What's the most irrational user behaviour you have witnessed? [closed] - user-interface

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While novice software designers expect their users to behave rationally, it's far from being the case ; I've seen many times the user perception being totally disconnected from reality, or it's feedback obviously irrational.
I think we are the one who should adapt, not the other way around.
There's only one way that I know of to achieve this : listen to users, especially about what they don't like in software they use.
If there's one thing I've learned so far ; they often complain about things one wouldn't expect
What unexpected things did you learn from your users?

A few years ago, hospitals (at least French hospitals) were run using old win 3.11 software’s. Every single task was tedious; moving someone from one room to another would take 5 minutes to an expert user
A friend of mine was working on selling up-to-date software to those people. The same simple task would take 30s to a total beginner.
While most of the users were very happy with the new software, a handful were complaining, which wasn’t a surprise (there’s always a handful of users complaining). What was more unexpected was their reason: the software was damn slow. “The same simple task was instantaneous, now it takes ages to achieve. Give me my old software back”, they would say.
My friend decided to meet them, and asked them for a live demo of the slowness they were complaining about.
“Look, said the user, with my old software : I input the first name, enter, the name, enter, the admission number, enter, the old room number,[…insert 5 minutes here…] the new room number enter … and it’s done….. See… Everything is instantaneous”
“Now, look at your software. I do a drag and drop, as you taught me. And I wait, I wait… look, it’s done..I’ve waited for almost 30s….”
That’s a real world example. It really happened. I’m pretty sure that if the software had been modified to ask for useless information that it would have discarded afterwards during the 30s period, this user would have had a far better feeling with the new software

If you think about it there's no such thing as irrational user behaviour, there's just a mismatch between your expectations and theirs. The only way to close that is through dialogue. That doesn't necessarily mean going and doing usability studies, often the right dialogue is for them to read the help where the discrepancy is easily dealt with.
The only wrong thing to do is to not listen to what they are saying - or to listen and not really hear them (see the post on here about IE on the Mac - it's the height of arrogance). Of course you are going to get some people who just don't like change and will whinge about anything, but in general if a user will take the time to point out something in your software which bugs them, then you should listen. You may choose to ignore them, but if you listen right you may just as easily uncover a real gem.
I don't believe your users or customers will often innovate for you, but I strongly believe that they are the key to your software being usable, and usability leads directly to success. So to characterise them as irrational probably doesn't serve your best purposes - or theirs. Better to take them seriously to start with and filter out what you consider not to be good feedback.

Developing for a hand held unit many years back, I got contacted by a user who complained that their unit kept on turning off immediately after power on. It turned out to be a bug; the startup message ended with the line "Press any key to continue". It should have said "Press any key, except the big red key marked power, to continue".
One thing I have learned over the years is that time spent with end-users on requirements analysis prior to going anywhere near design is hugely important, as is understanding the culture and educational background of the users. Designing computer systems that look and work like existing manual systems is a good start, as is understanding the workflow. Another hand held van sales delivery system I was involved was specced to look for on-screen customer signatures on delivery, and this was necessary to complete the transaction. It turned out that most of the deliveries actually occurred early morning before anyone was there to sign for them, so the perceived workflow didn't gel with reality at all. The client IT staff didn't actually know this, nor did the business analyst. If you design systems without input from actual end users you do so at your peril.

In my previous job, I was designing a huge trading software for a huge bank.
The software would typically take around 5 minutes to launch.
Of course, the users were complaining a lot about the startup time, especially when the software was crashing during the day, which was happening from time to time.
From the day we added a detailed progress bar (progressing quite regularly, with an indicator of the number of remaining items), the complaints almost stopped.
Typical users would say "I used to take ages to load, but now, it's quite fast"
The next step for us was to display the user interface before the data is loaded instead of after (which makes more sense for an IT point of view)
This time, the modification resulted in a slight performance drop (from 5mn to 5"30), due to the cost of impacting the UI during the loading time.
From a user perspective, the software was much faster this way !!

I was once working on a cms for images. The admin would basically browse though pages of user-made images, and check the ones he wanted to publish. I wrote a nice manual on how the system works, but since everybody knows people don't read manuals, i put some guides on the page telling what to do (in this case, something like: "Check the box for every image you want to publish").
It wasn't long before some guy came pull my sleeve: "There's a bug in your program. It actually tosses the images i don't select, and not the ones i select".
The problem was solved by asking him to read aloud the text on the page.

While novice software designers expect
their users to behave rationally, it's
far from being the case ; I've seen
many times the user perception being
totally disconnected from reality, or
it's feedback obviously irrational.
I think we are the one who should
adapt, not the other way around.
Are you saying we should adapt to irrational behaviour? Software development is already irrational enough (dynamic languages, test driven development, ...), and you expect us to unilaterally bend over backwards to accommodate some distorted expectations?

A few years ago, I designed a small application which was mainly aimed at helping users to input complex data in a database.
Their old method was to input everything into an excel sheet (without validation of any kind), and then to use a vba macro.
My new program added validation, and was able to auto-fill almost half of the data they previously manually entered.
I expected to be a success... which it wasn't ... at all:)
"It's just impossible to use", they said...
I had tested it, asked my mother to test it... my software was fine...
In fact, those users were so used with inputting repetitive data that they used only the keyboard, not the mouse. And of course, I hadn't thought of managing the tab order correctly, so the cursor was just jumping all over the place each and every time they hit "tab", thus the "impossible to use" comment !

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are projects with high developer turn over rate really a bad thing? [closed]

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I've inherited a lot of web projects that experienced high developer turn over rates. Sometimes these web projects are a horrible patchwork of band aid solutions. Other times they can be somewhat maintainable mosaics of half-done features each built with a different architectural style. Everytime I inherit these projects, I wish the previous developers could explain to me why things got so bad.
What puzzles me is the reaction of the owners (either a manager, a middle man company, or a client). They seem to think, "Well, if you leave, I'll find another developer, because you're expendable." Or they think, "Oh, it costs that much money to refactor the system? I know another developer who can do it at half the price. I'll hire him if I can't afford you." I'm guessing that the high developer turn over rate is related to the owner's mentality of "My ideas are always great ideas, and if you don't agree, I'll find another (possibly cheaper) developer who agrees with me and does what I want". For the owners, the approach seems to work because their business is thriving. Unfortunately, it's no fun for developers because they go AWOL after 3-4 months of working with poor code, strict timelines, and insufficient client feedback.
So my question is the following:
Are the following symptoms of a project really such a bad thing for business?
high developer turn over rate
poorly built technology - often a patchwork of different and inappropriately used architectural styles
owners without a clear roadmap for their web project, and they request features on a whim
I've seen numerous businesses prosper with the symptoms above. So as a programmer, even though my instincts tell me the above points are terrible, I need to take a step back and ask, "are things really that bad in the grand scheme of things?" If not, I will re-evaluate my approach to these projects..ie. Do I build long term solutions or band-aid solutions?
** At the risk of this post being closed as non-programming related, I'd like to argue that I think it is programming related because answers to this question will influence the way a developer approaches a project. He will have a better feel for how far in advance he should plan his development (ie. build short term or long term solution) knowing he may quit at any moment.
All three symptoms are bad. They really are a bad thing for business. That being said:
Software development exists to make tools. That's it. It's not an end, in and of itself - you're a tool maker.
There are very successful businesses that operate using poor tools. They may not be run as well as they should be, but good results can, and often do, come from bad tools. Also remember, though, that eliminating your three symptoms will likely make the company even more effective, especially in the long term.
High dev turnover is a symptom, not a cause. The cause is bad management. If those businesses prosper, it's usually in the short term and usually precedes a buyout, a merger, or an outright failure. I've seen it happen over and over.
If you can afford - run. There are bad companies out there but there are good ones too - at least better than the mess you describe.
All those 3 things are not good let me focus on turnover.
I'm seeing it happen right now. management/company are being cheap so they don't care much about the team, techonology or process, just the bottomline. So in turn (eventually) team members don't care about the project, just THEIR bottomline. After several months, they decide it's not worth the stress and move on. We are a small team of 6 developers, this year 3 people want out and it's just July. 2 people came in, one more is coming. Seems all we're doing is transition and project turnover. Team does not mature and is ineffective. our customer senses this, and instead of giving the team more projects (more money for company) they limit it to certains apps. I wonder when management will realize that being cheap is costly!
If I may take a Devil's Advocate view on this for a moment:
Some people like a challenge. Achieving extremely difficult things are very exciting for some people and there are some developers that enjoy finding those uber hard problems and work on those. Having something difficult to do appeals to some people.
The turnover means that each time someone is starting from scratch rather than retaining all the ideas and thoughts that the previous developer had in building out the software, whatever it was intended to do. Sometimes multiple heads can make a good thing. After all, how many people developed Windows 7? ;)
The poorly built point is where someone may think, "Oh, I can shine here by fixing some of this stuff," and at times it can work for a while. Ka-ching!
The lack of a roadmap and almost advocating the "Cowboy coding" style may appeal to those that want great autonomy and just move to their own beat. After all, who needs methodologies and best practices when one has supernatural powers to use to make this awesome stuff that will take no time at all?
There is the question of what is the root cause of the turn over rate for developers? Is it just that the project is killing developers or the pay is so bad almost anywhere else would be better or something else? Just something to ponder here as there can be many a way to get rid of a developer, both literally and figuratively.
To be serious about this for a moment, there are some people that do enjoy high pressure situations and others that want to avoid them at all costs. Most people are somwhere between the two extremes. Where do you think you fall on that scale though?
I'll address each of your three points in turn. High turnover in any industry is considered bad for business and a management problem. However, I've read several books about corporate politics and cultures and the effect those have on the corporate bottom line. One book I read studied several major corporations over a 20-year span. It found that poisonous cultures grow slowy and tend to be "lagging indicators" of bottom line performance problems. It also found that when some of the companies were able to hire new CEO's who ultimately "turned the ship around", it took 10 - 15 YEARS to stop the bleeding. So in a VERY big picture view, yes turnover is poisonous, although it truly is a symptom of the larger problem. A symptom that should not be ignored. (Even though it usually is ignored for long periods of time. Ever notice that it takes HR a very long time to realize that a department's turnover might be tied to a bad manager?)
Poorly built technical infrastructure - or products that are sold to customers are obviously bad for the bottom line. I think that only non-technical people fail to understand this. Of course there is a range between "not optimal but works" and "barely works as long as you restore the database once a week it gets us by". I think the reason this happens is that the cost portion of the "holy trinity" is always chosen in favor of quality. In my experience this is guaranteed to be a hard and fast rule. If management has to choose between cost, quality and schedule, quality is always the first tossed to the wayside.
The problem of owners without a clear roadmap and feature creep are a symptom of lack of business discipline. Feature creep costs money. And when it's bad enough, it can actually prevent anything from being completed.
The interesting thing to me about your question is that you say that they are thriving as a company, so it makes me wonder if the technology is as important to them. Maybe the problem is that they don't see the value in better technology (and they might be right in their case, I'm not sure what kind of business they are).
In general, a very high turn over rate for employees isn't good in any company. When it comes to software, high developer turn over is bad because of all the tutoring that has to be done for the new one, and the "big picture" knowledge that goes out of the door. So if software is important for the business, high turnover rate is bad for business.
Only doing requested features without a roadmap is a one way path to bloatware. If you have no clear strategy, goal or purpose for a product, your only source for what to do is customer requests, which might be bad. This is so because the customers might actually not know what they want, thereby requesting features they won't use.
From one perspective, the attitude(s) you're quoting are understandable. Software development isn't cheap, and most people/businesses are trying to save money everywhere they can. However I think they're usually shooting themselves in the foot with this sort of behavior.
One suggestion for dealing with this is to get a copy of The Mythical Man Month and read the section on why adding more programmers to a late project will only make it later (it's the title - and second (in my copy) - essay). Many of the same ideas apply to replacing a developer ... except that if you're working solo, it's likely you may as well start over, as figuring out what the previous person did may take longer than starting from scratch. After you've read the essay, give a copy to anyone who's taking the attitude you cite and ask them to read it. No guarantee that it will help, but it's worth a try.

What should I do? let this product branch in two, or keep it unified [closed]

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I am a first time intern at a large corporation and I created a GUI tool that lets my coworkers visualize the log file that their product produces. The tool, known as MRI, is nearing completion and I face a conflict.
One party, (Two ambitious Indian guys that live in California) want me to adapt MRI to a new format and to display much more detailed information. The current version of MRI is built around the idiosyncrasies of the 20 year old log file format. In my opinion it is a bad idea to attempt to grow a more powerful, more universal tool out of a less powerful and idiosyncratic one (Better to start from scratch; something I probably don't have time to do).
The other party is composed of several marketing types and my father. They are drooling over the shiny new GUI that I slapped on top of their crazy old log file, and every one of them wants some feature that would help them with their day to day work.
Whom should I please? I just want to code. Which path will lead to less dumb conflicts like this?
Sounds like you are getting your first taste of the world of a manager! I'm doing exactly the same thing 10 years later, with a much bigger budget and head count. So it never really ends.
I love the answer about doing some time estimates for each requested addition, and then sitting down all parties and working on a negotiation that gets the greatest degree of satisfication. I'm betting that since you are an intern, and many of the people you mention have seniority, that they will be able sort out amongst themselves who has the biggest stake and most power in the situation. But if not, don't hesitate to act as moderator -- after all, this is your project.
Other things to think about:
Types of stake holders:
Customers - the person who controls the budget is often the most powerful of stakeholders, after all, they control your ability to do the work by controlling your funding. For an internal tool, this is probably an internal stakeholder, but it may be someone from a non-engineering group, if this tool is for a non-engineering purpose.
Users - in the long run, users often make or break a tool. They definitely determine the tool's longetivity. It's not unusual, though, for users to lack advocates. And in a big internal project, it's entirely possible that users are not the customers.
Technical Management - particularly when you are an intern and when you are working on an internal project, technical management is the group that's most important for you (as an individual) to please. They may have their own stake in the feature set, as they may be looking for a certain feature path for the product that fits a long term technological end game. Ideally, they should be on your side, and helping to figure out the best feature set.
In a big company, hopefully these roles are really well defined. Probably with an org chart. But not necessarily. And in a group that's used to working together, they may not make it really clear to a new comer exactly what the official roles are. As the guy doing the work, you're job should be to accurately and honestly tell them your best guess on what effort it will take to get the feature done. And to be open to ideas for making it cheaper/easier.
Negotiation:
The best negotiation advice I've ever gotten was "A good negotiation is one where everyone thinks they won". Sadly, the frequent outcome is that everyone feels equally screwed. The trick between every stakeholder leaving happy and every stakeholder feeling beaten down is to see the big picture and be innovative about getting everyone's needs met. In the end, no one really cares how you do it, if you can make their jobs easier, they will be happy. So finding features that serves everyone well can be the key to resolving the conflict.
Being able to do this well will really make a positive impact on your bosses. This is an extremely rare skill, and this type of finesse does get noticed.
Not having it does not mark you as a pariah, however, not many engineers enjoy negotiation. And it's never worth making every engineer be good at it. It's far better to find an engineering manager who is good at negotiating and to let them be the "speaker for the geeks", so the rest of the engineers can do their work in peace. :)
Sit the two parties down in the same room. Show them a list of the features each has asked for and how long you think each will take. Then explain that all of it is possible but all of it takes time, and ask them to come to agreement on what they would like when. Note down what is agreed and mail it to everyone afterwards so there is a record. Don't forget to pad your estimates to allow for testing and debugging time.
Alternatively, work out who the person directly responsible for managing you is, implement what they tell you (feeding back estimates of how long each thing will take) and tell anyone else who asks you to implement anything to go talk to that person to get it on your schedule; then doing the above management work becomes their problem.
Explain, if doing one of the above does not cause the matter does not resolve itself, that the Californians' features would require a refactor, and if you are going to do that you would rather hold off implementing any features for the other party until that is complete since doing the same work twice is wasteful.

How do you explain to a sales person that programming is really difficult and takes time [closed]

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Closed 10 years ago.
I often work with sales and marketing types that cannot figure out how to use Excel, let alone understand the scope of their requests from a technical perspective. Of course, it would not be fair to expect them to, but that still leaves me with a problem.
What is the best way to show marketing and sales types that they have asked for something that requires a lot of complex programming and some patience?
Could you please share examples of problems and solutions?
Could you please recommend books on this subject?
Thanks!
Break the problem up into as many sub-divided tasks as possible. Provide a per-item estimate in hours beside each one.
When they think of a project as a whole, it seems simple. However, when they see each individual thing that must be done and the number of hours each item will require, it is putting it into terms business people can understand. Suddenly the software solution they want isn't a "black box" to them anymore and they now have some insight into the process.
If you are looking for books I would suggest Software Estimation - Demystifying the Black Art.
The computer will do what you told it to do, not what you want it to do.
Any form of abstractions needed be translated to exact details.
source http://c2.com/cgi/wiki?TeachMeToSmoke
Teacher: "It's hard to express ourselves clearly. You're a smoker, right?
Are you pretty good at it? [Student nods.]
Let's pretend I'm a man from Mars and you are going to teach me to smoke.
Do you have a fresh pack? Let's start with that.
[Takes pack.] OK, now tell me what to do."
Student: "Tear open the pack."
T: [Tears pack to shreds. Cigarettes fly everywhere.]
S: "No, no, tear off the top of the pack!"
T: "OK, sorry, do you have another pack? No? OK, let's just start with this cigarette. [Picks one up.]
S: "Put it in your mouth."
T: [Puts whole cigarette in mouth.]
S: "No, no, just put the end in your mouth!"
T: "Sorry." [Tears filter off, puts whole filter in mouth.]
S: "No, no, don't tear the cigarette, just hold it between your lips!"
T: "Oh, sorry, give me another one." [Places new cig sideways between lips.]
... and so on. You can play the game for a long time. It's hard to give clear instructions, even when you know the domain. Programming will endure for a long long time. -- RonJeffries
I had a friend who could do the Rubik's Cube in seconds.
That made me think of this way of explaining to my manager why did our latest project FAIL!
Olivier takes an average of 10 seconds to completely sort all colors of a 3x3 Rubik's Cube after looking at it for approximately 5 seconds.
If you ask him to make an estimate of how long it will take to sort it, you give him the cube, start the clock and after 5 seconds he will say:
"OK, as soon as I start I will be done in 10 seconds"
you smile and say: "Start!"
After 3 seconds you ask him to stop.. give him another Rubik's cube and say.. sort this one instead...
4 seconds after he starts the second Rubik's cube, how long do you think he will take to sort the first one again?
If you answered 7 seconds approximately, congratulations: You're upper management material!
(and Olivier would be rightly entitled to force you to eat the cubes)
I agree with Simucal in the sense that managers tend to do better when you break a problem into hours, rather than into programming tasks. For example, saying to your boss, "That should take about two hours to complete, but I have a few other things that I have to complete first, so I should have it to you by tomorrow." is a lot more useful than saying, "Well, first I have to design an interface to communicate between objects, and then create the classes to implement the interface, and so on." Managers understand what they can see, so anytime you can explain your task in terms of end-user effects, you will likely have more success.
With that said, don't let your manager intimidate you into making promises that you can't keep. You may know that all they want to hear is "I'll have it by the end of the day.", but if you know it can't be done, don't say that it can, hoping that if you have it to them sometime in the next couple days, that it will be "close enough". If you start factoring in time for designing and testing and give them appropriate estimates, eventually they will start to understand how long it takes to accomplish certain types of tasks, and stop expecting everything to be done by yesterday.
I've also noticed that tangible results along the way tend to put their nerves at rest (temporarily, at least). My boss starts demanding finished results when he starts to panic as to whether or not a task will be completed on time. However, when he is able to "see" the step-by-step progression, then he is more likely to understand that we are, in fact, making progress, even though it isn't in the finished product yet.
Also, as you start this process, try to look at things from their point of view, and understand that until you get to a point where you can spend the amount of time you think is necessary, you may have to find a happy medium. There came a point in my experience where I needed to develop a Cache object, and while I would have loved to take several weeks to design and implement a configurable and extensible Cache that could be widely distributed across multiple applications, I had to limit myself to the task at hand. Just make sure that if you decide to scale back or follow through with a short-sighted design, be sure that it is well-documented so you can go back and fix it when you have time (or so another developer can pick up on the train of thought that you were unable to finish). Also, don't sacrifice good coding standards and style, as this will also make your code easier to maintain and update properly in the future.
Good luck!
This one may be a good book for non-programmers to understand some of these issues and pitfalls of runaway requirements:
Dreaming in Code: Two Dozen Programmers, Three Years, 4,732 Bugs, and One Quest for Transcendent Software
In all seriousness, I think the best thing it to actually tell them that some things are complex and do require complex problem solving, analysis and design. There is a gap between what they do, and what the programmer does and its unfortunate that they will never understand the full implications. You sometimes just have to be firm and explain that it can take alot of time.
Perhaps a breakdown of the task into subtasks and giving them estimates may help.
Make sure you understand their issues too. People will often bring solutions to the table ("we need this feature") rather than start with root business needs. The more you understand the problem the more likely you are to be able to suggest a compromise.
On occassion I've been told a certain large feature is absolutely essential, but I've been able to deploy much simpler solutions that substantially addresses the problem. Sometimes these interim solutions have grown into vital features, just as often I've been able to remove them two releases later without anybody noticing.
In my experience, whenever I started to explain to sales people in the past why a task takes a certain amount of time, they quickly admit that they do not really want to know the technical details, and I am fine with that. I usually do not want them to explain to me why they still have not nailed down that big sale after n days either. To do work effectively, everybody has his own area of responsibility.
Just make sure that your relationship with the sales people that you provide estimates for is good and they trust in your ability to do proper and reasonable estimations and get the work done. IMHO there should be no need to explain and reason an estimation in every detail, but if there is, I would say the real problem lies elsewhere.
And I wholeheartedly agree with "It depends" above.

Understanding Users - Does Performance Trump Looks?

It seems to me that whenever a GUI (Graphical User Interface) is involved, the look and feel of the interface nearly always trumps the performance of the application.
Is this a universal phenomenon?
Sufficiently bad looks trump any level of good performance.
Sufficiently bad performance trumps any level of good looks.
This boils down to the psychology of your target audience and about the architecture of your application. If the GUI reacts quickly and is laid out in such a way that it is intuitive to the user (as opposed to the developer), then the underlying layers may not need to perform so well. If however, the user wants to get data from a database and they're left hanging while the data loads, they're going to feel very differently. Compare 2 web applications just as an example:
Application one feels quite responsive but under the covers things take longer than it appears on the surface - it uses AJAX to talk to Web Services. The Web Services aren't the quickest, but everything happens on callback (asynchronously), so the user isn't held up while fields populate. It doesn't impede their workflow. On a bad day when network performance deteriorates the background performance, sure it's noticeable, but user activity isn't impeded any further than normal.
Application two doesn't feel quite so responsive. Everything happens on postback, there's no AJAX or Web Services, on a good day the page loads are fairly quick. Of course, on every postback the user's workflow is impeded while they wait for the page to reload. On a bad day, network performance causes performance to deteriorate noticeably, further impeding the user.
Application one is far less likely to get complaints because the user isn't held up even though fields aren't loaded so quickly. The user can enter data and move on. Everything is handled asynchronously. Of course, in the background, the Web Service process may actually be slower than the full page refresh but the user isn't going to care so much.
From many thousands of hours writing software and directly interacting with my users - frequently those who aren't necessarily as computer literate as your average 10 year old I've noted these points that are key to getting acceptance from just such an audience [written from a user perspective]:
It must do what I want how I want it: Don't just read the spec and expect your code to meet exactly what it says on the paper. Really read what it says on the paper and understand what the user meant by that. Design to the underlying meaning of the words not the black and white of the ink on the paper. If you don't understand exactly what I meant, come and talk to me and I'll explain it until you do. I'll be less happy if you deliver software that missed my whole point than I will by your questions. I'll feel much happier if I get the feeling you're on my side by really trying to understand me.
It must assist my workflow and not impede it: It's great if all I have to do is push one button to complete what would've taken me an hour to do before, but if it freezes my computer for the 20 minutes it takes to complete the task, I'm not going to be a happy camper.
It must be intuitive to use: That means I don't want to have to wade through the documentation you didn't provide me with in order to figure out how to use it. Neither do I want a 20 minute explanation that I'm going to forget 3 minutes after you walk out of the door. Design the software such that my 10 year old could figure it out as easily as they can program the PVR. It means that I should interact with it in a manner that seems logical to me as the person that will be using it day in day out. It doesn't matter if it's functionally correct, if I can't figure out how to use it, I'm not going to use it, much less pay for it.
It must be responsive: I don't want to have to click a button and then wait 10 seconds for a list to load and then select an item from that list and then wait for another screen to load before I can select an action to complete on that item which then takes 5 minutes to complete. Find a way to load the data quickly - if you can't load the data quickly in response to my action, then figure out a trick to make it feel like the data is loading quickly - perhaps by loading it in advance in the background and only displaying what I need displayed in response to my action... my point is, I don't care what you do, just make it appear like it's doing it quickly.
It must be robust: It doesn't matter what I throw at it, it should accept it and move on. If I do something wrong or put something incorrect in a field, tell me - IN PLAIN ENGLISH!! I don't care about buffer overflows or IOExceptions thrown at line 479 while attempting to open a file. Just handle it and tell me what I did wrong in language I understand.
Give me documentation: Okay, I know I'm not going to read it, and I'm more likely to pick the phone up and call you than remember where I put it when you gave it to me. But knowing its there makes me feel warm and fuzzy inside. It shows that you cared about the software enough - and me enough to write instructions that I can reference oustide business hours when you're not available.
Price: This depends entirely on your audience, but in my experience, if you met all of the above points, price tends to be far less of a concern than it might appear on the surface.
Although "you can't judge a book by its cover", people often do with software. I don't know if I would say this is "universal", but certainly common.
I don't think it's even a true phenomenon. I don't care how zippy the "look and feel" is, if it takes second to echo a keypress, the UI experience will suck. If it takes a long time to repaint the page for small changes, the UI will suck.
Now, as long as the response time of the application is less than some amount, then the look and feel will be a big part of the satisfaction.
Check out some of Jakob Neilsen's books on this.
Isn't it a bit of a false dichotomy? If the look and feel of an application isn't clean, well-organized and effective then you don't have a high-performing application. No matter how fast it may be.
I've found that the best combination is a snappy and easy-to-use GUI. This doesn't necessarily mean your app has to have great performance, but having the GUI freeze on you is a kiss of death. The iPhone's Safari does this well--you can continue to scroll around the screen even if the rendering engine can't keep up with you. Yeah, the no-content hatch marks are ugly, but at least the user knows he's in control.
I think it depends on the users. I work in a medium sized company in the IT department constructing web based software for consumption by the employees of said company. The users range from Human Resources, Manufacturing, R&D, Sales, Finance, to making applications for the CEO. Each of the different departments and users within those departments seem to have different criteria for what makes a quality application.
For instance, a Human Resource department usually deals with a lot of textual data. They spend heaps of time inputting things into forms like employee information, entitlements, recruiting etc. These types of users might opt for the look and feel of an application for this purpose, they want an aesthetically pleasing design that is easy to navigate and intuitive.
On the other hand a department like finance might favor performance in their reporting tools. I have had a few experiences with large SQL tables with complicated queries that took a considerable amount of time to execute. Users that run these kinds of reports many times a day soon get fed up of waiting and would gladly lose a bit of interface intuitiveness in exchange for time that could be spent on other tasks.
So, i would say that you can't make a blanket statement like "All users prefer a speedy application" or "All users like pretty applications". It really depends on the users preferences, their job requirements, and the applications purpose.
Balance is everything.
The UI needs to look respectable, professional and flow similar to other applications so the user has a common experience, thus little learning curve. It shouldn't have unecesssary whistles and bells unless specifically requested.
The performance should be at least tolerable. If you have extra time in a project, I would spend that time speeding it up unless the user specifically asks for UI enhancements. Many times, whistles and bells can compromise performance as some UI enhancements require additional CPU time AND sometimes add awkwardness to the app. At first glance, some of these apps look cool but long term usability suffers in favor of the NEATO factor.
Important for the user is that using the program is fun. The program should not only be able to do what I want it must feel good to use the program.
Making the user wait at moments the user does not understand or foresee isn't fun.
Crashing and making errors isn't fun either.
But looking good and helping me doing my task through the look and let me work fast and without work flow interruptions is fun.
Programmers often think that programs that are slow and use much memory are bad and they measure all their software on memory usage and the use of the processor. But most of you users won't start top or the windows task manager and look at the footprint of your program they will use it and if if feels good to use the program, and the rest of their computer with the program running they will fell good to.
One thing I read about often is the usage of as many CPUs as possible to get a task for the user done in the shortest time. Is this high performance? Your program is very fast. But the Computer is very slow at the moment and switching to the email program because I know the task will take its time is a pain in the ass. So sometimes you may want to free some resources to improve the feeling of your program. Even if that would slow down your own program.
The most important are price, functionality, compatibility, and reliability.
Looks and performance are both, relatively unimportant and in practice they are both therefore unable to "trump" anything:
Compatibility: for example, in the real world I use MS Word, not because it's fast or pretty but because it's compatible with everyone else who uses it.
Functionality: when I want to book a train in France, I use http://www.voyages-sncf.com/ not because it's fast or pretty (or even outstandingly reliable) but because it has the necessary functionality.
Reliability: if an application crashes then I'm probably not going to use it again, no matter how fast it crashes, or how nice it looked before it crashed.
Price: etc. (say no more).

Time management tricks, tools & tips [closed]

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Working with software day-to-day usually means you have to juggle project work, meetings, calls and other interrupts.
What single technique, trick, or tool do you find most useful in managing your time?
How do you stay focused?
What is your single biggest distraction from your work?
The trick the Getting Things Done system teaches is to have a trusted system you can put action items into. That way you don't have to keep "juggling". To keep with the metaphor, you can put the other balls down and have confidence that they will not be forgotten. Then you can concentrate on a single ball at a time. There are many, many other excellent tricks GTD teaches. Well worth getting the book.
I read this rule somewhere, and I use it every day...
If someone asks you to do something - if it takes less than 2 minutes, do it immediately. If it takes longer, put it on your list and come back to it.
This really works for me.
You should see this:
Randy Pausch Lecture: Time Management
It's a teacher from Carnegie Mellon who is near dying, giving his final lecture about time management. It's the best tips and tricks you can find.
To manage the general mayhem of the job, I try to use a toned down version of GTD focusing mainly on trying to maintain Inbox Zero and pushing tasks into a todo list (I use Remember the Milk for task list management).
As for maintaining flow in spite of interruptions, leaving a TDD project in a state where tests are failing tends to give you a place to jump right back in when you come back from a meeting or other interruption. Leaving a batch of uncommitted changes might serve a similar purpose -- to get your mind instantly back into the flow of the project without having to go look around to remind yourself what state things are in. Beyond that, using a fairly detailed task list for the projects at hand can help keep you on task and moving forward.
Often times, I've found my manager's manager to be the biggest distraction! :-) He likes to feel plugged in to the day-to-day work of his dev teams and frequently comes around on "walk-abouts" to see how things are going.
I find email the most distracting, so I've really cracked down on receiving certain types of email. I've unsubscribed from many mailing lists, job alerts etc. Shutting down email for a period of the day is quite useful too.
I enjoy going to the library. The quiet but busy, concentrated atmosphere basically forces you to work. The change of venue also seems to shut out some of the busyness and maybe worries you have in day-to-day life.
I use most of ZTD (http://zenhabits.net/2007/11/zen-to-done-the-simple-productivity-e-book/). GTD is too sophisticated and to big for me.
Basically, I make lists of tasks. Every morning I select three which I really need to do that day. I work on them until they're done. I struggle not to get dragged to other things.
In an office, I sometimes book a conference room and work there, distraction free. I emerge from the lair when I'm finished with the three most important tasks.
Encourage people to push their correspondence with you down the distraction chain:
Phone / Face-to-face
Instant messaging
Email
You can do this by deffering them: "I'm really busy right now, can you send me it in an email?"
This should reduce the amount of interruptions you receive allowing you to stay "in the zone" for longer periods of time, increasing your productivity.
Finally, allot time for processing emails at set times of the day. I, for example, have my email set to send and receive once every two hours. This bulking of activities allows you to get more done in the day without impacting customer relations.
My single biggest distraction is myself - I tend to go all hare-brained, chasing emails and internet links much of the time. Therefore, I'm using a simple trick to discipline myself into staying focused and on-task for larger parts of the day. The principle is to stay accountable for the use of my time:
1) Have a scheduled job in your operating system, that pops up a small messagebox every 15 minutes (in Windows, it should run the command C:\windows\system32\cmd.exe /C "start /B msg jpretori /W /V "15-minute check"")
2) Have IDailyDiary running in your system tray (a text file will work fine, too). Every time the box pops up, fill in what you've been up to the last 15 minutes.
I've caught myself with an ugly day filled with procrastination before... It's quite a good motivation to stay on-task.
Recently I've started using a great little free windows app called NextAction which you can get from here.
It's greatness comes from it's simplicity and it really helps to refocus and stay on track when dealing with all the days distractions ... email, co-workers, scrums, rss feeds, twitter, lunch, coffee breaks, etc. Having a list of what I'm working on always there on the desktop makes it very easy focus after any context switch.
Much better than pencil and paper, check it out for yourself.
NOTE: There is a more comprehensive web based 'NextAction' at code.google ... not so good for me, but maybe for others.
A single answer to all of the listed questions is David Ellen's Getting Things Done (GTD) ( "The Art of Stress-Free Productivity" )
A 45-minute presentation of the process can be found on youtube, and you can get the book on Amazon
Also you could think about the kind of things which make you want to browse the net, check your email, etc. For example, if a build I'm working on is taking too long my mind will wander.
So it actually pays off to make the build process as quick and efficient as you can make it, so you can make changes and test quickly.
I also find it helps to get enough sleep (tiredness is bad for concentration) and not to drink too much caffeine (seriously. I feel so much better after cutting down the amount of caffeine I drink. Try naturally caffeine free teas!)
(I seem to have wandered slightly off-topic into concentration there... still, I find the better I can concentrate the better I will use time!)
If you want to improve something, you first have to measure it.
I like Rescuetime. It logs all applications and websites you visit and how much time you spend there. You can tag applications/websites, i. e. with "work", "waste", "news" and get nice charts, productivity measures etc.
I find that http://www.rescuetime.com/ lets me know what I was actually doing all day, rather than what I THINK I was doing!
It also lets you put a "productive" level on each process/website you run or do so you can see how productive you are being.
The single most useful piece of time-management advice I could give is just get on and do it. If something is going to take less than 5 minutes to do, do it now.
Single most useful? http://www.nowdothis.com is AWESOME for focusing on what currrently needs to get done, and has raised my productivity by tons. (Bonus tip: Use Google Chrome to make it its own application and then make the app always be on top of other windows)
Biggest distraction? Google Reader.
(Slightly off-topic)
They says there is no such thing as time management. You can't manage an hour and get extra 20 mins out of it. Well, I recently discovered that you can. It you're listening to podcasts or watching recoded web casts, you can speed up the play speed. I found that it also helps me stay focused on the content rather than drifting off and starting check my email during the natural pauses. Then I saw Jeff's post on the same topic.
Email, IM, Skype... all those can distract. But biggest distraction is when my fellow colleague ask me why I wrote some year old algorithm this way and not that way. It brings my work to halt even if I know the answer.
To stop this interruptions, we have a 5-minute break every hour outside the office where we can talk about such problems.
There are a lot of things to do and I'm not sure you'll find any single technique to get organized and stay focused.
But...
Do list the things you have to do. Several short lists will be needed (today, later, inbox == to be sorted out, etc...). Review these lists once in the morning, and then in the evening. These related posts are worth a read: The Taste of the Day and The Trickle List
Timeboxing: allocate time in your calendar to get the tasks done
As suggested by harriyott, switching off email is kind of essential too!
This question has already been asked, so you might search for it.
I personally use Zen to done which is a simplified version of "Get Things Done". For the trusted system I host Tracks application for myself.
The best way to get through a big chunk of work while staying focused is to list your priorities on paper before you start. Trying to keep a big list in your head is a sure path to procrastination. Plus, it's a great feeling to tick off items as you finish them. Put on some music, close down your email, and get busy.
But then you have people trying to get your attention. Make sure your colleagues and clients know that you prefer to receive their queries in email rather than in person or by phone. Bugs go directly into the tracking system, without anyone having to tap you on the shoulder for each one. Sounds obvious, but stopping your work to discuss something for 5 minutes can sometimes cost you 30 minutes productivity by the time you are focused again.
You can find a great document about time management in Wouter van Oortmerssen (aka Aardappel, the developer of famouses Open Source games like cube and http://sauerbraten.org/ )
The article I'm talking about is this
I guess you're after something practical. What I do is keep my action items away from my work environment, it helps keep me focussed. I keep a pad next to my desk, I write down each action item for the day at the top and half way down start keeping notes. When I've finished a task I tick it off, anything not ticked can be carried over to the next day (if it's still relevant). Been using it for about 3 years, I find it keeps me productive and helps me remember things. I've tried all kinds of software solutions, nothing works better for me.
I have an old laptop that I remove the wireless card from and sit on a completely quiet room away from distractions. Whatever I can't get done without the internet is just leave until later. My biggest problem is that I gooel to find a solution and end up doing 30 minutes research on something a blogger has mentioned in passing. I still find it takes me a good hour before i get into the flow of not distracting myself.
On the 'how to stay focused', I think once you decide to close your email and put your phone on send, the next things to control are the sounds around you that might derail your thoughts. People talking, phones ringing, etc.
I have started putting the headphones on and surfing to http://www.simplynoise.com/. This is a noise generator that gives you the option of white, pink, or brown/red noise. It drowns out most of the audio distractions that often poke at my concentration.
Stay productive: When I'm working on a boring project and notice I don't do anything useful but reading news, I set a timer.
Simple enough, set your mobile on a 1-2 hour timer. Work during that period. When the timer rings, take a break and feel good about yourself :)
For some reason, this works (for me and a couple of other people I know)!
The single most valuable tool that I can recommend is a "todo" list.
This may take the form of a specialised app, gadget or pen and paper, however the most important thing to remember is that new tasks should be added to the bottom of the list and tasks to be started must be taken from the top - ie. don't cherry pick your tasks, as this will leave you with a task list full of time-consuming (and often boring) jobs that will begin to drag you down.
Possibly better for programmers than GTD is Time Management for System Administrators. Same basic principles (reduce interruptions, keep a list) but with a nerdier bent.
I close email and listen to soothing music. Of course, this tactic really is all about minimizing distractions.
The lecture of Randy is great, especially since he knows that he does not have much time left in this world.
Meetings are the biggest time wasters. Try to avoid them wherever you can.
I don't believe in those tools popping up every so often asking me what I'm currently doing. That's very distracting as well.
It might be good to make a time-log for for a couple of weeks, but just to understand where you are spending your time so you may be able to improve things.
I like the time management stuff by Steven Covey.
... and by the way I'm lecturer for time management for IEEE for Europe/Middle East and Africa.

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