Best Practices & Principles for GUI design [closed] - user-interface

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What is your best practical user-friendly user-interface design or principle?
Please submit those practices that you find actually makes things really useful - no matter what - if it works for your users, share it!
Summary/Collation
Principles
KISS.
Be clear and specific in what an option will achieve: for example, use verbs that indicate the action that will follow on a choice (see: Impl. 1).
Use obvious default actions appropriate to what the user needs/wants to achieve.
Fit the appearance and behavior of the UI to the environment/process/audience: stand-alone application, web-page, portable, scientific analysis, flash-game, professionals/children, ...
Reduce the learning curve of a new user.
Rather than disabling or hiding options, consider giving a helpful message where the user can have alternatives, but only where those alternatives exist. If no alternatives are available, its better to disable the option - which visually then states that the option is not available - do not hide the unavailable options, rather explain in a mouse-over popup why it is disabled.
Stay consistent and conform to practices, and placement of controls, as is implemented in widely-used successful applications.
Lead the expectations of the user and let your program behave according to those expectations.
Stick to the vocabulary and knowledge of the user and do not use programmer/implementation terminology.
Follow basic design principles: contrast (obviousness), repetition (consistency), alignment (appearance), and proximity (grouping).
Implementation
(See answer by paiNie) "Try to use verbs in your dialog boxes."
Allow/implement undo and redo.
References
Windows Vista User Experience Guidelines [http://msdn.microsoft.com/en-us/library/aa511258.aspx]
Dutch websites - "Drempelvrij" guidelines [http://www.drempelvrij.nl/richtlijnen]
Web Content Accessibility Guidelines (WCAG 1.0) [http://www.w3.org/TR/WCAG10/]
Consistence [http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0385267746]
Don't make me Think [http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/ref=pdbbssr_1?ie=UTF8&s=books&qid=1221726383&sr=8-1]
Be powerful and simple [http://msdn.microsoft.com/en-us/library/aa511332.aspx]
Gestalt design laws [http://www.squidoo.com/gestaltlaws]

I test my GUI against my grandma.

Try to use verbs in your dialog boxes.
It means use
instead of

Follow basic design principles
Contrast - Make things that are different look different
Repetition - Repeat the same style in a screen and for other screens
Alignment - Line screen elements up! Yes, that includes text, images, controls and labels.
Proximity - Group related elements together. A set of input fields to enter an address should be grouped together and be distinct from the group of input fields to enter credit card info. This is basic Gestalt Design Laws.

Never ask "Are you sure?". Just allow unlimited, reliable undo/redo.

Try to think about what your user wants to achieve instead of what the requirements are.
The user will enter your system and use it to achieve a goal. When you open up calc you need to make a simple fast calculation 90% of the time so that's why by default it is set to simple mode.
So don't think about what the application must do but think about the user which will be doing it, probably bored, and try to design based on what his intentions are, try to make his life easier.

If you're doing anything for the web, or any front-facing software application for that matter, you really owe it to yourself to read...
Don't make me think - Steve Krug

Breadcrumbs in webapps:
Tell -> The -> User -> Where -> She -> Is in the system
This is pretty hard to do in "dynamic" systems with multiple paths to the same data, but it often helps navigate the system.

I try to adapt to the environment.
When developing for an Windows application, I use the Windows Vista User Experience Guidelines but when I'm developing an web application I use the appropriate guidelines, because I develop Dutch websites I use the "Drempelvrij" guidelines which are based on the Web Content Accessibility Guidelines (WCAG 1.0) by the World Wide Web Consortium (W3C).
The reason I do this is to reduce the learning curve of a new user.

I would recommend to get a good solid understanding of GUI design by reading the book The Design of Everyday Things. Although the main printable is a comment from Joel Spolsky: When the behavior of the application differs to what the user expects to happen then you have a problem with your graphical user interface.
The best example is, when somebody swaps around the OK and Cancel button on some web sites. The user expects the OK button to be on the left, and the Cancel button to be on the right. So in short, when the application behavior differs to what the user expects what to happen then you have a user interface design problem.
Although, the best advice, in no matter what design or design pattern you follow, is to keep the design and conventions consistent throughout the application.

Avoid asking the user to make choices whenever you can (i.e. don't create a fork with a configuration dialog!)
For every option and every message box, ask yourself: can I instead come up with some reasonable default behavior that
makes sense?
does not get in the user's way?
is easy enough to learn that it costs little to the user that I impose this on him?
I can use my Palm handheld as an example: the settings are really minimalistic, and I'm quite happy with that. The basic applications are well designed enough that I can simply use them without feeling the need for tweaking. Ok, there are some things I can't do, and in fact I sort of had to adapt myself to the tool (instead of the opposite), but in the end this really makes my life easier.
This website is another example: you can't configure anything, and yet I find it really nice to use.
Reasonable defaults can be hard to figure out, and simple usability tests can provide a lot of clues to help you with that.

Show the interface to a sample of users. Ask them to perform a typical task. Watch for their mistakes. Listen to their comments. Make changes and repeat.

The Design of Everyday Things - Donald Norman
A canon of design lore and the basis of many HCI courses at universities around the world. You won't design a great GUI in five minutes with a few comments from a web forum, but some principles will get your thinking pointed the right way.
--
MC

When constructing error messages make the error message be
the answers to these 3 questions (in that order):
What happened?
Why did it happen?
What can be done about it?
This is from "Human Interface Guidelines: The Apple Desktop
Interface" (1987, ISBN 0-201-17753-6), but it can be used
for any error message anywhere.
There is an updated version for Mac OS X.
The Microsoft page
User Interface Messages
says the same thing: "... in the case of an error message,
you should include the issue, the cause, and the user action
to correct the problem."
Also include any information that is known by the program,
not just some fixed string. E.g. for the "Why did it happen" part of the error message use "Raw spectrum file
L:\refDataForMascotParser\TripleEncoding\Q1LCMS190203_01Doub
leArg.wiff does not exist" instead of just "File does
not exist".
Contrast this with the infamous error message: "An error
happend.".

(Stolen from Joel :o) )
Don't disable/remove options - rather give a helpful message when the user click/select it.

As my data structure professor pointed today: Give instructions on how your program works to the average user. We programmers often think we're pretty logical with our programs, but the average user probably won't know what to do.

Use discreet/simple animated features to create seamless transitions from one section the the other. This helps the user to create a mental map of navigation/structure.
Use short (one word if possible) titles on the buttons that describe clearly the essence of the action.
Use semantic zooming where possible (a good example is how zooming works on Google/Bing maps, where more information is visible when you focus on an area).
Create at least two ways to navigate: Vertical and horizontal. Vertical when you navigate between different sections and horizontal when you navigate within the contents of the section or subsection.
Always keep the main options nodes of your structure visible (where the size of the screen and the type of device allows it).
When you go deep into the structure always keep a visible hint (i.e. such as in the form of a path) indicating where you are.
Hide elements when you want the user to focus on data (such as reading an article or viewing a project). - however beware of point #5 and #4.

Be Powerful and Simple
Oh, and hire a designer / learn design skills. :)

With GUIs, standards are kind of platform specific. E.g. While developing GUI in Eclipse this link provides decent guideline.

I've read most of the above and one thing that I'm not seeing mentioned:
If users are meant to use the interface ONCE, showing only what they need to use if possible is great.
If the user interface is going to be used repeatedly by the same user, but maybe not very often, disabling controls is better than hiding them: the user interface changing and hidden features not being obvious (or remembered) by an occasional user is frustrating to the user.
If the user interface is going to be used VERY REGULARLY by the same user (and there is not a lot of turnover in the job i.e. not a lot of new users coming online all the time) disabling controls is absolutely helpful and the user will become accustomed to the reasons why things happen but preventing them from using controls accidentally in improper contexts appreciated and prevents errors.
Just my opinion, but it all goes back to understanding your user profile, not just what a single user session might entail.

Related

What is the best practice for text in a dialog box?

This is not so much a technical question but still part of the development cycle.
I'm having to word all of my dialog boxes in this program I am working on and I was trying to get a good handle on the best practices for making text for the average end user to comprehend.
I have three core principles I could think of
Keep it short - yet long enough to explain thoroughly
Avoid personal remarks such as "keep in mind", "just so you know", etc
Call an apple an apple - If a concept is highly technical do not dumb it down with another word that doesn't fully encapsulate the idea.
Are these good principles to go by and/or is there something better to add.
There are various platform specific guidelines, e.g.
Microsoft WUXI --- Dialog text
Apple
The things I would add:
consistency - keep style and tone consistent throughout the application.
consistency - use the same names for concepts and elements of your app
drop everyting you can live without - explanations belong to online help, don't pack the dialog to tight, leave room.
Use simple words. Not all of your users are native english speakers.
Use present tense, active voice
Avoid exclamation marks
Avoid multiple exclamation marks
Yes, I believe those are great principles to go off of, but one more thing you may want to look for and be encouraged to do, is if it is highly technical and there is a way to get the same point across without using words most people wont get, consider using them, not everybody knows everything

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.

Web Design: When (not) to use a Wizard

My boss believes that wizards make things simple for the user.
I think they have their place but I can't really define what that place is.
I feel there is a danger in turning something into steps that doesn't need them.
Does anyone know where I could find rules for such things, or even a guideline to follow that describes when and when not to use wizards and possibly even other UI elements.
Here is what some common Human Interface Guidelines have to say about when to use them. Most are quite restrictive:
Gnome HIG
An assistant is a secondary window that guides the user through an operation by breaking it into sequential steps. Assistants are useful for making complex operations less intimidating, as they restrict the information visible to the user at any given moment.
[...]
Assistants do have major downsides. After using an assistant it is often hard to figure out where the individual settings aggregated into the assistant are stored. Often people will resort to re-running the assistant, re-entering many settings that they don't want to change.
Assistants are often used in situations where a better solution would be to simplify, or even better automate, the process. Before using an assistant to step people through a complex operation, consider if the operation can be fundamentally simplified so an assistant is unnecessary.
Microsoft Windows Experience Interaction Guidelines:
Consider lightweight alternatives first, such as dialog boxes, task panes, or single pages. Wizards are a heavy UI, best used for multi-step, infrequently performed task. You don't have to use wizards—you can provide helpful information and assistance in any UI.
Apple Human Interface Guidelines
For products with complex setup procedures, a setup assistant can be helpful
(Assistants are not mentioned in any other context, as in the other HIG:s, so I assume that means that Apple think they have no place except for setup)
I'd agree with you that Wizards have their place. And that place is back in Azeroth.
No, but seriously, if the user has to input a lot of different data fields, using a Wizard to split up the data entry into several related groups might help to make things less confusing.
If the Wizard covers a process that consists of steps A, B, and C, and the input at B or C depends on the input at the previous step(s), a Wizard would probably be a good way to structure your application.
There are probably a lot of other situations in which using a Wizard would be warranted (those are just two off the top of my head), but in each case, you'd want to evaluate it and make sure that a Wizard is the absolute best option. To borrow an old saying, everything doesn't become a nail just because your boss wants you to use Wizards as a hammer. If that makes sense.
As far as best practices guidelines goes -- the use of Wizards seems to fall under UX rather than UI, but here's a few items that I came across:
Wizard-style forms best practices
Designing Effective Wizards: A Multidisciplinary Approach (Book)
Best Practice: Designing Wizards
Try reading this.
I would suggest to avoid wizards as much as possible. People have a short attention span and you risk that, at the middle of it, they start forgetting what the said, what they are doing there, etc.
That being said, i think that it may be viable when performing some shopping (e.g., checkout), first-time configurations, others?
When to Develop a Wizard
Always try to:
Only ask the information really needed
Simplify as much as you can, thus avoiding the need to additional explanation
When creating a wizard:
Clearly show the how many steps are needed and how many are completed
Allow the user to revert or cancel it

What are good/bad ways of providing help for an application..?

I'm in the process of developling various applications for whom the end users are both engineers and salesman. Some of the operations and options may not be immediately obvious to all users. All applications are delivered with a PDF and paper manual - but of course nobody reads them!
I would like to improve the usability of the applications by including dynamic context sensitive help. One option would be alá MSDN and have F1 call up a web page - however internet access will not always be available and even this will be too much effort for some.
Another idea is to have descriptions pop up when an option is hovered over - like a tooltip.
I'm interested in other peoples views on this and what are best practices in this situation. Along a similar theme to this post What are common UI misconceptions and annoyances? I'd like to start a discussion regarding these two points:
What would be the best way to go about it?
What help features in existing applications you use either delight or annoy you..?
In my experience nobody but programmers reads the help. So when you have a technical and non-technical target audience you end up providing 2 ways of doing everything:
A Wizard with a few options.
A property editor with lots of options.
In either case, pictures are usually better than words for documentation. So a screenshot or 3 with big green arrows and circles calling out what does what will go a lot further than an indexing, exhaustive help file.
In my experience it would be very helpful to have a tooltip on each option that provides a little more definition/clarity for each option. Additionally, you can improve usability by having the default screen contain a few common, simple options and providing an advanced section that provides more control.
I'm currently working on a similar side-project. We have an existing product that's used by people as part of their day job. There is an inherent learning curve on the product, so users receive some degree of training and have people they can turn to for assistance. Even so, we know it needs more help and user documentation in general.
We are starting this help enhancement project by running a quick survey on the end users, (offering a prize draw as an incentive). We will also speak to the support staff who have to deal with help requests. This will uncover some of the pain points, and will give us a clear idea of how to focus our time & resources.
Guidelines on when to use inline tips vs tool tips etc can be found in various style guides, e.g. here:
http://developers.sun.com/docs/web-app-guidelines/uispec4_0/11-help.htm
Bear in mind that it's probably a bad idea to just copy & paste the text from your existing manuals into contextual help tips. You're going to need help writing completely new content. See if you can get some time from a technical writer / copywriter.

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

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