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User Interface Design for Programmers
from the but-programmers-don't-need-interfaces dept.
| User Interface Design for Programmers | |
| author | Joel Spolsky |
| pages | 144 |
| publisher | Apress |
| rating | 8 |
| reviewer | Ellen |
| ISBN | 1893115941 |
| summary | Aimed at programmers who don't know much about user interface design and think it is something to fear, Joel provides a great primer, with some entertaining and informative examples of good and bad design implementations, including some of the thought process behind the decisions. He feels that programmers fear design because it is a creative process rather than a logical one and shows that the basic principles of good user interface design are logical and not based on some mysterious indefinable magic. |
Spolsky's light writing style makes this book an easy read, and his personal stories and anecdotes help make his thoughts on user interface stick in your mind when you're done reading. He provides programmers with a few simple guidelines to follow, such as "People Can't Read," and "People Can't Control the Mouse."
His focus on the logic of good user interfaces and his push to develop a good user model is bound to resonate and get programmers to think about making their interfaces logical from the user's perspective, rather than the perspective of the inner architecture, which the user could typically care less about.
The reminder to focus on the tasks the user is trying to accomplish rather than the long feature list that usually gets attached to product specifications should be read by product managers as well, of course. In fact, the absence of specific platform details makes the book a good read for anyone involved in software design -- with the caveat that it is not aimed at people with much design experience. This is a great starter book and makes the process understandable, friendly, and fun-sounding. (One of the things I appreciated was how much fun it sounds like Spolsky has when he's working.)
Spolsky encourages showing the in-progress software to users and watching them use it. I think one of his best points about usability testing is that if the programmers and designers cannot bother to watch the users during the testing, they're unlikely to gain much from a thick report by a testing lab. He encourages simple, quick, and casual usability testing, something even the smallest firm could afford and from which they would could draw useful improvements.
If you have much design experience, you'll find this book a bit basic, but even then the examples are worthwhile to read and remind yourself how a good idea can be poorly implemented sometimes -- usually by taking it too far! I was personally hoping for some richer comments about designing web applications, but if more people start paying attention to the basic guidelines he's covered here, web users will benefit.
In summary, the book is aimed at programmers without much design experience and Spolsky does a great job of hitting his mark. I think product managers without much design experience would benefit as well, as it provides a good basis for thinking about user interface design.
You can purchase User Interface Design for Programmers from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Re:Easiest thing is... (Score:5, Funny)
Dunno 'bout everyone else (Score:5, Insightful)
(http://kulturkrieg.blogspot.com/ | Last Journal: Saturday February 10 2007, @10:13PM)
Are we supposed to assume that creative and logical are now mutually exclusive? I always thought they were complementary. I sure as heck wouldn't find computers interesting if it was all rote and mechanics.
Re:Dunno 'bout everyone else (Score:5, Insightful)
(http://www.joeyreid.com/ | Last Journal: Friday April 02 2004, @11:20AM)
There are fundamental rules of UI design, and there are UI best practices. When these are adhered to, then the UI will be cognitively appealing to the user. In addition, there are liberties that a UI designer may take, and innovations that can be made (per application) that can add up to a smashing UI. But if you are unaware of the rules and conventions, you will fail to create a good UI, and if you don't even know that the rules exist you may be liable to blame it on a gap in creativity rather than a failure to fulfill a logical design.
Phew. that was a mouthful
Beauty versus utility (Score:5, Insightful)
(Last Journal: Sunday October 03 2004, @04:03AM)
The recent facination (last five years) with media player authors to make "pretty" interfaces that immediately grab a user's interest is a great example. The UIs are far less usable, are inconsistent, are frequiently slower and buggy...yet authors keep pumping out these damned bitmap interfaces to DVD players, movie file players, audio file players, etc.
The problem is that every time someone does something with a tiny bit of justification, everyone copies it wrong.
Bitmapped interfaces have seen two major insurgences that are still present. The first, pointed out earlier, was in media player apps. There are a number of cases, but I think the first instance I know of was WinAmp. WinAmp was trying to fill a hole that had never been filled before. It needed to remain constantly up on a user's desktop to keep title, volume, and position available. However, it needed to save space (see the minimized form) -- I can't think of a good way to provide equivalent functionality using standard widgets. Anyway, a difficult HCI call -- to deviate from the standard OS interface was made. It has definitely had drawbacks, but there's at least a good argument that it was worthwhile.
Along came a huge number of media player designers, all of whom looked at WinAmp and decided at the bitmapped interface was what made the thing successful. They started churning out all kinds of horiffic unusable media players that *did* catch the eye, and *did* get users to try them out...only to hit irritation with the interfaces. Media players pioneered spikes hanging off of windows.
The other major example is graphic plugins, dating back to Kai's Power Tools. For those not familiar with the tool, KPT is a set of Photoshop plugins. It was written by Kai Krause, an extremely talented graphics programmer. He felt that using custom bitmapped widgets was a good idea. Again, his decision was somewhat arguable, but it let him showcase some of his software's effects, and more importantly, he did a reasonable job for someone going with an inconsistent interface -- he did a few things that would have been difficult with a conventional widget set. KPT had a tremendous functionality set, and succeeded wildly, allowing the company to grow, change names, and develop and acquire other software products like mad. The company continued to produce other outstanding products, also with bitmapped interfaces (with greater and lesser degrees of justification for their nonstandard interfaces. KPT Bryce is a notable example.
Naturally, a number of other, less talented, Photoshop plugin development companies that were producing products that were not particularly price-competitive or feature competitive looked at KPT and said "Gee...KPT uses a bitmapped interface and is successful. That must be what we're missing." Over the next few years, a *flood* of inconsistent, bitmap-interfaced Photoshop plugins hit the market. These were, as a rule, less well-done than the original KPT, and were a complete pain in the ass for a set of people that mostly used Macs, and had traditionally had one of the most consistent user interfaces in the history of personal computing.
Bitmapped, custom interfaces are almost always a bad idea.
There was also an influx of CD-ROM based titles with bitmapped interfaces starting in the early CD-ROM days. Lots of low-budget titles, educational titles, etc. Macromedia Director played a major role in the proliferation of these. Again, a bitmapped interface added nothing to usability, and frequently exposed bugs. It took a few years, but eventually designers realized that users didn't *like* atrocious bitmapped interfaces, and stopped.
Today, almost all games have a menu system that uses a nonstandard, bitmapped interface. Part of this is because they often have console ports, where there *is* no standard widget system, and part of it is because there's a perception that the customer *wants* a m
Re:Beauty versus utility (Score:5, Interesting)
You are actually sorta wrong here. People don't ask for those ridiculous bubble-alien interfaces, they are often times shoved in their faces by over zealous graphic artists. (read MS media player, ugh I can't stand that thing anymore, I like version 6.4...) Though I do agree with the rest of your comments and think they are right in line with the reality of the end user.
The absolute worst interfaces I have seen in my life are made by pure artists, and then the poor programmer has to make the thing work.
I am a designer, artist and programmer. I have found my niche here, I design interfaces for about 1/3 of my job, I get hired just to do that at times. A couple of things I found are that -
1. I have to force myself to keep things simple.
2. The graphics have to amplify the use of the tools.
3. You have to always put yourself in the position of the end user.
These keys basically make my interfaces look like everyone elses out there except for some basic visual look and feel things. There is only so many places and so many ways you can make a button or a menu and have it be useable. My job ultimately comes down to dealing with custom interfaces for dealing very custom data. (not really like media players which are very common and a VCR style control can only be made so many ways)
End user's scream for easy to use stuff. Graphic designers are impressed with _cool_ interfaces and tend not to consider useability, but ultimately get the job of UI design regardless of their qualifications for it.
Programmers tend to not consider useability in the sense of where to put buttons/menus, what context to place them in or what to name them for end users.
So outside of these two camps is where I have to sit. I have to argue with the management, the other designers and programmers to make it obvious to them that the users' need things these groups don't consider important.
The values of the graphic designer are they make you feel good when you see and use the application. The value the programmer brings is that the application runs well and the controls work as they should. The value I bring as the UI designer is that I make sure everyone plays nice together to make something that an outside user will want to use, can use and ultimately doesn't have to be taught how to use, as it is intuitive.
What the basis of inituitive _is_ though is a matter of a different debate.
Re:Dunno 'bout everyone else (Score:5, Interesting)
(http://kisrael.com/)
Of course, his own book suffered from the same problem...it was originalled "The Psychology of Everyday Things", which let the book refer to itself as "POET", kinda nice.
Of course, bookstores and other catalogers kept putting it under "psychology" rather than "design".
And indeed, it had won awards.
The Main Problem with Design (Score:3, Funny)
(http://investors.com/quotes/default.asp?ac=&t=aapl | Last Journal: Thursday April 26 2007, @08:17PM)
Some user just posted an item how she highlighted her work and then hit 'backspace' and deleted everything.
She wanted to know what we could do for her.
'Feel bad' was about all we could come up with. 'Laugh' was another, but we didn't think she'd like that.
programmers think they know UI (Score:4, Insightful)
(http://kisrael.com/)
(Frankly, I think many of them do, to a certain extent, if they're reasonably smart and understand ideas like not throwing too many options at the novice user)
It's visual design where the failing comes in. I think.
Or maybe I'm just generalizing from me.
Re:programmers think they know UI (Score:5, Funny)
(http://www.veryshortpier.com/)
Re:programmers think they know UI (Score:4, Insightful)
(http://kisrael.com/)
any (non-browser) program that opens a URL thorugh the OS, be it the start menu, should OPEN UP A NEW FRICKIN' BROWSER WINDOW rather than highjacking an existing one. If I have a window open in the background, there are GOOD ODDS I that I *want* the information that's in there to STAY there. Double Duhhr.
Re:programmers think they know UI (Score:5, Informative)
I can tell you how to fix that in IE: Goto Tools -> Internet Options -> Advanced. Look for an item called "Reuse windows for launching shortcuts". Uncheck it.
Re:programmers think they know UI (Score:5, Interesting)
(http://neurobashing.com/ | Last Journal: Thursday February 08 2007, @10:52AM)
Programmers need the 80-bazillion options Visual Studio requires, because Visual Studio is a tool for making other tools.
On the other hand, users don't need all those options (at least, for the average user). Users want a hammer, not a combination forge-lathe-grinder with optional fiberglass extruder.
The argument is constantly made, "What about 'power users' and people who really do need extra functionality?". Fine, OK: put that stuff "under the hood" and document its location and functionality. But don't put in a user config dialog with 27 tab groups, 40 options per tab, with an 'Advanced' button on each one.
In fairness, there's less and less of this. Windows programmers are starting to understand the value of simplicity, just like Mac programmers are starting to understand the value of "power user" options (the `defaults` command, for example).
Re:programmers think they know UI (Score:5, Insightful)
(http://www.cowlark.com/ | Last Journal: Friday March 18 2005, @05:12AM)
Way back in days of yore, when Microsoft was still working out how to do overlapping windows, there was a company called Geoworks that produced a really nice office suite for the PC.
I won't go into details about it, but one of the really cool features was that each application had a tunable user interface. For example, you could set the word processor to user level #1 (novice) and it would turn into Windows Write: most of the controls went away, and you ended up with toolbar buttons for italic, bold, underline, etc, plus justification options; you got simple menus that let you pick things like the font and size directly; you got really, really basic page layout features --- I think it let you pick your paper size, and that was it.
OTOH, turn it up to level #4 (expert) and it turned into Word. There were controls everywhere. Hierarchical editable character and paragraph styles, embedded fields, hyperlinks, a full vector drawing package including rotatable text (also with hierarchical editable styles), a full bitmap drawing package, up to four seperate customisable toolbars, ruler and frame based layout, etc, etc.
And they used the same files.
So it was perfectly possible for Precocious Teenager to log in in expert mode, put together some pretty templates, and then Grandma could log in in novice mode and type text into them with simple formatting. Mum and Dad could use levels #2 or #3, which gave you more features without the overwhelming complexity that level #4 gave you.
It was such a startlingly good idea that I am not at all surprised no-one appears to have done anything similar.
(Hmm. You might still be able to download an evaluation copy here [breadbox.com], but I suspect it's a pig to run on a NT-based Windows. Worth a look, though, if you want to be amazed at what it's possible to do on a 2MB real-mode DOS machine.)
Re:programmers think they know UI (Score:5, Interesting)
On a side note, I've come to realize that Microsoft only makes products for 2.1 audiences:
- 1. Home/Inexperienced/Novice Users. This is your corporate drone, your mother, and the kids at school. They all want to get on the PC, get the email, write some documents, and surf the web. Don't care much for how or why things work, only that they do. This is why we end up with the gaudy Fisher Price interface and wizards and all sorts of unfunctional junk.
- 2. Systems Administrators. Your friendly neighborhood BOFH. He's just gotta keep the servers going, the desktop machines running, the database functional. Plenty of options, tweaks, dull grey backgrounds, policies, ways to make things work if you're sitting at the server console.
- 2.1 Developers. Yadda yadda yadda... need apps to sustain a monopoly... the whole bit. They get things their way inside Visual Studio and not very much else.
What I object to is there's no class for the ever-growing market of Techies. People who understand the desktop machine they use every day. Many of these are programmers or systems administrators so they know what's going on, they know how they want it done, and they know how they want the computer to do it. Unfortunately, theirs is a life of constantly changing unfunctional defaults to more efficient alternatives, which is of course a mind-numbingly difficult task after you've done it more than once. If we can have predefined security templates [microsoft.com] that apply to a machine to change a slew of default options, why not expert templates?Re:Before everyone gets on their high horse (Score:5, Funny)
(http://--/ | Last Journal: Monday December 09 2002, @05:12PM)
in windows the ui designers did the program..
hmm.
Re:Before everyone gets on their high horse (Score:5, Insightful)
Windows isn't any better. Sure, CTRL X/C/V are fairly standard, but anything more than that is terrible.
Want to do a "find"? Well, it's CTRL-F... usually. Unless you're in Outlook, where CTRL-F does forward, and find is (intuitively!) F4. Oh, except for the main message list, where Find doesn't have a shortcut at all, but advanced find is CTRL-SHIFT-F. And don't get me started on third party apps like Textpad (which is a great app, but uses F5 for find and F8 for find/replace).
Button location is another bugbear. OK and Cancel randomly move around dialog boxes, swapping positions with merry abandon. Always assuming they're present, of course - dialogs are sometimes closed with "Ok", sometimes with "Close", both doing the same thing (often in the same application. Sometimes there's a close box, sometimes not.
A much more consistent interface is the mac, for historical reasons. Find is always CMD-F in every major application. Closing a window? Always CMD-W. Quit an app with CMD-Q. When it comes to dialog boxes, Apple doesn't just specify the names of buttons - they tell you where they should be placed (to the pixel), how they should work, what types of icon should be shown for each type of alert and so on. Sure, apps don't need to follow the guidelines - but they pretty much all do, simply because anything that doesn't just looks "wrong" to mac users who are used to consistency.
It always bugs me when I see linux advocates pushing coders to take Windows as an example of a good interface. It's a dreadful interface (admittedly much improved recently), and despite Apple's recent minor UI setbacks in OS X, it's still by far the best designed interface available. Don't just copy the style - if you understand why the mac interface was designed that way it was, you'll be able to produce something nicer than 90% of apps on any other platform.
Oh lord, burn this book! (Score:4, Insightful)
Let's face it, an interface is too complicated for most programmers to handle. A UI can be seen as a multidimentional problem (dimension in the real sense of identifying property) that can be viewed from multiple points of view, and each point of view filters out various dimensions of the program underneath it. It also requires you to be able to actually view things from those multiple POVs.
So for those programmers thinking about UI, don't do it! Stick with command-line interfaces, and let other people take your code and wrap it in something like AppleScript studio, or whatever.
Just listen to feedback (Score:5, Insightful)
Then, show it to someone representative of the intended audience. If you're coding a general purpose Windows app, show it to your grandmother. See if she can figure out how to work it. Encourage conversation about it. If she can't figure it out, don't get argumentative. Find out what SHE thinks the interface is trying to do, and try to find out what about the interface makes her think that. Then, try to get a few ideas on how to improve it. She won't be able to give you any real specifics, but maybe she can give you a thread you can explore in detail on your own.
Re-design based on what you learned. Show it to her again. Repeat until she "gets it". Then, go show your new design to someone else in your target group. Make changes by what they say. If what they say contradicts what your grandmother said, do your best to reconcile the differences. Make up any gaps you can't fix with documentation targeted at the bits you can't seem to make any less confusing.
A lot of engineers fall into the trap of designing interfaces and sticking with them, even if they are deficient. They insist the users are just "too stupid" or just "don't get it" or just "aren't using it right". They fail to realize the whole idea of a good UI is to make sure users CAN'T use it wrong, and to make it as difficult as possible for the user to fail to understand.
"The customer did something wrong" is NEVER a reasonable excuse for a problem in a UI. If the customer did something wrong, it's YOUR fault for making it possible for the customer to do whatever it was he did wrong.
Re:What if grandma isn't the target? (Score:5, Informative)
Contradicting feedback (Score:4, Insightful)
I's happened more than once that users contradict each other.
Re:Contradicting feedback (Score:5, Insightful)
(http://www.simonzone.com/)
'Options' are good case in point. Often people want extra options to un-break some poorly chosen UI behaviour or functionality. It is beter to find out what is really causing the problem and fix that.
--
Simon
try before you buy (Score:4, Informative)
(http://slashdot.org/)
Everything I know about UI design, I learned from (Score:5, Funny)
(Last Journal: Sunday January 08 2006, @06:08AM)
1. If the user doesn't have to stop what he's doing to solve an inexplicable puzzle every few minutes, he'll be done waaaay too fast.
2. Obey the principle of most astonishment. Surprise the user as often as possible! Preferably with something terrifying that makes him literally fling himself out of his chair (example: the aliens in Alien Vs. Predator love to sneak up on you along walls and ceilings and suddenly let you have it from three directions -- a guaranteed excuse to press "pause" and go put on a new pair of underwear).
3. If the user screws something up, HE MUST BE PUNISHED. Usually, this means his onscreen persona (resume, spreadsheet, etc) should die a wretched, gory death, scaring the crap out of the user (see #2) and he should have to start whatever he was doing over from his last save point. This of course encourages saving documents frequently, always a good thing with Microsoft software.
4. If the software includes networking features, you MUST include a "taunt" feature. Allow preformatted taunts and on-the-fly taunts; both are equally fun for all. "Hey, BILL! Your powerpoint SUCKS!"
5. And, finally, you have to include a few easter eggs and hidden areas. These should include a "must-have" that isn't granted to ordinary users (like, say, print preview).
And, people said video gaming wouldn't ever get me anywhere!
Increasingly important subject (Score:5, Interesting)
(Last Journal: Tuesday April 24 2007, @07:35PM)
"Yes but that's how I would think it works" they'll say. Says I, "Yes but you're a certain type of guy who knows what's going on underneath it all, from the user's point of view he's looking for something completely different."
That's why our company has people like me, renaissance people if you will, who can think with both sides of the brain and provide a bridge between the technical people and the creative people who design the user interface.
It's a good learning process, all this interaction means that they get to learn a bit more about the needs of the user and I get to learn about the underlying technology. Books like this would probably help us all.
Another book that's doing the rounds at our place is The design of Everyday Things. [amazon.com] It covers much more than just computing and gives a good insight into the psychology of the user. Some of the psychoanalysis stuff is a bit deep for my liking, although overall it's quite informative.
Online version on Joel's site (Score:3, Informative)
(http://www.iki.fi/jansku/)
Good UI design is easy (Score:5, Funny)
(http://www.osdev.org/)
In many cases, it simply doesn't matter. (Score:3, Insightful)
I'm playing Devil's Advocate, I know; but still, when cost/benefit analysis comes into play then there are arguably very many cases where it just doesn't matter how much effort goes into user design: even with the simplest, most elegant interface, users will take some time to figure out how to do things - and besides, many users are now trained into using Microsoft-style interfaces, meaning that they _are_ the 'most usable' format to follow irrespective of classical design/HCI principles.
Finally, I think that there's a marked difference between having something "look nice" and "be usable". And I think that many developers *are* adept at designing systems that are usable; it's the "prettiness factor" which is more elusive - and which most users tend to care and think about.
Re:In many cases, it simply doesn't matter. (Score:4, Insightful)
(http://slashdot.org/ | Last Journal: Wednesday March 07 2007, @09:12PM)
I do some web design for work, for people who *have* to use my tool to accomplish a particular task, and I have spent a lot of time thinking about how to make the tool work best for them, simply out of consideration. I hate it when work tools force me to twist my head around some horribly byzantine interface, and I don't want to do that to anyone else.
As a side note, _Don't Make Me Think_ by Steve(n?) Krug is one of the best introductions I've seen to the topic, and his coverage is quick and to the point. I'd be curious how the book reviewed here compares to it, as described by someone who's read both.
Re:In many cases, it simply doesn't matter. (Score:5, Insightful)
(http://www.clarux.com/ilan)
An end user not complaining about a bad UI is like somone complaining that a torture device like the rack is "uncomfy". It's just accepted that the experience will suck.
There is so much general computer-phobia in the world because end-users have not yet realized that it's not the computers in general that's the cause of their problems with an application, but rather it's the individual programmers who wrote the application who are the problem.
Ergonomica Auctorita
What you really want... (Score:3, Interesting)
(http://www.icefox.net/)
Benjamin Meyer
Aim at the wrong target and a hit is useless! (Score:3, Insightful)
(http://127.0.0.1/)
"He feels that programmers fear design because it is a creative process rather than a logical one and shows that the basic principles of good user interface design are logical and not based on some mysterious indefinable magic."
All too often the terms programmer and Software Engineer are used interchangeably. UI design is the domain of Software Engineers. A programmer should design user interfaces as much as a baker should be enlisted to make a gourmet dinner. Combine this with the fact that Software Engineering is both a creative process and a logical one, and we can begin to see why I continue to question Joel's understanding of Software Engineering. I am not saying the book isn't good. It probably is, as long as you keep these caveats in mind.
Example of bad UI (Score:4, Interesting)
(http://domain.broken...registrar.joker.com/)
* select the "file/open" menu entry
* move to the view drop-down list, click
* select the "details" option, click
* move to the column you want sorted (say "modified"), click
* scroll down to the desired file
* move to its name, double click
How many man-hours are lost worldwide to this UI idiocy alone?
Design Does Matter, But Designers Should Do It (Score:3, Insightful)
(http://skeptictank.net/)
The first step of improvement was to get a professional designer to come and fix the site - put together a more useful navigation system, adding breadcrumbs, etc.
The traffic would always double (at least) after the re-launch. Part of the increase has to do with old users having to deal with a new system, and clicking around more than they used to, but the rise in traffic was consistent over time, because more user-friendly interfaces meant more users could find what they were looking for.
So, design is not just making things pretty, and it's certainly not art, since art is about personal expression - design is making things useful, or optimizing their usefulness.
And slick design is often appropriate. If you run an e-commerce site that looks like it was put together by a 14-year old kid with a copy of Frontpage, you will scare away business because they think you're some fly-by-night operation.
So, spend the money, hire a designer. You can get a decent redesign for a few hundred bucks.
Targetted audiences versus general audiences (Score:3, Informative)
I think what has happened is that web applications have expanded the user base of our programs while lowering the training curve. Where we might have built an application for a specific group in the past and conducted training specific to their needs, we're now deploying web apps that are used by a much broader group that gets no specific training.
You can get away with mediocre user interfaces when you're there to tell a group exactly how it works (and they pass on that information), but if your work needs to be quickly understood by a broad base, then usability is a necessity.
Re:$9 cheaper (Score:4, Informative)
(http://www.lbcpc.com/ | Last Journal: Wednesday November 12 2003, @05:30PM)
http://www.bookpool.com/.x/ejmrmq9fa6/sm/18931159