Techniques for redesigning convoluted UI [closed] - user-interface

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I'm sure you've all seen them. Line of Business UIs that have logic such as: "When ComboA is selected, query for values based on that selection, and populate Textbox B", or "When ButtonC is pressed, disable Textboxes C and D", and on and on ... it gets particularly bad when you can have multiple permutations of the logic above.
If presented with the chance to redesign one of these lovely screens, how would you approach it? would you put a wizard in front of the UI? would you keep the single screen paradigm but use some other pattern to make the logic of the UI state maintainable? what would be the process you use to determine how this would ideally be presented and implemented?
Not that I think this should matter for the responses, but I am currently presented with just this "opportunity", and it's an ASP.NET web page that uses javascript to respond to the user's choices, disable controls, and make ajax calls for additional data.

Something you might want to look at is whether some of those dependencies don't imply that while looking similar and serving the same functions these elements should be split out over multiple pages that are similar but actually different. Someone maybe grouped these onto on page because there were enough similarities.
If you can try looking at the problem as if it were not implemented at all, how would you structure the user interface if you had to implement it now. If it is too radically different and existing users would have major problems, you might have to compromise. But as Elie said look at it from the users view. They are the ones that have to work with your product.

I would model the state of the whole UI on one object. That object should keep track of the state in which each UI object should be in, including the list of options of a combo box (and which option is selected of course).
That means that having one state object you can correctly re-draw the whole screen and not end up in broken states on the UI. Of course, refreshing all the components each time anything changes is not the way to go, so I would refresh them on callbacks from each of the setters in the state object. This would also allow you to have two UIs over the same state if you ever want that.

Start with the KISS principle, and work from there. Don't over-engineer the solution, and try to think about the problem from the user's POV. Your first impression of what would make a good layout is probably close to what you should be building, as a good UI is intuitive.
That being said, single screen versus multiple screens, JavaScript or AJAX, it doesn't really matter. If it looks good, is easy to understand, and behind the scenes, is well commented and written with clear code, it works. It should be maintainable, so aim for modular code blocks with clear functionality.

I think what is most important is the user experience and to a lesser extent the maintainability of the code. On the web I try to minimize the roundtrips as much as possible so I'm not sure that I would take a wizard approach since that would lead the user through multiple pages or require replacing nearly the entire page via AJAX (which just seems wrong). I typically work with my customers to capture the functionality that they require, though I aim at the functionality, not the implementation. I might mock up a few examples to show them alternatives or just hand draw them on a whiteboard to give them ideas. I don't mind doing "hard" or "complex" things in the app if the result is a much improved user interface. Of course, I make it as simple as I can and definitely use good practices, even in Javascript.

Related

Stories and Scenarios that implies UI

I am trying to learn how to use BDD for our development process and I sometimes end-up writing things that implies a UI design, so for brand new development or new features, the UI does not always exists.
For example, if I say this in a scenario "When a column header is clicked" it implies that this feature is based on some sort of table or grid, but at this point we are still just writing user-stories so there is no UI yet.
That gets me confused to know at what point in the process do we come up with a UI design ?
Keep in mind, I only have read articles about BDD and I think it would help our team a lot but still very new at this! Thx!
If you write your scenarios with a focus on the capabilities of the system, you'll be able to refactor the underlying steps within those scenarios more easily. It keeps them flexible. So I'd ask - what does clicking the column get for you? Are you selecting something? What are you going to do with the selection? Are you searching for something and sorting by a value?
I like to see scenarios which say things like:
When I look for the entry
When I go to the diary for January
When I look at the newest entries
When I look at the same T-shirt in black
These could all involve clicking on a column header, but the implementation detail doesn't matter. It's the capability of the system.
Beneath these high-level scenarios and steps I like to create a screen or page with the smaller steps like clicking buttons in it. This makes it easy to refactor.
I wrote this in a DSL rather than English, but it works with the same idea - you can't tell from the steps whether it's a GUI or a web page, and some of the steps involve multiple UI actions:
http://code.google.com/p/wipflash/source/browse/Example.PetShop.Scenarios/PetRegistrationAndPurchase.cs
Hope you find it interesting and maybe it helps. Good luck!
I guess you can write around that by saying "when I sort the information by X, then..." But then you would have to adjust your scenario to remove any mention of the data being displayed in a grid format, which could lead to some rather obtuse writing.
I think it's a good idea to start with UI design as soon as you possibly can. In the case you mentioned above, I think it would be perfectly valid to augment the user story with sketch of the relevant UI as you would imagine it, and then refine it as you go along. A pencil sketch on a piece of paper should be fine. Or you could use a tablet and SketchBook Pro if you want something all digital.
My point is that I don't see a real reason for the UI design to be left out of user stories. You probably already know that you're going to build a Windows, WPF, or Web application. And it's safe to assume that when you want to display tabular data, you'll be using a grid. Keeping these assumptions out of the requirements obfuscates them without adding any real value.
User stories benefit from the fact, that you describe concrete interactions and once you know concrete data and behaviour of the system for it, you might as well add more information about the way you interact. This allows you to use some tools like Cucumber, which with Selenium enables you to translate a story to a test. You might go even further and e.g. for web apps capture all pages you start concrete story at and collect all interactions with that page resulting in some sort of information architecture you might use for documentation or prototyping and later UI testing.
On the other hand, this makes your stories somewhat brittle when it comes to UI changes. I think the agile way of thinking about this is same as when it comes to design changes - do not design for the future, do the simplest possible thing, in the future you might need to change it anyway.
If you stripped your user stories of all concrete things (even inputs) you will end up with use cases(at least in their simplest format, depends on how you write your stories). Use cases are in this respect not brittle at all, they specify only goals. This makes them resistant to change, but its harder to transfer information automatically using tools.
As for the process, RUP/UP derives UI from use cases, but I think agile is in its nature incremental (I will not say iterative, this would exclude agile methods like FDD and Kanban). This means, as you implement new story, you add to your UI what is necessary. This only makes adding UI specifics in stories more reasonable. The problem is, that this is not a very good way to create UI or more generally UX(user experience). This is exactly what one might call a weakpoint of agile. The Agile manifesto concentrates on functional software, but that is it. There are as far as I know no agile techniques for designing UI or UX.
I think you just need to step back a bit.
BAD: When I click the column header, the rows get sorted by the column I clicked.
GOOD: Then I sort the rows by name, or sometimes by ZIP code if the name is very common, like "Smith".
A user story / workflow is a sequence of what the user wants to achieve, not a sequence of actions how he achieves that. You are collecting the What's so you can determine the best How's for all users and use cases.
Looking at a singular aspect of your post:
if I say this in a scenario "When a column header is clicked" it implies that this feature is based on some sort of table or grid, but at this point we are still just writing user-stories so there is no UI yet.
If this came from a user, not from you, it would show a hidden expectation that there actually is a table or grid with column headers. Even coming from you it's not entirely without value, as you might be a user, too. It might be short-sighted, thinking of a grid just because it comes from an SQL query, or it might be spot-on because it's the presentation you expect the data in. A creative UI isnÄt a bad thing as such, but ignoring user expectations is.

UI hints that prevent user errors [closed]

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What UI/GUI guidelines should be followed that subtly (or not so subtly) direct users so they don't shoot themselves in the foot.
For instance, you might want to give power users the ability to "clean" a database of infrequently used records, but you don't want a new user to try out that option if they've just spent hours entering new records - they may lose them all because they're 'infrequently used'. Please don't address this specific issue - it's just here to clarify the question.
While one could code a bunch of business logic in place to prevent some issues, you can't account for everything a user might do.
What are some common techniques, tips, and tricks that prevent improper usage?
ie, How should I design the interface to alert users that a function or action is to be taken with care
What should I design in that limits risk and exposure if a poor action is taken?
-Adam
Everything can be undone. Don't erase - deactivate. Back up before every destructive operation, and give the user a way to restore.
That's the path. It's hard to follow it all the way, but it's what you're aiming for.
Make it possible to undo dangerous actions.
If it's a reasonably big application or system, require separate admin access for dangerous operations as well.
Don't Make Me Think
And you can, in fact you HAVE to account for everything they might do. Because you (as the designer) as the one who gives them the ability to do all those things.
Before putting ANY item on a gui as yourself "Can this be misused?" and if it can, you might want to go with a lower level of customizability.
Example hierarchy
Button - Can be clicked.
T/F Radio Button (mandatory) - Only two options.
Combo Box - Many options, possibly "no option". more confusing.
Text field - Myriad of wildly inconsistent options. More confusing for user, more dangerous for coder.
Basically, if the user doesn't need extra options, then don't give them extra options. You'll only confuse them.
This is an old article, but it's still a great one:
Microsoft Inductive User Interface Guidelines
Never rely on anything that says "Are you sure?" The user is ALWAYS sure and that's if they even bothered to read it before dismissing.
Partition your users and have fine-grained permissions.
Define some power-user permissions that enable the "more dangerous" operations.
Power user permission is not given out lightly -- only to actual power users -- and revoked readily.
I'm of the school of thought that, in case of inclarities or ambiguousity, the user is rarely wrong, and the UI is always to blame. So, when you say "punch the user in the face", tagged with "pebkac", I'm thinking that you would do good with a slap in the face.
Unfortunately, I'm unable to give any good UX-advice, since I'm a mere programmer, and therefore more or less by definition disqualify as a good UI-designer. I'd like just to point out the possibility, that you actually could be the one who needs to get a clue, and try to be more humble towards the users.
Edit for Adam:
The little I know about UX is how little I know about it. It's an entire career path. I know for a fact that there's very little anyone can learn by asking a single make-me-good-at-this question at Stack Overflow. It's like me asking "help me write better code", with the body text formulated as a story of how my colleagues ridicule me of my code.
We, programmers, are engineers. We like order and reason and logical decisions. But the average user is not a programmer, not an engineer and, in many cases, not interested in computers themselves the very least bit.
I'm glad that people are giving you nuggets of good advice, and I'm glad that you, contrary to my first impression (I'm sorry about that), are eager to take those bits and understand the needs of the user.
But the point remains: You need to buy books (Don't Make Me Think is a great place to start, as already recommended). You need to watch how people use your software. You need to observe where they stumble, and jig things around until your UIs seem natural.
I'm sorry I still can't give you an answer. Because I don't have it. And even if I would have it, I would probably have to charge you 50EUR an hour, for years into the future.
Make the results of the user's action visible and offer a way to undo those changes.
When the changes are visible, then the user gets feedback of whether the results were what he intended to do, and if they are not, then the possibility to undo will let the user to try again to reach his goal. If possible, make the results of the action visible before the user invokes the action (for example, when dragging some element, show what would happen if the user would release the mouse button, for example visualize addition of the element where it will be moved to and visualize the removal of the element from where it was moved from).
There are a couple of types of undo. The most simple is a single-step undo (as in Notepad), but it is often not enough. Better is a multi-step undo (as in Word), which covers most of the cases, but does not allow undoing a specific action without undoing all the actions that have been done after it. That can be solved by object-specific undo, for example in a form with many fields (or cells in a grid like in Excel), right-clicking the field would show a list of previous values in that field. For deleted data you could have a store of deleted data, from where the user can restore things after deleting them (for example if the user deletes a slide in Powerpoint). And finally you could have a full version history of every change, for example as Local History works in IntelliJ IDEA - make a history entry every time the file is saved (and save everything automatically after a couple seconds of inactivity).
Confirmation dialogs don't help. The user might read it the first time, but soon after that clicking "OK" in the dialog becomes an automated process, and the user will press Enter before the dialog even shows up. Then the confirmation dialog has become just a source of unnecessary mechanical work. The user is always sure about doing some action, even when he is wrong - otherwise he would not have done that action.
Well there are a few different ways that I can/do go about these types of things.
User documentation - first and foremost give them some documentation to work with, and make the systems easy for them to use. Just general usability and descriptive names/actions for everything.
Provide confirmation screens with warnings. Full disclosure of what the action is going to do, with the warnings inside of a yellow box. It draws attention to it and helps prevent the need for the other items.
Have a roll-back plan. For large risky operations you can either simply set "deleted" flags, or offload the data to a temporary "recycle bin" of sorts should they accidentally remove/modify data that was unintended.
Require multiple approvals, for data purge operations especially go to a two-tiered approach, requiring approval from separate users.
These are just a few of the ideas that I have.
Two things immediately come to mind.
The first is the notion of progressive disclosure, i.e., only show users what they need in order to accomplish the task at hand. How many UIs have we seen that have hundreds of controls on a single dialog? Divide the controls into their respective tasks and only allow the user to do a single task at a time. An Advanced button on a dialog is one way to implement this, and this concept has the added benefit of separating the power users from the run-of-the-mill users. Run-of-the-mill users are less likely to attempt a task that is likely to be beyond their skill level.
The second is to leverage the wizard concept for complicated tasks. I know wizards have fallen out of style, but if a task is truly complicated, users usually appreciate having their hands held the first few times. A good example of this is the WinZip wizard interface. If you've never zipped a file before, this wizard uses a logical progression to walk you through the process. And then, once you've grown comfortable with it, you can switch to the classic interface to zip files more quickly.
Of course to do all of this requires a committment not only by the developers, but by management. And that, sadly, is where many of these usability battles are lost.

The future of Naked Objects pattern (and UI auto-generation) [closed]

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I ask about the pattern, not framework. This is kind of follow-up to a question on UI auto-generation.
Do you believe in the concept of UI auto-generation from metadata?
What kind of problems can be approached this way?
The question arose when I've created a small library to support my student projects, which generates interactive CLI in runtime based on object's metadata. And I think CLI it generates is quite decent.
On the other extreme is the Naked Objects Framework, which is rather universal, but UI it generates is horrible, IMO.
It's clear, every problem is specific and needs specific UI, but maybe there are several classes of problems where auto-generation is acceptable?
Yes, I believe the concept of metadata-based auto-generated applications is very sound - mainly because it drastically reduces development time and improves code quality by reducing the massive redundancy you have in most applications where each domain data field is represented in the database, in the model, in the UI, and often also several times in various mapping layers.
I think the future is auto-generated apps that can be modified wherever necessary. Currently, this is AFAIK not really possible; for example, Rails only allows you to fully customize the UI when you use static scaffolding, which basically means code generation, i.e. many further changes in the domain model are then not automatically represented in the UI because the duplication has happened when the code was generated.
I believe the first framework that manages to combine complete auto-generation with complete modifiability afterwards will become the de-facto development standard to a previously unknown degree. Though most likely we'll get there in small steps so that there will not be such a single dominating framework.
Take a look at JMatter, which is a rather better-looking implementation of Naked Objects.
http://www.jmatter.org
There is also Chris Muller's work on MAUI, and Lukas Renggli's work on Magritte (both Squeak /Smalltalk)
We have lots of generated UI in the configuration part of our apps. All those lists that are around forever and changed once in a blue moon by a system administrator.
I find that most applications with a database back-end tend to have a bad design from an OO and NO perspective, as already shown in the NO book by Pawson and Matthews.
Re: qn #1 ... Do you believe in the concept of UI auto-generation from metadata? ... I'm definitely going to answer 'yes' to your first question, being one of the committers to the Naked Objects (Java) framework and writing a book on DDD + NO.
The question mentions metadata. I think this is key to NO being able to succeed. In the latest version (which will be going beta in Feb) the metamodel has been opened up so that it is very extensible, either so you can write your domain model following your own programming conventions/annotations, or, potentially so that more sophisticated viewers can look for their own metadata to provide more sophisticated views. (For example, consider that if an object implemented a Location interface then it is displayed in a google maps).
Regarding qn #2 ... what kind of problems can be approached this way ... we've always said that NO is more suitable for "sovereign applications" (transactional, operational systems ones used internally within an organization) to "transient applications" (like an airport kiosk, say). An NO GUI does require that the user is familiar with the domain, otherwise they won't know what they are looking at.
What's missing still is sophisticated viewers, of course. You are right about the NO GUI, it is definitely low fidelity (though the .NET version is a big improvement, see recent infoq.com article). On the Java side there is a sister project called scimpi.org that has a lot of promise though... it provides a basic web GUI for free but lets you hand-craft web pages as necessary and incrementally. I'm also working on an Eclipse RCP GUI that'll work similarly.
The other thing to add to this though is that the NO approach has value (I believe) even if you choose to write a custom GUI and/or presentation layer. That is, you can use it as a design tool for building a very solid pojo domain layer, and then skin it as you will. Trouble is that NO was never originally sold in those terms, so most will see the NO pattern as an all-or-nothing affair.
Dan
One way to look at this is to consider the difference between the user interface you get from something like Toad or MySQL Browser, where the user interface is directly constructed from the tables and their associated meta data, and the user interface that a skilled designer would develop for the actual application. IF there not too disimilar then it should be fairly low hanging fruit for an auto-generation framework.
As you say there are classes of problems which will work quite well with this kind of auto generation and some which wouldn't. To my mind the key things are how well the implementation model (or portion thereof) which you are exposing in the user interface maps to the conceptual model of the user. Secondly how well can the behavior of the application can be expressed through a limited set of user interface components (assuming this is a general purpose UI generation framework).
This article "Universal Model of a User Interface" may be of interest .
I think the idea of automatically generated UIs has a lot of potential especially for your average form-and-table layout database user interface. However, even there a human needs to be in the loop, having the ability to override the output without it being overwritten with the next regeneration.
I suspect automatically generated UIs would be more successful today if interaction designers were more involved in developing the generation algorithms. My impression is that historically the creators of these systems don’t know what kinds of UI-related metadata to include or how to use it. Specifying labels, value ranges, formats, and orders for fields is a start, but more high level information is needed. Sufficient modeling of the tasks and user roles in particular tends to be lacking, along with some basic style-guide-level principles for UI.
Oracle’s Designer 2000, for example, was on the right track in including not only the entities and relations in the model, but also the tasks in the form of a functional hierarchy. Then they blew it by misapplying this metadata (e.g., assuming that depth is always preferred to breadth) and including fundamental flaws when generating the UI (e.g., only one primary window can be opened at a time). The result was IUs that were not even consistent with Oracle’s own Applications User Interface Standards.
Getting a basic UI up quickly that lets the customer try out the system and create test data must be of value. Naked Objects frameworks can help for the “boot strapping” even if you have to have replace it with “hand crafted” UI before you ship.
In most system I have worked on, there have been lots of simple housekeeping tables. All these tables need a UI to edit and view them etc. There is also great value in these simple editors being consistent. Here a naked Objects framework could save a lot of time, even if the main “day to day” UI is “hand crafted”
I have seen a couple of failed projects (cases where I was brought in as a rather expensive consultant to help architect the replacement) which used the "naked objects" approach (not the framework, AFAIK) - all with simply atrocious UIs, and worked replacing a lot of the UI on one project which, in its original incarnation, had a similar approach (the entire application was a tree of objects accessed through context menus and property sheets - this was NetBeans 2.0 circa 1998 - IDE as a giant hierarchical JavaBean).
The bottom line is, your users don't care about your architecture, they care about getting what they need to do done in the most comprehensible-to-mere-mortals set of interactions you can come up with. If that happens to align with your architecture, you are having a lucky day - but it really is serendipity. Trying to force users to care (or even know) about your architecture is a recipe for software nobody wants to use.
Code generally needs to be designed around two not-always-compatible goals:
Maintainability - people who didn't write the code can understand the code
Stability and performance - i.e. the activities the code asks the computer to physically do are both possible, and can be completed within a reasonable time frame
The abstractions and code structures that it makes sense to create to meet those two goals very, very rarely map exactly to user interface elements of any sort. Sometimes you can get away with it - barely - if your audience is technical. But even there, you are likely to please more users with at least a "presentation layer" adapter layer on top of the architecture that makes sense for programmers and machines.

Refresh Oldschool GUI Design [closed]

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I'm building Desktop Software for over 10 years now, mostly it's simple Data-Input Software. My problem is, it's always looking the same: A Treeview on the Left and a lot of Text/Data Fields to the right, depending on the type of data currently is worked on. Are there any fresh ideas how such software nowadays should look like?
For further clarification:
It's very hierarchical data, mostly for electronic devices. There are elements of data which provide static settings for the device and there are parts which describe some sort of 'Program' for the device. There are a lot (more than 30) of different input masks. Of course i use combo boxes and Up/Down Entry Fields.
Having all of your software look the same thing is a good thing. One of the best ways to make it easy for people to use your software is to make it look exactly the same as other software your users already know how to use.
There are basically two common strategies for how to handle entry of a lot of data. The first is to have lots of data entry fields on one page. The next is to have only a few data entry fields but a lot of pages in a sort of wizard-style interface. Expert users find the latter much slower to use, as do users who are entering data over and over again. However, the wizard style interface is less confusing for newer users since it offers fewer elements at once and tends to provide more detail on them.
I do suggest replacing as many text fields as possible with auto-complete-based combo-boxes. This allows users to enter data exactly the same as with text-boxes, but also allows users to save typing by hitting the down key to scroll through choices after typing part of the data in.
Providing more detail on what data is being entered would probably yield more specific answers.
I'd also answer with a question, which is to ask what your motivation for considering a change is? Like the other posters, I'd agree that there is some value in consistency, but there's also a strong value in not ignoring niggles-in-the-back-of-the-mind feelings you have. Maybe you have a sense that your users aren't as productive as you'd like them to be, or you've heard feedback to that effect from your customers, or you're just looking to add some innovation for your own interest. Scratching itches is a good trait in a developer, in my view.
One thing I'd advocate would be a detailed user study. How much do you know about what your users do with the interfaces you create? Do you know the key tasks, the overall workflow? Would you know if one task regularly consumed 60% of your users' time, or if there was a task that was only performed once a month? Getting a good sense of what the users actually do (and not what they say they do) is a great place to start thinking about what changes might be worthwhile, especially if you can refactor the task to get a qualitatively different user experience.
A couple of specific alternative designs you might like to include in re-visioning the UI might be be facet browsing (works well for searching and exploring in hierarchies), or building a database of defaults / past responses so that text boxes can use predictive completion. However, I think my starting point would be the user study.
Ian
If it works...
Depending on what you've got happening with the data (that is, is it hierarchical, or fairly flat), you might want to try a tab-based metaphor, or perhaps the "Outlook-style", with a sidebar showing the sections of an application. One other notion I've played with lately is the "Object desktop" that I first saw proposed by Scott Ambler (Building Object Applications That Work). In this, you can display collections of items, or the user can "peel off" individual records for easy access.
Your information is not enough to really suggest you an interface alternative. However, may I answer your question with a question? Why do you think you have to change it? Has your customer complained? If not, it looks like your customer is happy with the way the software works right now, thus I wouldn't change it. If your customer complains about it, he'll most likely not just say "It's bad", he will say "Why can't it look like ..." and this will give you an idea how to change it.
I once had to re-design a very outdated goods management system. The old one was written for a now dead database system, still running in MS-DOS. The customer suggested I should create a prototype how this re-implementation might look like and then he'll decide if I get that job or not. I replaced the old, dead database with a modern MySQL database, I replaced the problematic shared peer access with a client server approach and I chose to rewrite the UI in Java, since different OSes were used and this had the smallest porting costs. So far the concept seemed good, the customer liked it. However, when he asked his employees what they think about it, they asked "So far it's great, but we have one question: Why doesn't it look like the old one?". Actually, it turned out that even with all the modern technologies, they wanted the interface to exactly look and being operated like the old one. So I had to re-build a 1986 usability nightmare MS-DOS UI in Java, because no other UI was accepted.
For me it is more about a clean, usable, logical design than anything else. If your program makes sense to the user, isn't clunky and works as advertised, then everything else UI related is essentially just like painting the house. I've sometimes rolled out a new version of a program with essentially the same controls that are skinned differently.
There's a reason that you've probably chosen the tree view - because it probably makes really good sense to do so. There are different containers and controls available in the various UI libraries, depending on the language, but I tend to stick with the familiar because the user probably gets how a tree control works and how a combobox works.
A user interface needs to be usable, just don't do the misstake to change to something working to something fancy-schmancy just because it looks better (been down that road)...
Make sure that added
widgets/controls really add a business value
Make sure that the added
widgets/controls do not mess up your
architecture (too much) and makes
the application harder to
manage/maintain
Try to keep platform standards on
how to do things (for example the Vista ux guidelines)
:)
//W

How to write a spec that is productive? [closed]

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I've seen different program managers write specs in different format. Almost every one has had his/her own style of writing a spec.
On one hand are those wordy documents which given to a programmer are likely to cause him/her missing a few things. I personally dread the word documents spec...I think its because of my reading style...I am always speed reading things which I think will cause me to miss out on key points.
On the other hand, I have seen this innovative specs written in Excel by one of our clients. The way he used to write the spec was kind of create a mock application in Excel and use some VBA to mock it. He would do things like on button click where should the form go or what action should it perform (in comments).
On data form, he would display a form in cells and on each data entry cell he would comment on what valid values are, what validation should it perform etc.
I think that using this technique, it was less likely to miss out on things that needed to be done. Also, it was much easier to unit test it for the developer. The tester too had a better understanding of the system as it 'performed' before actually being written.
Visio is another tool to do screen design but I still think Excel has a better edge over it considering its VBA support and its functions.
Do you think this should become a more popular way of writing spec? I know it involves a bit of extra work on part of project manager(or whoever is writing the spec) but the payoff is huge...I myself could see a lot of productivity gain from using it. And if there are any better formats of specs that would actually help programmer.
Joel on Software is particularly good at these and has some good articles about the subject...
A specific case: the write-up and the spec.
Two approaches have worked well for me.
One is the "working prototype" which you sort of described in your question. In my experience, the company contracted a user interface expert to create fully functional HTML mocks. The data on the page was static, but it allowed for developers and management to see and play with a "functional" version of the site. All that was left to do was replace the static data on the pages with dynamic content - this prototype was our spec for the initial version of our product. The designer even included detailed explanation of some subtle behavior in popup dialogs that would appear when hovering over mock links. It worked well for our team.
On a subsequent project, we didn't have the luxury of the UI expert, but we used similar approach. We used a wiki to mock a version of the site. We created links between the functional aspects of the system and documented each piece of functionality in detail. Each piece of functionality could, in turn, link to detailed design and architecture decisions. We also used to wiki to hold our to list feature list for each release (which became our release notes). These documents linked back to the detailed feature page. The wiki became a living document - describing our releases and evolution of our system in great detail. It was an invaluable resource.
I prefer the wiki to the working prototype because it's more easily extensible - growing and becoming more valuable as your system evolves.
I think you may have a look about Test-Driven Requirements, which is a technique to make executable specifications.
There are some great tools like FIT, Fitnesse, GreenPepper or Concordion for that purpose.
One of the Microsoft Press books has excellent examples of various documents, including an SRS (which I think is what you are talking about). It might be one of the requirements books by Weigert (I think that's his name, I'm blanking on it right now). I've seen US government organizations use that as a template, and from my three work experiences with the government, they like to make their own whereever they can, so if they are reusing it, it must be good.
Also - a spec should contain NO CODE, in my opinion. It should focus on what the system must do, should do, and can not do using text and diagrams.

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