GUI Design Book Recommendations? 338
jetpack writes "I've always hated writing user interfaces, and graphical user interfaces in particular. However, I suspect that is largely because I have no clue how to write a good one. I don't mean the technical aspects, like using the APIs and so on. I mean what are the issues in designing an interface that is clean, easy to understand, and easy to use? What are things to be considered? What are things to be avoided? What are good over-all philosophies of UI design? To this end, I'd like to pick up a book or two (or three) and get my learn on. I'd appreciate some book suggestions from the UI experts in the Slashdot crowd."
"I have no clue how to write a good one." (Score:5, Interesting)
There is one important rule in creating a GUI: follow the same design principles as the target OS and applications with similar functionality as yours.
Mac and non-Mac (Score:2, Interesting)
Be prepared to use at least two design styles. There's the Mac way (and you'll find a lot of good guidelines in their Human Interface Guidelines [apple.com] for that), but, follow those on Windows and X11 and your applications will look rather strange and not at all platform native; even when using native UI controls.
I don't have any suggestions for books on good design, but, here's a classic site which covers some bad design mistakes: The User Interface Hall of Shame [mac.com]. The examples are fairly dated now, but, the principles remain true.
Re:If you're developing for Windows... (Score:4, Interesting)
Re:If you're developing for Windows... (Score:4, Interesting)
Study Microsoft design for good design in the same vein as going to webpagesthatsuck.com/ [webpagesthatsuck.com] for learning good design. For example, if you have the "options" uder "file" in version 1.1 of your program, don't move it to "edit" in 2.1 and "tools" in 3.1 as Microsoft is wont to do.
-mcgrew
From the linked site (and I haven't put all the checklists in, because slashdot's horrid design gives an error message about too few characters per line):
Tufte (Score:3, Interesting)
Because there's real-time data visualisation (as well as historic stuff), I've heard about the Tufte books before and so bought all four available at bookware.com.au - Beautiful Evidence, Visual Display of Quantitative Information, Envisioning Information, and Visual Explanations.
Still waiting on them, probably won't be able to appreciate them all in time, but hopefully I can make my app suck less than the existing solutions I'm tasked to replace.
My application is loosely what might be traditionally known as SCADA... but for various reasons we're not using traditional SCADA packages. We're presenting industrial process data, traditionally there are real-time figures and "dials"/bar graph gauge type indicators, along with graph plots that resemble the paper and pen chart recorders this software replaced many years ago.
Any particular one of the four books that people might know to be most useful for me, or a suggested reading order anyone might have?
Re:User interfaces (Score:2, Interesting)
Has anyone tried Office 2007 (Score:3, Interesting)
http://blogs.msdn.com/jensenh/archive/2006/08/22/711808.aspx [msdn.com]
I've read some documentation (some interesting videos too, but I can't seem to find them) on the justification for the shift in thinking - about how, for example, the explosion in the sheer volume of functionality makes packing every single function into a static menu structure somewhat impractical. To be honest, when I look at some other modern applications with their enormous menu systems, I'd actually have to agree.
While one may or may not argue the benefits / drawbacks of a specific implementation such as Office 2007, I think an interesting point of discussion is the growth of dynamic interfaces in general - that is, interfaces that adapt to the context of the current work that is being done, to display the functionality most important to a user based on that specific context. Adaptability may even be appropriate, as a computer learns what tasks a user attempts in specific circumstances, and then adjusts itself to try to make accomplishing those tasks easier in fewer steps.
Computers are becoming more and more powerful, and it should be an interesting challenge to try to package all this functionality in a way that doesn't overwhelm users with more and more complex interfaces.
Re:User interfaces (Score:3, Interesting)
"Don't Make Me Think" by Steve Krug
It's a short, brilliant read, is mainly focused on web usability, but the principles can be extended to any UI design.
Really first-rate book - all content, no BS.
Re:Spolsky. (Score:3, Interesting)
Even when he's wrong, the stories are still good. He has a series called 'Working on CityDesk' that has lots of little bits of good info. Despite the fact that his company's web-editing app CityDesk tanked ("nobody wants to compose in a big TEXTAREA on an HTML page") and they now focus on selling the bug-tracking software that they originally developed for in-house use, there is still a lot of good info. I love this bit [joelonsoftware.com] about XML and databases. (About 2/3 the way down.)
And one other important thing to remember is to NOT go all by one source. Find some others. (Joel frequently mentions others in the industry.) As we saw above, Joel was as wrong as could be, and Norman, despite having lots and lots of good info, is a little too detached from reality most of the time. Forget Designing Web Usability, go read Design of Everyday Things instead.
Re:What I like to do. (Score:3, Interesting)
Hall of Shame (Score:5, Interesting)
Re:Tufte (Score:1, Interesting)
Some manufacturers that made the original physical interfaces of dials and such spent significant effort on Human Factors analysis and thus are worth copying / using to inform your design; others not so much.
The other thing you need to latch on to is your user group. Use sketches. Get their feedback often. Just including them in the design process will ease the implementation and help you avoid critical mistakes.
I saw one system that was built for a weighing station at a paper mill. The operator of the weigh station could log incoming shipments of wood in about 5 seconds without ever looking at the screen with the old system and weigh-out the same shipment in another 5 seconds with a quick glance.
The GUI interface that the developer's foisted on this guy for the "new and improved" system was a disaster. They spent most of their time making sure they were acquiring the data from the scales in the most efficient (who cares?) and reliable (ok, fair enough) manner. He was completely lost. One critical keystroke sequence he had used with the old interface had subtly changed by one keystroke for no apparent reason and he HAD to click on portions of the interface to do his job.
IF someone would have spent 15 minutes IN THE SHACK watching him do his job they would have figured out that the people back in the office that wanted to do some monitoring and analysis were the guys that needed the fancy GUI, not the guy in the weigh shack.
Re:I'm no UI expert... (Score:2, Interesting)
Be careful in choosing the right colors, know what a color means, and which feelings it induces to the user. There's an important difference in perception of even hard vs. oval edges. Know how users tend to use the program and try to solve their problem first. Then minimize things, see what you can automate, but not annoyingly smart -- like Word's Clippy. Then, make the thing look good. That's how you should design a good user interface. Never the other way around.
There's one more thing I'd like to point out. A lot of people here pointed out HCI as a good starting point. Well... It's nice to know the things already done on this, but If you have a radical new idea that you think can "shift the paradigm of user interfaces", don't just ignore it. Obviously don't just put anything in, do some testing, prototyping first, see if it fits the above, but don't just let it go, because it's not standard practice!
Good User inteface Design Tips... (Score:4, Interesting)
From http://toastytech.com/guis/uirant.html [toastytech.com]
General application user interface guidelines:
* Always use cute icons, buttons, and graphics. Everyone loves big red hearts, pink bunnies, and yellow smiley faces.
* Don't be afraid to experiment with colors!
* Your application should play fun sounds while operating to keep the users entertained.
* Never, ever, under any circumstance use the OS-native graphical controls or widgets. Users get bored of the same old buttons, text boxes, and stuff.
* When possible, disable window management and use unusual, oddly placed graphics for the windowing functions such as the window close option.
* When writing your own controls or widgets, make absolutely sure they look and feel nothing like the OS-native widgets or anything else the user might expect. Otherwise you might accidentally make the user think that your application is actually designed for their OS.
* Use your own creative ideas on how a "save as" dialog should look and work. Built in ones are always too limiting.
* It is important that the user should never be able to tell the difference between a checked and unchecked check box or option box.
* Always use obscure or poorly drawn graphics for your tool bar buttons, and never put text on them.
* Avoid including a preferences or options dialog. Instead, let the user use the standard OS provided text editor or an editor of their choosing to edit text configuration files.
* Users need time to think about what they are doing and get coffee. Your application should always take at least 5 minutes to load even on the fastest available computer.
* Make sure an accidental double-click on a single-click item does something really nasty or unexpected.
* Tool tips are the perfect way to display critical information.
* To get the most screen space, force your application to always run maximized.
* Always make the default positions of floating properties windows cover something important.
* Use the most exotic fonts you can find.
* Your application's user interface should be flexible and customizable to the point where if the user accidentally sneezes on the mouse or keyboard they will have to spend the next half an hour setting things back.
* Let a 5-year old draw your graphics, including your corporate logo.
* File browsing dialogs are not needed, users can easily remember and type in long file paths.
* Design your application so it requires the user to set their tiny monitor to 10512*7430.
* Always crash at a critical step and then display a fake apology to the user.
* It is a mistake to make use of application hooks in the native desktop environment such as new file templates, file associations, or program menu icons.
* The exception to the above is placing icons in the system tray. Place as many icons as you can in the system tray and make sure that the user can not remove them.
* If your program implements keyboard shortcuts be original and make them completely different from any other applications.
* Rent extra UI space in your application out for advertising. Advertising benefits the users and y