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Can anyone recommend a good option to translate websites into Spanish? We tried using the Google translate plugin but the translation was so rough (very inaccurate, bordering on embarrassing the company) we had to hire a company to refine the translation so that it was much more accurate which makes for an extremely inefficient process for updating the site moving forward.
We're in health insurance, so the language we're translating is very specialized in nature and needs to be accurate for our members. To make it even more complicated, the Google Translate plugin happens instantly, so the translation is live before we have a chance to refine it before users can see it. In other words, there's no way to refine the translation before you make the content visible to users in the production environment. This is a legal regulatory requirement for Covered California and the Affordable Care Act, so it has to be a top notch implementation.
Short of a proxy solution that intercepts the content before it hits the production site or a separate site coded in Spanish, I'm not sure what other solutions exist if any. Ideas? The separate site solution is also problematic because it requires a bilingual staff and it doubles the work because both environments have to mirror each other exactly at all times.
Recommendations? Ideas? Any suggestions based on experience are most welcome!
Hire developer - he will describe all you need. You will never do it by your own. If you already have - hire new one, he will know how to do it. Question is very spiciefied but any (let's take for example php) php-engine (framework) or even custom php-engine can be updated the way you want.
Preview before upload to public? Easy! Change by moderator|admin values of translations? Easy! Main thing that each sentence (or even paragraph) you will describe by your own... I don't want describe all mechanism of it - hire developer and he will do all you need. $)
I am looking for algorithms that allow text extraction from websites. I do not mean "strip html", or any of the hundreds of libraries that allow this.
So for example for a news article I would like to identify the heading and all the text, but not the comments section and so on.
Are there any algorithms for that out there? Thank you!
In computer science literature this problem is usually referred to as the page segmentation or boiler plate detection problem. See the report Boilerplate Detection using Shallow Text Features and its related blog post. Also, I have a few reports and software sites bookmarked that address the problem. Also, see this stackoverflow question.
there are a few open source tools available that do similar article extraction tasks.
https://github.com/jiminoc/goose which was open source by Gravity.com
It has info on the wiki as well as the source you can view. There are dozens of unit tests that show the text extracted from various articles.
"Content extraction" is a very difficult topic. There are no common standards to identify the "main-article" content (there are several approaches to make HTML easier readably for crawlers, e.g. schema.org, but none of these is very popularly used).
So it turns out, that if you want good results, its probably best to define your own XPath selectors for each (news) website you want to scrape. Although there are some APIs for HTML content extraction, but as I said its very hard to develop an algorithm which works for every site.
Some APIs you could use:
alchemyapi.com
diffbot.com
boilerpipe-web.appspot.com
aylien.com
textracto.com
What you're trying to do is called "content extraction". It turns out to be a surprisingly hard problem to solve well, and many naive solutions do quite badly.
Instapaper and Readability both have to solve this, and you may learn something from looking at their solutions. They also both provide services that you may be able to take advantage of - perhaps you can outsource your problem to them and let their API take care of it. :)
Failing that, a search for "html content extraction" returns a great deal of useful results, including a number of papers on the subject.
I compared a few different libraries, and had really great luck with Mozilla's Readability library (Node), or its Python wrapper.
For example, take this CNN article: https://edition.cnn.com/2022/06/01/tech/elon-musk-tesla-ends-work-from-home/index.html
Readability successfully returns only the relevant data:
New York (CNN Business) Elon Musk is demanding that Tesla office workers return to in-person work or leave the company. The policy, disclosed in leaked emails Musk sent to Tesla's executive staff Tuesday, was first reported by electric vehicle news site Electrek. "Anyone who wishes to do remote work must be in the office for a minimum (and I mean *minimum*) of 40 hours per week or depart Tesla. This is less than we ask of factory workers," Musk wrote, adding that the office must be the employee's primary workplace where the other workers they regularly interact with are based — "not a remote branch office unrelated to the job duties." Musk said he would personally review any request for exemption from the policy, but that for the most part, "If you don't show up, we will assume you have resigned."
etc.
I think your best shoot is study what information can you get from the metadata and write a good html parser, oEmbed could be a good standard =)
https://oembed.com/#section7
This is not so much a technical question but still part of the development cycle.
I'm having to word all of my dialog boxes in this program I am working on and I was trying to get a good handle on the best practices for making text for the average end user to comprehend.
I have three core principles I could think of
Keep it short - yet long enough to explain thoroughly
Avoid personal remarks such as "keep in mind", "just so you know", etc
Call an apple an apple - If a concept is highly technical do not dumb it down with another word that doesn't fully encapsulate the idea.
Are these good principles to go by and/or is there something better to add.
There are various platform specific guidelines, e.g.
Microsoft WUXI --- Dialog text
Apple
The things I would add:
consistency - keep style and tone consistent throughout the application.
consistency - use the same names for concepts and elements of your app
drop everyting you can live without - explanations belong to online help, don't pack the dialog to tight, leave room.
Use simple words. Not all of your users are native english speakers.
Use present tense, active voice
Avoid exclamation marks
Avoid multiple exclamation marks
Yes, I believe those are great principles to go off of, but one more thing you may want to look for and be encouraged to do, is if it is highly technical and there is a way to get the same point across without using words most people wont get, consider using them, not everybody knows everything
I'm a software developer who has a background in usability engineering. When I studied usability engineering in grad school, one of the professors had a mantra: "You are not the user". The idea was that we need to base UI design on actual user research rather than our own ideas as to how the UI should work.
Since then I've seen some good examples that seem to prove that I'm not the user.
User trying to use an e-mail template authoring tool, and gets stuck trying to enter the pipe (|) character. Problem turns out to be that the pipe on the keyboard has a space in the middle.
In a web app, user doesn't see content below the fold. Not unusual. We tell her to scroll down. She has no idea what we're talking about and is not familiar with the scroll thumb.
I'm listening in on a tech support call. Rep tells the user to close the browser. In the background I hear the Windows shutdown jingle.
What are some other good examples of this?
EDIT: To clarify, I'm looking for examples where developers make assumptions that turn out to be horribly false about what users will know, understand, etc.
I think one of the biggest examples is that expert users tend to play with an application.
They say, "Okay, I have this tool, what can I do with it?"
Your average user sees the ecosystem of an operating system, filesystem, or application as a big scary place where they are likely to get lost and never return.
For them, everything they want to do on a computer is task-based.
"How do I burn a DVD?"
"How do I upload a photo from my camera to this website."
"How do I send my mom a song?"
They want a starting point, a reproducible work flow, and they want to do that every time they have to perform the task. They don't care about streamlining the process or finding the best way to do it, they just want one reproducible way to do it.
In building web applications, I long since learned to make the start page of my application something separate from the menus with task-based links to the main things the application did in a really big font. For the average user, this increased usability hugely.
So remember this: users don't want to "use your application", they want to get something specific done.
In my mind, the most visible example of "developers are not the user" is the common Confirmation Dialog.
In most any document based application, from the most complex (MS Word, Excel, Visual Studio) through the simplest (Notepad, Crimson Editor, UltraEdit), when you close the appliction with unsaved changes you get a dialog like this:
The text in the Untitled file has changed.
Do you want to save the changes?
[Yes] [No] [Cancel]
Assumption: Users will read the dialog
Reality: With an average reading speed of 2 words per second, this would take 9 seconds. Many users won't read the dialog at all.
Observation: Many developers read much much faster than typical users
Assumption: The available options are all equally likely.
Reality: Most (>99%) of the time users will want their changes saved.
Assumption: Users will consider the consequences before clicking a choice
Reality: The true impact of the choice will occur to users a split second after pressing the button.
Assumption: Users will care about the message being displayed.
Reality: Users are focussed on the next task they need to complete, not on the "care and feeding" of their computer.
Assumption: Users will understand that the dialog contains critical information they need to know.
Reality: Users see the dialog as a speedbump in their way and just want to get rid of it in the fastest way possible.
I definitely agree with the bolded comments in Daniel's response--most real users frequently have a goal they want to get to, and just want to reach that goal as easily and quickly as possible. Speaking from experience, this goes not only for computer novices or non-techie people but also for fairly tech-savvy users who just might not be well-versed in your particular domain or technology stack.
Too frequently I've seen customers faced with a rich set of technologies, tools, utilities, APIs, etc. but no obvious way to accomplish their high-level tasks. Sometimes this could be addressed simply with better documentation (think comprehensive walk-throughs), sometimes with some high-level wizards built on top of command-line scripts/tools, and sometimes only with a fundamental re-prioritization of the software project.
With that said... to throw another concrete example on the pile, there's the Windows start menu (excerpt from an article on The Old New Thing blog):
Back in the early days, the taskbar
didn't have a Start button.
...
But one thing kept getting kicked up
by usability tests: People booted up
the computer and just sat there,
unsure what to do next.
That's when we decided to label the
System button "Start".
It says, "You dummy. Click here." And
it sent our usability numbers through
the roof, because all of a sudden,
people knew what to click when they
wanted to do something.
As mentioned by others here, we techie folks are used to playing around with an environment, clicking on everything that can be clicked on, poking around in all available menus, etc. Family members of mine who are afraid of their computers, however, are even more afraid that they'll click on something that will "erase" their data, so they'd prefer to be given clear directions on where to click.
Many years ago, in a CMS, I stupidly assumed that no one would ever try to create a directory with a leading space in the name .... someone did, and made many other parts of the system very very sad.
On another note, trying to explain to my mother to click the Start button to turn the computer off is just a world of pain.
How about the apocryphal tech support call about the user with the broken "cup holder" (CD/ROM)?
Actually, one that bit me was cut/paste -- I always trim my text inputs now since some of my users cut/paste text from emails, etc. and end up selecting extra whitespace. My tests never considered that people would "type" in extra characters.
Today's GUIs do a pretty good job of hiding the underlying OS. But the idosyncracies still show through.
Why won't the Mac let me create a folder called "Photos: Christmas 08"?
Why do I have to "eject" a mounted disk image?
Can't I convert a JPEG to TIFF just by changing the file extension?
(The last one actually happened to me some years ago. It took forever to figure out why the TIFF wasn't loading correctly! It was at that moment that I understood why Apple used to use embedded file types (as metadata) and to this day I do not understand why they foolishly went back to file extensions. Oh, right; it's because Unix is a superior OS.)
I've seen this plenty of times, it seems to be something that always comes up. I seem to be the kind of person who can pick up on these kind of assumptions (in some circumstances), but I've been blown away by what the user was doing other many times.
As I said, it's something I'm quite familiar with. Some of the software I've worked on is used by the general public (as opposed to specially trained people) so we had to be ready for this kind of thing. Yet I've seen it not be taken into account.
A good example is a web form that needs to be completed. We need this form completed, it's important to the process. The user is no good to us if they don't complete the form, but the more information we get out of them the better. Obviously these are two conflicting demands. If just present the user a screen of 150 fields (random large number) they'll run away scared.
These forms had been revised many times in order to improve things, but users weren't asked what they wanted. Decisions were made based on the assumptions or feelings of various people, but how close those feelings were to actual customers wasn't taken into account.
I'm also going to mention the corollary to Bevan's "The users will read the dialog" assumption. Operating off the "the users don't read anything" assumption makes much more sense. Yet people who argue that the user's don't read anything will often suggest putting bits of long dry explanatory text to help users who are confused by some random poor design decision (like using checkboxes for something that should be radio buttons because you can only select one).
Working any kind of tech support can be very informative on how users do (or do not) think.
pretty much anything at the O/S level in Linux is a good example, from the choice of names ("grep" obviously means "search" to the user!) to the choice of syntax ("rm *" is good for you!)
[i'm not hatin' on linux, it's just chock full of unix-legacy un-usability examples]
How about the desktop and wallpaper metaphors? It's getting better, but 5-10 years ago was the bane of a lot of remote tech support calls.
There's also the backslash vs. slash issue, the myriad names for the various keyboard symbols, and the antiquated print screen button.
Modern operating systems are great because they all support multiple user profiles, so everyone that uses my application on the same workstation can have their own settings and user data. Only, a good portion of the support requests I get are asking how to have multiple data files under the same user account.
Back in my college days, I used to train people on how to use a computer and the internet. I'd go to their house, setup their internet service show them email and everything. Well there was this old couple (late 60's). I spent about three hours showing them how to use their computer, made sure they could connect to the internet and everything. I leave feeling very happy.
That weekend I get a frantic call, about them not being able to check their email. Now I'm in the middle of enjoying my weekend but decide to help them out, and walk through all the things, 30 minutes latter, I ask them if they have two phone lines..."of course we only have one" Needless to say they forgot that they need to connect to the internet first (Yes this was back in the day of modems).
I supposed I should have setup shortcuts like DUN - > Check Email Step 1, Eduora - Check Email Step 2....
What users don't know, they will make up. They often work with an incorrect theory of how an application works.
Especially for data entry, users tend to type much faster than developers which can cause a problem if the program is slow to react.
Story: Once upon a time, before the personal computer, there was timesharing. A timesharing company's customer rep told me that once when he was giving a "how to" class to two or three nice older women, he told them how to stop a program that was running (in case it was started in error or taking to long.) He had one of the students type ^K, and the timesharing terminal responded "Killed!". The lady nearly had a heart attack.
One problem that we have at our company is employees who don't trust the computer. If you computerize a function that they do on paper, they will continue to do it on paper, while entering the results in the computer.
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What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
KISS.
Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
Use obvious default actions appropriate to what the user needs/wants to achieve.
Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
Reduce the learning curve of a new user.
Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
Lead the expectations of the user and let your program behave according to those expectations.
Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
(See answer by paiNie) "Try to use verbs in your dialog boxes."
Allow/implement undo and redo.
References
Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
Gestalt design laws [http://www.squidoo.com/gestaltlaws]
I test my GUI against my grandma.
Try to use verbs in your dialog boxes.
It means use
instead of
Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.
Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.
Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.
If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug
Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.
I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.
I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.
Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
makes sense?
does not get in the user's way?
is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.
Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.
The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC
When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:\refDataForMascotParser\TripleEncoding\Q1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".
(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.
As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.
Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.
Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)
With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.
I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.