Re: [libreoffice-design] Design ethos

2012-06-13 Thread Christoph Noack
Hi Björn, Mirek, all!

Am Dienstag, den 12.06.2012, 15:34 +0200 schrieb Björn Balazs:
 Hi all,
 
 thanks for picking up this really important discussion. Christoph I think the 
 examples you gave are really great.
 
 I think we really should ask ourselves: What is the problem? What do we want 
 to reach? instead of generally argueing for or against the suggested (and 
 obviously proven) approach from Mozilla.

Yes, thanks for the reminder ... and thanks for the pre-formulated
proposals.

 I think there have been two possible goals deriving out of this discussion so 
 far:
 
 1. Educate developers in terms of making them aware of the importance of 
 Usability / UX

From my experience during the last months, this is less needed at the
moment. Why? To me ...
  * the core developers do ping us regularly
  * they provide means to basically follow their development (e.g.
daily builds, commit messages, ... provided for QA, Design and
others)
  * the suggest new developers to get our feedback on their ideas

So, unless we are able to handle _all_ their requests quite fast and
accurately, there is no need to further promote this topic. Instead, we
should try to answer all the (open) requests on e.g. the ux-advise list
- or help with classifying / resolving Design related bugzilla issues. I
mean ... before asking for more requests we might not be able to handle
properly.

(Well, I know that I've missed to invest time there as well.)

 2. Provide a structure to us designers to produce consitent UIs and workflows.

That is the one I'd focus on (referring to the consistent UI) ... and
there is plenty to do.

Any other opinions?

Cheers,
Christoph


-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted


Re: [libreoffice-design] Design ethos

2012-06-13 Thread Mirek M.
Hi everyone,

On Wed, Jun 13, 2012 at 11:40 PM, Christoph Noack christ...@dogmatux.comwrote:

 Hi Björn, Mirek, all!

 Am Dienstag, den 12.06.2012, 15:34 +0200 schrieb Björn Balazs:
  Hi all,
 
  thanks for picking up this really important discussion. Christoph I
 think the
  examples you gave are really great.
 
  I think we really should ask ourselves: What is the problem? What do we
 want
  to reach? instead of generally argueing for or against the suggested
 (and
  obviously proven) approach from Mozilla.

 Yes, thanks for the reminder ... and thanks for the pre-formulated
 proposals.

  I think there have been two possible goals deriving out of this
 discussion so
  far:
 
  1. Educate developers in terms of making them aware of the importance of
  Usability / UX

 From my experience during the last months, this is less needed at the
 moment. Why? To me ...
  * the core developers do ping us regularly
  * they provide means to basically follow their development (e.g.
daily builds, commit messages, ... provided for QA, Design and
others)
  * the suggest new developers to get our feedback on their ideas

 So, unless we are able to handle _all_ their requests quite fast and
 accurately, there is no need to further promote this topic. Instead, we
 should try to answer all the (open) requests on e.g. the ux-advise list
 - or help with classifying / resolving Design related bugzilla issues. I
 mean ... before asking for more requests we might not be able to handle
 properly.

 (Well, I know that I've missed to invest time there as well.)

  2. Provide a structure to us designers to produce consitent UIs and
 workflows.

 That is the one I'd focus on (referring to the consistent UI) ... and
 there is plenty to do.

 Any other opinions?


I mostly agree with this.
However, the point of the principles is not only to produce consistent UIs
and workflows, but also to be able to evaluate and improve upon our designs
using a standard set of guidelines.
If we discover faults or unnecessary vagueness within the principles, which
we no doubt will, we should adjust the principles accordingly.

I hope that it's alright if I integrate the principles into our workflow
(with a simple Designs will be checked against our design principles.
line).

-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted



Re: [libreoffice-design] Design ethos

2012-06-12 Thread Björn Balazs
Hi all,

thanks for picking up this really important discussion. Christoph I think the 
examples you gave are really great.

I think we really should ask ourselves: What is the problem? What do we want 
to reach? instead of generally argueing for or against the suggested (and 
obviously proven) approach from Mozilla.

I think there have been two possible goals deriving out of this discussion so 
far:

1. Educate developers in terms of making them aware of the importance of 
Usability / UX

2. Provide a structure to us designers to produce consitent UIs and workflows.

Am I right with these two possible goals? Would you like to add any?

Cheers,
Björn


Am Montag, 11. Juni 2012, 17:55:34 schrieb Mirek M.:
 Hi Christoph,
 
 On Sun, Jun 10, 2012 at 11:34 PM, Christoph Noack 
christ...@dogmatux.comwrote:
  Hi Mirek, all!
  
  Thanks for your quick response! It's already a bit late, but I'd like to
  answer now - tomorrow, I suppose, my day job will eat up all the given
  time ;-)
  
  Before I start: The more often I read your mail, the more I'm convinced
  that some of the potential misunderstandings are caused by differences
  in terminology (read: same terms mean different things to us) and
  procedure with regard to HMI development. So please allow me to add some
  more my-point-of-view ...
  
  Am Sonntag, den 10.06.2012, 19:53 +0200 schrieb Mirek M.:
   Hi Christoph,
   
   On Sun, Jun 10, 2012 at 2:38 PM, Christoph Noack christ...@dogmatux.com
  
  wrote:
Hi Björn, hi Mirek!

I had to make up my mind concerning this thread and also the article
that was originally referred to. So here is what I'm thinking about
...

Am Mittwoch, den 06.06.2012, 20:45 +0200 schrieb Björn Balazs:
 Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
[...]

 Developers encountering these keywords likely won't have any
  
  additional
  
 interface design training, so it is important that each heuristic is
  
  very
  
 clearly defined with specific examples and detailed explanations.
 Additionally, allowing developers to view all of the bugs in the
  
  software
  
 marked as the same type of issue, both current and resolved, serves
  
  as an
  
 effective way for them to further learn about the heuristic.
 
 Therefor I understand these principles as guidelines for developers
  
  to
  
become

 aware of UX, perhaps learn a tiny bit. Opposite I do understand

something like

 the design ethos as rules for us - experienced designers and UX

professionals.

 So, I think the sugested rules are good for teaching developers, but
  
  I
  
think

 this is not what we want to do - ?questionmark?

I understand it the same way - and I found another thing a bit
strange.
The article is called Quantifying Usability although it deals with
heuristic evaluations. The aim of those evaluations is usually to
detect interaction design issues - but not to let users rate /
quantify
those issues (having statistically relevant information). So, where is
the quantification?

In the given case, interaction experts (not users) do tag the issues
using their level of experience and (domain) knowledge. So finally,
you
can generate a nice statistic of known issues within your system -
  
  maybe
  
that also helps within the project to address the most important
(here:
highest number) of issues in advance.

But that doesn't solve the issue what it really means if a dialog
violates e.g. ux-minimalism - you need to know the users
characteristics and their tasks. So for a complex product like
LibreOffice (assuming that its okay that it supports a variety of
tasks), some users may find a dialog overwhelming whilst other users
  
  may
  
miss lots of information. The question is - which main target group
  
  will
  
make use of this dialog ...
   
   The minimalism principle states that interfaces should be as simple as
   possible, where simple is meant as not complicated, not as as
   featureless as possible.
  
  That sounds great, indeed. But when designing products one is usually
  faced to the problem that it's impossible to add (meaningful) features
  without any increase of the complexity of the product. Although one user
  group want to have these features (because it boosts their efficiency),
  other users might find the resulting user interface not simple.
  
  So, as Bjoern already pointed out, balancing what's simple and what is
  not featureless requires a deep understanding of our users' needs. And
  these needs vary a lot ... depending on their knowledge and their tasks.
  
  I've documented a related issue some years ago (Myths about UX):
  
  http://wiki.services.openoffice.org/wiki/User_Experience/Myths_about_UX#Ad
  vanced_functionality_doesn.27t_hurt_-_newcomers_just_won.27t_use_it.21 
   As an example, 

Re: [libreoffice-design] Design ethos

2012-06-11 Thread Mirek M.
Hi Christoph,

On Sun, Jun 10, 2012 at 11:34 PM, Christoph Noack christ...@dogmatux.comwrote:

 Hi Mirek, all!

 Thanks for your quick response! It's already a bit late, but I'd like to
 answer now - tomorrow, I suppose, my day job will eat up all the given
 time ;-)

 Before I start: The more often I read your mail, the more I'm convinced
 that some of the potential misunderstandings are caused by differences
 in terminology (read: same terms mean different things to us) and
 procedure with regard to HMI development. So please allow me to add some
 more my-point-of-view ...

 Am Sonntag, den 10.06.2012, 19:53 +0200 schrieb Mirek M.:
  Hi Christoph,
 
  On Sun, Jun 10, 2012 at 2:38 PM, Christoph Noack christ...@dogmatux.com
 wrote:
 
   Hi Björn, hi Mirek!
  
   I had to make up my mind concerning this thread and also the article
   that was originally referred to. So here is what I'm thinking about ...
  
   Am Mittwoch, den 06.06.2012, 20:45 +0200 schrieb Björn Balazs:
Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
   [...]
Developers encountering these keywords likely won't have any
 additional
interface design training, so it is important that each heuristic is
 very
clearly defined with specific examples and detailed explanations.
Additionally, allowing developers to view all of the bugs in the
 software
marked as the same type of issue, both current and resolved, serves
 as an
effective way for them to further learn about the heuristic.
   
Therefor I understand these principles as guidelines for developers
 to
   become
aware of UX, perhaps learn a tiny bit. Opposite I do understand
   something like
the design ethos as rules for us - experienced designers and UX
   professionals.
So, I think the sugested rules are good for teaching developers, but
 I
   think
this is not what we want to do - ?questionmark?
  
   I understand it the same way - and I found another thing a bit strange.
   The article is called Quantifying Usability although it deals with
   heuristic evaluations. The aim of those evaluations is usually to
   detect interaction design issues - but not to let users rate / quantify
   those issues (having statistically relevant information). So, where is
   the quantification?
  
   In the given case, interaction experts (not users) do tag the issues
   using their level of experience and (domain) knowledge. So finally, you
   can generate a nice statistic of known issues within your system -
 maybe
   that also helps within the project to address the most important (here:
   highest number) of issues in advance.
  
   But that doesn't solve the issue what it really means if a dialog
   violates e.g. ux-minimalism - you need to know the users
   characteristics and their tasks. So for a complex product like
   LibreOffice (assuming that its okay that it supports a variety of
   tasks), some users may find a dialog overwhelming whilst other users
 may
   miss lots of information. The question is - which main target group
 will
   make use of this dialog ...
  
 
  The minimalism principle states that interfaces should be as simple as
  possible, where simple is meant as not complicated, not as as
  featureless as possible.

 That sounds great, indeed. But when designing products one is usually
 faced to the problem that it's impossible to add (meaningful) features
 without any increase of the complexity of the product. Although one user
 group want to have these features (because it boosts their efficiency),
 other users might find the resulting user interface not simple.

 So, as Bjoern already pointed out, balancing what's simple and what is
 not featureless requires a deep understanding of our users' needs. And
 these needs vary a lot ... depending on their knowledge and their tasks.

 I've documented a related issue some years ago (Myths about UX):

 http://wiki.services.openoffice.org/wiki/User_Experience/Myths_about_UX#Advanced_functionality_doesn.27t_hurt_-_newcomers_just_won.27t_use_it.21

  As an example, compare Firefox's separate search box and address bar and
  Chrome's omnibox. In Firefox, you can search using both the address bar
 and
  the omnibox, which is unnecessary redundancy. In this case, Chrome is
 more
  minimalistic, yet it doesn't skimp on any features found within Firefox.

 It does sound like Chrome is superior to Firefox, right?

 But how do we know that the Chrome decision is the right one? Maybe ...
  * Maybe the majority of people expects to have a separate search
field - like in other programs, too (Adobe Acrobat).


User expectations should be covered by ux-affordance
and ux-discovery (relevant visual cues), ux-visual-hierarchy (visual
weight), ux-natural-mapping, and, if it doesn't hurt the usability of the
software, ux-consistency.

 * Or user tests showed that people are unable to discover the
search functionality - so they always enter www.google.com and
then start 

Re: [libreoffice-design] Design ethos

2012-06-11 Thread Stefan Knorr (Astron)
Hi all,

just a quick note: the log for yesterday's meeting is now up
https://wiki.documentfoundation.org/Design/Meetings/2012-06-10
 we quickly touched upon the issues discussed here (see the parts
from 18:59–19:05 and 19:58–pretty much the end).

Also, I'm happy to announce that we might have hit another record
length for our chats...

Astron.

-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted


Re: [libreoffice-design] Design ethos

2012-06-10 Thread Christoph Noack
Hi Björn, hi Mirek!

I had to make up my mind concerning this thread and also the article
that was originally referred to. So here is what I'm thinking about ...

Am Mittwoch, den 06.06.2012, 20:45 +0200 schrieb Björn Balazs:
 Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
[...]
 Developers encountering these keywords likely won't have any additional 
 interface design training, so it is important that each heuristic is very 
 clearly defined with specific examples and detailed explanations. 
 Additionally, allowing developers to view all of the bugs in the software 
 marked as the same type of issue, both current and resolved, serves as an 
 effective way for them to further learn about the heuristic.
 
 Therefor I understand these principles as guidelines for developers to become 
 aware of UX, perhaps learn a tiny bit. Opposite I do understand something 
 like 
 the design ethos as rules for us - experienced designers and UX 
 professionals. 
 So, I think the sugested rules are good for teaching developers, but I think 
 this is not what we want to do - ?questionmark?

I understand it the same way - and I found another thing a bit strange.
The article is called Quantifying Usability although it deals with
heuristic evaluations. The aim of those evaluations is usually to
detect interaction design issues - but not to let users rate / quantify
those issues (having statistically relevant information). So, where is
the quantification?

In the given case, interaction experts (not users) do tag the issues
using their level of experience and (domain) knowledge. So finally, you
can generate a nice statistic of known issues within your system - maybe
that also helps within the project to address the most important (here:
highest number) of issues in advance.

But that doesn't solve the issue what it really means if a dialog
violates e.g. ux-minimalism - you need to know the users
characteristics and their tasks. So for a complex product like
LibreOffice (assuming that its okay that it supports a variety of
tasks), some users may find a dialog overwhelming whilst other users may
miss lots of information. The question is - which main target group will
make use of this dialog ...

So yes, these characteristics might guide us - but you cannot apply
these to serve as strict rules. You may see this in other places as
well, e.g.:
a) Ten Usability Heuristics
http://www.useit.com/papers/heuristic/heuristic_list.html

b) ISO 9241-110 Dialogue Principles
http://en.wikipedia.org/wiki/ISO_9241#ISO_9241-110

By the way, the linked descriptions fit a bit better from my
point-of-view.

  On Wed, Jun 6, 2012 at 6:50 PM, Björn Balazs b...@lazs.de wrote:
   I think this is a general problem with general guidelines as they are
   outlined
   in the mentioned article as well. Either they are so abstract that nobody
   would reject them - but then it is also hard to derive any consequence out
   of
   them --- Or they are specific but exceptions are the rule.
  
  With the ideal design principles, exceptions would never be allowed.
  Mozilla's principles may not be perfect, but they're quite good and we
  could fix their bugs as we encounter them.
  Could you point out specific points that you don't feel good about?

I'm keeping the text above, since it fits quite well to my answer ...

[...]

But since we talked about principles - there are some other open
questions. Answering these questions might (at the very moment) help a
lot to provide a consistent experience to our users.

Some examples:
  * Given equal tasks - do we aim for consistency within the
different LibreOffice applications, or do we want to optimize it
for each application (affects: suitability for learning and self
descriptiveness VS. suitability for the task)
Example: drawing behavior

  * Given the fact of different platforms - do we want to have
consistency across the platforms or do we want to comply to the
platform (e.g. Human Interaction Guidelines). The former makes
LibreOffice very predictable, although it might not fit to the
platform. The latter heavily affects suitability for learning
and - of course - design and development effort.
Example: When (re-)designing, do we address: Linux (most
developers), or Windows (major user base when looking at
OOo/AOO/LibO), or Android (emerging market), or ...

  * Given the fact of major competitors - do we want to adapt the
LibreOffice behavior with regard to competitors? Today, many
users / organizations want to switch to a free (costless)
alternative without having (much) learning effort.
Example: Some of Calc's good and consistent behavior is
currently changed to conform to Excel's behavior (e.g.
copy-and-paste behavior). That makes new users happy, but is
problematic for today's users.

  * ...

To me, these are the more urgent issues 

Re: [libreoffice-design] Design ethos

2012-06-10 Thread Mirek M.
Hi Christoph,

On Sun, Jun 10, 2012 at 2:38 PM, Christoph Noack christ...@dogmatux.comwrote:

 Hi Björn, hi Mirek!

 I had to make up my mind concerning this thread and also the article
 that was originally referred to. So here is what I'm thinking about ...

 Am Mittwoch, den 06.06.2012, 20:45 +0200 schrieb Björn Balazs:
  Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
 [...]
  Developers encountering these keywords likely won't have any additional
  interface design training, so it is important that each heuristic is very
  clearly defined with specific examples and detailed explanations.
  Additionally, allowing developers to view all of the bugs in the software
  marked as the same type of issue, both current and resolved, serves as an
  effective way for them to further learn about the heuristic.
 
  Therefor I understand these principles as guidelines for developers to
 become
  aware of UX, perhaps learn a tiny bit. Opposite I do understand
 something like
  the design ethos as rules for us - experienced designers and UX
 professionals.
  So, I think the sugested rules are good for teaching developers, but I
 think
  this is not what we want to do - ?questionmark?

 I understand it the same way - and I found another thing a bit strange.
 The article is called Quantifying Usability although it deals with
 heuristic evaluations. The aim of those evaluations is usually to
 detect interaction design issues - but not to let users rate / quantify
 those issues (having statistically relevant information). So, where is
 the quantification?

 In the given case, interaction experts (not users) do tag the issues
 using their level of experience and (domain) knowledge. So finally, you
 can generate a nice statistic of known issues within your system - maybe
 that also helps within the project to address the most important (here:
 highest number) of issues in advance.

 But that doesn't solve the issue what it really means if a dialog
 violates e.g. ux-minimalism - you need to know the users
 characteristics and their tasks. So for a complex product like
 LibreOffice (assuming that its okay that it supports a variety of
 tasks), some users may find a dialog overwhelming whilst other users may
 miss lots of information. The question is - which main target group will
 make use of this dialog ...


The minimalism principle states that interfaces should be as simple as
possible, where simple is meant as not complicated, not as as
featureless as possible.
As an example, compare Firefox's separate search box and address bar and
Chrome's omnibox. In Firefox, you can search using both the address bar and
the omnibox, which is unnecessary redundancy. In this case, Chrome is more
minimalistic, yet it doesn't skimp on any features found within Firefox.


 So yes, these characteristics might guide us - but you cannot apply
 these to serve as strict rules.


I take a scientific approach to this issue. Just like with any branch of
science, it must be possible to define clear, logical principles for UI
design, and it's certainly worth the effort to try. Yes, different users
have different needs, but with good principles, that can be taken into
account as well. We also need to separate needs from
wishes/preferences -- a feature is needed in a piece of software when
its lack would significantly impair the usability of the software. The
usability of the software should be measured according to its primary
purpose.
For example, giving the user the option to choose Writer's Splash screen is
a preference, since the lack of this option would not impair the user's
ability to create documents, which is Writer's primary purpose.

Wishes are best handled by extensions.

You may see this in other places as
 well, e.g.:
 a) Ten Usability Heuristics
 http://www.useit.com/papers/heuristic/heuristic_list.html

 b) ISO 9241-110 Dialogue Principles
 http://en.wikipedia.org/wiki/ISO_9241#ISO_9241-110

 By the way, the linked descriptions fit a bit better from my
 point-of-view.


These are more vague than Mozilla's (especially the latter), and therefore
more subjective and less useful.
Mozilla's principles are based on the former.


   On Wed, Jun 6, 2012 at 6:50 PM, Björn Balazs b...@lazs.de wrote:
I think this is a general problem with general guidelines as they are
outlined
in the mentioned article as well. Either they are so abstract that
 nobody
would reject them - but then it is also hard to derive any
 consequence out
of
them --- Or they are specific but exceptions are the rule.
  
   With the ideal design principles, exceptions would never be allowed.
   Mozilla's principles may not be perfect, but they're quite good and we
   could fix their bugs as we encounter them.
   Could you point out specific points that you don't feel good about?

 I'm keeping the text above, since it fits quite well to my answer ...

 [...]

 But since we talked about principles - there are some other open
 questions. Answering 

Re: [libreoffice-design] Design ethos

2012-06-10 Thread Christoph Noack
Hi Mirek, all!

Thanks for your quick response! It's already a bit late, but I'd like to
answer now - tomorrow, I suppose, my day job will eat up all the given
time ;-)

Before I start: The more often I read your mail, the more I'm convinced
that some of the potential misunderstandings are caused by differences
in terminology (read: same terms mean different things to us) and
procedure with regard to HMI development. So please allow me to add some
more my-point-of-view ...

Am Sonntag, den 10.06.2012, 19:53 +0200 schrieb Mirek M.:
 Hi Christoph,
 
 On Sun, Jun 10, 2012 at 2:38 PM, Christoph Noack 
 christ...@dogmatux.comwrote:
 
  Hi Björn, hi Mirek!
 
  I had to make up my mind concerning this thread and also the article
  that was originally referred to. So here is what I'm thinking about ...
 
  Am Mittwoch, den 06.06.2012, 20:45 +0200 schrieb Björn Balazs:
   Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
  [...]
   Developers encountering these keywords likely won't have any additional
   interface design training, so it is important that each heuristic is very
   clearly defined with specific examples and detailed explanations.
   Additionally, allowing developers to view all of the bugs in the software
   marked as the same type of issue, both current and resolved, serves as an
   effective way for them to further learn about the heuristic.
  
   Therefor I understand these principles as guidelines for developers to
  become
   aware of UX, perhaps learn a tiny bit. Opposite I do understand
  something like
   the design ethos as rules for us - experienced designers and UX
  professionals.
   So, I think the sugested rules are good for teaching developers, but I
  think
   this is not what we want to do - ?questionmark?
 
  I understand it the same way - and I found another thing a bit strange.
  The article is called Quantifying Usability although it deals with
  heuristic evaluations. The aim of those evaluations is usually to
  detect interaction design issues - but not to let users rate / quantify
  those issues (having statistically relevant information). So, where is
  the quantification?
 
  In the given case, interaction experts (not users) do tag the issues
  using their level of experience and (domain) knowledge. So finally, you
  can generate a nice statistic of known issues within your system - maybe
  that also helps within the project to address the most important (here:
  highest number) of issues in advance.
 
  But that doesn't solve the issue what it really means if a dialog
  violates e.g. ux-minimalism - you need to know the users
  characteristics and their tasks. So for a complex product like
  LibreOffice (assuming that its okay that it supports a variety of
  tasks), some users may find a dialog overwhelming whilst other users may
  miss lots of information. The question is - which main target group will
  make use of this dialog ...
 
 
 The minimalism principle states that interfaces should be as simple as
 possible, where simple is meant as not complicated, not as as
 featureless as possible.

That sounds great, indeed. But when designing products one is usually
faced to the problem that it's impossible to add (meaningful) features
without any increase of the complexity of the product. Although one user
group want to have these features (because it boosts their efficiency),
other users might find the resulting user interface not simple.

So, as Bjoern already pointed out, balancing what's simple and what is
not featureless requires a deep understanding of our users' needs. And
these needs vary a lot ... depending on their knowledge and their tasks.

I've documented a related issue some years ago (Myths about UX):
http://wiki.services.openoffice.org/wiki/User_Experience/Myths_about_UX#Advanced_functionality_doesn.27t_hurt_-_newcomers_just_won.27t_use_it.21

 As an example, compare Firefox's separate search box and address bar and
 Chrome's omnibox. In Firefox, you can search using both the address bar and
 the omnibox, which is unnecessary redundancy. In this case, Chrome is more
 minimalistic, yet it doesn't skimp on any features found within Firefox.

It does sound like Chrome is superior to Firefox, right?

But how do we know that the Chrome decision is the right one? Maybe ...
  * Maybe the majority of people expects to have a separate search
field - like in other programs, too (Adobe Acrobat).
  * Or user tests showed that people are unable to discover the
search functionality - so they always enter www.google.com and
then start searching. (So ux-minimalism hurts ux-discovery as
also Mr. Nielson points out in the article you've referred to).
  * Maybe the Firefox decision is an intermediate solution until
they could convert all users to use only the Awesome Bar for
all web related tasks. 

I can provide further guesses, but the basic message is - defining
whether the goal of ux-minimalism is achieved 

Re: [libreoffice-design] Design ethos

2012-06-08 Thread Mirek M.
Hi Björn,

On Wed, Jun 6, 2012 at 8:45 PM, Björn Balazs b...@lazs.de wrote:

 Hi Mirek,

 Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
  Hi Björn,
  The principles I put on the whiteboard was just me spitballing. The
 initial
  idea was that the community would suggest design principles and we'd
 refine
  them until we got something well-defined and something that we could all
  agree on.
  The new proposal is to take Mozilla's design principles as our basic
  guidelines, as those have worked well for them, and work off of those.
 As I
  believe that is a better approach, I'll simply address your concerns with
  that.

 Ok, I understand that now. It usually is a good idea to build upon proven
 things. We will use those to demonstrate the problems. Just as a forword -
 despite of what I write now, it might be ok to use these principles - it
 simply depends on the goal we have. Let me quote from the article:

 Developers encountering these keywords likely won't have any additional
 interface design training, so it is important that each heuristic is very
 clearly defined with specific examples and detailed explanations.
 Additionally, allowing developers to view all of the bugs in the software
 marked as the same type of issue, both current and resolved, serves as an
 effective way for them to further learn about the heuristic.

 Therefor I understand these principles as guidelines for developers to
 become
 aware of UX, perhaps learn a tiny bit. Opposite I do understand something
 like
 the design ethos as rules for us - experienced designers and UX
 professionals.
 So, I think the sugested rules are good for teaching developers, but I
 think
 this is not what we want to do - ?questionmark?


On the contrary. These are simple principles that should guide all designs,
whether they come from developers or designers, and would be the basis
under which all designs would be judged. (Much like basic arithmetic is
applicable for both first-graders and adult mathematicians.)
On top of these principles, though, we'd have a HIG for specific
situations, such as desktop integration (e.g. requiring a Close button on
dialogs, as Gnome 3 and Mac OS feature modal dialogs without title bars).


  On Wed, Jun 6, 2012 at 6:50 PM, Björn Balazs b...@lazs.de wrote:
   I think this is a general problem with general guidelines as they are
   outlined
   in the mentioned article as well. Either they are so abstract that
 nobody
   would reject them - but then it is also hard to derive any consequence
 out
   of
   them --- Or they are specific but exceptions are the rule.
 
  With the ideal design principles, exceptions would never be allowed.
  Mozilla's principles may not be perfect, but they're quite good and we
  could fix their bugs as we encounter them.
  Could you point out specific points that you don't feel good about?

 No problem:

 ux-feedback
Interfaces should provide feedback about their current status. Users
 should never wonder what state the system is in. [Source: Nielsen]

 - How would you solve the save-icon discussion of the last weeks with this
 rule? (BTW: the rule is absolutely right, but hard to derive consequences
 out
 of it)


Easy. The Save icon should be active if there is anything to save and
inactive if there is nothing to save. As we have determined that it is
useful to be able to save view settings, the Save icon should become
active even if only the view settings change. (I don't think it makes sense
to disable the icon if we think saving view settings is genuinely
useful.) And, in that respect, the Save icon would indicate saved status,
as it is meant to.

If we also want to indicate whether the document's contents were edited
(above the dialog that asks the user whether he'd like to save the edits he
made to the document, which doesn't apply to view options), we could have a
special Save view edits icon for when only view options were edited and
contents were left intact.

(I'll post this to that thread now.)


 ux-implementation-level
Interfaces should not be organized around the underlying implementation
 and technology in ways that are illogical, or require the user to have
 access
 to additional information that is not found in the interface itself.
 [Source:
 Nielsen, Cooper]

 - I do not even understand this one.


I agree that the wording of this one is confusing. As I understand it, the
UI shouldn't be based on the underlying code in a way that's illogical to
the user.
You can see the relevant bugs at
https://mevootserv.appspot.com/bugzilla.mozilla.org/buglist.cgi?keywords=ux-implementation-level
For example, if you take
https://mevootserv.appspot.com/bugzilla.mozilla.org/show_bug.cgi?id=615306,
the behavior of the back button is based on some code that tells the
browser to go back to the previous site, which isn't always friendly to the
user, as it doesn't take into account redirects which take the user right
back to the site he was at -- something the user didn't want 

[libreoffice-design] Design ethos

2012-06-06 Thread Mirek M.
Hi everyone,
Could we agree to use the Firefox UX principles [1] as the basis for our
design ethos?
I'd like to get this approved on the upcoming IRC chat.
If you have any issues with it, please speak up.

[1] http://uxmag.com/articles/quantifying-usability

-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted



Re: [libreoffice-design] Design ethos

2012-06-06 Thread Kévin PEIGNOT
Hi all

Quick speach to say it seems me a good idea. I'm sorry I don't have time to
say more these weeks but I think they are  good principles.

Kévin

2012/6/6 Mirek M. maz...@gmail.com

 Hi everyone,
 Could we agree to use the Firefox UX principles [1] as the basis for our
 design ethos?
 I'd like to get this approved on the upcoming IRC chat.
 If you have any issues with it, please speak up.

 [1] http://uxmag.com/articles/quantifying-usability

 --
 Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
 Problems?
 http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
 Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
 List archive: http://listarchives.libreoffice.org/global/design/
 All messages sent to this list will be publicly archived and cannot be
 deleted



-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted



Re: [libreoffice-design] Design ethos

2012-06-06 Thread Mirek M.
Hi Björn,
The principles I put on the whiteboard was just me spitballing. The initial
idea was that the community would suggest design principles and we'd refine
them until we got something well-defined and something that we could all
agree on.
The new proposal is to take Mozilla's design principles as our basic
guidelines, as those have worked well for them, and work off of those. As I
believe that is a better approach, I'll simply address your concerns with
that.

On Wed, Jun 6, 2012 at 6:50 PM, Björn Balazs b...@lazs.de wrote:

 I think this is a general problem with general guidelines as they are
 outlined
 in the mentioned article as well. Either they are so abstract that nobody
 would reject them - but then it is also hard to derive any consequence out
 of
 them --- Or they are specific but exceptions are the rule.


With the ideal design principles, exceptions would never be allowed.
Mozilla's principles may not be perfect, but they're quite good and we
could fix their bugs as we encounter them.
Could you point out specific points that you don't feel good about?


 I see a possible solution - and hey, surprise - this again has to do with
 researching and understanding users: I think we should try to define
 conditions user under which certain rules apply. Conditions could be
 something
 like If the user is likely to be in a stressful situation, prefer to the
 use
 of a wizard

 As I stated before, I'm a bit hesitant about user research -- not because
I don't believe it can't be useful, but because we have to be careful to do
it correctly, as otherwise it can be quite detrimental to our design. If
done badly, user research can be used to justify just about any design.

I continue researching user design. Windows seems to do a lot of it [1],
but I'm not sure how much it helps them, given that they're dropping
everything they know for Metro, which firmly stands against the overcrowded
ribbons their research has gained them. Mozilla seems to first design, then
test, much like we do now, but then it has some guidelines that help it
shape its design [2]. elementary does some basic user research (if it can
be called that) on Google+ [3]. Gnome design team doesn't do any, which is
a bit surprising, as, IMHO, that's one of the best open-source design
communities out there.

I would definitely be interested to hear about your own personal experience
with user research and how it has lead to design decisions (with concrete
examples, if possible).

Plus every open-source project that cares about design listens to its
users, of course, and the advantage of open development is that people can
see the changes before the product is released, so design bugs can be
caught before release. We've seen this just recently, with two people
reaching out to us, one on G+ and one on the IRC, complaining about the
usability of the new About dialog, which Astron has fixed.

This is just my experience, perhaps I did misunderstand your intention here.
 What do you think?


I feel like Mozilla's design principles have worked for them and that they
would be a good starting point for our own principles.
As for user research, I see it as a means to an end. It's definitely
something that will help us refine our principles and form our HIG, but we
should be careful, as user research can be quite misleading. We should
ensure that our principles and our HIG can be followed under all
circumstances -- exceptions should never be the rule.

[1] http://www.youtube.com/watch?v=532j9sfBcbQ
[2] https://www.youtube.com/watch?v=hMDBwa4huUYfeature=player_embedded
[3] https://plus.google.com/114635553671833442612/posts

-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted



Re: [libreoffice-design] Design ethos

2012-06-06 Thread Björn Balazs
Hi Mirek,

Am Mittwoch, 6. Juni 2012, 19:46:09 schrieb Mirek M.:
 Hi Björn,
 The principles I put on the whiteboard was just me spitballing. The initial
 idea was that the community would suggest design principles and we'd refine
 them until we got something well-defined and something that we could all
 agree on.
 The new proposal is to take Mozilla's design principles as our basic
 guidelines, as those have worked well for them, and work off of those. As I
 believe that is a better approach, I'll simply address your concerns with
 that.

Ok, I understand that now. It usually is a good idea to build upon proven 
things. We will use those to demonstrate the problems. Just as a forword - 
despite of what I write now, it might be ok to use these principles - it 
simply depends on the goal we have. Let me quote from the article: 

Developers encountering these keywords likely won't have any additional 
interface design training, so it is important that each heuristic is very 
clearly defined with specific examples and detailed explanations. 
Additionally, allowing developers to view all of the bugs in the software 
marked as the same type of issue, both current and resolved, serves as an 
effective way for them to further learn about the heuristic.

Therefor I understand these principles as guidelines for developers to become 
aware of UX, perhaps learn a tiny bit. Opposite I do understand something like 
the design ethos as rules for us - experienced designers and UX professionals. 
So, I think the sugested rules are good for teaching developers, but I think 
this is not what we want to do - ?questionmark?

 On Wed, Jun 6, 2012 at 6:50 PM, Björn Balazs b...@lazs.de wrote:
  I think this is a general problem with general guidelines as they are
  outlined
  in the mentioned article as well. Either they are so abstract that nobody
  would reject them - but then it is also hard to derive any consequence out
  of
  them --- Or they are specific but exceptions are the rule.
 
 With the ideal design principles, exceptions would never be allowed.
 Mozilla's principles may not be perfect, but they're quite good and we
 could fix their bugs as we encounter them.
 Could you point out specific points that you don't feel good about?

No problem:

ux-feedback
Interfaces should provide feedback about their current status. Users 
should never wonder what state the system is in. [Source: Nielsen]

- How would you solve the save-icon discussion of the last weeks with this 
rule? (BTW: the rule is absolutely right, but hard to derive consequences out 
of it)


ux-implementation-level
Interfaces should not be organized around the underlying implementation 
and technology in ways that are illogical, or require the user to have access 
to additional information that is not found in the interface itself. [Source: 
Nielsen, Cooper]

- I do not even understand this one.


ux-jargon
Users should not be required to understand any form of implementation 
level terminology. (This principle is a special case of ux-implementation-
level). [Source: Nielsen]

- This rule is true most of the times, but what about developers as users, if 
we are developing an application for developers? They might be interested in 
this kind of terminology. But you could also stretch this rule further: It 
should actually say, use an appropriate language, because if you use any word 
(not only implementation level terminology) that users do not understand, they 
are lost. But what is this level? Answer can only be given by research.


ux-control
Users should always feel like they are in control of their software. (This 
principle is often the nemesis of ux-interruption, especially in cases where 
developers assume users want more control than they actually want). [Source: 
Nielsen]

- How do you meassure the feeling? How about actually having control? Is 
that needed as well?


ux-minimalism
Interfaces should be as simple as possible, both visually and 
interactively. Interfaces should avoid redundancy. (This principle is often 
the nemesis of ux-discovery since removing or hiding items deep into the 
interface forces the user to rely more on memory than recognition). [Source: 
Nielsen]

- So no shadows? No gradients? Nothing that helps to make the app feel 
natural? I would agree with, do not put in unneeded clutter - but again, what 
is needed? What is simple as possible.


= If you consider all the nemesises mentioned in the rules you can easily 
see, that you can never apply all rules. So when do you turn to which side?

An experience I have made with usability testing, esp. with expert tests and 
even in more detail with NIelsens heuristic evaluation which these rules are 
based upon is: If a customer fixes all bugs you found with the first expert 
testing, you can simply priotorize other heuristics higher the next time you 
test and he can do it all again.

So my experience is: They are too general, it is too optional which rules are 

[libreoffice-design] Design Ethos

2012-05-14 Thread Mirek M.
Hi everyone,
As our design team gains members and the number of projects we tackle
grows, it increasingly seems like we need some basic principles to guide
our designs. That's why I'm starting a wiki page for determining our design
ethos [1].
The point of it is to find several key points that define great design.
These principles should be generally applicable, whether we're designing
something as simple as a remote control app or as complex as a social
network like Diaspora. They also shouldn't be weighed against what
LibreOffice currently is -- these principles will define the future of
LibreOffice, and if we want its future to be excellent, we need to change
what LibreOffice is about, turn it from an MS Office-wannabe to an
application suite that can stand its own.

Anyway, please submit your suggestions to the wiki [1].

[1] https://wiki.documentfoundation.org/Design/Ethos

-- 
Unsubscribe instructions: E-mail to design+h...@global.libreoffice.org
Problems? http://www.libreoffice.org/get-help/mailing-lists/how-to-unsubscribe/
Posting guidelines + more: http://wiki.documentfoundation.org/Netiquette
List archive: http://listarchives.libreoffice.org/global/design/
All messages sent to this list will be publicly archived and cannot be deleted