Archive for the project ‘OpenSource Usability Labs’

First LibreOffice user research survey closed

Friday, August 5th, 2011 by Björn Balazs

The first user research survey for LibreOffice has just been closed. About 5400 participants exceeded our hopes and expectations by far.

A big THANK YOU to everyone who participated!

This success shows us that the LibreOffice users are more than interested in giving feedback. They want to take part in the further improvement of LibreOffice. We can, should and will take this seriously! A series of follow-up surveys is planned and will be coordinated with the development.

At a first glance it shows that the most used applications (on an activity scale from 1=never to 5=daily) are LibreOffice Writer (3,92), Calc (3,22) and Impress (2,41). A lot of the participants (76%) see themselves as experts in dealing with computers and spend a lot of time at the computer during the day. Thus, using the computer is very important for most of them (78%).

We will analyse the results in greater detail now and keep you informed about the findings. A big part of the survey dealt with the preferences in using software. It looks like we found quite some interesting results. For example, a question about ribbon interfaces polarizes the users: while 23% of the users strongly prefer ribbon interfaces, 20% reject them (extreme values on a semantic differential). A fact we will evaluate further, so stay tuned!

If you want to join us in the user research team, simply subscribe to the LibreOffice Design Mailinglist. We can give you the opportunity to look at the results personally on Usability-Methods.com, where we conducted the survey.

Read more about the results soon. Thanks again to everyone for your support!

Designer vs. Developer? A FLOSS perspective.

Friday, March 18th, 2011 by Björn Balazs

The relationship of developers and designers is full of misunderstandings. Projects fail, e. g. due to the struggle among different views on the same subject. Communication can be frustrating for both sides. But there is hope. In this article I want to share and discuss factors that facilitate a ‘Designer with Developer’ rather than a ‘Designer vs. Developer’ in FLOSS projects.

Background

You need to know that I am a psychologist. I see myself rather as a designer than a developer, because I do not actually write code. But I also do not do graphic-design. My approach to design is not to create pretty pictures – it is to understand people and design solutions for their needs.

My company Apliki is intentionally called “Psychological IT Consultancy”. In our work we build the necessary foundations for projects and bridge the gap among the different worlds in a project (developer and designer are not the only relevant groups in a project – e. g. understanding the user is another central part of our work). In my non-commercial FLOSS work for OpenUsability.org I do the same. After more than ten years in the business I have worked with very different people and projects.

Recently there have been some discussions on the LibreOffice Design mailing list about the rights and duties of developers and designers. I actually do not want to contribute anything specific to this discussion. It is already valuable and fruitful but sometimes I need external impulses to do something I wanted to do for a long time: share my experiences about factors that facilitate good cooperation in projects especially from the design perspective and hence lead to successful and satisfying projects.

So here we go:

1. Respect

Successful projects are based on respect between developers and designers. They show respect by taking time to talk to one another and explain their ideas.

Often designers will say something like: “This solution has the better usability”. Developers tend to answer: “But it is too expensive to code”. This kind of conversation is the best starting point to build up an oppositional feeling in a project  – and I have seen many good ideas failing this way.

My grandfather sometimes says: “You didn’t experience war so you cannot understand it”. This always upsets me. I do understand a lot of things, but my dialogue partner needs to take the time to explain them to me. Taking time shows respect and helps establishing mutual trust.

2. Reasons

In a successful project developers and designers explain why something is better or more expensive, and take the time needed to address the objections of one another.

Giving a good reason is not easy. Neither hierarchical position (or the FLOSS equivalent ‘length of contribution to the project’) nor a vote (“5 out of 8 think this is good”) are good reasons. In Non-Free projects they are more likely to be accepted, but in FLOSS projects most people invest free time.  There is a psychological concept called cognitive dissonance. It helps to understand why people volunteering in FLOSS projects need not only good, but excellent reasons to continue with their involvement (Because they have to self-justify their involvement all the time).

The worst, but still often heard reason is, of course, extortion: “If you do not accept this, I will stop my contribution”. The fact that it is still heard quite often, shows how tiring it is to discuss the relevant issues. Especially in FLOSS projects, where non-native speaker discuss mainly via mail, chat or the like.

3. Foundations

In successful projects design is understood as an engineering discipline, with a common and clearly articulated set of values for all relevant parameters. This sets the frame for the optimization of interfaces.

To be able to address objections, a team needs a common understanding. In my experience, developers are much more sophisticated in this matter than designers. Programmers tend to make fundamental decisions very early. They agree on technical frameworks, architecture of the software, code repositories and so on. This allows them to provide good reasons why, for example, something is expensive to do. This usually leads to the situation that different developers will provide similar answers for a question (as long as this question is technical).

The situation in design could not be any more different from that. Discussions occur about even the smallest issues. This is partially due to everyone being an expert when it comes to using things (see Parkinson’s Law of Triviality for some interesting thoughts on that). But the main reason is that the common ground is missing.

Interface design is often misunderstood as an art. While it definitely has artistic aspects, it mainly stays an engineering discipline. Unfortunately most people working on interfaces think they are doing arts. The problem is immediately evident: Art may be interpreted, but never needs to be justified. And this is where the arts approach to interfaces almost surely fails. If various people work on the same interface, they will need to justify what they do, convince others why their ideas are so great and so on. The more people, with a variety of backgrounds, are involved into this process the more problems will occur.

The only solution is to focus on the engineering aspects of interface design. Engineering is the opposite of art. All it does is:

  1. Find out all the parameters that are relevant,
  2. try to find reasonable values for them, and
  3. iteratively optimize the solution within the given parameters.

This looks like a very boring approach for most people working in design, and it is hence very hard to establish. In the end it is the only way to lay the foundations on top of which problems can be solved. Additionally it is very close to the developer’s thinking and eases communication among different parties.

4. Trust

In successful projects an aura of trust allows new ideas and new people to grow to the benefit of the project.

Once the foundation for the design work is laid, the team can start to build up trust. Development teams rely on code reviews. Good development teams only check whether the code complies with the common foundations. Even though the more experienced developer will sometimes know more elegant ways of solving a problem, generally any improvement will be accepted. The team shows the trust that  all members will learn and accept that they are not perfect yet. They accept that the product is always “in process”.

Again, design teams tend to miss this generosity. As a result of missing explicit foundations, details are discussed in great depth involving a large group of people. Also these discussions often try to find the ultimate, all-time-end-of-discussion solution for a problem (that has not been described in full detail). These discussions can be frustrating, especially for willing new design contributors.

Since usually some sort of interface already exists, an implicit agreement on the foundation exists as well. New contributors therefore either do marginal work or will most likely fail with anything more ambitious. Both ways do not facilitate to build up trust in the new members. The old ones feel responsible for everything. New ideas and fresh personnel has a hard way to get into the project.

5. Communication

In successful projects communication is well structured, facilitates work and does not prevent it.

A potential lack of trust inevitably leads to extended communication. In FLOSS and therefore often voluntary projects people do not find the time to work anymore, because they are stuck in administrative issues (following the different discussions). This is frustrating and will lead to people leaving the project (see concept of cognitive dissonance above).

Also developers are not willing to participate in the debate, or even look at the discussions, because they indeed have better things to do. The gap between design and development increases.

Additionally we should not forget that developers and designers speak different languages. Developers talk about technical issues sometimes with the same words, designer use for describing interactions. Add the fact that people contributing often do not use their mother tongue and the communication chaos is perfect. Astonishing for a psychologist to say, but talking about it is not always the best solution.

6. Facts

In successful FLOSS projects all contributions are welcome (they may be rejected though) and discussion always takes place on the current objective, not on what single people did.

To reduce communication it will be necessary to accept facts. FLOSS development evolves gradually and not always in the shortest linear way. Sometimes things even get worse. This is not really a problem, as such things will get corrected after a while. These faulty developments can also help to clarify the foundations or to show how conclusions can be drawn on them.

It should not be subject of any discussion when someone has done something. Remember, people are spending their spare time. If they have to justify that they have done something they are likely to leave the project (did I mention cognitive dissonance before?). And what is worse? A wrong turn in the project or the loss of a motivated contributor?

7. Structure

In successful projects structure facilitates the cooperation of different disciplines.

The acceptance of facts is a non-commercial FLOSS-only approach. In every commercial project the opposite is true, because in commercial project structures are more natural. FLOSS projects tend to refuse structure with reference to the bazaar. But even on a bazaar not everyone trades everything and there are rules and structure.

Structure prevents turning facts into the wrong direction in the first place. Design has to provide a structure in two ways:

  1. Contact and support for developers willing to work on a certain topic, and
  2. a road map of topics the design team considers urgent.

If this structure is provided, development does not need to follow the design team very closely. Points of contact are clearly defined and help getting the work done.

Closing words

Design in FLOSS projects still is in its childhood. Unlike in development, structure is often seen as an opponent to or a restriction of freedom. The opposite is true.

Structure is a necessary enabler of freedom. It enables people to decide into which project they will invest their time. It enables consistency, the prerequisite of any usable or even desirable product. So do not waste your time in discussions about problems – invest it into discussions about a suitable structure for your project.

What do you think? Do you agree to my point of view? Let me know in the comments below.

Universal Design and Free Software

Monday, December 6th, 2010 by Björn Balazs

A couple of days ago I visited an expert´s forum concerning Universal Design:

Universal Design is the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design.” (Ronald L. Mace, 1988)

Thinking about this definition of Universal Design, I have two critical points to make: Who is meant by all people? And why is no need for adaptation a goal at all?

In the first place I regret the fact that the debate was dominated by speeches NOT referring to ALL people at all! Organized by the German Family Ministry it focused on generation fairness rather than the UNIVERSAL aspect of Universal Design.

By far the best contribution at this event was made by Peter Glaser – regarding him as an excellent speaker and a bright mind, I should pay more attention to him in future: He was about the only one there to understand that a UNIVERSAL claim cannot be limited to elderly or disabled people here in Germany or other first world countries – UNIVERSAL needs to imply ALL people on our planet.

If I understand the idea behind Universal Design correctly, I think it is one of the most important ideas around: Do not discriminate against any people anywhere in the world by means of technology, products or services.

But with my personal (free-) software-specific view on design I am puzzled about the rejection of adaptations in the definition by Ronald L. Mace.

I am convinced that the exact opposite is true. To me GOOD Design makes it extremely easy to adapt a product to the special needs of the user(s). This believe is one impulse behind my commitment for free software. The mechanisms of free software encourage people to derive special solutions for their needs on the basis of developed technology standards.

Some examples:

  • The GNU Linux kernel is an example for a good software design. Based on it there are heaps of derivatives for special needs.
  • The KDE desktop exists in a ‘normal’ and a ‘netbook’ variant – more hopefully to come.
  • There are many different variants of a single underlying GNU Linux distribution, e.g. Ubuntu, KUbuntu, Edubuntu, Mythbuntu, etc.
  • Kontact as a PIM-suite originally designed for the KDE desktop is being adapted to a mobile use-case in the ‘Kontact Touch’ project.

Do you have any other examples?

To sum it up: I believe free software is a good – if not the best – approach to achieve the noble goal of creating non-discriminating technology for all, or Universal Design. We are on a good path, even though it is still too complicated to actually do the needed adaptions today, especially if you are not a software-developer. We can still do better.

Shouldn`t we always keep that in our minds, when we create free software?

Kontact mobile – new beta out for public testing

Sunday, August 29th, 2010 by Björn Balazs

Kontact Mobile is developing very fast at the moment! Now we are happy to have reached the next beta-version that we really would like you to give us feedback on.

I would like to take the opportunity to say thank you to all of you that volunteered in our last diary survey. Your feedback was very valuable – keep the spirit up!

What do we have at the moment?

  • Kontact Mobile is running on Maemo on the N900. Soon there will also be a version for HTC Touch Pro 2.
  • It provides email, calendar, ToDos, addresses and notes. You can sync with a Kolab-Server and handle imap resources.
  • The application is technically stable (it relies on most parts on the code for the desktop, so it should be save to use it with real data – I do it too).
  • Most basic navigational issues from last test have improved a lot and we added lots of functionality to all of the applications (not-yet-implemented functionality is marked red)
  • On the downside: The application is still pretty slow, esp. during initialisation. Please be patient. Also there are some configuration dialogues that are still pretty ugly (if you find one, please report it to bugs.kde.org) and last but not least we are still missing mass-actions (e.g. move several mails). We are aware of this and promise to improve this further!

How can you help us?

For discussion and support we have set up two mailing lists. For the more technical issues please join the Kontact Mobile list and for issues concerning the actual use, please join the Kontact Mobile Users list.

Don’t forget: Open Source meets Usability on Berlin LinuxTag tomorrow

Thursday, June 10th, 2010 by Björn Balazs

As a reminder for all who are interested in Usability and Open Source – and are at the LinuxTag tomorrow. We will have a very informal meeting from 9 to 12 am in Hall 7, 1a,  Workshop Room “New York 2″.

You are very welcome to just drop in if you like!

Kontact goes mobile – and you can help to make it feel great!

Tuesday, June 8th, 2010 by Björn Balazs

We are very happy to work together with KDAB, Intevation and G10Code on a project to make Kontact available on mobile phones.  This is great as there is no really good mobile mail client around and as it is important for free software to offer such a crucial part of the mobile software infrastructure…

As always it is our task to make sure that the product in the end will be stunning and usable and as always we need your help to get there!

Now we are looking for people that are intersted in building up a testing and feedback community for this project. This community will be integrated into the further development and will help us by this to make the mobile version of Kontact rock!

It would be helpful if you own a N900, because there will be packages for this device available really soon – but there is no need to have one. We also look for people that will give us feedback on their personal needs and wants concerning the mobile use of a PIM suit.

What can you do next?

I will be around at Linuxtag as well – and will be happy to meet you!

Usability meets Open Source on Berlin LinuxTag

Wednesday, June 2nd, 2010 by Björn Balazs

LinuxTag 2010, anybody?

We invite you to take part in an informal meeting to share thoughts, experiences and other information covering the topics Usability and User Experience in the Free Software world. The meeting is organized by Björn from OpenUsability.org and Christoph from the OpenOffice.org User Experience Team.

You should join if you are interested in:

  • Integrating User Centered Development into the development of your FOSS project
  • Wanting to add your UX expertize to a FOSS project
  • Wondering how to take benefits out of community work with real users
  • Some usability tips for your FOSS project

We are looking forward to see you at LinuxTag in Berlin, Germany!

Go ahead and find more information on the Informal Meeting Wiki page.

Cheers,
Björn

Lessons from Season of Usability

Monday, September 21st, 2009 by Björn Balazs

This summer I participated in the SoU project with Gallery, the open source photo sharing software. The broad goal of the project was to conduct a survey to learn more about Gallery’s users in moving toward the release of the 3rd version of the software. The project was a success in terms of garnering useful data for Gallery, but, importantly, it was an incredibly valuable learning experience for me.

As a student working towards a masters in Human-Computer Interaction, I have learned about and conducted user research and usability studies in my coursework. But, what SoU provided me that no school project ever could was the opportunity to engage in research that has an actual impact on improving a product— and the opportunity to experience all the challenges that go along with that.

At the start of the project, I have to say I was a bit overwhelmed with what direction to take, but with the guidance of Björn as my mentor, the help of Jakob, a former SoU student who continues to work on the Gallery project, and the awesome tools of Usability-Methods.com, I soon found my way. Here are some of the lessons I learned along the way.

(more…)

Do we need A Centralized, State-of-the-Art Open Source Usability Lab? Or: Myths about Usability in Open Source…

Saturday, July 11th, 2009 by Björn Balazs

Today I found an article by Sam Dean who asks for a Centralized, State-of-the-Art Open Source Usability Lab. He refers to a cnet article by Matt Asay in which he postulates what Open Source can learn from Apple. Both articles point out that there is need for a shifting view in Open Source. Open Source needs to be more user-driven and less developer-centric – in other words there is a need for usability in Open Source work.

Well, there are good and bad news for both of them:
It is not as easy as they think but we have already come much further than they think!

To explain this I would like to clarify some myths on Open Source Usability:

Usability plays no role in Open Source development.

The OpenUsability.org initiative has provided Usability guidance to hundreds of Open Source projects for more than 5 years. We have worked with various  projects from big ones like Wikipedia or KDE to very small ones. Many projects have developed their own Usability-Community like the OpenOffice Renaissance or the KDE Usability project. Celeste Paul – one of the members of OpenUsability and KDE Usability – has just recently been elected into the KDE e.V. board.

So there is a community willing to assist Open Source projects on the user front and their work is been widely accepted.

Additionally our service, the OpenSource Usability Labs,  provides professional usability support to commercial Open-Source projects and traditional usability companys have detected Open-Source as a market by now.

Commercial Software always has a better Usability than Open Source Software.

First of all: the quality in commercial software varies as much as in open source. There are products with excellent usability around and there is just the opposite. In both cases the bad products die sooner or later.

So what we need to think about is: “What is possible for Usability in Open Source development?”

There are numerous Open Source projects around that provide excellent usability. Firefox challenges the Microsoft Internet Explorer. Think of projects like gallery, KDE4 or Tine2.0. All have undergone rewrites in order to enhance their usability and all have proven to be successful in relation to the age of the project.

So there is prove that Open Source projects are capable of a really good user experience.

Open-source software ends up being written for other developers.

This argument used to be true. Back in those good old days Open Source was successful, because developers could directly influence and change the software. If the software did not match their needs, they simply took the code and changed whatever they did not like. Projects split up, died, new ones were started – they evoluted. And by this they also evoluted a perfect usability – perfect for software developers which happened to be the main target group. In other words: those products evoluted perfect usability.

Nowadays that the user-base shifts, the goals in development differentiate. Projects that need to be used by average Joes and Janes build up user-feedback channels, integrate usability experts into the development and do regular user testing. They get designed for the average Joes and Janes.

Usability is a matter of a centralized lab.

This is actually not a special Open Source myth, but it is nevertheless wrong. Good usability can only be reached through a user-centric development process. A lab can be very handy during this process, but it is not the backbone. Usability experts need to be tightly integrated into the processes – from the definition of requirements, the evaluation of user goal, setting the information architecture to actually testing the products.

This is possible even in those distributed  and self-motivated development-teams you usually find in Open-Source projects. By tying it all into a single, centralized lab, as Sam Dean suggests, you would loose the strengths of this distributed development – just think of the requirements arising from different cultural needs.

Even more: Open-Source software is much more capable to integrate their users then a single lab would allow. Our experience is that Open-Source user are very willing to give feedback to the developers. While customers of commercial projects often ask: “What do I get, when I contribute?”, Open-Source users feel it is a good chance to say “Thank you” to the developers for providing a great piece of software.

By collaborating via the Internet it is not only a dream to activate this potential – it is reality. For example, we have just started an Icon Usability-Test for the new Oxygen k3b-Icons and we got more then 2000 participants within just 2 days.

Summing it up

The evolutionary process that stands behind Open Source development has already adopted to the idea of user centric development. Just as it will adopt to any other upcoming need in software development. And Usability on the other hand has started to understand the needs and the potentials of the Open Source idea, and makes great advances in activating them for the good of the projects.

For sure we are just at the beginning of a long journey. But we are already on the road. Articles like the ones from Sam and Matt show the increasing public demand for more usable Open Source products. I am sure the community notices these signals and will just speed up. The foundations are being laid…

We are going to the LinuxTag

Tuesday, June 23rd, 2009 by Björn Balazs

Anne and I will be at the LinuxTag in Berlin. Hope it will be as much fun as in the last years!

The plans are at the moment that at least one of us will be there on Wednesday and Thursday afternoon, as well as Friday the whole day. We will be mainly at the Tine 2.0 booth (Halle 7.2a Stand 102a). You will have the possibility to participate in a small Icon-Usabilitytest to identify the best icons for the new Tine calender-app there!

We are looking forward to discuss any issue with you concerning the Usability of Tine 2.0 or any other Open Source Software.