About face 3

Alan Cooper, Robert Reimann, Dave Cronin

Mentioned 21

While the ideas and principles in the original book remain as relevant as ever, the examples in "About Face 3" are updated to reflect the evolution of the Web. Interaction Design professionals are constantly seeking to ensure that software and software-enabled products are developed with the end-user's goals in mind, that is, to make them more powerful and enjoyable for people who use them. "About Face 3" ensures that these objectives are met with the utmost ease and efficiency. Alan Cooper (Palo Alto, CA) has spent a decade making high-tech products easier to use and less expensive to build - a practice known as "Interaction Design." Cooper is now the leader in this growing field.

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Mentioned in questions and answers.

If you could go back in time and tell yourself to read a specific book at the beginning of your career as a developer, which book would it be?

I expect this list to be varied and to cover a wide range of things.

To search: Use the search box in the upper-right corner. To search the answers of the current question, use inquestion:this. For example:

inquestion:this "Code Complete"

Applying UML and Patterns by Craig Larman.

The title of the book is slightly misleading; it does deal with UML and patterns, but it covers so much more. The subtitle of the book tells you a bit more: An Introduction to Object-Oriented Analysis and Design and Iterative Development.

Masters of doom. As far as motivation and love for your profession go: it won't get any better than what's been described in this book, truthfully inspiring story!

Beginning C# 3.0: An Introduction to Object Oriented Programming

This is the book for those who want to understand the whys and hows of OOP using C# 3.0. You don't want to miss it.

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Mastery: The Keys to Success and Long-Term Fulfillment, by George Leonard

It's about about what mindsets are required to reach mastery in any skill, and why. It's just awesome, and an easy read too.

Pro Spring is a superb introduction to the world of Inversion of Control and Dependency Injection. If you're not aware of these practices and their implications - the balance of topics and technical detail in Pro Spring is excellent. It builds a great case and consequent personal foundation.

Another book I'd suggest would be Robert Martin's Agile Software Development (ASD). Code smells, agile techniques, test driven dev, principles ... a well-written balance of many different programming facets.

More traditional classics would include the infamous GoF Design Patterns, Bertrand Meyer's Object Oriented Software Construction, Booch's Object Oriented Analysis and Design, Scott Meyer's "Effective C++'" series and a lesser known book I enjoyed by Gunderloy, Coder to Developer.

And while books are nice ... don't forget radio!

... let me add one more thing. If you haven't already discovered safari - take a look. It is more addictive than stack overflow :-) I've found that with my google type habits - I need the more expensive subscription so I can look at any book at any time - but I'd recommend the trial to anyone even remotely interested.

(ah yes, a little obj-C today, cocoa tomorrow, patterns? soa? what was that example in that cookbook? What did Steve say in the second edition? Should I buy this book? ... a subscription like this is great if you'd like some continuity and context to what you're googling ...)

Database System Concepts is one of the best books you can read on understanding good database design principles.

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Algorithms in C++ was invaluable to me in learning Big O notation and the ins and outs of the various sort algorithms. This was published before Sedgewick decided he could make more money by dividing it into 5 different books.

C++ FAQs is an amazing book that really shows you what you should and shouldn't be doing in C++. The backward compatibility of C++ leaves a lot of landmines about and this book helps one carefully avoid them while at the same time being a good introduction into OO design and intent.

Here are two I haven't seen mentioned:
I wish I had read "Ruminations on C++" by Koenig and Moo much sooner. That was the book that made OO concepts really click for me.
And I recommend Michael Abrash's "Zen of Code Optimization" for anyone else planning on starting a programming career in the mid 90s.

Perfect Software: And Other Illusions about Testing

TITLE Cover

Perfect Software: And Other Illusions about Testing by Gerald M. Weinberg

ISBN-10: 0932633692

ISBN-13: 978-0932633699

Rapid Development by McConnell

The most influential programming book for me was Enough Rope to Shoot Yourself in the Foot by Allen Holub.

Cover of the book

O, well, how long ago it was.

I have a few good books that strongly influenced me that I've not seen on this list so far:

The Psychology of Everyday Things by Donald Norman. The general principles of design for other people. This may seem to be mostly good for UI but if you think about it, it has applications almost anywhere there is an interface that someone besides the original developer has to work with; e. g. an API and designing the interface in such a way that other developers form the correct mental model and get appropriate feedback from the API itself.

The Art of Software Testing by Glen Myers. A good, general introduction to testing software; good for programmers to read to help them think like a tester i. e. think of what may go wrong and prepare for it.

By the way, I realize the question was the "Single Most Influential Book" but the discussion seems to have changed to listing good books for developers to read so I hope I can be forgiven for listing two good books rather than just one.

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C++ How to Program It is good for beginner.This is excellent book that full complete with 1500 pages.

Effective C++ and More Effective C++ by Scott Myers.

Inside the C++ object model by Stanley Lippman

I bough this when I was a complete newbie and took me from only knowing that Java existed to a reliable team member in a short time

Not a programming book, but still a very important book every programmer should read:

Orbiting the Giant Hairball by Gordon MacKenzie

The Pragmatic programmer was pretty good. However one that really made an impact when I was starting out was :

Windows 95 System Programming Secrets"

I know - it sounds and looks a bit cheesy on the outside and has probably dated a bit - but this was an awesome explanation of the internals of Win95 based on the Authors (Matt Pietrek) investigations using his own own tools - the code for which came with the book. Bear in mind this was before the whole open source thing and Microsoft was still pretty cagey about releasing documentation of internals - let alone source. There was some quote in there like "If you are working through some problem and hit some sticking point then you need to stop and really look deeply into that piece and really understand how it works". I've found this to be pretty good advice - particularly these days when you often have the source for a library and can go take a look. Its also inspired me to enjoy diving into the internals of how systems work, something that has proven invaluable over the course of my career.

Oh and I'd also throw in effective .net - great internals explanation of .Net from Don Box.

I recently read Dreaming in Code and found it to be an interesting read. Perhaps more so since the day I started reading it Chandler 1.0 was released. Reading about the growing pains and mistakes of a project team of talented people trying to "change the world" gives you a lot to learn from. Also Scott brings up a lot of programmer lore and wisdom in between that's just an entertaining read.

Beautiful Code had one or two things that made me think differently, particularly the chapter on top down operator precedence.

K&R

@Juan: I know Juan, I know - but there are some things that can only be learned by actually getting down to the task at hand. Speaking in abstract ideals all day simply makes you into an academic. It's in the application of the abstract that we truly grok the reason for their existence. :P

@Keith: Great mention of "The Inmates are Running the Asylum" by Alan Cooper - an eye opener for certain, any developer that has worked with me since I read that book has heard me mention the ideas it espouses. +1

I found the The Algorithm Design Manual to be a very beneficial read. I also highly recommend Programming Pearls.

This one isnt really a book for the beginning programmer, but if you're looking for SOA design books, then SOA in Practice: The Art of Distributed System Design is for you.

For me it was Design Patterns Explained it provided an 'Oh that's how it works' moment for me in regards to design patterns and has been very useful when teaching design patterns to others.

Code Craft by Pete Goodliffe is a good read!

Code Craft

The first book that made a real impact on me was Mastering Turbo Assembler by Tom Swan.

Other books that have had an impact was Just For Fun by Linus Torvalds and David Diamond and of course The Pragmatic Programmer by Andrew Hunt and David Thomas.

In addition to other people's suggestions, I'd recommend either acquiring a copy of SICP, or reading it online. It's one of the few books that I've read that I feel greatly increased my skill in designing software, particularly in creating good abstraction layers.

A book that is not directly related to programming, but is also a good read for programmers (IMO) is Concrete Mathematics. Most, if not all of the topics in it are useful for programmers to know about, and it does a better job of explaining things than any other math book I've read to date.

For me "Memory as a programming concept in C and C++" really opened my eyes to how memory management really works. If you're a C or C++ developer I consider it a must read. You will defiantly learn something or remember things you might have forgotten along the way.

http://www.amazon.com/Memory-Programming-Concept-C/dp/0521520436

Agile Software Development with Scrum by Ken Schwaber and Mike Beedle.

I used this book as the starting point to understanding Agile development.

Systemantics: How Systems Work and Especially How They Fail. Get it used cheap. But you might not get the humor until you've worked on a few failed projects.

The beauty of the book is the copyright year.

Probably the most profound takeaway "law" presented in the book:

The Fundamental Failure-Mode Theorem (F.F.T.): Complex systems usually operate in failure mode.

The idea being that there are failing parts in any given piece of software that are masked by failures in other parts or by validations in other parts. See a real-world example at the Therac-25 radiation machine, whose software flaws were masked by hardware failsafes. When the hardware failsafes were removed, the software race condition that had gone undetected all those years resulted in the machine killing 3 people.

It seems most people have already touched on the some very good books. One which really helped me out was Effective C#: 50 Ways to Improve your C#. I'd be remiss if I didn't mention The Tao of Pooh. Philosophy books can be good for the soul, and the code.

Discrete Mathematics For Computer Scientists

Discrete Mathematics For Computer Scientists by J.K. Truss.

While this doesn't teach you programming, it teaches you fundamental mathematics that every programmer should know. You may remember this stuff from university, but really, doing predicate logic will improve you programming skills, you need to learn Set Theory if you want to program using collections.

There really is a lot of interesting information in here that can get you thinking about problems in different ways. It's handy to have, just to pick up once in a while to learn something new.

I saw a review of Software Factories: Assembling Applications with Patterns, Models, Frameworks, and Tools on a blog talking also about XI-Factory, I read it and I must say this book is a must read. Altough not specifically targetted to programmers, it explains very clearly what is happening in the programming world right now with Model-Driven Architecture and so on..

Solid Code Optimizing the Software Development Life Cycle

Although the book is only 300 pages and favors Microsoft technologies it still offers some good language agnostic tidbits.

Managing Gigabytes is an instant classic for thinking about the heavy lifting of information.

My vote is "How to Think Like a Computer Scientist: Learning With Python" It's available both as a book and as a free e-book.

It really helped me to understand the basics of not just Python but programming in general. Although it uses Python to demonstrate concepts, they apply to most, if not all, programming languages. Also: IT'S FREE!

Object-Oriented Programming in Turbo C++. Not super popular, but it was the one that got me started, and was the first book that really helped me grok what an object was. Read this one waaaay back in high school. It sort of brings a tear to my eye...

My high school math teacher lent me a copy of Are Your Lights Figure Problem that I have re-read many times. It has been invaluable, as a developer, and in life generally.

I'm reading now Agile Software Development, Principles, Patterns and Practices. For those interested in XP and Object-Oriented Design, this is a classic reading.

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Kernighan & Plauger's Elements of Programming Style. It illustrates the difference between gimmicky-clever and elegant-clever.

to get advanced in prolog i like these two books:

The Art of Prolog

The Craft of Prolog

really opens the mind for logic programming and recursion schemes.

Here's an excellent book that is not as widely applauded, but is full of deep insight: Agile Software Development: The Cooperative Game, by Alistair Cockburn.

What's so special about it? Well, clearly everyone has heard the term "Agile", and it seems most are believers these days. Whether you believe or not, though, there are some deep principles behind why the Agile movement exists. This book uncovers and articulates these principles in a precise, scientific way. Some of the principles are (btw, these are my words, not Alistair's):

  1. The hardest thing about team software development is getting everyone's brains to have the same understanding. We are building huge, elaborate, complex systems which are invisible in the tangible world. The better you are at getting more peoples' brains to share deeper understanding, the more effective your team will be at software development. This is the underlying reason that pair programming makes sense. Most people dismiss it (and I did too initially), but with this principle in mind I highly recommend that you give it another shot. You wind up with TWO people who deeply understand the subsystem you just built ... there aren't many other ways to get such a deep information transfer so quickly. It is like a Vulcan mind meld.
  2. You don't always need words to communicate deep understanding quickly. And a corollary: too many words, and you exceed the listener/reader's capacity, meaning the understanding transfer you're attempting does not happen. Consider that children learn how to speak language by being "immersed" and "absorbing". Not just language either ... he gives the example of some kids playing with trains on the floor. Along comes another kid who has never even SEEN a train before ... but by watching the other kids, he picks up the gist of the game and plays right along. This happens all the time between humans. This along with the corollary about too many words helps you see how misguided it was in the old "waterfall" days to try to write 700 page detailed requirements specifications.

There is so much more in there too. I'll shut up now, but I HIGHLY recommend this book!

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The Back of the Napkin, by Dan Roam.

The Back of the Napkin

A great book about visual thinking techniques. There is also an expanded edition now. I can't speak to that version, as I do not own it; yet.

Agile Software Development by Alistair Cockburn

Do users ever touch your code? If you're not doing solely back-end work, I recommend About Face: The Essentials of User Interface Design — now in its third edition (linked). I used to think my users were stupid because they didn't "get" my interfaces. I was, of course, wrong. About Face turned me around.

"Writing Solid Code: Microsoft's Techniques for Developing Bug-Free C Programs (Microsoft Programming Series)" by Steve MacGuire.

Interesting what a large proportion the books mentioned here are C/C++ books.

While not strictly a software development book, I would highly recommend that Don't Make me Think! be considered in this list.

As so many people have listed Head First Design Patterns, which I agree is a very good book, I would like to see if so many people aware of a title called Design Patterns Explained: A New Perspective on Object-Oriented Design.

This title deals with design patterns excellently. The first half of the book is very accessible and the remaining chapters require only a firm grasp of the content already covered The reason I feel the second half of the book is less accessible is that it covers patterns that I, as a young developer admittedly lacking in experience, have not used much.

This title also introduces the concept behind design patterns, covering Christopher Alexander's initial work in architecture to the GoF first implementing documenting patterns in SmallTalk.

I think that anyone who enjoyed Head First Design Patterns but still finds the GoF very dry, should look into Design Patterns Explained as a much more readable (although not quite as comprehensive) alternative.

Even though i've never programmed a game this book helped me understand a lot of things in a fun way.

How influential a book is often depends on the reader and where they were in their career when they read the book. I have to give a shout-out to Head First Design Patterns. Great book and the very creative way it's written should be used as an example for other tech book writers. I.e. it's written in order to facilitate learning and internalizing the concepts.

Head First Design Patterns

97 Things Every Programmer Should Know

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This book pools together the collective experiences of some of the world's best programmers. It is a must read.

Extreme Programming Explained: Embrace Change by Kent Beck. While I don't advocate a hardcore XP-or-the-highway take on software development, I wish I had been introduced to the principles in this book much earlier in my career. Unit testing, refactoring, simplicity, continuous integration, cost/time/quality/scope - these changed the way I looked at development. Before Agile, it was all about the debugger and fear of change requests. After Agile, those demons did not loom as large.

One of my personal favorites is Hacker's Delight, because it was as much fun to read as it was educational.

I hope the second edition will be released soon!

You.Next(): Move Your Software Development Career to the Leadership Track ~ Michael C. Finley (Author), Honza Fedák (Author) link text

I've been arounda while, so most books that I have found influential don't necessarily apply today. I do believe it is universally important to understand the platform that you are developing for (both hardware and OS). I also think it's important to learn from other peoples mistakes. So two books I would recommend are:

Computing Calamities and In Search of Stupidity: Over Twenty Years of High Tech Marketing Disasters

Working Effectively with Legacy Code is a really amazing book that goes into great detail about how to properly unit test your code and what the true benefit of it is. It really opened my eyes.

Bear with me because this question doesn't pertain to an algorithm or any block of code. Rather, it deals with designing forms and applications.

I'm working on a project where the user is able to save their work (most likely to the HDD but also possibly any other media, including floppy disks). Sure, the popular File > Save option is there but what about a toolbar button?

By far the most popular icon is the floppy disk. However, the chances the user will write to the floppy are pretty slim. Still, I think the floppy is more representational than literal.

In the end, I'll probably stick with the floppy disk icon to keep the convention most users are familiar with but... anybody have any ideas on how to update this old icon?

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Chapter 17: "Rethinking Files and Save" of About Face covers this. Alan Cooper is well-known as a usability expert and his writings are influential. His argument is essentially that when we force the user to think about the implementation, we get ourselves into trouble. Here's a brief excerpt:

In the world of digital technology, the place where implementation-model thinking most strikingly rears its ugly head is the management of files and the concept of "save." If you have ever tried to teach your mother how to use a computer, you will know that difficult doesn't really do the problem justice. Things start out all right: You start up the word processor and type a couple sentences. She's with you all the way -- it's like writing on paper. But when you click the Close button, up pops a dialog box asking "Do you want to save changes?" You and Mom hit a wall together. She looks at you and asks, "What does this mean? Is everything okay?"

This problem is caused by software that forces people to think like computers by unnecessarily making them confront the internal mechanisms of data storage. This isn't just a problem for your mother; even sophisticated computer users can easily become confused or make mistakes. People spend thousands of dollars on hard- ware and software just to confront impertinent questions like "Do you really want me to save this document that you've been working on all afternoon?" and must remember to use to the Save As... command when what they really want to do is work on a copy of the document.

It's worth thinking about ways to simplify or eliminate the "save" metaphor.

Here on Stack Overflow we can "Post an Answer" or "Add Comment" or "Ask your Question" for example. Each time we really are "saving" to the database, but the metaphor is slightly different each time. Posting, adding, asking. I think of software like iTunes which I believe does not have the concept of "saving to disk" for the music. You simply add music to it and it's saved. Depending on the type of tasks your software carries out, there may be different metaphors which are more apt than save.

I should mention that I've not really answered your question, I myself have used the floppy icon, or a big button that just says "Save" on it in my web applications. For the time being we're stuck with it for many cases, but it gets more and more ridiculous as floppy drives die out. But then, we also say we "dial" phones, when dial-interface phones have not been in popular use for decades.

Tooltips are an incredibly useful interface paradigm to know an application. They are the mapping between the visual control and the application specific action associated to that control. The user can explore the action without invoking it just by hovering the mouse pointer.

The touch devices make this paradigm basically impossible. This limits the usability of the app, which becomes in some cases pretty mysterious.

Do you know if a substitute for the tooltip concept exists for touch devices? They effectively lack one degree of freedom in ui interaction: the pointer position. How to regain this communication channel effectively?

Depending on who you ask, they might even tell you that an interface that needs tool tips to be understandable needs to be redesigned, badly (cf. Jef Raskin: The Humane Interface).

In fact, tool tips are a solution to a very specific problem: Iconic buttons with no labels, such as seen on toolbars. Whenever you have labels, use them. No need to provide a tooltip because you already have text to tell what a particular control is going to do.

What's more is that touch interfaces map not very well to today's WIMP interface model. Many controls are good to handle with a mouse pointers but are frustrating to use with a finger. Menus, checkboxes, radio buttons spring to mind. So the interface paradigm for touch interfaces has to look rather differently to today's mouse- and keyboard-driven interfaces.

So I think it's not so much a lack of tool tips that's the problem here but rather that we didn't explore many new ways of interacting with a computer in the past 30 years (basically not since the research done by Doug Engelbart and Xerox PARC in the 60s and 70s).

Touch input is just similar enough that it kinda works for most purposes. But it not only lacks a location-without-touch component but also precision. Basically all touch input is good for is touching something and dragging something. Even double-tap is difficult so what we really need is some fundamental change in how to design and craft UI specifically for a touch interface.

You'll see some of this in dedicated devices, such as the iPhone simply because that's a platform that neither has a mouse pointer nor a keyboard and only touch. This means you don't have to build a UI which has to be usable with all possible methods of interaction (a problem with plagues Windows currently; I do have a multi-touch laptop but for many many tasks touch just doesn't work) but only with one. But a general-purpose solution for "normal" software and computers is pretty far off at the moment, I think.

So I'd advise you to just think a little different about how you design your UI. As said before (and can be read in Alan Cooper's About Face), tool tips are for labeling controls that don't have labels or where space wouldn't suffice to place them. Key usage scenario here are tool bars. But an interface designed for touch would make all controls larger anyway. Many small icons, closely grouped together are a pain to use with touch input even if you had tool tips, simply because it lacks precision.

I am making the distinction between User Interaction Experience and pure User Interface (UI) design here, even though there is often a correspondence. You can have great user interaction even with a ‘boring’ grey interface, (note that a boring interface is not a requirement!).

My bookshelf contains the following:

What other books or resources would you add to this list?

I'm not a usability specialist, and I really don't care to be one.

I just want a small set of rules of thumb that I can follow while coding my User Interfaces so that my product has decent usability.

At first I thought that this question would be easy to answer "Use your common sense", but if it's so common among us developers we wouldn't, as a group, have a reputation for our horrible interfaces.

Any Suggestions?

Read Don't Make Me Think by Steve Krug. It is a great starting point, and an easy short read.

EDIT: This is mainly for web usability though, but it would still be a good read even if you are doing rich clients.

  • Don't make things work in a different way than your users are expecting (i.e. breaking the "back" button when using Ajax in web forms
  • Follow the K.I.S.S principal

Really, any rules someone posts will be a variation on the theme: Don't Make Your Users Think

"Don't Make Me Think" has already been posted, see also Design of Everyday Things and Designing with Web Standards which are also great for light usability reading.

I suggest to read these blog posts from the Enso creators.

Of course they repeat guides/ideas/advices from books such as
The Design of Everyday Things and About Face, but nevertheless, the posts contain quite a few insights and (IMO) they are a good read.

A while back I read (before I lost it) a great book called GUI Bloopers which was full of examples of bad GUI design but also full of useful tidbits like Don't call something a Dialog one minute and a Popup the next.

What top tips would you give for designing/documenting a GUI? It would be particularly useful to hear about widgets you designed to cram readable information into as little screen real-estate as possible.

I'm going to roll this off with one of my own: avoid trees (e.g. Swing's JTree) unless you really can't avoid it, or have a unbounded hierarchy of stuff. I have found that users don't find them intuitive and they are hard to navigate and filter.

PS. I think this question differs from this one as I'm asking for generalist tips

I don't think that it's possible, in this little space, to give tips which would make it possible to design good GUIs (the question is as big as "how can I write good programs?"). But I can give pointers to some helpful books:

User Interface Design by Joel Spolsky. You can read it in one afternoon.

Where do you turn when creating user interface? I am a programmer, not a designer. Any ideas? My "UI" is usually terrible, as I just want to make it work, what do you do?

If you're writing desktop applications, simply following the UI guidelines for your chosen platform will take you a long way.

If it's on the web then you're broadly screwed, you just need a designer.

That said, don't get fooled into thinking that UI design is all about the the visual appearance. Having the right interaction model is probably more important. A graphic designer isn't going to help you with that. If you don't have access to a UI specialist then try starting with User Interface Design for Programmers.

Google User Experience and The laws of simplicity are very good starts.

I was always bad at design, but after reading a lot about usability, simplicity, design and starting to analyse google's design and other designs based on simplicity, my UIs started to suck less.

I usually do it all myself - just because my budget is quite limited.

However there are some books that might be worth reading:

And it's always a good thing to look what other sites do that you like :)

The best book I've ever read on Usability/Interaction Design, and one of the best books I've read period, is a book called About Face 3: The Essentials of Interaction Design by Alan Cooper.

It's a fantastic book because it talks about a lot of fundamental concepts behind interface design for any type of interface, not just on the web. Understanding these concepts will help you make better creative decisions, especially when designing something that hasn't been design yet (like a new product or type of social website), not just help you copy what's already been done.

I'm a C++/Java developer and have no idea about .Net or GUIs. I need to develop a windows app for 2000/XP/Vista/7.

I think I've come to conclusion that C# is the best and the fastest way to go (please correct me if I'm wrong). What do you recommend? Which GUI approach should I learn? (Forms? Any other stuff?)

Is it the best way to compile in .Net 2.0 mode? It's going to be an application for the public to download.

I would recommend learning Winforms first, then move the WPF. Winforms is easier to learn and get something working quickly. The future however is WPF, so I wouldnt leave that in the dark. I posted some good books and links for GUI development work.

Books

  • Design of Everyday Things A really good book about design of interfaces. It's not software specific but a must read for GUI designers.
  • Coding Horror. He recommends a lot of development books on his book list, but these ones are specifically interface-related:

Don't Make Me Think
About Face 3.0
The Inmates Are Running the Asylum
GUI Bloopers

Web Links

I've always felt that my graphic design skills have lacked, but I do have a desire to improve them. Even though I'm not the worlds worst artist, it's discouraging to see the results from a professional designer, who can do an amazing mockup from a simple spec in just a few hours. I always wonder how they came up with their design and more importantly, how they executed it so quickly.

I'd like to think that all good artists aren't naturally gifted. I'm guessing that a lot of skill/talent comes from just putting in the time.

Is there a recommended path to right brain nirvana for someone starting from scratch, a little later in life? I'd be interested in book recommendations, personal theories, or anything else that may shed some light on the best path to take. I have questions like should I read books about color theory, should I draw any chance I have, should I analyze shapes like an architect, etc...

As far as my current skills go, I can make my way around Photoshop enough where I can do simple image manipulation...

Thanks for any advice

That's a difficult thing. Usually people think "artistic skills" come from your genes but actually they do not.

The bests graphic designer I know have some sort of education in arts. Of course, photoshop knowledge will allow you to do things but being interested in art (painting specially) will improve your sensitivity and your "good taste".

Painting is a pleasure, both doing it and seeing it. Learning to both understand and enjoy it will help and the better way to do it is by going to museums. I try to go to as much expositions as I can, as well as read what I can on authors and styles (Piccaso, Monet, Dali, Magritte, Expresionism, Impresionism, Cubism, etc) that will give you a general overview that WILL help.

On the other side... you are a programmer so you shouldn't be in charge of actually drawing the icons or designing the enterprise logo. You should however be familiarized with user interface design, specially with ease of use, and terms as goal oriented design.

Of course, in a sufficiently large company you won't be in charge of the UI design either, but it will help anyway. I'd recommend the book About Face, which centers in goal oriented design as well as going through some user interface methapores and giving some historic background for the matter.

I need some good links which will teach more about User Interface for Android. UI is very important as users prefer good Ui apps. I already have knowledge about the basic UI designing in Android. But i want to make it more attractive. Help me guys. Thnx in advance

I'd say if you know the mechanics of making a UI in Android, what you need is a guid to making a good UI in general. Here are some recommended books for that.

Robin Williams' The Non-Designers Design Book (great for learning about layout, grouping, typography).

Steve Krug's Don't Make Me Think Yes I know it mentions the web specifically, but a lot of the concepts apply to any UI

Jennifer Tidwell's Designing Interfaces Good collection of common UI Patterns (also see the companion website.

Robert Reimann's About Face if you don't pick up any other book on UI design, get this one.

If a user clicks a cancel button should it pop up a dialogue asking for confirmation?

If so, should this be all the time, or only when there are unsaved changes on a form?

Make the action easy to do without confirmation (don't annoy your users!). But, also make it easy to undo. Read Alan Cooper's About Face for lots of good UI advice.

I'm looking to find any articles/books on usability. I'd like to get a handle on best practices when designing a UI, this can be anything from which user controls are more intuitive to a new user, to how to phrase text that is displayed to the user to avoid confusing dialogs. I mainly do Windows desktop applications, but most usability standards, I assume, would stand true regardless of the platform.

As an example, here's an MSDN article about the Windows User Experience Guidelines: http://msdn.microsoft.com/en-us/library/aa511258.aspx

The Design of Everyday Things by Donald A. Norman is a standard book on general usability considerations that can be applied to just about everything in day-to-day life. It's not specifically about software, but it's worth it to read it.

Universal Principles of Design is a recommended textbook for my university's Engineering Methods of Software Usability course. Myself, and others who have taken this course, have found this book to be more useful than the required textbook. There appears to be an updated version, called Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design, but I can't speak about that one.

Designing Visual Interfaces by Mullet and Sano provides a great foundation for different layout-related issues. Not a book on usability per se but still relevant, I'd say.

As for web resources, try:

For book inspiration, see Suggested Readings in Human-Computer Interaction (HCI), User Interface (UI) Development, & Human Factors (HF) (and all the great answers in this thread).

Well, a long-standing favorite specifically for user interface design is Alan Cooper's About Face. It should touch most important topics when designing Windows desktop applications.

Then there are also various UX patterns which are well-presented in Quince (needs Silverlight).

Jef Raskin's The Humane Interface is also rather good, but very radical in his ideas. Still, this book points out many fallacies in modern UI design. If you need to stick to the WIMP world, then following his suggestions might be a little hard as he tends to suggest to overthrow everything we're used to. But well-written and good for provoking thoughts, even if you don't follow all his advice.

As for books/articles on usability in general or on slightly different topics:

  • Jakob Nielsen's website useit.com. While not particularly fancy-designed it is a trove of thoughts and advice on usability in general.
  • Steve Krug's Don't Make Me Think. Web usability, but also a very good read.
  • Donald Norman's The Design of Everyday Things. Usability in general and has many pointers on how to think about usability without going into specific technologies. It's applicable to desktop application usability anyway, though.

Try reading this book: Don't Make Me Think. While it's focused on web usability it is applicable to all facets of UI design.

I am interesting in creating a better User Experience (UX). There are a lot of books out there, what are some that would be useful to a software engineer?

I would also recommend The Humane Interface: New Directions for Designing Interactive Systems by Jef Raskin. Has some really inspiring ideas.

My favorites:

At some point in your career, you may enjoy this wonderful book that draws parallels across multiple fields of design. (For example, the "confirmation" technique occurs both in software design and nuclear launch control.)

What would be my best option for a minor? Graphic Design?....

I'm also majoring in CS and I've specialized in UI design. Maybe your CS university did not have courses about UI design? (And graphic design is not the same as UI design - the former is about how the program should look like, the latter is about what the program should do.)

Here are some books that I would recommend you to read, if you want to get more into UI design. In alphabetical order:

The course that I went to was mostly based on the User Interface Design: A Software Engineering Perspective book. I have not yet read the book itself, I've just skimmed through it, but it seems like a good book to start learning UI design. Also all the other books are good. Then when you have read some theory from the books, you just need to practice UI design until you develop a sense for good and bad usability, and get some training in requirements gathering and usability testing methods.

I'm in the process of designing and testing various ideas for an application whose main functionality will be to notify users of occurring events and offer them with a choice of actions for each.

The standard choice would be to create a queue of events showing a popup in the taskbar with the events and actions, but I want this tool to be the less intrusive and disrupting as possible.

What I'm after is a good book or papers on studies of how to maximize user productivity in these intrinsically disruptive scenarios (in other words, how to achieve the perfect degree of annoying-ness, not too much, not too little).

The user is supposedly interested in these events, they subscribe to them and can choose the actions to perform on each.

I prefer books and papers, but the usual StackOverflow wisdom is appreciated as well.

I'm after things like:

  • Don't use popups, use instead X
  • Show popups at most 3 seconds
  • Show them in the left corner
  • Use color X because it improves readability and disrupts less

That is, cognitive aspects of GUI design that would help users in such a scenario.

I have read and recommend:

This question has been addressed in a similar post on a more specific level regarding UI.

I would like to address the subject on a more general design level.

I make descisions on design every day to ensure high quality. But every now and then I get into dicsussions with middle management and unexperienced developers about the gain of doing things "the right way".

Sometimes I just say "trust me, I've seen where this leads to, we're doing it the other way", sometimes I make an attempt lay down a scenario where a particular set of choices introduce problems etc. Most of the time I feel I'm not reaching the person I'm talking to. I might as well have said "trust me".

I feel that one of my capabilities as a senior software guy should be to explain and motivate the technical choices we make as a company. I can do that on economical and user experience level.

But I seem to fail to explain on technical and pseudo-technical levels why some design choices "feels wrong" and why others just feels more correct and benefitial, even though at first it might be harder to implement or seem unnecessarily complex.

Luckily, I occasionally show good results, otherwise I probably would begin to doubt the whole concept of good vs. bad design.

I would really find it interesting to read about what others here have to say about this.

Thanks in advance!

Often, discussions like these can devolve into religious or political arguments - everyone has an opinion, but no one has the answers. Anything you can do to add substance to your thoughts will help you push your ideas through.

Read some existing material - About Face, The Design of Everyday Things, etc. - and see if you can't identify some facts to back up your feelings that some things just feel wrong.

Any key to become a user experience design and Rich Internet Application design? What should I learn to reach it?

The single best, most important thing you can do to learn to become a designer is watch real people (not you, not other engineers) use real software. Read help forums. Usability test other people's software. LISTEN, like, really understand, what they're trying to do and what their goals are. Give them software that supports what THEY want to do.

I suggest starting with Jakob Nielsen: http://www.useit.com/

Other great books:

Then you need to pick up functional skills in design — that's visual design, wireframing, probably some coding (for prototyping purposes), graphics production.

I really want to create a stunning-looking GUI desktop application that looks like, for example:

  • Mac OS X interface
  • Picasa desktop client on windows
  • IPhone apps
  • Office 2007

I've mostly been programming GUI using Qt/Swing/WinForm

and I'm tired of creating so plain looking GUI, lol.

So I was thinking about diving into stuff like:

  • jQuery
  • WPF/C#
  • iPhone SDK
  • Silverlight
  • Adobe Air/Flex

Just to get some ideas on how to create really cool looking UI.

Does that sound like a good list? Any developers here that could share what platform they use to create very cool looking desktop app?

On a sidenote, I really wonder what developers at Apple / Microsoft use to develop their own cool-looking software.

EDIT A lot of responses talk about the importance of usability over "cool-looking"..

I totally agree that usability and simplicity are the most important aspects of user interface design. I've been doing GUI development for a while now (> 3 years), so that I understand.

But using cool-looking UI also improves user experience + it could make big difference on whether or not your software sells.

I mean, otherwise why would Microsoft/Apple try to make their OS UI look "cooler" everytime there's a new version? Why would websites like pragprog.com, or versionsapp.com. make their websites look like that? Basically you kill 2 birds with one stone: stunnning-looking UI + super usability (because it looks simple and intuitive).

That is what I'm striving for. And as far as I know, I cannot achieve that using Qt/Winform. Most of the books I have read just show you how to make average-looking (read: 1990's) UI. I want to learn how to create cool-looking UI. And the only place I see cool-looking UIs these days are the technology I list above. I'm not enamored with any technology; but I just want to know how things are done in other technology to see if I could apply them to the technology I'm using, or see if I could use those technology in my line of work.

An example: if I were to pick between this UI and this UI, I probably would pick the latter, if just based on looks alone.

Functionally, they are just the same UI; they both allow you to keep track of your time. They both contain buttons and textboxes, etc. But the fact that they look different, also differentiate them in terms of attractiveness.

So in all, I think the "ice on the cake" is very important. I would say it's the thing you strive for after you are certain you have a totally intuitive, usable UI.

If you want to know more about UI you can read this books:

About Face 3: The Essentials of Interaction Design

The Inmates Are Running the Asylum

UI development is not about technologies. In some cases console is the best solution.

Say for instance I'm going to do some seat of my pants coding adding a feature to an enterprise app. What are some good examples/tenants/cardinal rules a person can follow for making a fairly complex setup/config screen not look like feet.

What I'm looking for is along the lines of "Don't put one thing in a group box". But I'd also like some help with symmetry if anyone knows what layouts are most likely to achieve a relative amount of good looks that would be helpful.

You might be interested in the book "Don't Make Me Think," (author's web site) or "About Face 3.0". Both come highly recommended for reading about how to design interfaces.

  • Are there any open source frameworks that are for this purpose?
  • How does UI design differ when designing a software appliance console from traditional web applications?
  • Any examples of particularly well-design user interfaces for software appliances?

I think you'd find Alan Coopers book About Face quite useful. I have the 1st edition of this, and it talks about various postures of an application.

In your case, a software appliance console is an example of a transient posture application - one where you cannot assume users have prior knowledge or experience. This leads to various decisions - from offering fewer choices, to including more on-screen guidance.

There's more to this than I can describe here, go buy, borrow or steal a copy to read yourself.

I have this application where the users can change text files and when they forget to save them, a little message pops up reminding them that the changes are not saved and asks them if they want to save the changes or not with two buttons "Yes" and "No". It also has a little checkbox that says "Disable this warning". And as the same says, if the user checks it, the message will never pop up again when the text files have unsaved changes.

A couple of questions:

1) Should the checkbox value (if they checked it) be remembered if the user only selects "Yes", only selects "No" or any of them?

2) Let's assume the user checked the checkbox so is not warned again about unsaved changes. What should be the expected behavior the next time the user forgets to save the changes?

Should I always assume a default action (yes: save changes, no: discard changes) after the user disabled the warning? If so, which action?

Or should I always save the changes or always discard the changes accordingly to the last user action right after the he disabled the warning?

What you're doing is a common UI pattern but IMHO I think it's not a good user experience. Here is an alternative that I think is much better:

  • New files save automatically every minute or so (vary this by how long it takes to save);
  • It saves to a temporary file;
  • If the user saves a file then give it a name and save it to that location;
  • If the program crashes then the temp file is still there. The program should ask what you want to do with it when you start up;
  • Closing the program should have a simple checkbox "Save Now?" (Yes/No). None of this "Are you sure you want to..." rubbish. Not saving should leave the file as a temp file;
  • Getting rid of the temp file requires selecting a Discard action (with confirmation of "Discard Now?");
  • Opening an existing file has the same save every minute functionality except that the saves are to a temporary file. Never modify the original unless the user explicitly saves the file, at which point copy the temp file over the original.
  • Temporary files should be visible on a collapsible pane (or equivalent) including the date of the last edit and preferably a preview to remind the user what it is;
  • There should be no option to disable this behaviour. It's not invasive or intrusive. As Joel says, every time you give a user an option you force them to make a decision. Options are way overused.

To specifically answer your question: you should never discard anything unless the user asks you to.

Controlling Your Environment Makes You Happy is a must-read on usability. Don't Make me Think! is too.

Or should I always save the changes or always discard the changes accordingly to the last user action right after the he disabled the warning?

I believe that should be the expected behavior. It would be nice if you had a hint on the screen of the default action that will take place.

I recommend the book About Face 3: The Essentials of Interaction Design for some really good GUI designing ideas.