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	<title>voyce &#187; Usability</title>
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	<link>http://www.voyce.com</link>
	<description>Programming and debugging tidbits</description>
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		<title>London Underground UI Fail</title>
		<link>http://www.voyce.com/index.php/2010/06/04/london-underground-ui-fail/</link>
		<comments>http://www.voyce.com/index.php/2010/06/04/london-underground-ui-fail/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 10:10:48 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Rant]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[London]]></category>

		<guid isPermaLink="false">http://www.voyce.com/?p=879</guid>
		<description><![CDATA[You'd think replacing a magnetic board with a digital system would be a good thing, wouldn't you? Well, not if you get the "user interface" completely wrong...]]></description>
			<content:encoded><![CDATA[<p>I mentioned this on Twitter the other day, but I was so incensed I just had to scribble out a blog post too. It&#8217;s a classic case of replacing a traditional (in this case paper-based) &#8220;interface&#8221; with an electronic one, and in the process failing to translate the fundamental functionality that made the original system useful.</p>
<p>How can you screw-up creating an electronic version of an existing sign?<br />
<span id="more-879"></span></p>
<p>Here&#8217;s the offending item:<a href="http://www.voyce.com/wp-content/uploads/2010/06/lu_sign.png"><img src="http://www.voyce.com/wp-content/uploads/2010/06/lu_sign-224x300.png" alt="Underground line status" title="Underground line status" width="224" height="300" class="alignright size-medium wp-image-888" /></a><br />
It&#8217;s a replacement for a combination of magnetic labels and hand scrawled messages that convey the current state of each of the London underground lines. They&#8217;re generally one of &#8220;good service&#8221;, &#8220;minor delays&#8221;, &#8220;severe delays&#8221;, or &#8220;oh no, you&#8217;ll never get to work&#8221;. </p>
<p>For the majority of people, their only interaction with this system is walking past, early in the morning, when they&#8217;re not at their sharpest, and trying to figure out if their tube line is working. As such, if there was a magnetic label stuck on your line, you knew things weren&#8217;t good. Given the lines themselves are colour coded, it&#8217;s easy to determine which line you&#8217;re interested in. Bear in mind that people aren&#8217;t going to get closer than about 2 metres to the board. </p>
<p>And herein lies the problem: by replacing the analogue board with a digital version, it&#8217;s no longer possible to ascertain by the physical presence of a label or writing, what state the line is in. </p>
<p>Let me say that again. It&#8217;s virtually impossible to tell, even from relatively close, if there are delays. Take a look at that screenshot (dodgy quality as it is) and see if you can tell which line has &#8220;minor delays&#8221;. Yeah, not easy is it? Now try doing that as you&#8217;re briskly walking past at 7.46am.  </p>
<p><div id="attachment_890" class="wp-caption alignleft" style="width: 310px"><a href="http://www.voyce.com/wp-content/uploads/2010/06/lu_sign_detail.png"><img src="http://www.voyce.com/wp-content/uploads/2010/06/lu_sign_detail-300x119.png" alt="Underground line status (detail)" title="lu_sign_detail" width="300" height="119" class="size-medium wp-image-890" /></a><p class="wp-caption-text">Underground line status (detail)</p></div>It&#8217;s not helped by the fact that the state descriptions are all roughly the same length and form, &#8220;good service&#8221; could just as easily be &#8220;severe delays&#8221; when it&#8217;s in 36pt and seen from 2m away. There have been many studies on the legibility of type, most in the context of road signage, and of course, there are the seminal texts (e.g. <a href="http://www.amazon.com/gp/product/0881792063?ie=UTF8&#038;tag=wwwvoycecom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=0881792063">The Elements of Typographic Style</a><img src="http://www.assoc-amazon.com/e/ir?t=wwwvoycecom-20&#038;l=as2&#038;o=1&#038;a=0881792063" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />) on how typography can be applied for good, not evil. Shame no-one responsible for this application seems to have read them. </p>
<p>I&#8217;m surprised that they&#8217;ve relied solely on text and haven&#8217;t used any other means of distinguishing the significant information. Some other things that could&#8217;ve been used:</p>
<ul>
<li>Colour (of the text itself, the background, or some indicator. Need some inspiration? How about taking a look at something <em>way</em> out there, like, say, traffic lights)</li>
<li>Size</li>
<li>Weight (using font weight to indicate relative importance)</li>
<li>Icons (or some other kind of visual indicators, nothing flashy)</li>
</ul>
<p>I&#8217;m sure there are a whole load of advantages to having this digital system; most notably that it&#8217;s connected, and can be automatically and centrally updated. If only they&#8217;d spent any time on thinking about how people were actually going to use it!</p>
<p><a href="http://en.wikipedia.org/wiki/Harry_Beck">Harry Beck</a> would be turning in his grave.  </p>
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		<title>iPad &#8211; The rise of the naturalistic user interface</title>
		<link>http://www.voyce.com/index.php/2010/03/11/ipad-the-rise-of-the-naturalistic-user-interface/</link>
		<comments>http://www.voyce.com/index.php/2010/03/11/ipad-the-rise-of-the-naturalistic-user-interface/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 01:05:53 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[iPad]]></category>

		<guid isPermaLink="false">http://www.voyce.com/?p=679</guid>
		<description><![CDATA[Apple's iPad applications make use of real-world objects in their user interfaces: books, newspapers, address books. What is it about the iPad that makes it a good platform for this kind of UI?]]></description>
			<content:encoded><![CDATA[<p>It was fascinating to see Apple unveiling its new iPad hardware recently, and one of the things that caught my eye were the interfaces of the various apps that were demonstrated. They look different from apps on other platforms, and even from the equivalent apps on the iPhone. It seems to me as if there&#8217;s been a change to a more naturalistic style of user interfaces. Why is this, and what is it about the iPad that makes it suited to this kind of UI?<br />
<span id="more-679"></span></p>
<h2>Form factor</h2>
<p>The most obvious reason that this kind of interface works on the iPad is the form factor of the device itself. Think about it: an iPhone is a small (well, smallish) object which has no physical, real-world equivalent. It&#8217;s not supposed to &#8220;be&#8221; anything other than a phone. The iPad, on the other hand, is intended to mimic an actual object, or rather, a variety of objects: a book, a newspaper or an address book for example. The interface for each of these uses reflects this directly: the address book looks like a &#8220;little black book&#8221;, complete with tabs. </p>
<p>The iPhone uses some of the same metaphors &#8211; like the address book for contacts &#8211; but the representation is abstract, whereas the iPad UI is literal, using an actual image of a book. The abstraction is necessary on the iPhone in order for it to remain usable with a smaller screen. Compare the iPad and iPhone Contacts interfaces:</p>
<table>
<tr>
<td><div id="attachment_682" class="wp-caption alignnone" style="width: 310px"><a href="http://www.voyce.com/wp-content/uploads/2010/02/contacts_ipad_fullpage_small.png"><img src="http://www.voyce.com/wp-content/uploads/2010/02/contacts_ipad_fullpage_small-300x230.png" alt="The realistic looking address book application on the iPad" title="contacts_ipad_fullpage_small" width="300" height="230" class="size-medium wp-image-682" /></a><p class="wp-caption-text">The realistic looking address book application on the iPad</p></div>
</td>
<td><div id="attachment_684" class="wp-caption alignnone" style="width: 130px"><a href="http://www.voyce.com/wp-content/uploads/2010/02/contacts_iphone_small.png"><img src="http://www.voyce.com/wp-content/uploads/2010/02/contacts_iphone_small-156x300.png" alt="iPhone contacts interface" title="contacts_iphone_small" width="120" height="230" class="size-medium wp-image-684" /></a><p class="wp-caption-text">iPhone contacts interface</p></div></td>
</tr>
</table>
<p>The abstract to realistic continuum has been explored extensively in the world of icons (explained brilliantly <a href="http://ignorethecode.net/blog/2010/01/21/realism_in_ui_design/">here</a>), but less so in the interface as a whole. Obviously some apps don&#8217;t have any form of real world equivalent (think System Preferences.app), so they&#8217;re likely to stay in a more abstract form. </p>
<h2>Display fidelity</h2>
<p>Of course, it&#8217;s always been possible to <i>represent</i> real objects on the screen, but without a display capable of a decent resolution it probably won&#8217;t look real. So another enabler for naturalistic UI is display technology: the more pixels and colour depth the better when it comes to rendering physical things. Realism often relies on subtle lighting and rich textures to achieve the desired effect. Anyone who&#8217;s ever attempted to render wood grain using 8-bit colour will appreciate how much easier it is with a 32-bit 1024&#215;768 display. </p>
<p>The need for display quality goes hand-in-hand with a need for more processing power to push the pixels. If the processing &#8220;oomph&#8221; required to render your interface with sufficient quality means that it&#8217;s not responsive enough, then you&#8217;ve failed by any measure. The iPad seems to have reached a sweet spot where display capabilities, raw power and form-factor meet to make naturalistic UIs a feasible approach.   </p>
<h2>Direct manipulation</h2>
<p><a href="http://www.voyce.com/wp-content/uploads/2010/03/Apple_Mouse_no.png"><img src="http://www.voyce.com/wp-content/uploads/2010/03/Apple_Mouse_no.png" alt="Apple_Mouse_no" title="Apple_Mouse_no" width="160" height="160" class="alignleft size-full wp-image-722" /></a>Up until the relatively recent introduction of direct manipulation technologies like touch-senstive displays, there&#8217;s a been a forced physical separation between users and their computer in the form of a mouse and keyboard. A drag operation using a mouse involves disconnected, abstract operations like pointing and clicking, which bear no relation to the object being acted upon. As such, there&#8217;s little use in having an extremely realistic representation of something to interact with, because the suspension-of-disbelief has already been broken. </p>
<p>But in the world of touch-based devices, our interactions are much closer to the physical actions we&#8217;d make, so having a closer visual representation to go along with it is beneficial. For instance, turning a page in an eBook and actually seeing the page flick over seems consistent when using a natural gesture like flicking a finger across the screen. Otherwise if you had to click a corner of the page and drag it across in a poor imitation of the physical action the visual aspects can quickly start to feel superfluous.   </p>
<p>Perhaps given the iPad&#8217;s larger interaction surface we can expect to see a wider and more expressive range of gestures supported?  </p>
<h2>History</h2>
<p>Of course, naturalistic UI isn&#8217;t really a new thing. It&#8217;s in use in quite a few applications already, albeit mostly in desktop apps, where capable hardware is more readily available. In fact, there was much a-twittering (not <i>all</i> of it from Will Shipley) about the similarity between the demo&#8217;d iPad apps and the interface of the fantastic Mac application <a href="http://delicious-monster.com/">Delicious Library</a>. I&#8217;m sure of course &#8211; how do they say it in the movie credits &#8211; the similarity is entirely coincidental&#8230;</p>
<table>
<tr>
<td valign="top"><div id="attachment_733" class="wp-caption alignnone" style="width: 303px"><img src="http://www.voyce.com/wp-content/uploads/2010/03/delicious_library_shrunk.png" alt="Delicious Library UI" title="delicious_library_shrunk" width="293" height="196" class="size-full wp-image-733" /><p class="wp-caption-text">Delicious Library UI</p></div></td>
<td><div id="attachment_734" class="wp-caption alignnone" style="width: 160px"><img src="http://www.voyce.com/wp-content/uploads/2010/03/ibooks_shrunk.png" alt="iBooks UI" title="ibooks_shrunk" width="150" height="199" class="size-full wp-image-734" /><p class="wp-caption-text">iBooks UI</p></div></td>
</tr>
</table>
<p><a href="http://www.voyce.com/wp-content/uploads/2010/03/rebirth_knobs_crop.png"><img src="http://www.voyce.com/wp-content/uploads/2010/03/rebirth_knobs_crop.png" alt="rebirth_knobs_crop" title="rebirth_knobs_crop" width="250" height="110" class="alignleft size-full wp-image-717" /></a>One of the first widespread uses of naturalistic UI elements was in software synths. Guys like <a href="http://www.propellerheads.se/">Propellerheads</a> and <a href="http://www.native-instruments.com/">Native Instruments</a> set about creating exact software duplicates of well-known and well-loved bits of <a href="http://en.wikipedia.org/wiki/Roland_TB-303">mid-80&#8217;s audio hardware</a>. The UIs included virtual versions of a huge number of physical elements that had never been used before: including things like sliders, LEDs, toggle buttons, rotary knobs and rocker switches. These interface elements were probably first seen in software-based mixing desks, but the techniques used to make them feel real have gone on to be used in many different ways. Even the lowly push button in both Windows and MacOS got an upgrade by application of some of the 3D effects that they originated. </p>
<h2>Where Now?</h2>
<p>It will be interesting to see what other types of app are given the iPad realism makeover. It certainly looks like all of the standard Apple apps are being changed, including Notes, iCal, iBooks and Contacts, which were shown in the launch presentation, but how will 3rd-party developers manage? It undoubtedly takes extra effort to make something look convincing when it can be compared to the physical object itself. </p>
<p>Apple has previously managed to get a good level of consistency in its abstract UIs by providing the various interface elements ready-made, but will that approach scale to this kind of UI? No doubt the developers who take great pride in the interfaces now will continue to strive to create apps that sit comfortably alongside Apple&#8217;s own, but perhaps there&#8217;ll just be a more obvious visual distinction between those guys and the less polished application user interfaces than there has been in the past.</p>
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		<title>Why the Peggle mobile experience beats GTA</title>
		<link>http://www.voyce.com/index.php/2010/01/26/why-the-peggle-mobile-experience-beats-gta/</link>
		<comments>http://www.voyce.com/index.php/2010/01/26/why-the-peggle-mobile-experience-beats-gta/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 00:27:21 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.voyce.com/?p=637</guid>
		<description><![CDATA[Peggle and Grand Theft Auto: Chinatown Wars. Two fantastic and very different iPhone games, but how is your enjoyment of them affected by the platform on which they run?]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_643" class="wp-caption alignleft" style="width: 74px"><img src="http://www.voyce.com/wp-content/uploads/2010/01/peggle_icon.png" alt="Peggle icon" title="peggle_icon" width="64" height="64" class="size-full wp-image-643" align="left" /><img src="http://www.voyce.com/wp-content/uploads/2010/01/gta_icon.png" alt="GTA icon" title="gta_icon" width="64" height="64" class="size-full wp-image-644" /><p class="wp-caption-text">Pegs vs Triads</p></div>I&#8217;ve had two very different iPhone gaming experiences over the last few weeks: <a href="http://itunes.apple.com/gb/app/peggle/id314303518?mt=8">Peggle</a> and <a href="http://itunes.apple.com/gb/app/grand-theft-auto-chinatown-wars/id344186162?mt=8">Grand Theft Auto: Chinatown Wars</a>. It&#8217;s safe to say I got completely addicted to Peggle, but when it arrived I couldn&#8217;t resist the temptation of having the GTA universe in my pocket too. After shelling out the almighty sum of £5.99 on the sandbox triad-&#8217;em-up, I discovered that there were many aspects of playing/using Peggle that make it a better fit on the iPhone than GTA. Let&#8217;s break down how these very different experiences manage the transition to a hand-held, &#8220;casual&#8221; gaming platform. What exactly does &#8220;usability&#8221; mean in this context?<br />
<span id="more-637"></span></p>
<h3>1. Minimise cost of entry/exit &#8211; Instant on, instant off</h3>
<p>If there&#8217;s one thing that most characterises the mobile gaming experience, it&#8217;s the difference in playing cycle frequency and duration. As this highly unscientific graph shows:<br />
<div id="attachment_664" class="wp-caption aligncenter" style="width: 310px"><a href="http://www.voyce.com/wp-content/uploads/2010/01/gaming_graph1.png"><img src="http://www.voyce.com/wp-content/uploads/2010/01/gaming_graph1-300x149.png" alt="Gaming intensity over an 18 hour period" title="gaming_graph" width="300" height="149" class="size-medium wp-image-664" /></a><p class="wp-caption-text">Gaming intensity over an 18 hour period</p></div>Players of a console game are much more likely to be giving the game their full attention, for potentially extended time periods. As such we expect them to give back experientially; rousing scores, scene-setting cinematics. How well do GTA&#8217;s movie stylings transfer to the 3.5&#8243; screen? Fairly well, as it turns out.</p>
<p>Handheld games need to be able to be picked-up and played, and similarly, put-down, in a flash. It&#8217;s just not feasible to insist on finishing a mission, returning to a safe-house etc, before the game can be safely stopped. You don&#8217;t want to lose the last few minutes progress just because you&#8217;ve arrived at your destination. Peggle has a few wrinkles here, the only times it crashed on me was after unlocking the phone to continue a game, but generally it&#8217;s perfectly paced for snatched play; each ball lasts a few seconds, and each game only a few minutes. Furthermore when resuming a game you can instantly see the number of blue and orange pegs remaining and therefore gauge game progress at a glance. Having a free-roaming city to explore is a fantastic experience, but keeping track of where you are requires more mental effort/investment.</p>
<h3>2. Support restricted input &#8211; One-handed operation</h3>
<p><img src="http://www.voyce.com/wp-content/uploads/2010/01/peggle_screenshot-300x200.png" alt="peggle_screenshot" title="peggle_screenshot" width="300" height="200" class="alignleft size-medium wp-image-655" />Personally, I get a few good hours a week of gaming time on the tube. Unfortunately most of that is while hanging from the hand-rails amongst a crowd of other commuters. This one-handed playing style is completely incompatible with GTA&#8217;s control model; the driving requires one hand for the accelerator, brake etc, and another for the directional controls. The overall pacing of the game is also important; twitch gaming doesn&#8217;t fit well with being buffeted around on the underground, but board-game style pacing is largely unaffected.  </p>
<h3>3. Degrade output gracefully &#8211; Shhhhhh!</h3>
<p>GTA is most definitely a multi-sensory experience. The radio soundtrack that kicks in as you jump into a &#8216;jacked motor. The ambient sounds of the city as you stalk the sidewalks looking for unsuspecting victims to eviscerate. Peggle has its own rousing soundtrack of course, Ode to orange peg Joy, but it&#8217;s much more of an ancillary aspect of the game. You can safely turn it off and it&#8217;s not going to reduce your ability to play, or alter the play experience. The importance of this becomes apparent whilst enjoying a surreptitious few minutes of fun in, say, just for example, err, the toilets at work. Not that I would <i>ever</i> do that, obviously&#8230; </p>
<h3>4. Work with device restrictions &#8211; Physicality</h3>
<p><img src="http://www.voyce.com/wp-content/uploads/2010/01/gta_screenshot-300x200.png" alt="gta_screenshot" title="gta_screenshot" width="300" height="200" class="alignright size-medium wp-image-654" />One of the things I found most jarring about the translation of the GTA experience to the iPhone is the very thing that makes the iPhone what it is: the touch screen. It&#8217;s just odd not having the haptic feedback on a stick, especially when you&#8217;re virtually pushing a car round a tight corner, or trying to chase someone down the street. I just felt like I needed to feel the limits of the controls. Part of the reason for this is the fact that you&#8217;re essentially controlling physical objects directly, whereas Peggle is much more abstract &#8211; albeit fundamentally based on the concrete physical behaviour of a falling ball. </p>
<h4>&#8230;but which is best?</h4>
<p>The answer? Who knows! The fact is they&#8217;re completely different experiences, so it depends what you&#8217;re looking for. The thing about smartphones, portable gaming devices etc, is that people use them in a vast array of different environments and in very different ways. Personally I don&#8217;t want a console replacement, but I do enjoy console-like experiences on the go every once in a while. I&#8217;m willing to change the way I use the phone &#8211; at least temporarily &#8211; to accommodate that. But I also love a game that fits perfectly with the way I already use my device; especially if it happens to be incredibly addictive, with simple but emergent game-play. These days I&#8217;m a real casual gamer, having to grab what time I can between work and the family, so having something that I can enjoy in 30 second segments on my own terms is a real pleasure. </p>
<p>It will be interesting to see how developers, gaming and otherwise, deal with the different usability requirements of these emerging platforms. These factors could quickly become important differentiators in a crowded market.</p>
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		<title>Pinned DataTips in Visual Studio 2010 Beta 2</title>
		<link>http://www.voyce.com/index.php/2009/11/02/pinned-datatips-in-visual-studio-2010-beta-2/</link>
		<comments>http://www.voyce.com/index.php/2009/11/02/pinned-datatips-in-visual-studio-2010-beta-2/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 23:59:38 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Debugging]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Visual Studio]]></category>

		<guid isPermaLink="false">http://www.voyce.com/?p=511</guid>
		<description><![CDATA[I&#8217;ve just noticed a nice little feature in Visual Studio 2010 Beta 2: pinned DataTips. Values displayed in the debugger as you hover over a variable can now be pinned in place and remain aligned with the source. They can even have annotations added&#8230; Tasty!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.voyce.com/wp-content/uploads/2009/11/vs2010_pinned_datatips.png"><img src="http://www.voyce.com/wp-content/uploads/2009/11/vs2010_pinned_datatips-300x42.png" alt="vs2010_pinned_datatips" title="vs2010_pinned_datatips" width="300" height="42" class="alignleft size-medium wp-image-512" /></a>I&#8217;ve just noticed a nice little feature in Visual Studio 2010 Beta 2: pinned DataTips. Values displayed in the debugger as you hover over a variable can now be pinned in place and remain aligned with the source. They can even have annotations added&#8230; Tasty!</p>
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		<title>The 7 signs your UI was created by a programmer</title>
		<link>http://www.voyce.com/index.php/2009/09/14/the-7-signs-your-ui-was-created-by-a-programmer/</link>
		<comments>http://www.voyce.com/index.php/2009/09/14/the-7-signs-your-ui-was-created-by-a-programmer/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 22:57:35 +0000</pubDate>
		<dc:creator>ian</dc:creator>
				<category><![CDATA[Excel]]></category>
		<category><![CDATA[Rant]]></category>
		<category><![CDATA[Software Development]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[win32]]></category>

		<guid isPermaLink="false">http://www.voyce.com/?p=344</guid>
		<description><![CDATA[Programmers are notoriously bad at creating good user interfaces. How can you tell if your app was designed by a programmer? (Hint: it's easy).]]></description>
			<content:encoded><![CDATA[<p>Do you suspect a programmer may have put together the terrible user interface on that &#8220;enterprise&#8221; software you&#8217;re forced to use every day? There are some give-away indicators. Look out for them in your software, hunt down the developer and force them to read <a href="http://www.amazon.com/gp/product/0470084111?ie=UTF8&#038;tag=wwwvoycecom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0470084111">a book about user interface design</a><img src="http://www.assoc-amazon.com/e/ir?t=wwwvoycecom-20&#038;l=as2&#038;o=1&#038;a=0470084111" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />. If you&#8217;re suitably senior, force them to a) improve it, or even better b) get someone with real UI experience to fix it.</p>
<p><b>1. Exclamation marks in dialog box messages</b><br />
Look, it&#8217;s probably the 50th time I&#8217;ve seen this message today. The fact that this application &#8220;Cannot connect to database!&#8221; is no longer a surprise. You may have noticed that most professional software uses a neutral tone for its communication with the user. Try that. Also:<br />
<b>1a. Double negatives in confirmation dialogs</b><br />
&#8220;Are you sure you don&#8217;t want to lose your changes?&#8221; Err&#8230; what? No. I mean YES. Oh sh*t. Any dialog that requires you to stop and try to parse the question in order to work out if you&#8217;re about to destroy several hours of work is not doing its job. It&#8217;s getting in the way of you doing your job. In fact, convoluted messages are such a serious issue that Microsoft even tried to help developers to help their users by introducing a whole new kind of dialog box in Vista: the <a href="http://msdn.microsoft.com/en-us/library/aa511269(loband).aspx#questionDialogsLinks">question/task dialog</a>. Good luck with that.</p>
<p><b>2. No tab ordering defined\mouse only navigation</b><br />
Because no-one&#8217;s ever going to use the keyboard to navigate the zillion controls in your data entry app, are they? This one actually surprises me, because I&#8217;d have thought that developers would&#8217;ve needed to navigate quickly through the application while they&#8217;re writing it. Well, that doesn&#8217;t seem to be the case. Pretty much all commercial apps are good counter examples. I don&#8217;t mean to hold up Microsoft Office as a paragon of UI virtue, but they definitely do the &#8220;alternate way of navigating everything&#8221; thing well. Everything you need can be reached by both keyboard and mouse. Unplug your mouse and try that with your favourite piece of in-house software and see how you get on.</p>
<p><a href="http://72.47.193.211/wp-content/uploads/2009/09/groups.png"><img src="http://72.47.193.211/wp-content/uploads/2009/09/groups.png" alt="groups" title="groups" width="360" height="327" class="alignleft size-full wp-image-358" /></a><b>3. Group boxes around everything</b><br />
This is a bit of a WinForms specific one. The clue is in the name: group boxes are for <i>grouping</i> logically related controls, not for providing a kewl recessed border around <i>every single one</i> of the controls in your dialog. Don&#8217;t kid yourself that this is doing anything other than using up some valuable screen real estate. (See if you can spot another pet peeve in the example dialog, too).</p>
<p><a href="http://72.47.193.211/wp-content/uploads/2009/09/icon_editor.png"><img src="http://72.47.193.211/wp-content/uploads/2009/09/icon_editor.png" alt="icon_editor" title="icon_editor" width="128" height="128" class="alignleft size-full wp-image-361" /></a><b>4. Icons created in the IDE</b><br />
Look, Visual Studio&#8217;s a really good integrated development environment, but it ain&#8217;t no Photoshop. Don&#8217;t try and use it to create icons. And while you&#8217;re at it, please don&#8217;t make icons consisting solely of the name of your application (inevitably an acronym) in pixel font and primary colours. Oh, and don&#8217;t just steal various icons from another application, unless you&#8217;re going to steal the whole lot; one of the key visual aspects of a good UI is consistency. Mixing your hand-drawn 4-bit icons with the glorious 32-bit shiny ones you borrowed is going to be jarring. In fact, why not go the whole way and get someone who can actually draw to create your icons for you? After all, you wouldn&#8217;t have someone who wasn&#8217;t a programmer writing the code, would you&#8230;?</p>
<p><b>5. Data grids</b><br />
Otherwise known as the &#8220;Excel is the pinnacle of user interface design&#8221; disease. Break the habit. Generally, the more types of controls that are embedded in your grid, the less likely that it&#8217;s the right kind of interface paradigm. Yeah, I&#8217;m looking at you, person embedding a calendar control, drop down box, graph, slider and checkbox in each row of a data grid. And whatever your 3rd-party grid provider of choice says, it&#8217;s not going to do screen redraw performance any good, either.</p>
<p><b>6. Not implemented message boxes</b><br />
Ahh, the GUI equivalent of source code TODO comments. Of course, it&#8217;s an in-house software give-away; no commercial (desktop) software would be brazen enough to ship with bits of functionality dangling from the stumps of buttons and menu items. Would it? Feel free to provide counter-examples if you have them.</p>
<p><a href="http://72.47.193.211/wp-content/uploads/2009/09/dialog_dialog.png"><img src="http://www.voyce.com/wp-content/uploads/2009/09/dialog_dialog-300x114.png" alt="dialog_dialog" title="dialog_dialog" width="300" height="114" class="alignright size-medium wp-image-365" /></a><b>7. Excessive use of dialog boxes</b><br />
Warning: dialog boxes are considered harmful (to usability). They&#8217;re the equivalent of restraining your user by force and preventing her from moving until she answers your question. That might be OK for matters of life or death (i.e. data loss), but not otherwise. Every time you find yourself about to add a new message box, stop, take a deep breath and consider whether it&#8217;s really necessary.</p>
<p>So, if you&#8217;re a victim or one, many, or all of these user interface faux pas, all I can say is: sorry. I&#8217;ve been responsible for doing at least one of these things myself over the years. Consider this post repentance for my user interface sins.</p>
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