design practice: is it good to hide/unhide controls at runtime - controls

I have always had a bias against controls appearing/disappearing at runtime. I think that I read this somewhere but google is not forthcoming and I've not been successful in finding anything to support my bias in any of the hard-copies that I have. We're having an internal debate as to the validity of this approach and I wonder if anyone can point me to any reference that discusses the topic.
Thanks!
Bo

It probably depends on the situation. In general, controls that magically appear and disappear are probably bad. If they are always present but disabled, the use will know that they can enable them somehow, and they'll look it up int he manual. If the controls are hidden, the user won't even know they're there to look them up. On the other hand, if the UI is already pretty complicated and getting cluttered, and these controls are only used in a very specific context, then it is probably OK to make then appear when necessary, because the user has already started some action which would require them.
The other option to hiding might be to have the controls in floating tool palettes/windows that appear when necessary.
I can't remember an actual refernce to cite though, sorry.

If a using a control is going to produce an error, you probably want to at least disable that control.
Whether to hide or disable, depends on the control. In a standard drop down menu, it probably makes sense to disable, because then all the items are still in the same place.

In general I think your design process should dictate this question. I believe in keeping the interface simple and easy to use. Only the essential information for the next decision should be visible. Disabling controls might be warranted from time to time but definitely not when it complicates what should be the action/decision step.
By creating accurate Use Cases and stepping through the decision process should assist in deciding to hide a control or simply to disable it.

Related

What's the overhead of TPanel over TBevel

I'm working on a project where they essentially used TPanel for the only purpose of displaying a bevel (And maybe the design time convenience Panel have over Bevels).
Ok, I know TPanel is heavier than TBevel. Amongs other things, each TPanel create a user objects, which is a limited resource.
What I would like to know, beyond user objects, what's the overhead of TPanel? Is it next to non-existent (Especially on modern day machines).
If you were working on such a system, would you suggest :
Going back and changing all TPanel to TBevel.
Say "Ok it was bad. Lets not do it again in the future"
or
it's too small a concern and the design time convenience is well
worth it.
I wouldn't know if this design is intentional but, there's a slight navigational behavior difference when controls are grouped together in a window. If the focus is changed by arrow keys, after the one having the last tab order the first control will be focused (down/right), or vice-versa (up/left). IOW the focus will be wrapped in the parent. That's of course if any of the controls do not need the arrow keys.
Regarding the question, as it is already stated in the comments, apart from using up a count in an object pool, there're other resources associated with a window. It will also waste a few CPU cycles. There'll be one more level in the clipping chain or the messaging or keeping one more z-order list etc.. MSDN puts it as (I guess navigational aspect is being referred rather than visual partitioning):
For best performance, an application that needs to logically divide its main window should do so in the window procedure of the main window rather than by using child windows.
Nevertheless, as again already stated in the comments, most probably, no one will be able to tell the performance or resource difference caused by a few panels..
The correct answer is choice #3, so if that's the project's design approach, don't change it.

Should I hide or destroy UI elements?

I was wondering if, whenever I have a situation in which I have to hide some UI element temporarily, it is sufficient to hide it (many frameworks give this option) or I should delete the object in memory and recreate it later when needed again (with the same parameters).
What are the pros and cons of each solution? I was thinking that maybe by hiding the element you save state informations that may be important, and you also save the allocation time, so maybe it is the better way for elements that must be hidden for a short period of time. But what if the time becomes bigger? I would then have a non-needed object in memory for the whole time.
One example, to give a clear picture of what I am talking about, would be a toolbar that changes buttons based on some context change. That is, normally there are some buttons attached to the toolbar, but when the user select one action in some other part of the interface, those buttons must be replaced by new ones (one of which is the "Done" button). Similarly, when the user selects the "Done" button in the toolbar, it goes back to the initial state.
I don't know if this is a stupid question and maybe it could be that I'm doing something like premature optimization... but I will be thankful for all your answers.
I think that the general rule of the thumb is that elements that you plan to reshow, should be hidden; otherwise destroyed (some exceptions obviously apply). When/if this becomes infeasible, you could consider further optimizations.
It's a very good question. Here's what occurs to me:
Suppose (just for the sake of argument) you have lots of different forms that could be displayed in the same space. Then if you create/destroy controls, you are only paying at any one time for the controls that the user can see. On the other hand, if you hide/show controls, you are paying all the time for the large number of controls the user isn't looking at (and may never look at). So I always create/destroy. (Actually I keep previously used controls in pools so I'm not actually re-creating them.)
Many people store user state in the controls of the UI, but personally I hate that and I never do it. I think if some information is worth remembering it belongs in application data structure. This means of course, that the controls of the current visible form have to be "bound" or kept current with the application data structure. I just make sure I can do that no matter what.
I've had to be inventive to accomplish these in a way that simplifies application code, and as a result the method I use is not well known, which exacts another kind of price.
There is no general answer to this question. It depends on the system type, CPU and RAM restrictions, the number of UI elements in question, how frequently the UI is going to be shown / recreated, etc. Perhaps if you could give an example we might be able to give you more concise feedback.
Javascript objects are not like Windows (GDI) objects: they usually don't have a will to send/receive messages - almost passive. It takes less code to hide, right?
Perhaps it depends on total amount of interactive objects per user session.

Where does the delete control go in my Cocoa user interface?

I have a Cocoa application managing a collection of objects. The collection is presented in an NSCollectionView, with a "new object" button nearby so users can add to the collection. Of course, I know that having a "delete object" button next to that button would be dangerous, because people might accidentally knock it when they mean to create something. I don't like having "are you sure you want to..." dialogues, so I dispensed with the "delete object". There's a menu item under Edit for removing an object, and you can hit Cmd-backspace to do the same. The app supports undoing delete actions.
Now I'm getting support emails ranging from "does it have to be so hard to delete things" to "why can't I delete objects?". That suggests I've made it a bit too hard, so what's the happy middle ground? I see applications from Apple that do it my way, or with the add/remove buttons next to each other, but I hate that latter option. Is there another good (and preferably common) convention for delete controls? I thought about an action menu but I don't think I have any other actions that would go in it, rendering the menu a bit thin.
Update I should also point out that delete should be an infrequent option - the app is in beta so users are trying out everything. This is a music practise journal, so creating new things to practise happens every so often (and is definitely needed when you start out using the app), but deleting them is not so frequent.
Drew's remark is always your first consideration. All other things being equal, I'm not a fan of making deletion as easy as creation; it's a dangerous and comparatively rarer action, and the UI should reflect that fact. However, not having an explicit delete control can indeed lead to support enquiries (the same happened in MoneyWell after the minus buttons were removed). The issue is that you won't hear from the people who avoided accidental deletion by hitting a too-close-to-the-plus deletion control; those people are happy and quiet. You will, however, hear from those who can't immediately find a button to click for deletion, even though almost all of Apple's applications have no such control.
If you feel that you need explicit UI for deletion, I think you can find a middle ground. The problem with deletion controls is accidental triggering, and the conventional "solution" to that problem is a confirmation alert. The problem with that is how intrusive and jarring they are, because they're modal. iPhone OS can teach us a lesson here: you can make confirmation entirely contextual and non-modal.
Examples are row-deletion (swipe to put the row into its "are you really sure you want to delete?" state, which visually tends to slide a red Delete button into view), then interact again (by tapping Delete) to actually confirm the action. There's a similar model on the App Store whereby tapping the price button changes it into a Purchase button; it's essentially an inline, non-modal confirmation. The benefit is that if you tap anywhere else (or perhaps wait a while), the control returns to its normal state on its own - you don't need to explicitly dismiss it before continuing work.
Perhaps that sort of approach (non-modal change as a sort of inline confirmation) can get rid of the support queries by making deletion controls explicit, but also patch up some of your reasonable concerns about intrusive confirmation.
I would say this depends on how important deletion is to the particular task. Is it something that the user has to do often, or very rarely. If it is rare, delete should just be left as an Edit menu option, and perhaps as backspace (Why cmd-backspace? If you can just have backspace, you probably won't get as many queries.)
As with everything in interface design, my take is to apply an 80-20 rule. If something belongs to the 20% of most used functionality, it should be exposed directly in the interface. If it is in the other 80%, you can hide it deeper (eg in a menu, action menu etc).
A + button is definitely in the top 20% --- you can't do anything without it --- whereas a delete is usually not a common operation, and is destructive, so can probably better be hidden away a bit.
The usual solution to this problem is to put the [+] and [-] buttons next to each other (see, for example, the Network pane in System Preferences). I generally find those buttons large enough that I don't hit the wrong one by mistake, although I can see that potentially being a problem.
If that option doesn't suit you, maybe take inspiration from Safari: put an 'x' inside the selected (or hovered) item.
Since your app supports undoing of deletion, I would suggest that you err on the side of making deleting stuff easy (at the expense of making it too easy) and make it obvious that these mistakes are easily undo-able. GMail does a decent job of that.
HTH.
How frequently is delete needed? Does the data and the user's expectation encourage deleting this data often? (is it a list of tasks, for example)? If so i'd certainly include a contextual action menu, even if Delete was the only option.
Cmd + Backspace may be a little unusual for people too - I know it's used in other places on OSX, but those places also provide context menus to expose the delete - i'd be surprised is every user knows about Cmd + Backspace, so i'd probably change it to Backspace (you do have undo support, so you're covered there).
Finally, and hopefully I don't sound like a git, but it suggests that the built-in help doesn't offer enough guidance on this - might be worth revising it?
Matt gave pretty much the same answer I was going to write.
Note that when you delete the object, you should animate it away: this provides valuable visual feedback: the animation (about 1/3 of a second is good) is long enough to catch the user’s eye, and they’ll see the object disappearing. If the object just disappeared without animating, the user would notice that something had changed instantaneously in the list, but would be less certain what it was. The animation reinforces the meaning of the delete button in the user’s mental model.

Switching OK-Cancel and Cancel-OK to enforce user interaction?

This is inspired by the question OK-Cancel or Cancel-OK?.
I remember reading somewhere about the concept of switching OK-Cancel/Cancel-OK in certain situations to prevent the user from clicking through information popups or dialog boxes without reading their content. As far as I remember, this also included moving the location of the OK button (horizontally, left to right) to prevent the user from just remembering where to click.
Does this really make sense? Is this a good way to force the user to "think/read first, then click"? Are there any other concepts applicable to this kind of situation?
I am particularly thinking of a safety-related application, where thoughtlessly pressing OK out of habit can result in a potentially dangerous situation whereas Cancel would lead to a safe state.
Please don't do this unless you are really, really, really sure it's absolutely required. This is a case of trying to fix carelessness and stupidity by technological means, and that sort of thing almost never works.
What you could do is use verbs or nouns instead of the typical Windows OK / Cancel button captions. That will give you an instant attention benefit without sacrificing predictability.
NOOOOOOOOOOOO!
In one of our products we have a user option to require Ctrl+Click for safety related commands.
But startling the user with buttons that swap place or move around is bad design in my book.
NO. If you make it harder for the user to click OK by mistake and force them to think, they will still only think harder about how to click OK -- they will not think about the actual thing they're trying to carry out. See usability expert Aza Raskin's article: Never use a warning when you mean Undo. Quote:
What about making the warning
impossible to ignore? If it’s
habituation on the human side that is
causing the problem, why not design
the interface such that we cannot form
a habit. That way we’ll always be
forced to stop and think before
answering the question, so we’ll
always choose the answer we mean.
That’ll solve the problem, right?
This type of thinking is not new: It’s
the
type-the-nth-word-of-this-sentence-to-continue approach. In the game Guild Wars, for
example, deleting a character requires
first clicking a “delete” button and
then typing the name of the character
as confirmation. Unfortunately, it
doesn’t always work. In particular:
It causes us to concentrate on the unhabitual-task at hand and not on
whether we want to be throwing away
our work. Thus, the
impossible-to-ignore warning is little
better than a normal warning: We end
up losing our work either way. This
(losing our work) is the worst
software sin possible.
It is remarkably annoying, and because it always requires our
attention, it necessarily distracts us
from our work (which is the second
worst software sin).
It is always slower and more work-intensive than a standard
warning. Thus, it commits the third
worst sin—requiring more work from us
than is necessary.
[If you want a Microsoftish one, this one by a .NET guy on MSDN says the same thing!]
If you must use a dialog, put descriptive captions on the buttons within the dialog.
For example, instead of OK and Cancel buttons, have them say "Send Invoice" and "Go Back", or whatever is appropriate in the context of your dialog.
That way, the text is right under their cursor and they have a good chance of understanding.
The Apple Human Interface Guideline site is a great reference, and very readable. This page on that site talks about Dialogs.
Here is an example image:
(source: apple.com)
No, it doesn't make sense. You're not going to "make" users read. If the decision is that crucial, then you're better off finding a way to mitigate the danger rather than handing a presumed-careless user a loaded gun.
Making the "safe" button default (triggered by enter/spacebar/etc.) is a good idea regardless, simply because if they surprise the user then a keystroke intended for the expected window won't accidentally trigger the unexpected action. But even in that scenario, you must be aware that by the time the user has realized what they've done, the choice is already gone (along with any explanatory text on the dialog). Again, you're better off finding another way to give them information.
What I've done in some instances was to compare the time of the message box being shown with the time of it being dismissed. If it was less than 'x' amount of seconds, it popped right back up. This forced them, in most cases, to actual read what was on the screen rather than just clicking through it blindly.
Fairly easy to do, as well....
Something like this:
Dim strStart As DateTime = Now
While Now < strStart.AddSeconds(5)
MessageBox.Show("Something just happened", "Pay Attention", MessageBoxButtons.OK)
If Now < strStart.AddSeconds(5) Then strStart = Now Else Exit While
End While
At the end of the day you can't force a user to do something they're unwilling to do... they will always find a way around it
Short cut keys to bypass the requirement to move the mouse to a moving button.
Scrolling down to the bottom of the EULA without reading it to enable to continue.
Starting the software and then going to get their cup of tea while waiting for the nag screen to enable the OK button.
The most reliable way I've seen this done is to give a multiple choice question based on what is written. If they don't get the answer correct, they can't continue... of course after a couple of times, they'll realise that they can just choose each of the answers in turn until the button enables and then click it. Once again meaning they don't read what was written.
You can only go so far before you have to put the responsibility on the user for their actions. Telling the user that their actions are logged will make them more careful - if they're being held accountable, they're more likely to do things right. Especially if there's a carefully crafted message that says something like:
This is being logged and you will be held accountable for any
repercussions of this decision. You have instructed me to delete
the table ALL_CORPORATE_DATA. Doing so will cause the entire company's
database to stop working, thus grinding the whole company to a halt.
You must select the checkbox to state that you accept this responsibility
before you can choose to continue...
And then a checkbox with "Yes, I accept the responsibility for my actions" and two buttons:
"YES, I WANT TO DELETE IT" this button should only be enabled if the checkbox is checked.
"OH CRAP, THAT'S NOT WHAT I MEANT AT ALL" this button can always be enabled.
If they delete the table and the company grids to a halt, they get fired. Then the backup is restored and everyone's happy as Larry [whoever Larry is] again.
Do NOT do it, please. This will have no positive effect: You are trying to AVOID people's clicking OK instead of Cancel, by making them potentially click Cancel instead of OK (okay, they may try again). But! you might as well achieve people's clicking OK when they really want to cancel and that could be a real disaster. It's just no good.
Why not reformulate the UI to make the OK the "safe choice"?
The problem is better solved with a combination of good feedback, communication of a system model and built-in tolerance.
In favor of the confirmation mechanism speaks the simplicity of implementation. From programmer's point of view it's the easiest way of shifting responsibility onto user: "Hey, I've asked you if you really want to shoot yourself into the foot, haven't I? Now there is no one to blame but yourself..."
From user point of view:
There is a productivity penalty of having to confirm operation twice every time even though actual mistakes take up just a fraction of total number of actions, any switching of buttons, breaking the habitual workflow or inserting a pause into confirmation just increases the penalty.
The mechanism doesn't really provide much safety net for frequent users whose reflexes work ahead of the concious mind. Personally I have many times done a complex sequence of actions only to realise a moment later when observing the consequences that my brain somehow took the wrong route!
A better for the user, but more complex (from software development point of view) solution would be:
Where possible communicate in advance what exact affect the action is going to make on the system (for instance Stack Overflow shows message preview above Post Your Answer button).
Give an immediate feedback to confirm once the action took place (SO highlights the freshly submitted answer, gmail displayes a confirmation when a message is sent etc).
Allow to undo or correct possible mistake (i.e. in SO case delete or edit the answer, Windows lets restore a file from recycle bin etc). For certain non-reversible actions it's still possible to give an undo capability but for a limited timeframe only (i.e. letting to cancel or change an online order during the first 10 minutes after its submission, or letting to recall an e-mail during the first 60 seconds after its been "sent", but actually queued in the outbox etc).
Sure, this is much more initial work than inserting a confimation message box, but instead of shifting the responsibility it attempts to solve the problem.
But if the OK/Cancels are not consistent, that might throw off or upset the user.
And don't do like some EULAs where a user is forced to scroll a panel to the bottom before the Agree button becomes clickable. Sometimes you just won't be able to get a user to read everything carefully.
If they really need to read it, maybe a short delay should happen before the buttons appear? This could also potentially be annoying to the user, but if it is a very critical question, it'd be worth it.
Edit: Or require some sort of additional mechanism than just clicking to "accept" the very important decision. A check box, key press, password, etc.
I recommend informing the user that this is a critical operation by using red text and explaining why is this an unsafe operation.
Also, rather than two buttons, have two radio buttons and one "Ok" button, with the "don't continue" radio button selected as default.
This will present the user with an uncommon interface, increasing cognitive load and slowing him down. Which is what you want here.
As always with anything with user interaction, you have a small space between helping the user and being annoying. I don't know you exact requirements but your idea seems OK(pun intended) to me.
It sounds like your user is going through a type of input wizard in the safety app.
Some ideas as alternatives to moving buttons.
Have a final screen to review all input before pressing the final ok.
Have a confirmation box after they hit ok explaining what the result of this action will be.
A disclaimer that require you to agree to it by checking a box before the user could continue.
Don't switch it around - you'll only confuse more than you'll help.
Instead, do like FireFox and not activate the control for 5 sec. - just make sure you include a timer or some sort of indicator that you're giving them a chance to read it over. If they click on it, it cuts off the timer, but requires they click one more time.
Don't know how much better it will be, but it could help.
Just remember, as the man said: You can't fix stupid.
This will give me headache. Especially when I accidentally close the application and forget to save my file :(
I see another good example of forcing user to "read" before click: Firefox always grayed out the button (a.k.a disable) the "OK" button. Therefore the user have to wait around 5 seconds before he can proceed to do anything. I think this is the best effort I have seen in forcing user to read (and think)
Another example I have seen is in "License and Agreements" page of the installer. Some of them required the user to scroll down to the end of the page before he/she can proceed to next step.
Keyboard shortcuts would still behave as before (and you'd be surprised how few people actually use mice (especially in LOB applications).
Vista (and OSX IIRC) have moved towards the idea of using specific verbs for each question (like the "Send"/"Don't send" when an app wants to crash and wants to submit a crashdump to MS)
In my opinion, I like the approach used by Outlook when an app tries to send an email via COM, with a timer before the buttons are allowed to be used (also affects keyboard shortcuts)
If you use Ok and Cancel as your interface you will always be allow the user to just skip your message or screen. If you then rearrange the Ok and Cancel you will just annoy your user.
A solution to this, if your goal is to insure the users understanding, is:
Question the user about the content. If you click Ok you are agreeing to Option 1, or if you click Ok you are agreeing to option 2. If they choose the correct answer, allow the action.
This will annoy the user, so if you can keep track of users, only do it to them once per message.
This is what I responded to Submit/Reset button order question and I think the same principle can be used here. The order does not really matter as far as you make sure the user can distinguish the two buttons. In the past what I have done is used a button for (submit/OK) button and used a link for (reset/cancel) button. The users can instantly tell that these two items are functionally different and hence treat them that way.
I am not really for OK/Cancel. It's overused and requires you to read the babbling in order to say what you are OKing or Canceling. Follow the idea of MacOSX UI: the button contains a simple, easy phrase that is meaningful by itself. Exampleç you change a file extension and a dialog pops up saying:
"Are you sure you want to change the extension from .py to .ps?"
If you perform the change, the document could be opened by a different application.
(Use .ps) (Keep .py)
It is way more communicative than OK/Cancel, and your question becomes almost superfluous, that is, you just need to keep active the rightmost button, which seems to be the standard.
As it concerns the raw question you posed. Never do it. Ever. Not even at gunpoint. Consistency is an important requisite for GUIs. If you are not consistent you will ruin the user experience, and your users will most likely to see this as a bug than a feature (indeed it would be a BUG). Consistency is very important. To break it, you must have very good reason, and there must not be another different, standard way to achieve the same effect.
I wonder if you're thinking about the option that exists in Visual Basic where you can set various prompts and response options; and one option is to allow you to switch Cancel and OK based on which should be the default; so the user could just hit enter and most of the time get the proper action.
If you really want to head in this direction (which I think is a bad idea, and I'm sure you will too after little reflection and reading all the oher posts) it would work even better to include a capcha display for OK.

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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