How do you deal with a client who has different time estimates for the software product than yours?
I am going to describe a scenario that is not mine, but that captures broadly the same problem. I am working as a subcontractor to a large company that has a programming department. The software project we are working on is in an area that the department believe they have a handle on, but because their expertise and mine are very different we tend to get different results.
Example: At the start of the project I suggested one way of development which they rubbished as being unrealistically difficult and suggested integrating a different framework (one they are familiar with) with the programming language we are using (Python) to get more or less the same result.
Their estimate for this integration: less than a week (they haven't done the integration before).
My estimate for the integration: above two weeks.
Using my suggested way to get the result needed (including using matplotlib among other libraries used elsewhere within the project): 45 minutes. This is not an estimate, the bit was actually finished in 45 minutes.
Example: for the software to be integrated with their internal system, they needed to provide a web service for me to use. They provided a broken one, though it does work with their internal tool (doesn't work with .Net or Java mainstream packages among other options). They maintain that it is my fault that the integration has taken longer than the time estimated.
The problem is not that they don't know, the problem is that they have enough knowledge about programming to be dangerous (in my opinion). Is there some guidelines for how to deal with this type of situation? A way for expectation management? Or may be I shouldn't get involved in such projects from the start and in this case what are the telltale signs?
If a client isn't happy with a time estimate, don't do the work. If they think they can do it better or faster, tell them to go ahead.
The one thing I never allow is for my estimates to be modified. That's something that caught me out early on in my career but we learn our lessons.
If clients were so good at doing the work, they wouldn't be hiring me. I'd simply point out that they hired me for my expertise so why are they disregarding that expertise. Of course, if they were to allow the scope of the project to change (i.e., less work), that would be another matter, and one up for discussion.
If you didn't lock in exactly what they were meant to provide as part of the deal, then it's a "he says, she says" situation and, unfortunately, the customer controls the purse strings. However, often, the greatest power you can have is the ability to just walk away.
No-one says you have to do the job.
Of course, all that advice above is worth every cent you paid for it :-)
I don't know your specific circumstances.
Or may be I shouldn't get involved in such projects from the start and in this case what are the telltale signs?
My answer for sure. If you can avoid those projects, do it.
Some signs : people thinking they know how to do things when you can guess they can't. The "oh no let's not use this perfectly suitable tool because I don't know it" is a major indicator that the person is technically challenged.
first of all, it is no fun to be in such an environment.
So, if you like to have fun at your job, and you do not need to take this job for extenuating financial reasons, then simply do not take the job that is not fun.
Since that is hardly realistic in many cases, you will end up with the job and need to manage the situation as best you can. One way is to make sure there is a paper trail documenting your objections and concerns with the plan. Try not to be overtly negative, but try to be constructive and present valid alternatives. Here you will need to feel out the political landscape, determine if the 'boss' will be appreciative or threatened by your commentary, and act accordingly.
Many times there are other issues that management is dealing with that you are not aware of. Be cautious of this fact, and maybe ask the management team if this is the case, again without being condescending or negative.
Finally, if you have alternatives that take less time than the meetings it would take to discuss them, just try it in a sandbox, and show it off. This would go a long way to 'proving' your points. Caution here is that you could be accused of not being a team player, or of wasting resources, or not following direction. Make sure this is mitigated by doing these types of things on your own time, or after careful consideration of how long you are spending on these things as well as how vested your boss seems to be on the alternatives.
hth
I ran into the same problem with integration. Example: for the
software to be integrated with their internal system, they needed to
provide a web service for me to use...They maintain that it is my
fault that the integration has taken longer than the time estimated.
Wow very similar to what I was experiencing with a client. The best thing I can suggest is to keep good documentation. In the end that is what saved me. When it came to finger pointing I had all of the emails and facts in order and was prepared to defend my self.
One thing I would suggest is to separate out a target/goal and an estimation. I would not change my estimate unless it involved actually removing features or something is revealed that would make it easier. Tell them you will try to hit the target in anyway you can and you care about the business goal. However, your estimate will not change. If its getting no where and they are just dense then smile and nod and take it if its the only gig around.
Was just writing about this in my blog
How to estimate the WRONG way
When I was first started teaching myself programming, after finishing a tutorial I would feel like I still couldn't do anything in the language. So, I looked around to find something to work on. Since I had just learned a few of the basics, the amount of work involved in finding, reading and adding to an open source project seemed insurmountable. Instead I started on a couple toy projects, which ended up being incredibly beneficial.
Having seen a lot of questions from beginners similar to "what should I do now?" and a lot of answers similar to "start working for an open source project" has made me think there has to be better advice for a new programmer. While working on an open source project surely gives great experience, there is a perceptible barrier to entry.
Instead, I think it would be great if new programmers were prodded towards working on a toy program related to some interest they have. Since there are so many directions that programming can take you, I think it would be interesting to list some simple (but fun/rewarding) projects grouped by the direction the new programmer is looking to pursue. Such as:
Game Design:
Write a text adventure (like Zork)
Natural Language Processing:
Create a program that writes meaningless, but grammatically valid essays.
I recently asked a similar question (Diverse resource of problems to show merits of different languages) and got links to sites that provide problem sets, as well as validation. Check out:
http://www.codechef.com/
https://www.spoj.pl/problems/classical/
http://wiki.python.org/moin/ProblemSets
http://projecteuler.net/
Although these problems don't oftem amount to projects, they are still interesting. I'm interested in seeing what people come up with here.
I actually think that a TopCoder approach might be better... programmers can still pick topics of interests, but they're actually working for a prize on a REAL project and they get feedback. Frankly speaking, TopCoder is a bit of a bloat and as far as I can tell, they don't allow people to make free competitions. It would be great if there is a TopCoder/StackOverflow type of site: people can submit code, get voted on their implementation and just have a good time!
I'll even pitch my idea, I'm starting to work on my own version of TopCoder/StackOverflow hybrid monstrosity called MyDevArmy (although I have not done anything so far except buy the domain).
Write a program which renders Wolfram automata (esp. Rule 110).
See YelloSoft for example code.
Start by writing a Blackjack simulation. Choose whichever strategy you want for the first run.
Next, start adding additional runs for different strategies like hitting/standing when your hand's value is 15 vs. 16 vs. 17 vs. 18, and whether the hand is soft or hard (an ace's value being counted as 1 or 11). The dealer's strategy will be constant, as they really are in casinos.
By the end, your program will run, say, 1000 instances of each strategy combination. It will print out a summary of the rate of hand wins (percentage of times you beat the dealer) for each stand value and hard/soft combination.
This is easily one of my favorite projects I've done and it can really cement some techniques in the language of your choosing. Plus, if you have the initiative to start learning some of the (fairly simple) discrete math that's involved in coming up with the odds of these situations as a side project, you can come away with an even better experience. Who knows, maybe you could ditch this computer stuff and take up card counting?
Not sure if this question is related to software development, but I hope someone can at least point me in the right direction(no, not that direction..)
I am very curious as to how Blizzard achieve such a balance of strategic/tactic forces in their games? If you look at Starcraft 1 or now 2, each race have unique features that sort of counterpart other unique features of other races and all together create a pretty beautiful(to my mind at least) balance.
Is there some sort of area of mathematics that could help model these things? How do they do it basically?
I don't have full answer but here is what I know. Initially, when game is technically ready the balance is not ideal. When they started first public beta there were holes in balance that they patched very fast. They let players (testers) play as is and captured statistics of % of wins per race and tuned the parameters according to it. When the beta was at the end ratio was almost ideal: 33%/33%/33%.
I've no idea how Blizzard specifically did it - it might have just been through a lot of user testing.
However, the entire field of CS and statistics dedicated to these kinds of problems is simulation. Generally the idea is to construct a model of your system and then generate inputs according to some statistical distribution to try to understand the behaviour of that model. In the case of finding game balance, you would want to show that most sequences of game events led to some kind of equilibrium. This would probably involve some kind of stochastic modeling.
Linear algebra, maybe a little calculus, and a lot of testing.
There's no real mystery to this sort of thing, but people often just don't think about it in the rigorous terms you need to get a system that is fairly well-balanced.
Basically the designers know how quickly you can gather resources (both the best case and the average case), and they know how long it takes to build a unit, and they know roughly how powerful a unit is (eg. by reference to approximations such as damage per second). With this, you can ensure a unit's cost in resources makes sense. And from that, it's possible to compare resource gathering with unit cost to model the strength of a force growing over time. Similarly you can measure a force's capacity for damage over time, and compare the two. If there's a big disparity then they can tweak one or more of the variables to reduce it. Obviously there are many permutations of units but the interesting thing is that you only really need to understand the most powerful permutations - if a player picks a poor combination then it's ok if they lose. You don't want every approach to be equally good, as that would imply a boring game where your decisions are meaningless.
This is, of course, a simplification, but it helps get everything in roughly the right place and ensure that there are no units that are useless. Then testing can hammer down the rough edges and find most of the exploits that remain.
If you've tried SCII you've noticed that Blizzard records the relevant data for each game played on B.Net. They did the same in WC3, and presumably in SC1. With enough games stored, it is possible to get accurate results from statistical analysis. For example, the Protoss should win a third of all match-ups with similarly skilled opponents. If this is not the case, Blizzard can analyze the games where the Protoss won vs the games where they lost, and see what units made the difference. Then they can nerf those units (with a bit of in-house testing), and introduce the change at the next patch. Balancing is a difficult problem - a change that fixes problems in top-level games may break the balance in mid-level games.
Proper testing in a closed beta is impossible - you just can't accumulate enough data. This is why Blizzard do open betas. Even so the real test is the release of the game.
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This is definitely subjective, but I'd like to try to avoid it becoming argumentative. I think it could be an interesting question if people treat it appropriately.
The idea for this question came from the comment thread from my answer to the "What are five things you hate about your favorite language?" question. I contended that classes in C# should be sealed by default - I won't put my reasoning in the question, but I might write a fuller explanation as an answer to this question. I was surprised at the heat of the discussion in the comments (25 comments currently).
So, what contentious opinions do you hold? I'd rather avoid the kind of thing which ends up being pretty religious with relatively little basis (e.g. brace placing) but examples might include things like "unit testing isn't actually terribly helpful" or "public fields are okay really". The important thing (to me, anyway) is that you've got reasons behind your opinions.
Please present your opinion and reasoning - I would encourage people to vote for opinions which are well-argued and interesting, whether or not you happen to agree with them.
Programmers who don't code in their spare time for fun will never become as good as those that do.
I think even the smartest and most talented people will never become truly good programmers unless they treat it as more than a job. Meaning that they do little projects on the side, or just mess with lots of different languages and ideas in their spare time.
(Note: I'm not saying good programmers do nothing else than programming, but they do more than program from 9 to 5)
The only "best practice" you should be using all the time is "Use Your Brain".
Too many people jumping on too many bandwagons and trying to force methods, patterns, frameworks etc onto things that don't warrant them. Just because something is new, or because someone respected has an opinion, doesn't mean it fits all :)
EDIT:
Just to clarify - I don't think people should ignore best practices, valued opinions etc. Just that people shouldn't just blindly jump on something without thinking about WHY this "thing" is so great, IS it applicable to what I'm doing, and WHAT benefits/drawbacks does it bring?
"Googling it" is okay!
Yes, I know it offends some people out there that their years of intense memorization and/or glorious stacks of programming books are starting to fall by the wayside to a resource that anyone can access within seconds, but you shouldn't hold that against people that use it.
Too often I hear googling answers to problems the result of criticism, and it really is without sense. First of all, it must be conceded that everyone needs materials to reference. You don't know everything and you will need to look things up. Conceding that, does it really matter where you got the information? Does it matter if you looked it up in a book, looked it up on Google, or heard it from a talking frog that you hallucinated? No. A right answer is a right answer.
What is important is that you understand the material, use it as the means to an end of a successful programming solution, and the client/your employer is happy with the results.
(although if you are getting answers from hallucinatory talking frogs, you should probably get some help all the same)
Most comments in code are in fact a pernicious form of code duplication.
We spend most of our time maintaining code written by others (or ourselves) and poor, incorrect, outdated, misleading comments must be near the top of the list of most annoying artifacts in code.
I think eventually many people just blank them out, especially those flowerbox monstrosities.
Much better to concentrate on making the code readable, refactoring as necessary, and minimising idioms and quirkiness.
On the other hand, many courses teach that comments are very nearly more important than the code itself, leading to the this next line adds one to invoiceTotal style of commenting.
XML is highly overrated
I think too many jump onto the XML bandwagon before using their brains...
XML for web stuff is great, as it's designed for it. Otherwise I think some problem definition and design thoughts should preempt any decision to use it.
My 5 cents
Not all programmers are created equal
Quite often managers think that DeveloperA == DeveloperB simply because they have same level of experience and so on. In actual fact, the performance of one developer can be 10x or even 100x that of another.
It's politically risky to talk about it, but sometimes I feel like pointing out that, even though several team members may appear to be of equal skill, it's not always the case. I have even seen cases where lead developers were 'beyond hope' and junior devs did all the actual work - I made sure they got the credit, though. :)
I fail to understand why people think that Java is absolutely the best "first" programming language to be taught in universities.
For one, I believe that first programming language should be such that it highlights the need to learn control flow and variables, not objects and syntax
For another, I believe that people who have not had experience in debugging memory leaks in C / C++ cannot fully appreciate what Java brings to the table.
Also the natural progression should be from "how can I do this" to "how can I find the library which does that" and not the other way round.
If you only know one language, no matter how well you know it, you're not a great programmer.
There seems to be an attitude that says once you're really good at C# or Java or whatever other language you started out learning then that's all you need. I don't believe it- every language I have ever learned has taught me something new about programming that I have been able to bring back into my work with all the others. I think that anyone who restricts themselves to one language will never be as good as they could be.
It also indicates to me a certain lack of inquistiveness and willingness to experiment that doesn't necessarily tally with the qualities I would expect to find in a really good programmer.
Performance does matter.
Print statements are a valid way to debug code
I believe it is perfectly fine to debug your code by littering it with System.out.println (or whatever print statement works for your language). Often, this can be quicker than debugging, and you can compare printed outputs against other runs of the app.
Just make sure to remove the print statements when you go to production (or better, turn them into logging statements)
Your job is to put yourself out of work.
When you're writing software for your employer, any software that you create is to be written in such a way that it can be picked up by any developer and understood with a minimal amount of effort. It is well designed, clearly and consistently written, formatted cleanly, documented where it needs to be, builds daily as expected, checked into the repository, and appropriately versioned.
If you get hit by a bus, laid off, fired, or walk off the job, your employer should be able to replace you on a moment's notice, and the next guy could step into your role, pick up your code and be up and running within a week tops. If he or she can't do that, then you've failed miserably.
Interestingly, I've found that having that goal has made me more valuable to my employers. The more I strive to be disposable, the more valuable I become to them.
1) The Business Apps farce:
I think that the whole "Enterprise" frameworks thing is smoke and mirrors. J2EE, .NET, the majority of the Apache frameworks and most abstractions to manage such things create far more complexity than they solve.
Take any regular Java or .NET ORM, or any supposedly modern MVC framework for either which does "magic" to solve tedious, simple tasks. You end up writing huge amounts of ugly XML boilerplate that is difficult to validate and write quickly. You have massive APIs where half of those are just to integrate the work of the other APIs, interfaces that are impossible to recycle, and abstract classes that are needed only to overcome the inflexibility of Java and C#. We simply don't need most of that.
How about all the different application servers with their own darned descriptor syntax, the overly complex database and groupware products?
The point of this is not that complexity==bad, it's that unnecessary complexity==bad. I've worked in massive enterprise installations where some of it was necessary, but even in most cases a few home-grown scripts and a simple web frontend is all that's needed to solve most use cases.
I'd try to replace all of these enterprisey apps with simple web frameworks, open source DBs, and trivial programming constructs.
2) The n-years-of-experience-required:
Unless you need a consultant or a technician to handle a specific issue related to an application, API or framework, then you don't really need someone with 5 years of experience in that application. What you need is a developer/admin who can read documentation, who has domain knowledge in whatever it is you're doing, and who can learn quickly. If you need to develop in some kind of language, a decent developer will pick it up in less than 2 months. If you need an administrator for X web server, in two days he should have read the man pages and newsgroups and be up to speed. Anything less and that person is not worth what he is paid.
3) The common "computer science" degree curriculum:
The majority of computer science and software engineering degrees are bull. If your first programming language is Java or C#, then you're doing something wrong. If you don't get several courses full of algebra and math, it's wrong. If you don't delve into functional programming, it's incomplete. If you can't apply loop invariants to a trivial for loop, you're not worth your salt as a supposed computer scientist. If you come out with experience in x and y languages and object orientation, it's full of s***. A real computer scientist sees a language in terms of the concepts and syntaxes it uses, and sees programming methodologies as one among many, and has such a good understanding of the underlying philosophies of both that picking new languages, design methods, or specification languages should be trivial.
Getters and Setters are Highly Overused
I've seen millions of people claiming that public fields are evil, so they make them private and provide getters and setters for all of them. I believe this is almost identical to making the fields public, maybe a bit different if you're using threads (but generally is not the case) or if your accessors have business/presentation logic (something 'strange' at least).
I'm not in favor of public fields, but against making a getter/setter (or Property) for everyone of them, and then claiming that doing that is encapsulation or information hiding... ha!
UPDATE:
This answer has raised some controversy in it's comments, so I'll try to clarify it a bit (I'll leave the original untouched since that is what many people upvoted).
First of all: anyone who uses public fields deserves jail time
Now, creating private fields and then using the IDE to automatically generate getters and setters for every one of them is nearly as bad as using public fields.
Many people think:
private fields + public accessors == encapsulation
I say (automatic or not) generation of getter/setter pair for your fields effectively goes against the so called encapsulation you are trying to achieve.
Lastly, let me quote Uncle Bob in this topic (taken from chapter 6 of "Clean Code"):
There is a reason that we keep our
variables private. We don't want
anyone else to depend on them. We want
the freedom to change their type or
implementation on a whim or an
impulse. Why, then, do so many
programmers automatically add getters
and setters to their objects, exposing
their private fields as if they were
public?
UML diagrams are highly overrated
Of course there are useful diagrams e.g. class diagram for the Composite Pattern, but many UML diagrams have absolutely no value.
Opinion: SQL is code. Treat it as such
That is, just like your C#, Java, or other favorite object/procedure language, develop a formatting style that is readable and maintainable.
I hate when I see sloppy free-formatted SQL code. If you scream when you see both styles of curly braces on a page, why or why don't you scream when you see free formatted SQL or SQL that obscures or obfuscates the JOIN condition?
Readability is the most important aspect of your code.
Even more so than correctness. If it's readable, it's easy to fix. It's also easy to optimize, easy to change, easy to understand. And hopefully other developers can learn something from it too.
If you're a developer, you should be able to write code
I did quite a bit of interviewing last year, and for my part of the interview I was supposed to test the way people thought, and how they implemented simple-to-moderate algorithms on a white board. I'd initially started out with questions like:
Given that Pi can be estimated using the function 4 * (1 - 1/3 + 1/5 - 1/7 + ...) with more terms giving greater accuracy, write a function that calculates Pi to an accuracy of 5 decimal places.
It's a problem that should make you think, but shouldn't be out of reach to a seasoned developer (it can be answered in about 10 lines of C#). However, many of our (supposedly pre-screened by the agency) candidates couldn't even begin to answer it, or even explain how they might go about answering it. So after a while I started asking simpler questions like:
Given the area of a circle is given by Pi times the radius squared, write a function to calculate the area of a circle.
Amazingly, more than half the candidates couldn't write this function in any language (I can read most popular languages so I let them use any language of their choice, including pseudo-code). We had "C# developers" who could not write this function in C#.
I was surprised by this. I had always thought that developers should be able to write code. It seems that, nowadays, this is a controversial opinion. Certainly it is amongst interview candidates!
Edit:
There's a lot of discussion in the comments about whether the first question is a good or bad one, and whether you should ask questions as complex as this in an interview. I'm not going to delve into this here (that's a whole new question) apart from to say you're largely missing the point of the post.
Yes, I said people couldn't make any headway with this, but the second question is trivial and many people couldn't make any headway with that one either! Anybody who calls themselves a developer should be able to write the answer to the second one in a few seconds without even thinking. And many can't.
The use of hungarian notation should be punished with death.
That should be controversial enough ;)
Design patterns are hurting good design more than they're helping it.
IMO software design, especially good software design is far too varied to be meaningfully captured in patterns, especially in the small number of patterns people can actually remember - and they're far too abstract for people to really remember more than a handful. So they're not helping much.
And on the other hand, far too many people become enamoured with the concept and try to apply patterns everywhere - usually, in the resulting code you can't find the actual design between all the (completely meaningless) Singletons and Abstract Factories.
Less code is better than more!
If the users say "that's it?", and your work remains invisible, it's done right. Glory can be found elsewhere.
PHP sucks ;-)
The proof is in the pudding.
Unit Testing won't help you write good code
The only reason to have Unit tests is to make sure that code that already works doesn't break. Writing tests first, or writing code to the tests is ridiculous. If you write to the tests before the code, you won't even know what the edge cases are. You could have code that passes the tests but still fails in unforeseen circumstances.
And furthermore, good developers will keep cohesion low, which will make the addition of new code unlikely to cause problems with existing stuff.
In fact, I'll generalize that even further,
Most "Best Practices" in Software Engineering are there to keep bad programmers from doing too much damage.
They're there to hand-hold bad developers and keep them from making dumbass mistakes. Of course, since most developers are bad, this is a good thing, but good developers should get a pass.
Write small methods. It seems that programmers love to write loooong methods where they do multiple different things.
I think that a method should be created wherever you can name one.
It's ok to write garbage code once in a while
Sometimes a quick and dirty piece of garbage code is all that is needed to fulfill a particular task. Patterns, ORMs, SRP, whatever... Throw up a Console or Web App, write some inline sql ( feels good ), and blast out the requirement.
Code == Design
I'm no fan of sophisticated UML diagrams and endless code documentation. In a high level language, your code should be readable and understandable as is. Complex documentation and diagrams aren't really any more user friendly.
Here's an article on the topic of Code as Design.
Software development is just a job
Don't get me wrong, I enjoy software development a lot. I've written a blog for the last few years on the subject. I've spent enough time on here to have >5000 reputation points. And I work in a start-up doing typically 60 hour weeks for much less money than I could get as a contractor because the team is fantastic and the work is interesting.
But in the grand scheme of things, it is just a job.
It ranks in importance below many things such as family, my girlfriend, friends, happiness etc., and below other things I'd rather be doing if I had an unlimited supply of cash such as riding motorbikes, sailing yachts, or snowboarding.
I think sometimes a lot of developers forget that developing is just something that allows us to have the more important things in life (and to have them by doing something we enjoy) rather than being the end goal in itself.
I also think there's nothing wrong with having binaries in source control.. if there is a good reason for it. If I have an assembly I don't have the source for, and might not necessarily be in the same place on each devs machine, then I will usually stick it in a "binaries" directory and reference it in a project using a relative path.
Quite a lot of people seem to think I should be burned at the stake for even mentioning "source control" and "binary" in the same sentence. I even know of places that have strict rules saying you can't add them.
Every developer should be familiar with the basic architecture of modern computers. This also applies to developers who target a virtual machine (maybe even more so, because they have been told time and time again that they don't need to worry themselves with memory management etc.)
Software Architects/Designers are Overrated
As a developer, I hate the idea of Software Architects. They are basically people that no longer code full time, read magazines and articles, and then tell you how to design software. Only people that actually write software full time for a living should be doing that. I don't care if you were the worlds best coder 5 years ago before you became an Architect, your opinion is useless to me.
How's that for controversial?
Edit (to clarify): I think most Software Architects make great Business Analysts (talking with customers, writing requirements, tests, etc), I simply think they have no place in designing software, high level or otherwise.
There is no "one size fits all" approach to development
I'm surprised that this is a controversial opinion, because it seems to me like common sense. However, there are many entries on popular blogs promoting the "one size fits all" approach to development so I think I may actually be in the minority.
Things I've seen being touted as the correct approach for any project - before any information is known about it - are things like the use of Test Driven Development (TDD), Domain Driven Design (DDD), Object-Relational Mapping (ORM), Agile (capital A), Object Orientation (OO), etc. etc. encompassing everything from methodologies to architectures to components. All with nice marketable acronyms, of course.
People even seem to go as far as putting badges on their blogs such as "I'm Test Driven" or similar, as if their strict adherence to a single approach whatever the details of the project project is actually a good thing.
It isn't.
Choosing the correct methodologies and architectures and components, etc., is something that should be done on a per-project basis, and depends not only on the type of project you're working on and its unique requirements, but also the size and ability of the team you're working with.
There are a few posts on usability but none of them was useful to me.
I need a quantitative measure of usability of some part of an application.
I need to estimate it in hard numbers to be able to compare it with future versions (for e.g. reporting purposes). The simplest way is to count clicks and keystrokes, but this seems too simple (for example is the cost of filling a text field a simple sum of typing all the letters ? - I guess it is more complicated).
I need some mathematical model for that so I can estimate the numbers.
Does anyone know anything about this?
P.S. I don't need links to resources about designing user interfaces. I already have them. What I need is a mathematical apparatus to measure existing applications interface usability in hard numbers.
Thanks in advance.
http://www.techsmith.com/morae.asp
This is what Microsoft used in part when they spent millions redesigning Office 2007 with the ribbon toolbar.
Here is how Office 2007 was analyzed:
http://cs.winona.edu/CSConference/2007proceedings/caty.pdf
Be sure to check out the references at the end of the PDF too, there's a ton of good stuff there. Look up how Microsoft did Office 2007 (regardless of how you feel about it), they spent a ton of money on this stuff.
Your main ideas to approach in this are Effectiveness and Efficiency (and, in some cases, Efficacy). The basic points to remember are outlined on this webpage.
What you really want to look at doing is 'inspection' methods of measuring usability. These are typically more expensive to set up (both in terms of time, and finance), but can yield significant results if done properly. These methods include things like heuristic evaluation, which is simply comparing the system interface, and the usage of the system interface, with your usability heuristics (though, from what you've said above, this probably isn't what you're after).
More suited to your use, however, will be 'testing' methods, whereby you observe users performing tasks on your system. This is partially related to the point of effectiveness and efficiency, but can include various things, such as the "Think Aloud" concept (which works really well in certain circumstances, depending on the software being tested).
Jakob Nielsen has a decent (short) article on his website. There's another one, but it's more related to how to test in order to be representative, rather than how to perform the testing itself.
Consider measuring the time to perform critical tasks (using a new user and an experienced user) and the number of data entry errors for performing those tasks.
First you want to define goals: for example increasing the percentage of users who can complete a certain set of tasks, and reducing the time they need for it.
Then, get two cameras, a few users (5-10) give them a list of tasks to complete and ask them to think out loud. Half of the users should use the "old" system, the rest should use the new one.
Review the tapes, measure the time it took, measure success rates, discuss endlessly about interpretations.
Alternatively, you can develop a system for bucket-testing -- it works the same way, though it makes it far more difficult to find out something new. On the other hand, it's much cheaper, so you can do many more iterations. Of course that's limited to sites you can open to public testing.
That obviously implies you're trying to get comparative data between two designs. I can't think of a way of expressing usability as a value.
You might want to look into the GOMS model (Goals, Operators, Methods, and Selection rules). It is a very difficult research tool to use in my opinion, but it does provide a "mathematical" basis to measure performance in a strictly controlled environment. It is best used with "expert" users. See this very interesting case study of Project Ernestine for New England Telephone operators.
Measuring usability quantitatively is an extremely hard problem. I tackled this as a part of my doctoral work. The short answer is, yes, you can measure it; no, you can't use the results in a vacuum. You have to understand why something took longer or shorter; simply comparing numbers is worse than useless, because it's misleading.
For comparing alternate interfaces it works okay. In a longitudinal study, where users are bringing their past expertise with version 1 into their use of version 2, it's not going to be as useful. You will also need to take into account time to learn the interface, including time to re-understand the interface if the user's been away from it. Finally, if the task is of variable difficulty (and this is the usual case in the real world) then your numbers will be all over the map unless you have some way to factor out this difficulty.
GOMS (mentioned above) is a good method to use during the design phase to get an intuition about whether interface A is better than B at doing a specific task. However, it only addresses error-free performance by expert users, and only measures low-level task execution time. If the user figures out a more efficient way to do their work that you haven't thought of, you won't have a GOMS estimate for it and will have to draft one up.
Some specific measures that you could look into:
Measuring clock time for a standard task is good if you want to know what takes a long time. However, lab tests generally involve test subjects working much harder and concentrating much more than they do in everyday work, so comparing results from the lab to real users is going to be misleading.
Error rate: how often the user makes mistakes or backtracks. Especially if you notice the same sort of error occurring over and over again.
Appearance of workarounds; if your users are working around a feature, or taking a bunch of steps that you think are dumb, it may be a sign that your interface doesn't give the tools to figure out how to solve their problems.
Don't underestimate simply asking users how well they thought things went. Subjective usability is finicky but can be revealing.