> -----Original Message-----
> From: Mickael [mailto:[EMAIL PROTECTED]
> Sent: Sunday, March 13, 2005 9:51 AM
> To: CF-Talk
> Subject: OT - UI problems
> 
> Hello All,

First off you might consider posting this to cf-community - the discussion
there could go much farther than here.

> My developer and I are working on a CMS for various clients.  Our clients
> keep coming up with new requirements as the project grow or change.  We
> are not having any issues meeting these requirement for new functionality
> on the website.  But in my opinion we are not achieving an elegant and

Scope creep without planning will kill an interface very quickly.  Any
elegant interface can have features nailed on, but doing so will quickly
spoil the original plan.

> easy to use interface.  As I review the interfaces I am finding that they
> are very configurable, very scalable yet I feel that they are written for

Highly configurable interfaces almost always indicate a poor initial design.
In my experience at least people spend way too much time on "skins" and
interface customization and not nearly enough on the basic, default
interface (which most people will use).

An interface that's easy to use but only minimally configurable is vastly
preferable to a difficult interface than can be customized.

> programmers or people of a technical background which kind of defeats the
> purpose of creating a CMS in the first place.  I am sure that many people
> on this have faced the same issue.  Can any one suggest a good resource
> for making easy to understand user interfaces, books, sites anything.

Oh... there are thousands upon thousands of resources.

For many Jakob Neilson's work (his books and the materials at
http://www.useit.com/ ) is considered dogma.  It's a great place to start,
but you do have to climb over his ego to find the good information.  ;^)

His book "Homepage Usability: 50 Websites Deconstructed" is an excellent
"coffee table" book that discusses in brief fifty web home pages.  It's not
as applicable to application development, but is still fairly applicable to
most web application development.

An older book of his (recently reissued) may be most useful: "Coordinating
User Interfaces for Consistency".  It's an excellent book but it is dated
(it was first written over 10 years ago).

Alan Cooper's book "About Face: The Essentials of User Interface Design" is
excellent and presented from a application, rather than web, standpoint.
It's very good.

Edward Tufte's books on information visualization ARE dogma.  Although are
not directly related to software usability nearly every word of them are
applicable.

Steve Krug's "Don't Make Me Think" is short, easy to read but still thought
provoking.  It focuses on the simplicity of web interfaces and how to
maintain that simplicity without losing features.

For basic usability materials (mostly focused on accessibility and such)
there's no better resource than http://www.Usability.gov.

The publications available from the Microsoft Usability team are excellent
all-around: http://www.microsoft.com/usability/publications.htm  I
Macromedia's area was larger, but it's still good:
http://www.macromedia.com/devnet/topics/usability.html

Finally there is at least one great resource for finding other resources:
http://usableweb.com/

> BTW if anyone feels that they are an expert in this field I am also open
> to paying for Consulting in this matter.

Well... I'm a professional in the field, does that count.  ;^)

If you want to talk more then I'd be happy to, but for now here are some
common issues you might want to consider:

+) Consistency is king.  Across the board one of the most common problems is
that the interface is inconsistent.  Inconsistency leads to confusion.

Labels should be consistent (and simple) and, if possible, short.   They
should also be consistent in concept: avoid mixing verbs with nouns for
example.

Values and widgets should be consistent: text areas, input fields and values
(dates, numbers, money values, etc) should all be in the same format.  Don't
show a pop-up calendar for one date, for example, and not for others.

Lastly be consistent with the environment: the OS, the browser, other
applications in a suite, etc.

There's an old usability adage: Err on the side of consistency unless you
can improve usability by more than 100%.  In other words a de facto
standard, even if wrong, should be adhered to unless you can more than
double its effectiveness. 

+) Context is Queen.  Context is the state of the process and the needs to
complete it.  When doing an "Oil change" process the "drip pan", the "filter
wrench" and the "box wrench" are all in context for the process and need to
be readily available for the process to go smoothly.

Many applications suffer from the lack of context management or bad attempts
at context management which leads to inconsistency and interface clutter.

The latter is the worst and a personal pet peeve).  This happens when
somebody says "well... wouldn't they want to do X here?"  Often the
thoughtless answer is "well, let's put an X button right there".

The problem is that X is almost always something that needs to be considered
further or is itself compromised by being called in-process.  Often the real
answer is a serious look at the procedural methods of the application, but
since most people leave usability to the last minute this can't be done.

You should always be VERY wary of adding controls to designed screens after
the fact.  The need to do so almost always results from a lack of upfront
usability or a client misunderstanding of the designed process (which is
generally a result of poor communication).

Whenever you hear a client say "we should add a button for that here" it
indicates some communication break down.  Either in requirements gathering
or in design or in a failure to completely prototype.  It should throw
red-flags up immediately.

+) Follow the silly rules of thumb - they're not so silly.  The first is
"KISS" (Keep It Simple, Stupid).  Whenever you consider adding complexity
spend some time and consider whether it can be done in some other way.  Also
don't add "predicative" features (unless their both very easy or can be
hidden).  By this I mean don't add a feature with the reasoning "they'll
love this"; don't predict that something new will used: ask first.

The second is "The 80/20 rule" (although I think it should be the 90/10
rule).  This rule states that 80% of your user base will use only 20% of the
features available.

In other words you need to identify those features/processes that are most
uses and focus all of your energy there when you have to choose where to
focus energy.  These processes make up a small segment of the application,
but account for most of its use - make sure they shine.

Lastly identify early your "One-percenter problems" these are problems,
process, challenges, whatever that will be used by a very small number of
users ("less than 1%") but can often take inordinate resources to complete.

These problems should never be allowed to compromise your main functions or
processes.

+) You can't successfully do usability after development has begun.
Although you can fix many problems with application after the fact it will
generally cost more.  Usability should be first on the table.  Prototypes
and wireframes should show the client exactly what the application will look
like and do allowing both parties to sign off on completely understood
specifications.

I here this a lot "we're going live with an application in a week, can you
do a usability review of it?"  Sure, of course I can!  But can they fix any
problems found before the release date?


+) Make sure (if at all possible) that you're talking to the actual users,
not just their business representatives.  In other words make sure that
people that actually perform the task at hand are reviewing the planned
workflow.

Even if the business reps are great you're still going to get misinformation
simply because it's being channeled through an intermediary.  In the worst
case scenario you may also find that you're dealing with business reps that
feel they know what's "better" - those kind of people can kill a promising
project in its tracks.


There are, of course, are lot more things to do, but the key is really to
know what you're doing, start early and talk to the right people.

Sorry for writing a book here.  The whole topic is near and dear to my
heart.  ;^)

Jim Davis




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