Learning from "bad" UI (37signals on TripLog)
37signals.com
37signals.com
It could definitely use some improvements visually... but for that application, function should trump form if the two conflict.
Does anyone who has knowledge of the iPhone SDK know if you can make a regular window scroll?
That would allow the "Latest Trips" to be slightly below everything, so its a quick swipe to check.
BUT, I still think that ui is poorly designed. The iPhone SDK, has a plethora of ready views and controls, or you can even make your own customized view, if you think what the iPhone SDK is providing is not good enough.
So, I think the author of the app didn't want to go the extra mile, to create something that is both useful and appealing.
When I first started, I was lucky to get my character to move across the screen in a straight line. I didn't know what a mod was, I just wanted to kill squirrels.
By the time I joined a guild and we were raiding high-level instances, I had to have a screen full of mods that tracked every nuance of my characters (and raids) performance. Without them, I would have felt naked and nearly unable to play.
As developers, I think we often forget that folks go through a very rough period of learning how to use an app to being able to quickly navigate it. Once they hit the latter period, there would be no harm in offering them additional power.
I’m sorry, but I’ve read his defense – and this analysis – and I still say FAIL . If speed’s the primary concern, why would you use the scrolling widget to enter the mileage? That’s going to be measurably slower and less accurate than a simple text field that pulls in the dialing/numeric keyboard.
My impression is that they’re operating entirely without user testing – their intentions are correct (make if fast, etc.), but they’re unwilling, unable, or too rushed to verify their decisions by watching people use various alternatives.
I'm willing to cut them a little slack on the "lack of user testing" angle; it's not like there are many App Store enabled iPhones available for real-world usability testing. That will limit a potential test pool to people the developer knows well... because I doubt he'd be comfortable handing his iPhone to someone less than a trusted friend to provide feedback.
So are lots of developers, I assume. At this point only certain selected individuals are allowed to transfer their iPhone app to an actual phone, right?
(Unless they're using unlocked phones and the open development kits... which might have been a good idea. But let's assume they don't have the time or inclination to build an entirely separate app with a separate toolchain just to get an early start on user testing.)
So for all I know that wacky scrolling widget will be quite usable. We should strive to suspend judgement.
It was bound to invite ridicule, though, when viewed in a mockup. The odometer widget is such an obvious "duck" (to borrow a Tufte term [1]) that it's hard to avoid the suspicion that it was designed primarily for its looks, with usability as a distant second.
It's also huge. It's hard to believe that's an efficient use of screen space.
[1] "duck": a huge piece of distracting, nonfunctional decoration that's been applied to your graphics, generally for crass marketing purposes. Named in honor of a photo in Tufte's book depicting a roadside stand in the shape of an enormous bird.
On the other hand, a power user is going to eventually associate screen locations with actions and never read the labels again. That form of association may be the reason for the brightly-colored buttons.
With a text field you have a tap to edit, a tap to switch to the numerical keyboard (unless you can start there with the SDK), a tap for each # (say 3 on average), and a tap to save the record and send the keyboard away. That's 5-6 taps with a fair bit of distance between them on the screen, assuming that you don't have to drag the largely keyboard-obscured screen around to see other data ("I know I it's a few miles further than the post office... What did I enter in for that?").
OTOH, I just tried to simulate the odometer with the alarm clock setting controls on the iPhone (which is similar) and the flick-tap that it allows is pretty damn fast with zero major screen changes.
I find the iPhone keyboard to be a PITA and typos abound, even after practice. Editing a text fiend would bring up the keyboard, obscuring a LOT of info.
I'm not disagreeing, per se-- just saying that it's not so cut and dry that I wouldn't test the two side by side for speed/learning curve.
You're correct that the keyboard would obscure the rest of the interface, but you shouldn't often need to see the rest of the screen when entering mileage. If it's a frequent trip, for instance, you'd just use the frequent trip shortcut.
Put your UI skills where your mouth is.
Fine. Lots of good data. Maybe even some that will go into product improvement. It's a necessary but not sufficient step.
What we really need is feedback from paying customers, legitimate prospects, and monetizable eyeballs. We can critique each other's stuff all day long, but sooner or later, we need to get this in front of the users.
There's a pretty good tradition here at hn called, "What do you think of my app..." There's usually a lot of good feedback, but don't get fooled into thinking this is anything other than pre-alpha.
After reading all of this drama surrounding TripLog, now I'm curious what the real users think.
(My customers always have additional and sometimes very different feedback from "hackers". One of their biggest differences is regarding the mouse. Some of them never want to touch it during heavy data entry sessions. Talk about something drastically changing the UI...)
I have a customer with 2 call centers, one on GUI and one on green screen. The green screen center consistently beats the the GUI center by 2 minutes per call every month. Drives him nuts. He can't move people from the green screen center to the GUI center or they quit in a week (too much clicking to get anything done). He asks me why it has to be that way. I say it doesn't, but whoever wrote it probably didn't know any better.
|==========================================================|
| 21:33 CALL CENTER SYSTEM 07/09/08 |
| |
| ENTRY TYPE: __ OPERATOR ID: 127 |
| CALL CODE: __ SHIFT NBR: 2 |
| CUST NBR: ______ ____________________ AGENT MODE: 3 |
| ____________________ |
| ____________________ |
| __________, __ _____ |
| |
| CHANGE CODE: __ |
| CALLER ID: ___/___-____ |
| REQUEST TYPE: __ ______________ |
| MONITOR: ___ |
| |
| COMMAND: _____________________ |
| |
|==========================================================|The sort of thing that pains me, in so much as I will not always be a first-time user; my time as a first-timer is nothing compared to time being an experienced user.
I'd rather have to spend a bit of time getting going it if pays off in being able to do things fast and reliably down the line.
Ideally there should be ways to switch from the Newbie UI to the Old Hand UI, but most of what I see seems to forget that second part.
Gmail makes GREAT use of contextual UI elements.