Where does the professional sheen of a GUI application realistically come from? - user-interface

I have been playing around with php-gtk recently and in the past I have experimented with Java to make GUI 'hello world' apps.
However both these types of applications have had a bit of a clunky (almost childish) look and feel to them. I cannot deny that they are handy for making apps for in-house use (and I totally respect the amount of community effort that goes into these projects). But I would not necessarily be proud to sell it as a commercial application with a price tag of, say, £450 or £1,000.
If I wanted to make an application that had the look and feel of, say, Firefox for Windows, or Adobe xyz, what GUI/language should I use?
Is the 'professional sheen' or smart look and feel 100% down to the designers or is it the case that, no matter how good a designer is, picking the right GUI framework is essential to get that look?

There are a few aspects to having a polished UX for a piece of software.
Using the most native framework for the platform. Win32/WPF for Windows, Cocoa for Mac etc.
Application's visual artefacts are coherent - this includes images, graphics, toolbar icons etc.
Following the platforms guidelines and best practices.

It's overlapping a bit with Igor's reply, but here's my take:
Native Control Look - UI controls today have a rather complex appearance. There are many visual cues we instinctively derive from them, and even if it's a white rectangle with some frame, with the wong shadow it looks strangely out of place. A context menu often doesn't just open today, it slides in from some direction, or fades in.
Native Control Behavior - Even more complex than UI, there's a lot of detail to behavior: different context menus depending on click position, different "hot" areas when selecting or dragging items, keyboard shortcuts, etc.
Attention to detail - There's a lot of consistent UI behavior to discover on any platform. Just the way arrow keys work in a tree control WRT selecting, opening and closing nodes.
Just look at Windows: Most non-native toolkits get the basic keyboard navigation wrong - Arrow keys, Home, End, PgUp and PgDown, behavior modified with Ctrl, extending selection with Shift gives up to 32 behaviors. Copy & Paste is traditionally with Ctrl+C/Ctrl+X/Ctrl+V and Shift+INS,Shift+DEL, and missing. Mouse double click often selects a word, mouse triple click sometimes a sentence, line or paragraph.
Response time and Muscle Memory - There are, basically, two UI operation modes:
act-look loop, where you wait for the response before deciding the next step,
playback from muscle memory, which is much faster and requires less mental processing ressources.
There are, however, two requirements for that: response must be uniform and "instant", and the next action must be registered correctly immediately (at least within 10 ms)
Often enough, with non-native toolkits, this gets hard by the response lagging behind one or two actions (the mind locks on the discrepancy), and by toolkits that take 50ms or more to show a menu, in which time a click isn't registered as intended.
A polished UI takes long to get right - A good control library can solve most of the per-control issues, but there's some final 10% taking 90% of the time, and you have control interactions. You have to try different approaches, you have to expect users with FPS-trained reflexes, you have to try all kinds of workflows.
Cross-Platform toolkits can't get it perfectly right - they are stuck between a rock and a hard place: They can opt for internal consistency independent of the platform, or being consistent with platform they currently run on. To get it right, the latter often requires platform-dependent code in the calling code, the actual thing you are trying to avoid.

Always try to use the GUI framework that's used by your desktop environment. .NET's libraries are probably the best for creating Windows apps. GTK+ is always the best on GNOME, while Qt works well on KDE - even though all three work on each other's systems, their visual appeal decreases with their lack of visual integration.

The GUI API/language used is utterly irrelevant to UI design, although some APIs make it easier or fasterto implement.
Good UI is about:
Good graphic design/artwork (visual balance and symmetry, complementary colours, visually 'pleasing' shapes and layouts, visual consistency within your app and with the other apps around it - consistent positioning, sizes, gaps, colours, etc)
Understanding the user's workflows and making what they want to do easy and intuitive. This often means implementing 3 or 4 ways of achieving the same action (e.g. "Copy and paste" can usually be achieved by: main-menu->copy/paste, context-menu->copy/paste, ctrl+c/v, button:copy/paste, drag-and-drop)
Keeping everything simple. Remove as much as possible to cut the UI back to just what the user needs and no more.
Being intuitive and not surprising the user. Controls should look like the controls the user knows, work like the controls the user knows, and be located in the places a user expects given their previous experience with the computer.
Following the conventions (position OK/Cancel buttons in the standard locations, use the OS-defined colours for highlighting selected objects etc)
To get this, you need to look at lots of "good" applications and dissect what makes them good. Get a good artist/graphic designer to draw you good icons etc. And spend a lot of time thinking about the user's workflows.
Make sure you separate the business logic from the UI - this will allow you to re-skin the app easily to improve the UI. And usually the data the program needs is not related to the way the user needs to use the application - don't be tempted to just expose your x,y,z variables in editable fields! UI is the layer that hides your implementation and makes it usable!

I don't care for the way Java application GUIs tend to look using the usual toolkits. If you like the way Firefox looks, you might look into XUL and the GUI framework shared by most Mozilla applications. Komodo Editor/IDE use the same tools (along with several other applications). GTK is very powerful, and I really doubt it is what is preventing your applications from having that professional sheen. Keep exploring it's features, and rethinking the best way to display your components, and I'm sure you'll stumble upon an arrangement that feels better.
On the other hand, it isn't all about the toolkit. Good interface design is an art, and interfaces like Firefox have evolved through endless amounts of feedback. The best thing to do is talk to users and find out what will make them more comfortable using your application. I've found that software tends to look good when it is also functional.
I would recommend spending a lot of time in software that you find pleasant to use. Make notes of the way things are done, and look for commonalities among interface elements. Most software sticks to a pretty common set of principles that make using the software easier, and the more you explore the software you find appealing, the sooner patterns will start to emerge.
Good luck!

Related

Learning to create beautiful /next-generation GUI

I really want to create a stunning-looking GUI desktop application that looks like, for example:
Mac OS X interface
Picasa desktop client on windows
IPhone apps
Office 2007
I've mostly been programming GUI using Qt/Swing/WinForm
and I'm tired of creating so plain looking GUI, lol.
So I was thinking about diving into stuff like:
jQuery
WPF/C#
iPhone SDK
Silverlight
Adobe Air/Flex
Just to get some ideas on how to create really cool looking UI.
Does that sound like a good list? Any developers here that could share what platform they use to create very cool looking desktop app?
On a sidenote, I really wonder what developers at Apple / Microsoft use to develop their own cool-looking software.
EDIT
A lot of responses talk about the importance of usability over "cool-looking"..
I totally agree that usability and simplicity are the most important aspects of user interface design. I've been doing GUI development for a while now (> 3 years), so that I understand.
But using cool-looking UI also improves user experience + it could make big difference on whether or not your software sells.
I mean, otherwise why would Microsoft/Apple try to make their OS UI look "cooler" everytime there's a new version? Why would websites like pragprog.com, or versionsapp.com. make their websites look like that? Basically you kill 2 birds with one stone: stunnning-looking UI + super usability (because it looks simple and intuitive).
That is what I'm striving for. And as far as I know, I cannot achieve that using Qt/Winform. Most of the books I have read just show you how to make average-looking (read: 1990's) UI. I want to learn how to create cool-looking UI. And the only place I see cool-looking UIs these days are the technology I list above. I'm not enamored with any technology; but I just want to know how things are done in other technology to see if I could apply them to the technology I'm using, or see if I could use those technology in my line of work.
An example: if I were to pick between this UI and this UI, I probably would pick the latter, if just based on looks alone.
Functionally, they are just the same UI; they both allow you to keep track of your time. They both contain buttons and textboxes, etc. But the fact that they look different, also differentiate them in terms of attractiveness.
So in all, I think the "ice on the cake" is very important. I would say it's the thing you strive for after you are certain you have a totally intuitive, usable UI.
I think that the major reason many people suck at designing interfaces is that they consider them to be graphic design. It is not. The core of creating a good user interface is a bit like creating a good API – the interface has to be conceptually consistent, hard to misuse, easy for common tasks.
Wanting to design something cool because you are “tired of plain GUI” is a perfect recipe for disaster. If for nothing else then because consistency is a crucial part of a good UI. If each application wanted to stay out of the crowd, the whole thing would be an unusable mess.
It is almost unfortunate that Mac OS X looks that good, because then people start to think you can create a good interface by animating it or sprinkling some graphics on the top of it. The graphical part, the “cool” of the design is just the icing on the cake. If you really want to design good interfaces, stay true to the environment, respect local human interface guidelines. And maybe read Apple’s Human Interface Guidelines to get a feeling where the problems are and what can be done to solve them.
I know this sounds much more boring than filling gradients in Photoshop, but it’s the only right approach to take if you really want to create a top-notch interface.
the key to a stunning graphical user interface is twofold:
it still has to be useful to the users, and that involves a lot of hard work, study, paper prototypes, user interviews, usability testing, et al.
hire a really really good graphic artist
Neither step is optional. If you -the programmer- also happen to be a really good graphic artist, that's fine - but the vast majority are not, and no amount of fancy tools and photoshop tutorials will replace the talent and training that real artists bring to the table.
I don't mean to sound harsh, but most programmers are terrible GUI designers. Myself included. It's ok to leave art to the pros. ;-)
I'm all for WPF/Silverlight, but it really about the platform that you need to support.
The real deal is your own talent, as WPF is a powerful tool, if you ain't got the talent to use it, it will look like improved winforms. (Also check out the Expression Studio from MS - which enhance what you can get out of WPF).
If you want to know more about UI you can read this books:
About Face 3: The Essentials of Interaction Design
The Inmates Are Running the Asylum
UI development is not about technologies. In some cases console is the best solution.
We can get commercial GUI add-ons like Telerik which also supports Mono as well.
Regardless of the UI technology, you will of course be well-served to adopt a programming style where the look and logic of the app are as decoupled as possible. This allows you maximal flexibility to design and evolve the look of your application (the View) while potentially requiring very few code changes in the back-end (the Model or ViewModel).
While possible using all UI technologies, it's particularly easy to execute this in the case of WPF/Silverlight/Moonlight via the MVVM programming style, due to the succinctness of databinding (very little boilerplate "glue" code).

Native VB 6 Replacements for Sheridan 3d controls (like ssCommand, ssCheck, etc.)

I'm working on an VB6 app and I'd like to get rid of the old Sheridan controls and replace them with built in VB6 controls.
However, some of those controls have some nice properties, like the ForeGround on the ssCommand button. The standard VB6 command button doesn't have a foreground property.
I know that VB6 potentially has lots of other controls that I can enable but I'm not clear on which ones are fairly "standard" (i.e., not third party controls). I'd like to keep this app as plain vanilla as possible and not create dependencies. (Yes, I know that any components for VB6 have long sense become abandonware. I just anticipate a higher level of compatibility from a built in VB6 control since it was probably used more and thus "pounded on" more and it's flaws would be more known.
Any suggestions?
In my opinion threed32.ocx (the Sheridan SSControls) should be dropped because it has a number of problems. It's no longer supported, all the controls grab the focus when made visible including panels and frames (!), it's hard to upgrade to VB.NET - there are more. For my company these are strong enough to outweigh the extra functionality it gives - we're droppping it from all our programs.
Some of the discussion is too pessimistic IMHO. VB6 is not abandonware yet - we're not all doomed - though no doubt we will have to upgrade the code one day. Microsoft say:
The VB6 runtime is supported for the
full lifetime of Windows Vista,
Windows Server 2008 and Windows
7, which is five years of mainstream
support followed by five years of
extended support.
Microsoft are still supporting a number of their VB6 controls. Check the online list and only use the controls that they do support. These are the standard, tested, supported controls Clay is looking for in the original question. If you want to use third-party components, check whether they are still supported by the vendor. I would agree that you should always think hard about how much benefit you're getting before you introduce dependencies, which can be a support headache. If you use special components, try to wrap them in an abstraction layer. It might save some pain later if you need to replace them. You can hide all the fancy features except the ones you really need.
A final word - don't use the ForeColor property in the SSCommand. There's no corresponding BackColor property, so you have no guarantee that your special foreground colour will contrast with the system background "button face" colour. Just like Raymond says.
Sometimes a little ingenuity will go a long way. For instance, I wanted my VB6 command buttons to have custom background and foreground colors even though that violates the 'Windows standard look'; however, I wasn't ready to put out lots of bucks for that functionality since my projects are not commercial. So I tried a few things and finally settled on what, for me, is a very workable solution: I overlaid my buttons with label controls and now have multi-colored buttons that look absolutely authentic. I can control the button colors programatically to reflect various states of operation even going beyond a simple 'click / no-click' combination. One of my applications uses a group of five buttons which assume various colors depending on the combined button values.
I think keeping an app as 'plain vanilla' is a worthwhile goal. Certainly simplifies deployment.
I'd say the best way to find standard components for VB6 is to install VB6 (plus service packs) on a clean machine. All available components will be standard.
If you're unable to do this, for each checked Component or Reference in your project, research the file (dll, ocx, etc) referenced.
In this scenario, you're in for an uphill battle. Trying to eliminate dependencies on long-dead components is probably a good idea, but in a case like this, you're already on an abandoned technology. It's clear to me that rebuilding the app in more modern technology (EG, .NET) is not viable, so that leaves you with a limited set of options.
Replace the Sheridan controls with the existing VB6 controls which are a closest match, then update the code accordingly. This will be an intricate, difficult process, and you are correct in assuming that in many cases there won't be a match -- Sheridan (now Infragistics) built their business by providing UI capabilities which weren't in-box on VB6. In many cases, your UI will have to be seriously adapted to support this.
Consider writing "good enough" versions of the controls in VB6 yourself, or even .NET (the latter using advice from this StackOverflow question).
Consider replacing those controls with (likely long-since abandoned) open source VB6 controls. Google will be your friend here. The reason I recommend this route is that many UI elements have been represented in ActiveX over the years, as open source -- and if they're open source, you can at least "support yourself" on them.
I know you're going for a plain-vanilla out-of-box VB6 deployment, but for some UI elements, that may not be feasible. If you can rebuild your UI to #1 specs, then go for it, but you may have so much work cut out for you there that it might be time to consider going for the gusto and rebuilding on a modern, supported platform.
I've been through this, and you'll be long at it, and IMHO not very happy with the results.
VB6 can't be a long term solution anyway. Why not leave them in there? Yes they're abandoned, but I used them and never needed support anyway. (Plus it went to hell after the first time they were bought.) My experience was that they are pretty darn reliable. I'd just go with it, and if you have spot problems, provide spot workarounds.
I have to disagree with your reasoning. One might expect better support from someone whose living depends on you being a happy customer.
It's also likely to be the case that any vendor depending on VB6 sales is likely so go broke soon.
Why bother? If your product works then don't worry about it. I have found the Sheridan controls to be quite solid. If you're not experiencing any issues with them then leave them alone.

Microsoft User Interfaces, are they user friendly still?

I find that most of microsoft's new programs are very hard to use.
Microsoft Office 2007 (word especially) I find to be hard to use.
Microsoft IIS 7.0 is a PAIN, I never remember which icon to click on, things are just to cluttered and hard to find.
As a programmer, we have to design according to what people are used too, what exactly is MS telling us to do?
we have to design according to what people are used too
Well that's a slight misconception. You're not wrong that people familiar with something will appreciate the interface remaining familiar, but not all change is bad. You have to weigh the power of the change up against the harm it does to veteran users.
Lets take Office 2007 as an example.
The ribbon interface is a huge departure from the interface Office has used for as long as I can remember but there is sound logic behind it.
User functions are grouped by activity and it's very easy to change which set of functions you're looking at.
They're also contextual so some thing only show up when you're on a table or an image (etc).
These both help keep the clutter down - something really quite useful as these apps grow in feature-sets. Rather than spending hours choosing and customising a set of toolbars, you have access to everything through the tabs.
And Microsoft did this all the right way. They tested the interface on lots and lots of real people. They listened to see what worked and what they should fix or drop. They also kept some legacy keyboard shortcuts for seasoned pros.
The redesign effort was targeted at making life easier on beginner and intermediate -level users. Mission accomplished. The problem you're having is overcoming your familiarity but I can't be more helpful than say: It'll happen in time, but you'll manage it in the end.
Look, I'm just a simple caveman, scared by your post-modern architectures and vroom vroom machines go honk. I'm used to the simple life of the paleolithic era; charcoal cave paintings and bone-based technology. I can't make heads or tails of your fancy ribbon UIs and pointy-clicky icons. That's why I'm never upgrading from DOS. The old ways were always the best, and learning new ones bad like fire.
Well, Microsoft has to balance this. On one side, users scream for new features and change-for-change's sake in a lot of MS software. On the other, lack of backwards compatibility (including subjective UI compatibility) is a deal breaker. Really no way to win there.
That said, I don't think we need to design according to what people are used to; neither does Microsoft. Change will never happen if we just do what has always been done before. IIS is not developed for programmers; it's developed for IT people. And the new interface serves them well. Likewise, Office is designed for office drones, not programmers, and the new Office is very discoverable for that particular group.
I think they take a while to get used to, but I do like them. (Althought I will fully admit I am a mac person and I like the mac UI a lot better).
The biggest thing I've seen about the UI that is difficult is the fact that it is so much different from previous versions (I'm talking about the current version of Office). That seems to be where most of the rub is.
The rule I was taught about UI design is that things need to be familiar to the user (that's really is what makes it "intuitive"). MS broke that rule ......but from a business perspective they are allowed a little leeway when doing this simply because they control so much of the market share. Ultimately, they know that a radical change won't cause a loss of much market share because for most people and businesses there isn't a real viable alternative. (I know there is open office, but migrating a mid to large office to it will cost as much money or more as it will to just continue using the same product).
Do we have to design according to what people are used to, yes we kinda do. Does this mean we have to make it look like what MS is doing now, not necessarily. What we have to do is create a design the users can relate to. They have to be able to make a jump of logic from what they know already to using the products we create. If not, they most likely won't use the application unless they are absolutely forced to.
User interface and user experience are totally separate concepts. (Simon Guest; User Interface Blog.)
Microsoft did quite a bit of research in the raw usability of Office 2007, and found that while there is a learning curve for people like yourself, or me, who are experts in the tool, newer users and non-experts experienced much greater discoverability of more advanced features, and wound up using more of the application's features and power. Yes, there is a learning curve if you knew Office 2003 inside-out (which, frankly, few of us really did).
Now I'm not making apologies -- Microsoft's UIs haven't always been easy to use, and sometimes they fail miserably. (Personally I think not standardizing all of their office products on the Ribbon is a classic example -- there's a large context switch in my brain when I open Project or Visio, compared to when I open Word.)
As for what developers are "supposed" to do: Bear in mind that the ribbon isn't ideal for every scenario. If you're using it as a glorified, prettified toolbar, it's being used incorrectly. It's designed to help you organize literally hundreds (if not thousands) of commands in a way that makes them discoverable to your end user. It's supposed to reinforce the traditional experience of discovering the abilities of your application in a safe way (see any edition of About Face), when the depth of your application is too great to function within menus.
Aside from that, bear in mind that we should generally be making the most appropriate UI for our own audience, as Microsoft is attempting to do for its own audience. Again, we may find these things more difficult to use, as we are used to doing things a set way -- but it's the right thing (typically) for Microsoft to do. Remember that we programmers are not the target users of most UI. (How many of us turn off visual themes, for example? Now how many normal end users? BTW, I don't fall in that camp; I'm one of the few who actually finds Vista moderately attractive.)
Again, at the end of the day, what Microsoft does matters only to the extent that it becomes what your users expect, and then only if you can't educate them that "your way" is better. In any event, if usability is truly critical for you and your users, it's time to invest in usability testing and ensure that your application really is as usable as you think it is. And start reading usability sites. (You don't have to agree with them all, but understand them.) Here are some samples:
AskTog (Bruce Tognazzini, inactive but the archives are a treasure trove)
UseIt (Jakob Nielsen)
jnd.org (Don Norman)
Office User Interface Blog (Jensen Harris)
Microsoft Windows User Experience Interaction Guidelines (The holy word on Windows)
It's interesting because there was a lot of talk about the usability testing that went into the design of the Ribbon controls, but along with almost everyone else I know I find them very difficult to use. I keep losing controls that I need and not being able to get them back until I've cycled through another three or four document views looking for them. I instinctively move my mouse to menus that no longer exist.
I wonder if they would be easier to someone not accustomed to the earlier office products- maybe this is who they did their usability testing with. I don't think the design of the new interfaces is bad as such, but it is different enough that for those of us who don't spend our whole time staring at Office but have been using the product for a long time it makes life difficult. I guess most real power-users would be doing most tasks from keystrokes anyway which presumably haven't changed too much.
The business problem is really that they need an incentive to upgrade and so they keep adding new features ( who do you know that uses all the features of Word ) and then they need to find ways to present those without making the application impossibly cluttered, which was certainly happening in the previous version of Office.
I'm not sure what we take from this as developers- maybe it's that we should design for usability from the start or find ways to make the transition between old and new functionality as easy as possible for our existing users.
Microsoft IIS 7.0 is a PAIN
I'm relieved to hear that others have found the new IIS UI a challenge. I stumbled into it without being forewarned, and was completely discombobulated. There is so much clicking around. You have to memorize where the feature is, or click and click. I don't know of a way to see all of the IIS settings at once (not that you could before, either, but at least you could stay in the single tabbed dialog).
I think it is really hard to adapt to an entirely new UI when you are so familiar with the old one. I am similarly disoriented by the ribbon menus. More clicking around to find the features. And not everything is in the ribbon. Some is in menus accessible from other entry points, such as file properties.
For new users who never saw the old UIs, it probably isn't so much of a problem.
I guess what I really dislike is having to spend the time learning the new UI, at the least convenient time. There is an immediate loss of productivity when you have to learn the new UI. You can't just drop into IIS, configure the website, and be on your way. The first few times, it's going to take a lot longer. Maybe with growing familiarity, we will come to like the new UIs better.
I wish they had given the option to show the menus for us old fuddy duddies.
I had a meeting with one of the Microsoft Office guys last year when I brought up the same points. His point was that the number of features had grown so much that a new method of displaying them was required. I was not entirely convinced and found it amusing that Microsoft are so touchy about the problem that he had a very nice, well-prepared PowerPoint presentation to give to try and explain it.
MS is trying to give users more power by being able to click this to do this or that and try to make what others may see as very advanced functions simpler to use and more powerful than the previous ones. I remember going from IIS 3.0 to 4.0 where suddenly, there are all these new buttons to click and things are different but it is kind of better. I also remember going from Windows 3.11 to 95 having its own shock of updating things.
Did you ever try watching a movie on VHS and on DVD or go from cassette to CD? Remember how the DVD suddenly had all these new features like chapters, no need to rewind, bonus features that you could just go to and not have to fast forward to find? Similarly how a CD organized things so much better than a cassette? Another point would be to look at TVs where it used to be very few options on a TV: There were 2 dials, the power and volume where combined into one place, and a few other knobs were all we had but now you have TVs where you can store favorites, closed captioning options, sound setting, and color style that could scare some people that remember the old days where you had to physically pull a knob to turn on the machine.
I find that most of microsoft's new
programs are very hard to use.
If you feel so, do yourself a favor and change to Mac. I did it and wont go back to windows. So much time wasted to achieve little things with Windows.
And Apple has Style Guides for GUIs. You dont have to stick to them, but as far as I can tell most developers do.
To prevent a Mac-Windows-Flamewar I would like to point out that this is totally my opinion. Please dear Windows user, do not feel attacked by my opinion.

is it worth keeping the OS look and feel?

Is it worth to try to keep your GUI within the system looks ?
Every major program have their own anyways...
(visual studio, iexplorer, firefox, symantec utilities, adobe ...)
Or just the frame and dialogs should be left in the system look 'n feel range ?
update:
One easy exemple, if you want to add a close button to your tab, usually you make it against your current desktop theme. But if the user has a different theme, your close button is out of place, it doesn't fit the system look anymore.
I played with the uxtheme api, but there is nothing much you can do, and some themes i've seen are incomplete sets.
So to address this issue, the best way i see, is to do like visual studio/firefox/chrome roolup your own tab control with your theme...
I think, that unless your program becomes a very major part of the users life, you should strive to minimize "surprises" and maximimze recognizability (is that even a word?).
So, if you are making something that is used by 1.000 people for 10 minutes a day, go with system looks, and mechanisms.
If, on the other hand, you are making something that 100 people are using for 6 hours a day, I would start exploring what UI improvements and shortcuts I could cram in to make those 6 hours easier to deal with.
Notice however, that UI fixes must not come at the expense of performance. This is almost always the case in the beginning when someone thinks that simply overriding the OnPaint event in .Net will be sufficient.
Before you know it you are once again intercepting NC_PAINT and NC_BACKGROUNDERASE and all those little tricks to make it go as fast as the built-in controls.
I tend to agree with others here- especially Soraz and Smaci.
One thing I'll add, though. If you do feel that the OS L&F is too constraining, and you have good grounds for going beyond it, I'd strive to follow the priciple of "Pacing and leading" (which I'm borrowing here from an NLP context).
The idea is that you still want to capitalise as much as possible on your intended audidences familiarity with the host OS (there will be rare exceptions to this, as Smaci has already covered). So you use as much as possible of the "standard" controls and behaviours (this is the "pacing") - but extend it where necessary in ways that still "fit in" as much as possible (leading).
You've already mentioned some good examples of this principle at work - Visual Studio, even Office to some extend (Office is "special" as new UI styles that cut their teeth here often find their way back into future OS versions - or de-facto standards).
I'm bringing this up to contrast the type of apps that just "do it their way" - usually because they've been ported from another platform, or have been written to be cross-platform in GUI as well as core. Java apps often fall into this category, but they're not the only ones. It's not as bad as it used to be, but even today most pro audio apps have mongrel UIs, showing their lineage as they have been ported from one platform to another through the years. While there might be good business reasons for these examples, it remains that their UIs tend to suck and going this route should be avoided if in any way possible!
The overriding principle is still to follow the path of least surprise, and take account of your user's familiarity with the OS, and ratio of their time using your app to others on the OS.
Yes, if only because it enables the OS to use any accessability features that are built in like text-to-speech. There is nothing more annoying for someone who needs accessability features to have yet another UI that breaks all the tools they are used to.
I'd say it depends on the users, the application and the platform. The interface should be intuitive to the users, which is only the same as following system UI standards if they are appropriate for those users. For example, in the past I have been involved in developing hand held systems for dairy and bread delivery on Windows CE hand helds. The users in this case typically were not computer literate, and had a weak educational backround. The user interface focussed on ease of use through simple language and was modelled on a pre-existing paper form system. It made no attempt to follow the Windows look and feel as this would not have been appropriate.
Currently, I develop very graphical software for a user group that is typically 3rd level educated and very computer literate. The expectation here is that the software will adhere to and extend the Windows look and feel.
Software should be easy and intuitive where possible, and how to achieve this is entirely context dependent.
I'd like to reply with another question (Not really Stackoverflow protocol, but I think that, in this case, it's justified)
The question is 'Is it worth breaking the OS look and feel?'
In other words,
Do you have justification for doing so? (In order to present data in some way that's not possible within normal L&F)
What do you gain from doing so? (Improvinging usability?)
What do you lose from doing so? (Intuitiveness & familiarity?)
Don't simply do it 'To be different'
It depends on how wide you would define system look'n feel... But in general, you should keep it.
Do not surprise the user with differentiating from what he is used to. That's one of the reasons why we call him user ;-)
Firefox and Adobe products usually don't because they are targeting several plattforms which all have their own L&F. But Visual Studio keeps the typical Windows L&F. And, as long as you are developing only for Windows, so should you.
Apart from the fact that there is no well-defined look-n-feel on Windows, you should always try to follow the host platform native L&F. Note however that look-n-feel is just as much about how a program behaves as how it looks. Programs which behave in a counter-intuitive way is just as annoying as programs sporting their own ugly widgets.
Fraps is a good example (IMHO) of a program which is actually very useful, but breaks several user interface guidelines and looks really ugly.
If you're developing for Apple's Mac OS X or Microsoft Windows, the vendors supply interface guidelines which should be followed for any application to be "native".
See Are there any standards to follow in determining where to place menu items? for more information.
If you are on (or develop for) a Mac, then definitely YES!
And this should be true for Windows also.
In general, yes. But there's the occassional program that does well despite being not formatted for all the OSes it runs on. For example, emacs runs pretty much contrary to every interface guideline on OS X or Windows (and probably even gnome/KDE) and it's not going away any time soon.
I strongly recommend making your application look native.
A common mistake that developers who are porting an application to a new platform seem to make is that the new application should look-and-feel like it does on the old platform.
No, the new application should look-and-feel like all the other application that the user is used to on the new platform.
Otherwise, you get abominations like iTunes on Windows. The same UI design may be exactly right on one platform and very wrong on the next.
You will find that your users may not be able to pin-point why they dislike your application, but they just feel it hard to use.
Yes, there are valid exceptions, but they are rare (and sure enough, they tend to be the major applications like Office and Firefox, rather than the little ones). If you are unsure enough to have to ask on StackOverflow, your application isn't one of them.

Do Character User Interfaces have a future?

We've got products built both with GUI and CHUI. Going forward, we're looking at redesigning a lot of our software and mainly taking the route of going all GUI. My question to the group is, do we need to account for keeping a CHUI around? What are the advantages of CHUI over GUI? Many times in the past people have said that CHUI is faster because you don't need a mouse. I argue that GUI can be just as fast with the right keyboard shortcuts, hotkeys and/or touch screens.
Is CHUI something we should no longer consider if hardware no longer provides a constraint?
Also to clarify, when I speak about CHUI I mean a CHaracter based User Interface, and I'm also mainly concerned with the effective presentation of data to an end user.
There have been some fantastic responses that have highlighted the importance of having a command line based interface for automation and scripting based tasks which I will certainly take to heart when we begin the design!
The primary benefits of a CHUI (that is something with forms and fields, not necessarily command line interfaces) is the keyboard for navigation and consistent layout. That is key.
If your GUI can be completely, and efficiently, keyboard navigated, then your CHUI user base should be happy. This is because in time, the users simply "type" their commands in to the system without "seeing the interface". They don't need to "discover" the interface, which is a primary feature of the GUI.
While CHUIs appear to be dinosaurs, they are still functional and usable. Most folks once they're trained (notably POS/Counter workers, but even back office scenarios like factory or warehouse floor, etc) have no problem using a CHUI.
But the key is the keyboard support so the user don't have to wait for the screen to catch up with them. Seeing a skilled operator with a mastery of the keyboard can make an application fly. You barely have a chance to see popup windows and what not.
You should poll your customers, not programmers. If your customers, who use your applications, want a CHUI, even if all your developers think it's a waste of time, you build it, because the customer is always right (except for when they're wrong).
You should absolutely still consider it. Most importantly, command line programs can be automated (and chained together in scripts) much more easily than GUIs (typically). I can't imagine working with a source control tool which didn't have a command line interface - although obviously having a GUI is useful too.
Now whether you need a command line version for your particular app is hard to say without knowing what your app does. Do you need automation and scripting? Might someone want to VPN in and run it from a very bad connection, and thus appreciate low bandwidth?
Note that MS certainly doesn't believe the command line is dead - or they wouldn't have created PowerShell.
I agree with Eli that your customers should have final say, but if you can keep the meat of your program from being too interwoven with the GUI(or CHUI), then production cost to make both available should be minimal.
If you write apps for unix and you need to handle users who telnet / ssh to your box then you will need command line interfaces.
I would say it depends on your target. Do you script your code from other apps? That would be a requirement to keep the interactive version (or some piece to avoid the GUI startup).
We usually do one or the other. But sometimes we have utils that have to be deployable through ftp and run ssh. Or we have tools that our users embed into their apps and don't want to expose a UI (data migration / conversion).
To this day, some of the most efficient user interfaces I've ever seen were plain old terminal-based character interfaces.
Anecdote: I was once part of a project to "modernize" a terminal application used by 500 customer service representatives. We published sexy GUI mockups and everyone, including the users, were suitably impressed. We worked for six months on the application, and all the user acceptance testing seemed to indicate we had a winner.
But when the application was finally launched, it failed miserably. As it turns out, CSRs are measured for performance daily, right down to the average number of seconds per call handled. And no matter how hard they tried, they could not match the same level of efficiency in the GUI as they could in the terminal interface. They could get close with tabs and shortcuts, but not quite there.
Hard lessons learned. Modern programmers may abhor "dinosaurs", but do users really care about slick interfaces? Usually they just want to get their work done.
When I first read this, my immediate thought was that this is probably one of those apps that's basically a series of forms, but displays inside a terminal. Often you see such dinosaurs running on cash registers. I also recall seeing such an app used to apply for a loan when I bought my car. This type of application doesn't seem to have a place in the modern world -- any system with even a tiny bit of processing power can handle a normal GUI nowadays. Unless you're trying to support really low-end legacy customers, get rid of this user interface. A GUI with decent keyboard shortcuts (please, please, please put some thought into keyboard-only use of your GUI programs...) is going to be equally effective for the users coming from the old CHUI system and much friendlier to those used to a GUI, without having to have 2 versions of your app.
I don't see why everyone is bringing up command line apps. I think most people recognize that the command line isn't going away. It's far faster for many tasks than a GUI, largely because the programs tend to be non-interactive (and thus easily scriptable). As soon as your app becomes interactive (or, at least, doesn't have a param to make it non-interactive), running it from the command line is much less important. Even awesome programs like Vim that are terminal-based are transitioning to their graphical counterparts (gVim) because it gives you the best of both worlds.
Even GUI apps like Firefox can benefit from command line interfaces like Ubiquity. If there's a way to provide the command line from within the GUI then why not have the best of both worlds?
A lot of CAD programs have command line interfaces that show you what the GUI interaction you just performed equates to in the command line. That way you can learn the command line operations for the things that you do frequently and where the command line can be quicker to interact with whist still having the discoverability of the GUI interface.
See this youtube video demonstrating Rhino3D's command line
CHUI is faster in execution speed, not user interaction speed. I write embedded systems (as well as GUIs), so I'll always have a use for command line apps.
Every study I have ever read showed that CHUI's are much faster for experienced users. GUI's are easier for new users and for applications that are only occasionally used. Also for a given screen size, you can display more information on a CHUI then a GUI. A good GUI can give you a quick over view at a glance.
In addition to the other benefits mentioned above, I've frequently found another reason to keep around an alternative UI--it keeps you and your interfaces honest. When an application is built with only one user interface, it becomes much easier to let design principles slide and for your business logic, etc. and your GUI to become an intertwined ball of spaghetti--despite best intentions. Regardless of the importance of your customers having a command-line interface, soon there might come a time when an alternative GUI (read: presentation layer) might be needed, and you'll want to be prepared. This might not be relevant to your requirements, but I think it's something good to keep in mind...
One of the big issues that we encountered was multisession capability which is almost nonexistent with the GUI technologies I have seen. Our users were quick to point out that with the current character based interface they could have over a dozen Telnet based terminal sessions going at the same time on their PC screen which enabled them to multitask or task switch with high efficiency. They rated multitasking as the killer feature which they benefitted from in our fast paced environment where interruptions are frequent. Being able to have concurrent access to multiple instances of a particular ERP application or multiple different ERP applications while always retaining session states was important to our user community.
I think the problem comes from design practices in GUI forms. We tend to place more objects on them especially with a vertical scroll bar and tab capabilities. This also makes loading slower. Going through CHUI menus with the keyboard is faster once you've memorized those sequences and holding the Ctrl key isn't required. There is something about the menu bar in Windows where the short-cut key descriptions are off to the right. The character based menus seemed easier to remember after awhile.
A) - This Menu
B) - That Menu
C) - Some other Menu
Or you could arrow through the choices and you just seemed to have some muscle memory where That Menu is the second choice.
As soon as you present some data, someone's going to want to query against it. You can integrate that with a gui, no problem. If you think some of your customers are going to want to script certain tasks. set it up. Anything to do with automation is better done from the command line(y harlo thar cron job!)
I love guis. I'm a mac user. But there is a time and a place for a CLI.
I was sysadmin at a university math department when the registration system went from a character based system using telnet, to a gui system on a PeopleSoft app.
The gals in the front office HATED the new system. Now part of this was the whole bit about old shoes being more comfortable. But when I asked about it, Christine said that even after a week of doing several hundred registrations per day, the new system took several times as long to do anything. Lots of things only doable with a mouse. The old system could accept input as fast as they could type. Screen repaints were under a tenth of a second. New system had lots of 3/4 to 2 second pauses -- just long enough to be annoying, not long enough to do anything else.

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