finally, as with anything that includes text, make the user interface as scannable as possible. For example, if you have headings under which commands/options appear, consider putting the action word at the start, rather than a question word. The point that Maudite makes is a good example of scannability too, as the "Don't Save" button text doesn't rely on the context of the preceding paragraph.
A useful technique which I never see anyone use is to add a tooltip for a disabled UI control explaining why the control is disabled. So if there's a listbox which is disabled and it's not clear why it is disabled, I want to hover over it and it tells me why it's disabled. I want to see something like "It's disabled because two textboxes on the screen were left blank or because I didn't enter enough characters in some field or because I didn't make a certain action.".
I get into sooooo many such situations and it's frustrating. Sometimes I end up posting in the software's forum asking why a control is greyed out when a tooltip could have helped me in a second! Most of these software have help files which are useless in these kinds of scenarios.
Try to pretend you know nothing about your software and try using it. However this is not practical because you already have a certain mind set towards the app. So watch fellow developers or friends use the app and look out for the pain points and ask for feedback.
One of the classic books to help you think about design is "The Design of Everyday Things" by Donald Norman. He gives great real-world examples. For example, if you design a door well, you should never have to add labels that say "push" and "pull." If you want them to pull, put a handle; if you want them to push, put a flat plate. There's no way to do it wrong, and they don't even have to think about it.
This is a good goal: make things obvious. So obvious that it never occurs to the user to do the wrong thing. If there are four knobs on a stove, each one next to an eye, it's obvious that each knob controls the eye it's next to. If the knobs are in a straight line, all on the left side, you have to label them and the user has to stop and think. Bad design. Don't make them think.
Another principle: if the user does make a mistake, it should be very easy to undo. Google's image software, Picasa, is a good example. You can crop, recolor, and touch up your photos all you like, and if you ever change your mind - even a month later - you can undo your changes. Even if you explicitly save your changes, Picasa makes a backup. This frees up the user to play and explore, because you're not going to hurt anything.
I've found UI Patterns to be a useful reference for this sort of thing. It's arranged much like the classic GoF Design Patterns book, with each pattern description containing:
The problem the pattern solves
An example of the pattern in action
Sample use cases for the pattern
The solution to implement the pattern
Rationale for the solution
If you implement a search, make it a live search like what Locate32 and Google Suggest does now. I am so used to not pressing "Enter" at the search box now.
Well, one thing that may be obvious: don't change (even slightly) the position, color, font size, etc. of buttons, menus, links, etc. between screens if they do the same type of action.
Really good feedback is extremely important. Even simple things like making it obvious what can and cannot be clicked can be overlooked or too subtle. Feedback when something might happen in the background is great. In gmail, it's great that there's a status ribbon appearing at the top that let's you know if something is sending or loading, but it's even better that it lets you know that something has sent successfully or is still loading.
The "yellow fade" technique is something else made popular amongst the RoR crowd that accomplishes something similar. You never want the user to ask the question, "What just happened?" or "What will happen when I do this?".
Another trick that has become more popular lately that I've been using a lot is editing in place. Instead of having a view of some data with a separate "edit" screen (or skipping the view and only having an edit screen), it can often be more user friendly to have a nicely laid out view of some data and just click to edit parts of it. This technique is really only appropriate when reading the data happens more often than editing, and is not appropriate for serious data-entry.
If you are doing enterprise software, a lot of users will have small monitors at low resolution. Or if they are old they will have it at a low res so they can see giant buttons ( I have seen an 800x600 on a 24"ish monitor). I have an old 15" monitor at a low resolution (800 x 600) so i can see what the program will look likes in less than idle conditions every now and then. I know that enterprise users pretty much have to accept what they are given but if you design a winform that doesn't fit into an 800x600 screen, it's not helping anyone.
Try to think about your user's end goals first before deciding what individual tasks they would carry out when using your software. The book About Face has excellent discussions on this sort of thing and though quite long is very interesting and insightful. It's interesting to note how many of their suggestions about improving software design seem to used in google docs...
One other thing, keep your user interface as simple and clean as possible.
Here is a great DotNetRocks podcast episode where Mark Miller talks about how to create Good UI; Even though the show title is .NET rocks, this episode talks about a general rule of thumbs on how to create a UI to increase program user's productivity.
Here is an episode exerpt
Good user interface design can be done by sticking to some good rules and avoiding common mistakes. You don't need to be a latte-sippin tattoo-wearin macbook-carrying designer to create user interfaces that work.
I like to follow these 3 guidelines:
Standard - follow known standards/patterns, reuse ideas from all products you respect
Simple - keep your solutions simple and easy to change (if needed)
Elegant - use less to accomplish more
The best technique I found is to put your self in the users shoes. What would you like to see from the GUI and put that in front. This also gives you the ability to prioritize as those things should be done first then work from there.
To do this I try to find "layers of usefulness" and add / subtract from the layers until it seems clean. Basically to find the layers I make a list of all the functions the GUI needs to have, all the functions it should have, and all the functions it would be neat to have. Then I group those so that every thing has logical ordering and the groupings become the "layers". From the layers I then add the most important functionality (or what would be used for Day to Day operation) and that becomes the most prominent part, and I work things into the feature around those items.
One of the toughest things is navigation as you have so much to give the use how do you make it helpful and this is where the layers really help. It makes it easy to see how to layout menus, how other pieces interact, what pieces can be hidden, etc.
I have found the easiest way to do this is to start by see what and how your users function on a day to day basis this which will make it easier to get in their shoes (even better is to do their job for a few days). Then make some demonstrations and put them in front of users even if they are Paper Prototypes (there is a book on this process called Paper Prototyping by Carolyn Snyder). Then begin building it and put it in front of users as it is built often.
I will also recommended the book Designing Interfaces by Jenifer Tidwell published by O'Reilly
The items in the list you presented are really situation dependent - they will vary from application to application. Some applications will need a save button, some won't. Some conditions will warrant a modal dialog box, some won't.
My top rule for designing a usable interface: Follow existing UI conventions. Nothing confuses a user more than a UI that doesn't work like anything they've ever used. Lotus Notes has one of the worst user interfaces ever created, and it is almost entirely because they went against common UI conventions with just about everything that they did.
If you're questioning how you should design a certain piece of your UI, think of a few standard/well-known applications that provide similar functionality and see how they do it.
If your UI involves data entry or manipulation (typical of business apps) then I recommend affording your users the ability to act on sets of data items as much as possible. Also try to design in such a way that experienced users can interact with the UI in a very random, as opposed to sequential way (accelerator keys, hyperlinks, etc).
Sung Meister mentioned Mark Miller. You can find some of his blog posts regarding great UI on the Developer express blog. Here's a screencast of his Science of great UI presentation: part1 and part2. (both require Veoh player).
You can also find him on dnrTV: Science of great user experience: part1 and part2.
Here's a google techtalks about user experience by Jen Fitzpatrick.
Cheers
When using a dropdown, the default dropdown height is usually too low (default is 8 items for winforms, for example).
Increasing it will either save the user a click if the number of items is low or make it easier to search the dropdown if there are a lot of items.
In fact, I see little point in not using all the available space !
This is so obvious to me now, but for example, it seems even VisualStudio designers haven't figured it out (btw, if you manually increase Intellisense's height, it will stay this way, but that's offtopic:))
I'll give one of my personal favorites: avoid dialog boxes at all costs. A truly good U I should almost never need to pop up a dialog box. Add them to your program only as a truly last resort.
For more, you might want to check out easily digestible ui tips for developers.
The Coding Horror Blog regularly gives great ideas. Just some examples:
Exploratory and incremental learning
Self-documenting user interface
Incremental search of features/Smart keyboard access
Task-oriented design (ribbon instead of menus and toolbars)
Providing undo instead of constant confirmation
Another aspect: use scalable icons to solve the problem of multiple user screen resolutions without maintaining different resolution bitmaps.

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