Posts Tagged ‘Usability’

2012 – A good year for the user experience of Free Software?

Thursday, February 2nd, 2012 by Björn Balazs

I haven’t been blogging for a long time. To give you some short reason for that: After almost 6 years I have decided to leave Apliki, the company I once co-founded. This process was a little time-consuming but is finished now.

Why could that be of interest for you?

  • I will be much more engaged in the usability of Free Software projects in future.
    Next to the work I have been doing and will continue to do for Tine 2.0, I already teamed up much closer with the KDE and the LibreOffice community. And I am actually still looking for more challenging projects from the Free Software World.
  • I will try to re-animate OpenUsability.org.
    I care a lot about this initiative. It tries to accomplish two things: First it helps to provide Usability Competence to Free Software projects. Secondly it tries to make process and work done in usability more transparent, so more people can benefit from it. Sad enough, this project is basically dead at the moment, but I want to work to re-animate it again (And you are happily invited to help re-building the structures we need to fulfill our duty!).
  • I will free a software for user integration.
    Over the years at my old company, we have been developing a web based tool that helps to integrate users into the development process of software. I am currently working to release this software under the aGPL (Again, you are happily invited to join and support me in this effort).
So whether you
  • have a special project and want to improve its user experience or
  • would like to help building up structures to make usability work better for free software projects in general or
  • are interested in supporting a free software project with your usability skills, but have no clue how to start:
Simply drop me a line (b [at] lazs [dot] de) or talk to me directly at FOSDEM.
2012 will definitely be a good year for Usability and User Experience of Free Software! Join to make it even better!

Tine 2.0: Results of October 2011 Survey

Friday, December 9th, 2011 by Björn Balazs

In September / October we asked Tine 2.0 users to answer a couple of questions. A fabulous number of about 120 users actually did finish the study. First of all: A big “THANK YOU” for doing this. As you know Tine 2.0 is Free Software and we are only doing it for you – our users. So we are very keen to hear your opinions. This is the only way to make Tine 2.0 better and better! So if you have any suggestions how we could reach even more users with our next survey, please add a comment below.

The first and most important result: For the first time we reached all our Usability goals with Tine 2.0!

Read on to get the whole picture.

(more…)

Impressions of a usability guy on the Berlin Desktop Summit 2011

Thursday, August 18th, 2011 by Björn Balazs

As Akademy / Desktop Summit was in Berlin this year, I took the chance to participate. I probably wouldn’t if it had been somewhere else – and I have to admit: It was a great decision to take part (and a big mistake not to do so in the years before). A big praise to the organisers!

Everyone with a slight interest in KDE or Gnome should join this conference. I will hopefully be able to attend next akademies again. And hopefully there will be more people with a similar background to mine, doing user resaerch, usability or UX work. We do need you!

Personally I have been talking to dozens of people about better ways of integrating users into the development. My thesis was basically:

The way users are integrated into the projects at the moment is frustrating and (trying to find a nice word) ineffective for both, users and developers. It thus does not bring in the desired amount of new blood nor innovation into the projects.

Interestingly enough, I found no-one who really disagreed with this. On this basis I did talk to developers of a lot of different projects, but also to representatives of the KDE e.V. and user representatives about the problem and how we could use the usability and user-driven-innovation tool we are currently developing to improve the situation. I also managed to do a BoF about it, to get in touch with some people from Gnome and I talked to Michael Meeks from LibreOffice about it.

As a result of these talks, we will start creating user panels for individual projects, by simply popping up a layer that will be asking users to join the panel after some time of usage. We will use this panel to ask usability and demographic questions, but also to motivate users to get – step by step – involved deeper into the projects. A lot work to be done…

As we are entering virgin soil here, we will obviously (need to) gain experiences. If you want to join this ride with your project or just your experience or opinion, you are happily invited to mail me or comment below.

If you are going to Berlin and want to know more about the users of your application…

Friday, August 5th, 2011 by Björn Balazs

… I would be very happy to talk to you!

My interest is to find out how to make better use out of the users of a software. If you are interested what this could mean for you, join me on a BoF or simply ask me when you see me, e.g. on the pre-registration event tonight :)

I am looking forward to my first:

Banner desktopsummit 2011 in Berlin

Tine 2.0 Timetracker Survey

Tuesday, April 5th, 2011 by Björn Balazs

We just started a quick new survey for our ongoing project Tine 2.0.

Please help us gathering feedback on the application’s general development as well as capturing your habits of time tracking.

Take the survey now!

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?

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

Tine 2.0 Mock-Up-Challenge on the finishing line…

Tuesday, February 2nd, 2010 by Björn Balazs

Thank you all for the great participation in the challenge… As we hoped everyone would have some fun, there still is a serious goal behind it: Defining the new frame for Tine 2.0 and getting you – our users – into the boat. So now we have come up with what we would call the final prototype. Final in terms of: if you do not find anything bothering you and telling us so, we will start to implement it.

More information?

Find the whole challenge here

Find the final prototype here

Please comment in the Tine 2.0 Forum on this and rather not in my blog – so we only have one discussion!

Usability Test Results

Friday, August 14th, 2009 by Björn Balazs

I want to thank everyone who was interested in taking part in the Usability calendar tests. Unfortunately I could only invite people from Berlin, because the tests had to be conducted in person. So a special thanks to all the testers that came!

In the test I focused on the Tine 2.0 calendar. The tasks included creating a shared calendar, creating whole day and recurring events, inviting, copying data from the address book to the description of an event, accepting an invitation and moving an appointment to another calendar.

These are the top 5 problems the testers had:

  1. For moving an appointment to another calendar, nearly everyone tried to drag and drop this appointment. (#1460 in the Bugtracker)
  2. When inviting people, 2/3 of the testers expected to find the accounts, they shared the calendar with, to be first in the invitation menu. (#1522)
  3. When creating a recurring event, 2/3 of all testers found “Every 1. month” irritating. A proposal for redesign is attached to the issue in the Bugtracker. (#1524)
  4. Accepting or declinig an invitation is not obvious and fast enough. Two thirds of everyone struggled to complete the task. They couldn’t find said invitation without knowing at which day it was and then didn’t expect to have to open the Edit window to accept. (#1440)
  5. When copying data from the business card area in the address book, more than half of all testers tried highlighting and then right clicking to copy. This didn’t work. (#1422)

Including the above problems there will be a priority list handed over to the great guys at Metaways and we’ll hopefully see most of the things already included in the next release of Tine 2.0.

If you have questions, please email me or write a comment.